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Posted: Fri Jul 28, 2006 7:17 am
INTRODUCTION As a special gift to all my membership in this guild I want to give you this tabletop RPG I've been creating. You may use this to Role-Play in this forum or use it in other forums. This is one of my many thanks to all of you for standing beside me and help making OUR guild work. This thread will include all the rules and character creation pages I've been working on. I will make a feed back thread for your input on new templates, archetypes, skills, and Meta-Powers ect. Why did I go with Super Heroes? The reason is two fold one I love a good Supers RPG and two if it can handle Super Heroes it can tackle any type of game. CHARACTER CREATION When building this game I tried to make it as simple as possible and still be fun to play so I did not use a lot of ability scores. ABILITIES Below is the description of each of your characters abilities. As well as a list of feats that may be done using certain abilities. Agility (AGI): This is a measure of your overall dexterity and hand eye coordination. This ability is used when making and defending most ranged attacks. Power (POW): This is a measure of your endurance, and overall physical prowess. This ability is used when making and defending most melee attacks. *Lifting: You may lift 100 pounds for each point of power. This costs 1 AP per point of power used for lifting. *Leaping: You may leap two feet across and one foot up for each point of Power. This costs 1 AP per point of Power exerted. Ego (EGO): This is a measure of your intellect and willpower. This also represents how well you may influence the opinions of others. This ability is used when making and defending most magical and mental attacks. Speed (SPD): This is a measure of how fast you can move and react. This ability is used to determine initiative during combat. *Running: You may run at your Speed x10 feet for a number of rounds equal to two times your Power. You may double this speed in a sprint for a number of turns equal to your power. Running costs 1 AP, Sprinting costs 1 AP per point of Speed used. Action Points (AP): This is the amount of energy you have to spend on actions. Recovery (Rec): This is the number of action points you recuperate each round. You may double this by doing nothing but recuperating on your turn. Wounds (Wnd): This is a measure of how much damage your body can take before becoming incapacitated. You heal 1/2 your Power in wounds for each day of rest. The next thing I did was use a combination of Templates and Option Points to allow the players to quickly build a character. This supports low level starting Heroes at the beginning of their career if you want more powerful Characters the GM may add additional Option Points to create more powerful heroes. You get one Character Template and one Character Archetype for free
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Posted: Fri Jul 28, 2006 7:20 am
Character Templates Each player must choose one of these following templates to create their character:
Template One Agility = 2, Power = 2, Ego = 2, Speed = 3 Action Points = 12, Recovery = 5 Wounds = 8 Option Points = 15
Template Two Agility = 3, Power = 2, Ego = 2, Speed = 3 Action Points = 12, Recovery = 5 Wounds = 8 Option Points = 12 Spend one action point to have a ranged attack cause one additional wound. This may only be done once per turn.
Template Three Agility = 2, Power = 3, Ego = 2, Speed = 3 Action Points = 12, Recovery = 5 Wounds = 8 Option Points = 12 Spend one action point to have a melee attack cause one additional wound. This may only be done once per turn.
Template Four Agility = 2, Power = 2, Ego = 3, Speed = 3 Action Points = 12, Recovery = 5 Wounds = 8 Option Points = 12 Spend one action point to increase any one non-combat skill roll by 2 points. This may be done once per turn.
Template Five Agility = 2, Power = 2, Ego = 2, Speed = 4 Action Points = 12, Recovery = 5 Wounds = 8 Option Points = 12 Spend one action point to add +2 to your initiative roll. This may be done once per turn.
Template Six Agility = 2, Power = 2, Ego = 2, Speed = 3 Action Points = 14, Recovery = 5 Wounds = 8 Option Points = 12 Spend one action point to add +2 to any combat roll. This may only be done once per turn.
Template Seven Agility = 2, Power = 2, Ego = 2, Speed = 3 Action Points = 12, Recovery = 7 Wounds = 8 Option Points = 12 Once per turn reduce the cost of any one action by 1 action point.
Template Eight Agility = 2, Power = 2, Ego = 2, Speed = 3 Action Points = 12, Recovery = 5 Wounds = 10 Option Points = 12 Spend one action point to reduce the total wounds taken by the character by one. This may be done once per turn.
Template Nine Agility = 3, Power = 3, Ego = 3, Speed = 3 Action Points = 13, Recovery = 6 Wounds = 9 Option Points = 12
NEW TEMPLATES These new Templates represent player races that may be found in an Anime Setting.
Template Ten: Half Angel Agility = 2, Power = 2, Ego = 2, Speed =3 Action Points = 12, Recovery = 5, Wounds = 8 Option Points =12 * Wings: May fly at move x10 feet per round.
Template Eleven: Half Demon Agilty = 2, Power = 3, Ego = 2, Speed = 3 Action Points = 12, Recovery = 5, Wounds = 9 Option Points = 12 * May lift 200 lbs per point of Power and Leap 3 feet up and 6 feet across per point of power.
Template Twelve: Nekojin Agilty = 3, Power = 2, Ego = 2, Speed = 3 Action Points = 12, Recovery = 5, Wounds = 8 Option Points = 12 * Night Vision: Ignores up to -2 penalties for Darkness.
Template Thirteen: Animal Spirit Agilty = 2, Power = 2, Ego = 2, Speed = 3 Action Points = 12, Recovery = 5, Wounds = 8 Option Points = 12 *Has one Animal form (must choose) and one Human form. *Has +2 points to divide among Agility, Power, and Speed in one of the two forms. You may purchase Animal Powers for one less option point per level.
Template Fourteen: Oni Agilty = 2, Power = 2, Ego = 2, Speed = 3 Action Points = 12, Recovery = 5, Wounds = 10 Option Points = 12 * Start play with Natural Weapon: Claws, Teeth or Horns for free.
Template Fifteen: Anthropormorphic Animal Agilty = 2, Power = 2, Ego = 2, Speed = 3 Action Points = 12, Recovery = 5, Wounds = 8 Option Points = 12 * +2 points to divide among Agility, Power, and Speed *Start play with one level of Animal Powers for free.
Fantasy Templates These templates may be used for a Fantasy Setting.
Drakken Agility = 2, Power = 3, Ego = 2, Speed = 3 Action Points = 12, Recovery = 5, Wounds = 10 Option Points: 11 * Breath Fire: does 2 wounds of fire damage, range = Agility x 10 feet, costs 2 AP to use.
Dwarf Agility = 2, Power = 3, Ego = 2, Speed = 2 Action Points = 12, Recovery = 5, Wounds = 10 Option Points: 12 * One level of Armor for free. * Night Vision 60 feet.
Fey Agility =3, Power = 1, Ego = 2, Speed = 4 Action Points = 12, Recovery = 5 Wounds = 6 Option Points = 12 * Tiny Size: 6" or smaller, Combat-Defense/Stealth +4 * Wings: May fly at speed x10 feet per round.
Gnome Agility = 2, Power = 2, Ego = 3, Speed = 3 Action Points = 12, Recovery = 5 Wounds = 8 Option Points = 12 * Spend one action point to increase any one Craft/Inventing skill roll by 2 points. This may be done once per turn.
Goblin Agility = 2, Power = 2, Ego = 2, Speed = 3 Action Points = 12, Recovery = 6 Wounds = 9 Option Points = 12 * Spend one action point to increase any one Craft/Inventing roll by 2 points. This may be done once per turn.
Highbourne (High Elf) Agility = 3, Power = 2, Ego = 3, Speed = 3 Action Points = 12, Recovery = 5, Wounds = 8 Option Points = 12 *Once per turn spend three action points to heal any target 1 wound. *Gain 3 levels of Combat - Ranged for free.
Highbourne (Dark Elf) Agility = 3, Power = 2, Ego = 3, Speed = 3 Action Points = 12, Recovery = 5, Wounds = 8 Option Points = 12 * once per turn spend three action points to add one wound damage to any blade attack. *Gain 3 levels of Combat-Melee for free.
Ogre Agiltiy = 2, Power = 3, Ego = 2, Speed = 3 Action Points = 12, Recovery = 5, Wounds = 9 Option Points: 12 * May lift 200 lbs per point of Power and Leap 3 feet up and 6 feet across per point of power.
Orc Agility = 2, Power = 3, Ego = 2, Speed = 3 Action Points = 12, Recovery = 5 Wounds = 8 Option Points = 12 * Spend one action point to have a melee attack cause one additional wound. This may only be done once per turn.
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Posted: Fri Jul 28, 2006 7:25 am
Character Archetypes The player may choose one of the following templates and add it's bonuses and abilities to their chosen character template. A second Archetype may be purchased for 5 option points.
Acrobatic Fighter Agility +1, Power +0, Ego +0, Speed +1 Action Points +0, Recovery +0, Wounds +0 Gains three levels of the Acrobat skill for free. May use Agility for melee attack and defense.
Arcanist Agility +0, Power +0, Ego +2, Speed +0 Action Points +0, Recovery +0, Wounds +0 Start play with one free level of Spell Casting, may purchase addition levels of Spell Casting at one less option point.
Blaster Agility +2, Power +0, Ego +0, Speed +0 Action Points +0, Recovery +0, Wounds +0 Start play with one level of Energy Blast for free. May purchase levels of Energy Blast at one less option point.
Elementalist Agility +0, Power +0, Ego +1, Speed +1 Action Points +0, Recovery +0, Wounds +0 Start play with one level of Control Element for free. May purchase levels of Accumulate Energy at one less option point.
Fast Healer Agility +0, Power +0, Ego +0, Speed +0 Action Points +0, Recovery +2, Wounds +0 Once per turn spend an action point to recover one wound taken that turn. Gadget Hero Agility +0, Power +0, Ego +1, Speed +1 Action Points +0, Recovery +0, Wounds +0 May start play with one level of Gadget for free. Total cost for all gadgets are reduced by one option point.
Gunslinger Agility +1, Power +0, Ego +0, Speed +1 Action Points +0, Recovery +0, Wounds +0 Gain +3 levels in Paired Weapons: Pistols. Add +3 to all initiative rolls with pistols.
Inventor Agility +0, Power +0, Ego +2, Speed +0 Action Points +0, Recovery +0, Wounds +0 Start play with one level of Gadget for free. Add two to any die roll involving making, modifying, or repairing any gadget or gear.
Martial Artist Agility +1, Power +1, Ego +0, Speed +0 Action Points +0, Recovery +0, Wounds +0 Gain three levels of Combat: Unarmed for free. All damage done from each melee attack is increased by one wound.
Power Armor Agility +1, Power +0, Ego +1, Speed +0 Action Points +0, Recovery +0, Wounds +0 Start play with one level of Power Armor for free. Purchase additional levels of Power Armor for one less option point.
Power House Agility +0, Power +1, Ego +0, Speed +0 Action Points +0, Recovery +0, Wounds +1 Start play with one level of Super Strength for free. May purchase levels of Armor at one less option point.
Psychic Agility +0, Power +0, Ego +2, Speed +0 Action Points +0, Recovery +0, Wounds +0 Start play with one level of either Telekinesis or Telepathy for free. All damage done by Mind Blasts does one additional wound.
Speedster Agility +0, Power +0, Ego +0, Speed +2 Action Points +0, Recovery +0, Wounds +0 Start play with one level of Super Speed for free. May use Speed in place of Agility for ranged defense. May use Speed instead of Power for melee attack and defense.
Tank Agility +0, Power +0, Ego +0, Speed +0 Action Points +0, Recovery +0, Wounds +2 Start play with one level of Armor for free. May purchase levels of Armor for one less option point. Levels of Hard to Kill add an additional +1 wound.
Weapon Master Agility +1, Power +1, Ego +0, Speed +0 Action Points +0, Recovery +0, Wounds +0 May start play with one level of Signature Weapon for free. All damage done with Signature Weapon is increased by one wound
NEW ARCHETYPES These new Archetypes are for most Anime Campaigns.
Ki Fighter Agility +1, Power +1, Ego +0, Speed +0 Action Points +0, Recovery +0, Wounds +0 Start play with 3 levels in Combat-Melee for free. Accumulate Energy may be purchased at on less option point per level.
Magical Girl Agility +0, Power +0, Ego +1, Speed +1 Action Points +0, Recovery +0, Wounds +0 May start play with one level of Altered Form for free. Signature Weapon may be purchased at on less option point per level.
Mecha Pilot Agility +1, Power +1, Ego +0, Speed +0 Action Points +0, Recovery +0, Wounds +0 Power Armor starts play with one level of Growth for free, growth is permanent and costs no action points to activate. May purchase Power Armor at one less option point per level.
Monster Trainer Agility +0, Power +0, Ego +1, Speed +0 Action Points +2, Recovery +0, Wounds +0 Starts play with one level Animal/Monster Companion for free, additional levels cost one less action point per level.
Ninja Agility +1, Power +1, Ego +0, Speed +0 Action Points +0, Recovery +0, Wounds +0 May start play with 3 levels of Combat-Melee and Stealth for free.
Samurai Agility +0, Power +1, Ego +0, Speed +1 Action Points +0, Recovery +0, Wounds +0 May start play with one level of Signature Weapon and three levels of Combat- Melee for free.
Sentai Ranger Agility +0, Power +0, Ego +1, Speed +1 Action Points +0, Recovery +0, Wounds +0 May start play with one level of Altered Form and Choice of Gadget, Power Armor, or Signature Weapon for free.
Fantasy Archetypes These archetypes are for use with a fantasy setting.
Barbarian Agility +0, Power +0, Ego +0, Speed +0 Action Points +0, Recovery +0, Wounds +4 *Once per turn may spend two action points to increase Power by 2 points. *Once per turn spend two action points to reduce the amount of damage taken from one attack by one wound.
Cloak Fighter Agility +0, Power +0, Ego +0, Speed +2 Action Points +0, Recovery +0, Wounds +0 *Once per turn spend two action points to reduce a targets defense by 2. *Does one additional wound of damage when weilding Daggers.
Healer Agility +0, Power +0, Ego +2, Speed +0 Action Points +0, Recovery +0, Wounds +0 *Start Play with 3 levels of medical for free. *May purchase Spell Casting for one less option point.
Justicar Agility +0, Power +1, Ego +1, Speed +0 Action Points +0, Recovery +0, Wounds +0 *May choose 3 levels of Knowledge law for free. *May purchase Spell Casting for one less option point.
Monk Agility +0, Power +1, Ego +1, Speed +0 Action Points +0, Recovery +0, Wounds +0 *+2 to Melee attack and defense. *Gain one level in Fighting Techniques for free.
Necromancer Agility +0, Power +0, Ego +2, Speed +0 Action Points +0, Recovery +0, Wounds +0 *Gains one level of Summoning (Undead) for free. *Each additional level of summoning cost one less option point. *May purchase Spell Casting for one less option point. *Undead take an extra wound of damage from any Holy attack.
Peasant Hero Agility +0, Power +1, Ego +0, Speed +0 Action Points +0, Recovery +0, Wounds +2 *May purchase Hard to Kill for 1 less option point. *May choose 3 levels of Profession for free.
Priest Agility +0, Power +0, Ego +2, Speed +0 Action Points +0, Recovery +0, Wounds +0 *Start play with 3 levels of Knowledge Religeon free. *May purchase Spell Casting for one less option point.
Rogue Agility +1, Power +1, Ego +0, Speed +0 Action Points +0, Recovery +0, Wounds +0 *3 levels of Thievery for free. *+2 to all Stealth rolls.
Shadow Dancer Agility +1, Power +0, Ego +1, Speed +0 Action Points +0, Recovery +0, Wounds +0 *+2 to all Stealth rolls *May purchase Spell Casting for one less option point.
Soldier Agility +0, Power +1, Ego +0, Speed +0 Action Points +0, Recovery +0, Wounds +2 * 3 levels of Combat - Melee for free * 3 levels of Tactics for free.
Summoner Agility +0, Power +0, Ego +2, Speed +0 Action Points +0, Recovery +0, Wounds +0 *Gain one level of Summoning for free. *May purchase Spell Casting for one less option point.
Swashbuckler Agility +0, Power +1, Ego +0, Speed +1 Action Points +0, Recovery +0, Wounds +0 *+2 to hit with Swords. *May Start play with 3 levels of Acrobatics for free.
Templar Agility +0, Power +1, Ego +1, Speed +0 Action Points +0, Recovery +0, Wounds +0 *Start play with 3 levels of Combat - Melee for free. *May purchase Spell Casting for one less option point.
Tracker Agility +1, Power +0, Ego +1, Speed +0 Action Points +0, Recovery +0, Wounds +0 *Gain 3 levels of Tracking for free. *+2 to all alertness rolls.
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Posted: Fri Jul 28, 2006 7:34 am
Skills You gain your Ego score in free skill points, you may trade one option point for 3 skill points, you may trade as many option points as you would like to do this.
Acrobatics: You may use this skill whenever you need to make a feat of balance. This can also be used in the place of Combat, Defense for evading Melee and Ranged attacks.
Alertness: You can use this skill whenever you are trying to detect anything based off of your senses.
Animal Handling: You are skilled at training Animals. Athletics: You may use this when chasing opponents or attempting athletic feats (Climbing, Jumping, etc.).
Black Ops: You are a skilled spy this skill covers Espionage, Disguise, Detecting Ambushes, Investigation etc.
Combat, Defense: Your ability to defend yourself in combat. Use this with Agility for Ranged defense and with Power for Melee defense.
Combat, Melee: Your ability to fight in melee armed or unarmed. Combat, Ranged: Your ability to fight with ranged weapons. Such as Guns, Bows and throwing blades.
Computers: You know how to operate, program and hack into computers.
Craft/Inventing: This is the ability to build, modify, and repair gear and gadgets.
Investigation: The ability to find and process clues. Knowledge/Lore: (Choose One Type) you possess knowledge in that area (Example Knowledge: Street Gangs or Lore: Occult)
Languages: You speak an additional Language per skill point in this skill.
Leadership: You may direct Team Attacks against an opponent. One person may be in the attack per point in this skill.
Medical: You may do first Aid to stop some one from dying and you may speed up the healing process of others by One Wound per 2 hours of rest.
Magical/Mental Defense: This is your ability to defend against Magical or Mental Attacks or resist being manipulated by others. Paired Weapons: This is a combat skill for fighting with a weapon in each hand these may be Melee or Ranged but you must choose which weapons are paired. (i.e. Paired: Katana, Paired: Rapier and Dagger, or Paired: Hand Cannons). Fighting with an additional weapon allow the character to do one additional wound.
Piloting: You may pilot any type of vehicle.
Profession: Choose a profession you may attempt any skill roll that involves that profession. (Example: Profession: Cop, Profession: Actor) Riding: You are skilled at riding animals.
Science: Choose a science per level of this skill you are skilled in those sciences. (Example: Chemistry, Biology, and Genetics)
Social: Speaking and persuasion skills. You may use this skill to Convince, trick, seduce act. others.
Stealth: This is your ability to hide from others.
Tactics: If you watch a combat for 1 round you may add this to a single or team attack roll. Technology: This is your ability to use complex and even alien devices.
Thievery: This covers a whole spectrum of Rogue like ability. Stealth, Fast Talk, Breaking and Entering etc.
Tracking: Choose either Wilderness or Urban you can Track others who have been in the area with in one hour per point of this skill. You may then follow this trail until you find the scent.
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Posted: Fri Jul 28, 2006 7:50 am
Meta-Powers You may spend your Option Points (op) to purchase the following Meta Powers.
Accumulate Energy Cost: 5 op per level You may store up energy to use at a later time. Each level of this power allows you to store your Recovery in Energy Points for a number of rounds equal to your Ego plus levels in this power. You may keep as much as Ego + Recovery + levels in this Meta-Power. The Energy may then be spent in the following ways: *1 Energy Point: Adds plus one to one of the following (Agility, Power, or Ego) *1 Energy Point: add +1 damage to Melee Combat *2 Energy Points: make a ranged Energy attack at 1 wound at a range of Agility x100 feet. Each additional point adds +1 damage and doubles the Range. *2 Energy Points recharges one Action point. You may do nothing but store energy when filling up your energy reserve. and it costs 1 action point per level used. Recharging Action Points does not use up Action points.
Altered Form Cost: 3 op per level You take on another more powerful form, You get 3 points to spend on your Primary Abilities (Agility, Power, Ego and Speed) an 2 points to spend on your secondary abilities (Action Points, Recovery, and Wounds) Each level thereafter gives the character 4 option points to spend on this form. You spend 1 Action Point per level of this power used.
Animal Communication/Control Cost: 2 op per level You choose one animal type you may communicate with that animal type and control a number of them equal to your Ego. This has an area of effect of Ego x 100 feet. At second Level you may communicate and control a number of animal types equal to your Ego, it also doubles the number of Animals controlled and the area of effect. Each level thereafter doubles the previous. This Meta-Power uses one action point per level used.
Animal Powers Cost: 2 op per level Choose one Animal you gain the senses of that animal plus the choice of one level of one of the following Meta-Powers: Armor, Flight, Natural Weaponry, Super Leap, Super Speed, Super Strength, or Under Water Adaptation. Each level of this power allows you to choose one more of the above listed Meta-Powers or add +1 level to the chosen Meta-Power. This Meta-Power costs one action point per level of Animal Power used. Armor Cost: 2 op per level The character absorbs one wound of damage per attack made against the character for each level of this Meta-Power. This power costs no action points to use.
Control Element Cost: 3 op per level Choose one type of element or energy, you can manipulate 3 wounds of that energy with in Agility x 10 yard area of effect. This may be used to make an attack causing 1 wound of damage, create a barrier up to the number of wounds controlled, and you may exert strength equal to the number of wounds controlled. Each additional level adds 1 wound to the control, doubles the area of effect and doubles the strength exerted. This Meta-Power uses 1 action point per level control element used.
Deflect Attack Cost: 2 op per level You may use your defense roll to deflect one wound of damage back at your attacker. This is increased by one wound per level of this power. If the defense roll fails damage is taken normally, if successful the damage reflected is not taken by the user of this Meta-Power. This cost one action point per level of this power used.
Detection Cost: 1 op per level Choose one thing to detect you gains +2 to any alertness rolls when looking for the detected item. This has an area of effect of Ego x 100 yards. The detection must be chosen at the creation of this power (i.e. Detect Invisible). Each level adds +2 to the alertness rolls and doubles the Area of effect. It costs one action point to use this Meta-Power.
Dimensional Travel Cost: 3 op per level You may travel to one dimension or alternate time line and You may teleport 100 feet per point of Speed at level 1. Level 2 you may travel to your Ego in alternate dimensions or time lines and you teleport 1000 feet per point of speed. Level 3 you may travel to ego x2 alternate dimensions or time lines and you teleport your speed in miles. Each additional level past 3 doubles the previous. You spend 1 action point per level of Dimensional Travel used.
Drain Ability Cost: 2op per level or 3 op per level When you pick this Meta-Power choose one of the following abilities: Agility, Power, Ego, Speed, or Action Points. On a successful melee attack roll you drain one point in that ability (You may add this to your own score if you choose the 3 op variant) for a number of rounds equal to your Ego plus the number of levels in this Meta-Power. Lost ability scores will return at a rate of 1 point per turn afterwards (In the three op variant as the victim regains lost Ability Points you lose the ones gained). If Agility, Power, Ego or Speed is reduced to zero the character becomes knocked out until that ability score is in the positive. Action Points are drained at 2 action points per level (and in the 3 op gained until used) and may be recovered normally. It costs 1 action point per point of this Meta-Power used.
Drain Meta-Powers Cost: 2op per level or 3 op per level On a successful melee attack roll you may drain one of your opponents Meta-Powers for a number of turns equal to Ego plus levels in this Meta-Power. Lost Meta-Power levels return at a rate of one level per turn afterwards. The 3 op variant mimics the power drained for the duration of Meta-Power drained from the victim. As the victim recovers lost Meta-Power you lose levels in that Meta-Power. It costs one action point per level used.
Elasticity Cost: 2 op per level You may stretch any limb for a distance of 100 x power in feet, and you take one less damage from any impact attack (Falling, Punches, Kicks ect.) Double the distance stretched and take one less damage from impact damage for each level purchased. This power costs 1 action point per level and per limb stretched.
Energy Blast Cost: 2 op per level The character fires an energy blast that does one wound of damage at a range of 100 x Agility in feet. Each additional level of Energy Blast does +1 damage and doubles the range. Energy Blast uses one action point per level of Energy Blast. Enhanced Ability: Agility Cost: 2 op per level Each level in this Meta-Power increases your Agility by three points. This ability does not require an action point expenditure, as it is a direct enhancement to the Agility ability score. Enhanced Ability: Ego Cost: 2 op per level Each level in this Meta-Power increases your Ego by three points. This ability does not require an action point expenditure, as it is a direct enhancement to the Ego ability score.
Enhanced Ability: Power Cost: 2 op per level Each level in this Meta-Power increases your Power by three points. This ability does not require an action point expenditure, as it is a direct enhancement to the Power ability score.
Enhanced Ability: Speed Cost: 2 op per level Each level in this Meta-Power increases your Speed by three points. This ability does not require an action point expenditure, as it is a direct enhancement to the Speed ability score.
Enhanced Senses Cost: 1 op per level +1 op per additional sense. Your senses are incredibly enhanced you gain +3 to alertness rolls and any other roll based of the target senses, per level of this Meta-Power. This ability costs no action points to use. Entangle Cost: 2 op per level Roots target to the spot with a strength of 100 x Power lbs, the entangle is considered to have 2 wounds of hardness, and the attack has a range of 100 x Agility in feet. Each additional level doubles the strength, adds +2 wounds to the hardness and doubles the range. This power costs 1 action point per level of power used. Extra Actions Cost: 4 op per level You gain one extra action during the turn per level of Extra Actions taken. It costs +1 action point to all actions per extra action taken.
Flare Cost: 2 op per level This Meta-Power blinds the target causing -2 to all sight based rolls including combat. Each level of this Meta-Power increases the penalty by an additional -2. This power has a range of (100 feet x Agility) x level and has a duration of 1 round per level. This uses 1 action point per level of this power used.
Flight Cost: 2 op per level The character flies at Speed x 25MPH. Each additional level doubles the fight speed. This costs one action point per level of this power used. Force Field Cost: 2 op per level You may create a field around yourself that stops one wound from all attacks and may extend this out at Ego in yards area of effect. Each level adds one wound of protection, and doubles the area of effect. This Meta-Power uses one action point per level of Force Field used.
Gadget Cost: 2 op per level You have 3 op worth of modifications per level of your gadget. Action Points are still based of the Powers built into the Gadget.
Growth Cost: 2 op per level You may grow to the height of 20 foot tall, You gain +1 to Power, +2 Wounds, and one level of Super Strength for each level of Growth. You also suffer a -1 penalty to Melee and Ranged Defense per level of Growth do to being a larger target. Your movement speed while enlarged is your Speed x 15 MPH. You spend one action point for each level of Growth used during the turn and this replaces any action points that would be spent on the Power Ability score.
Hard to Kill Cost: 1 op per level Each level of this Meta-Power gives you 2 additional wound points. This modifies your Wound Score and does not cost action points to use.
Heightened Recovery Cost: 1 op per level Each level of this Meta-Power adds +2 to your Recovery score. This Meta-Power does not cost action points to use. Illusion Generation Cost: 2 op per level +1 op per extra sense. You generate Illusions that can fool sight; you may cover an area equal to Ego x 10-foot radius. You may make one moving Illusion per point of Ego. Each level of this Meta-Power doubles the previous. The difficulty to see through these illusions are Ego+5 + 3 per level. This costs one action point per level used.
Infrared/Ultraviolet Vision Cost: 1 op per level. Your character may see in the Infrared/Ultraviolet spectrums and is under no penalties when in darkness. The character may see Ego x 10 feet with this Meta-Power. Each level triples the range the character is able to see. This Meta-Power cost no action points to use. Invisibility Cost: 2 op per level, +1 op per additional sense You become Invisible to one sense and are -3 to any opponents rolls for them to detect you with that sense. Each level taken doubles the penalty for the person trying to detect you. This costs one action point per power used.
Iron Will Cost: 2 op per level The character may negate 1 level of Mind Control or Telepathy used against the character. Each level of Iron will adds +1 level of resistance and gives the character +2 to Ego rolls when resisting mental influence. This power costs one action point per level of Iron Will used.
Metamorphosis: Elemental Cost: 2 per level You may turn into a specific element or energy. You get 3 op per level of this power to choose Meta-Powers that this form would have. It costs one action point per level of this Meta-Power each turn to keep up the form. Metamorphosis: Animal Cost: 2 op per level Level one of this ability allows you to completely take the form of one type of Animal you gain all the senses and abilities of that Animal including flight Under water breathing ect. Level 2 of this Meta-Power allows you to take the form of up to the character's Ego in Animals. Each additional level doubles the amount of animals the character can change into. You may link Animal Powers to this at one less op per level. This costs one action point to use.
Mimic: Ability Cost: 2op per level You may mimic one of your opponent's ability scores, even if it is higher or lower. Mimic: Ability has an area of effect equal to Ego x 5 feet. Each level allows you to mimic one additional ability score from the same or different target and doubles the Area of effect. You must choose which ability scores you are mimicking at the creation of this power. This Meta-Power costs 1 action point per level and one action point per target.
Mimic: Meta-Powers Cost: 2 op per level You may mimic one of your opponent's meta-powers, even if it is higher or lower. Mimic: Meta-Powers has an area of effect equal to Ego x 5 feet. Each level allows you to mimic one additional meta-power from the same or different target and doubles the Area of effect. This Meta-Power costs 1 action point per level and one action point per target. Mimic: Skills Cost: 2 op per level You may mimic one of your opponent's skills, even if it is higher or lower. Mimic: Skills has an area of effect equal to Ego x 5 feet. Each level allows you to mimic one additional skill from the same or different target and doubles the Area of effect. This Meta-Power costs 1 action point per level and one action point per target. Mind Control Cost: 2 op per level You may make a resisted Ego test to take over another person's mind. If the roll is successful the opponent will do your bidding for your Ego in rounds. Each level of this Meta-Power adds +2 to the resistance roll and adds Ego in the number of targets that may be under your control at once. It costs one action point per level and one more action point per target controlled
Natural Weaponry Cost: 2 op per level You have natural weapons (Claws, Horns, spines, rock hard hands ect.) these natural weapons add +1 damage to melee attacks. It costs one action point per level used.
Penetration Vision Cost: 2 op per level You may see through 6 inches of material per point of Ego. Each level of this power doubles the effect. You must choose one item that you cannot see through. This costs one action point for each level of this power used.
Phasing Cost: 3 op per level You may move through 6 inches of material per point of Ego, and you take one less wound from physical damage. Each level of this power doubles the effect. You must choose one item that you cannot move through. This costs one action point for each level of this power used. Power Armor Cost: 3 op per level You wear a suit of power armor, this gives you 3 points to spend on Agility, Power, and Speed. The armor will stop one wound of damage from any attack. Each additional level gives you +4 op to spend on Meta Powers built into the Armor. Action points are spent as the Meta-Power used.
Regeneration Cost: 2 op per level You may regenerate 1 wound per round, or one wound per level for one round of nothing but rest. This power costs 1 action point per wound healed.
Resist Drain Cost: 2 op per level You start to regain Drained Ability or Meta-Powers immediately the following turn. At a rate equal to your levels in this Meta-Power. This costs one action point per level used.
Shape Shifting Cost: 2 op per level You may turn into any thing you can imagine. Each level gives you +3 to any disguise rolls. You gain 3 op per level that may be reused each time you change shape to accurately change into anything. Shrinking Cost: 2 op per level This Meta-Power allows the user to shrink down to one their size. It also gives the following benefits: +2 to stealth rolls and +2 to Melee or Ranged Defense. Each additional level decreases the size by one half the previous and gives a bonus of +2 to stealth and +2 to Melee and Ranged defense. This Meta-Power cost 1 action point per level of Shrinking used.
Signature Weapon Cost: 2 op per level You have a special weapon it does +1 wound of either ranged or melee damage if it is a ranged weapon it's range is Agility x 100 feet. Each additional level gives 3 op that can be used to add other Meta-Powers to the weapon. (Of which 2 op will add an addition wound of damage or double range.) It costs one action point per level of this item to use.
Sonar/Radar Sense Cost: 1 op You can fight blind with out penalty, and can detect any type of movement within Ego x 100 feet of you. This range doubles each level of this Meta-Power that you purchase. This power costs no action points to use.
Spell Casting Cost: 3 op per level You gain 9 spell points per level to build your spells. Spell Points may be spent in the following ways: 1 SP = 1 Skill Point in the chosen spell 1 SP = 1 +1 Initiative with chosen spell 3 SP = 1 Option Point to build spell effects Limitations (Each will add 2 Spell Points to the Spell) Incantation: Must speak to cast. Gestures: Hands must be free to cast. Ritual: Multiple Spell Casters must assist. Components: Must have ingredients present to cast. Limited Use (3 per day)
Difficulty: The difficulty to cast a give Spell is equal to the spell points invested in the spell. Spells cost a number of Action Points equal to Spell Casting levels + Option levels used.
Super Leap Cost: 2 op per level You may leap 100 x Power in feet. Your kicks cause an additional wound of damage. Each level taken doubles the distance of the leap and adds +1 to the wounds done with kicks. This Meta-Powers uses one action point for each level of Super Leap used.
Super Speed Cost: 2 op per level The character runs at Speed x 25MPH, and gives an initiative bonus of +1. Each additional level doubles the running speed and adds +1 to initiative. This costs one action point per level of this power used.
Super Strength Cost: 2 op per level You may lift your Power score in tons, and melee damage is increased by one point. Each additional level of Super Strength doubles what the character could lift and adds an additional point of melee damage. Using Super Strength costs one action point per level of Super Strength used, this replaces any action points that would be spent on the Power ability for strength actions.
Telekinesis Cost: 2 op per level You may lift Ego x 100lbs at a range of Ego x 20 foot radius at level one. At level 2 you may lift Ego in tons each level afterwards doubles the weight. Area of Effect doubles per level and you may attack doing 1 wound of damage per level. You may purchase Flight and Force Field at -1 op per level. This costs one action point per level used. Telepathy Cost: 3 op per level You may make a resisted roll to read someone's mind Each level of this Meta-Power gives you +2 to the roll. At level one the area of effect is Ego x 20 yards, this is doubled for each level used. Willing people may link minds with the Telepath who can send messages within the group with out talking. The Telepath can attempt to read or link a number of minds equal to their Ego, this doubles for each level purchased. The Telepath can also mind blast an opponent by passing physical armor doing one wound per level of Telepathy. This cost one action point per level used and per mind used against. Teleportation Cost: 2 op per level You may teleport 100 feet per point of Speed at level 1. Level 2 you teleport 1000 feet per point of speed. Level 3 you teleport your speed in miles. Each additional level past 3 doubles the previous. You spend 1 action point per level of Teleportation used.
Telescopic Vision Cost: 1 op per level You can see great distances. You gain +2 to all Alertness rolls to anything more than 100 yards away. You also gain +2 to hit on any ranged attack in which you spend 1 round aiming on the attack. You gain all bonuses each level this is purchased. This Meta-Power costs one action point to use.
Underwater Adaptation Cost: 2 op per level You may breath underwater and handle the pressure of the ocean's depths. You also gain levels Super Strength and Super Speed while in water for each level of this power.
NEW META-POWERS Animal/Monster Companion Cost: 4 op for the first level 2 op for each additional level. You have an animal or a monster companion. It has the following base ability scores: Agility = 2 Power = 2 Ego = 1 Speed = 3 Action Points = 8 Recovery = 5 Wounds = 6 You have 4 option points to spend on Skills and Meta-Powers for your companion. Each additional level adds +3 option points to spend on your companion.
Enviromental Independence Cost: 1 op per level Each level in this Meta-Power allows you to choose one of thge following: * Does not age. * Does not need to breath. * Does not need to eat. * Does not need to drink. * May survive in a vacume. * May survive in deep space.
Fighting Technique Cost: 3 op per level You know a special attack, you must name it and say it just before you attack. It does +1 wound of damage plus one of the following: * +2 to hit roll * Range ( Agility x 30 feet) x 2 each additional time this is chosen * Armor Peircing * Auto Fire (one additional target each time this is taken) * Area of Effect (Agility x5 feet) +2 each additional time this is chosen Each additional level adds +1 wound of damage and another choice from the above list. This power costs one action point per level of this meta-power used.
Immortality Cost: 4 op per level You do not age and it is very difficult to kill you. You may survive one fatal injury per level in this Meta-Power per session. You recover injury normally unless you have regeneration. A fatal attack counts as being knocked out. You must pick one type of attack or fatal injury that WILL kill you permanently.
Summoning Cost: 4 op for the first level 2 op for each additional level. You may summon Animals, Monsters, or other entities to do your bidding. They have the following base ability scores: Agility = 2 Power = 2 Ego = 1 Speed = 3 Action Points = 8 Recovery = 5 Wounds = 6 You have 4 option points to spend on Skills and Meta-Powers for your Summon. Each additional level adds +3 option points to spend on your summon. This costs a number action points equal to the total cost of the Meta-Power divided by two each turn to keep the summon. You may create a new summon each time you use this ability, and you may only have one summon active at any time.
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Posted: Fri Jul 28, 2006 7:53 am
Meta-Power Modifiers Advantages *Area of Effect: Meta-Power has an Area of Effect equal to Ego x 10 feet; this is doubled for each level of the Meta-Power. Costs 1 Option Point.
*Armor Piercing: This ignores one point of Armor per point spent on this option. Costs 1 Option Point per level.
*Auto-Fire: This allows the character to target one other person per point spent on this option with the meta-power. Costs 1 Option Point per level.
*Elemental: Choose an element or energy type the meta-power takes on all qualities of that element or energy. Costs 1 Option Point per element or energy type.
*Hardened: Stops one level of Armor piercing. Costs 1 Option Point per level.
*Magical Defense: Protects against 1 wound of Magical Damage may only use on Meta-Powers that stop damage. Costs 1 Option Point per level.
*Range: Power has a range equal to 100 x Agility in feet. The range is doubled per level of the Meta-Power. Costs 1 Option Point
*Resist Element: The defensive power is more effective vs. chosen element and will stop one additional wound vs. that element. Costs 1 Option Point.
*Spell: This Meta-Power is now considered a spell it will ignore all armor but Magical Defense if it causes wounds and to resist no damage effects it takes an Ego + Magical/Mental Defense roll. Costs 2 Option Point per level. *Usable on Others: This power may be used on others. Costs 1 Option Point
Limitations *Activation: 6 or less: Refunds 1 option point
*Activation: 4 or less: Refunds 2 option points
*Activation: 2 or less: Refunds 3 option points
*Incantation: Must be able to speak. Refunds 1 option point
*Limited Uses: 10 per day: Refunds 1 option point
*Limited Uses: 6 per day: Refunds 2 option points
*Limited Uses: 3 per day: Refunds 3 option points *Weak Vs Element: Damage ignores one point of Defense vs. chosen element. Refunds one option point.
*Defends only against Element: Defense only stops wounds inflicted by chosen element. Refunds one option point.
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Posted: Fri Jul 28, 2006 7:55 am
Wealth Every Character has a spendable income of 200 Wealth Points (wp) per month's time. Each Option Point spent on wealth multiplies this Income by 10.
Gear Most common Items do not cost money ie clothes food ect it is assumed that you can cover all your basic needs.
One Gear point costs 10 wp you may spend gear points on the following: 1 gear point = +1 to a skill or roll
1 gear point = 100 foot Range
1 gear point = 10 foot area of effect
2 gear points = +1 wound of damage
2 gear points = +1 Armor (-1 initiative per 2 points of armor)
3 gear points = +1 option point
Ammo: 20 shots subtracts one gear point
Ammo: 10 shots subtracts two gear point
Ammo: 6 shots subtracts three gear points
All gear has at least 1 wound and a resistance of 1/2 the gear points The total gear points is the difficulty to Craft or Invent Gear. The total gear points also are the number of days it takes to make the gear. Reduced the cost to purchase the gear by one half if making your own. An inventor may reduce the difficulty by 2 per extra day needed to build the item or by each 10 wp added to the build cost.
Example: Marksman wants to purchase a hand Cannon. He wants it to have a range of 300 feet and it to add +2 to ranged attack damage. The he spends 3 gear points on the range then 6 gear points on the damage modifier. He wants to put a laser sight on it allowing it to have a bonus to hit of +3 bringing the total gear points to 10 which costs him 100 wp to buy. He could make this by beating difficulty 10 with an Invention roll reducing the cost to 50 wp but it would take him 10 days to build. He wants to reduce the cost further he gives the Hand Cannon 10 shots worth of Ammo Reducing the gear points by 2 Making it 8, 80 wp to buy out right or Making a difficulty 8 roll 40 wp cost but 8 days to make.
Limitations No more than half of the characters starting option points may be added using limitations.
*Enemy (+1 op): The Enemy has an equal number option points as the Hero.
*Enemy (+2 op): The Enemy has more option points than the Hero. *Weak Vs _____ (+1op): The character is weak vs. a certain substance and takes +1 wound of damage when attacked with this weakness. The GM must approve this limitation.
*Psychological Limitation (+1 op): Overconfidence, Fear of ____, Honor Code etc.
*Criminal Past (+1 op): Your past deeds may come back to haunt you.
*Dark Secret (+1 op): Your past may come back to haunt you.
*Prejudice (+1 op): You suffer negative reactions from others.
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Posted: Fri Jul 28, 2006 8:21 am
Rules Die Rolls This game uses a very simple dynamic in determining success at an action. It is done with three types of die rolls. Progressive, Resisted, and Static. All die rolls are made with a single D10.
Progressive Die Roll: This type of die roll calls for a number of successes over a period of time. These can either be Resisted or Static but they must take a period of time to get so many successful rolls. (Example: The Police are chasing your character on foot. The game master determines that if you beat them in three speed rolls over a period of five turns you will succeed in escaping.)
Resisted Die Roll: This type of die roll is resisted by another character if you beat the character's roll you are successful the most common Resisted Roll is Combat. You roll your Ability + Skill vs. your opponent's Ability + Appropriate Skill if you beat the resistance you are successful.
Static Die Roll: This die roll you roll your Ability + Skill and compare it to a Static Difficulty Number if you beat the difficulty you are successful.
Static Die Roll Difficulties Simple = 6 Easy = 10 Average = 15 Moderate = 18 Difficult = 20 Hard = 24 Herculean = 30 Near Impossible = 40
Each thing that can make a die roll more difficult add +1 Any thing that would make a die roll less difficult subtract -1 Darkness (Night) -2 to difficulty if sight based. Darkness (Total) -4 to difficulty if sight based.
Combat Initiative Phase: Roll a d10 and add this to the character's Speed score then add or subtract any other modifiers.
Declare Action Phase: Lowest score declares what they are going to do first then in order everyone declares their own. If any one has additional actions in order again declare what that action is going to be until every one runs out of actions.
Action Phase: On your initiative turn spend Action Points then roll for your action. If attacked you may roll defense even if it is not your turn. Wound Phase: Subtract any defenses from each attack at your character then subtract any Wounds from your Wounds. If your wounds are Zero you are unconscious. If you hit wounds equal to negative Power you are dying. Healing one wound prevents dying as well as making a successful Medicine roll on a dying character. Difficulty = Damage taken.
Recovery Phase: Gain back a number of Action Points used equal to the Recovery score.
End Phase: Declare a Victor if not go back to the Initiative Phase.
Special Combat Rules Stun: Any time you take more wounds than you have Power you suffer from stun. You receive a -2 stun penalty for one round for each wound taken in excess of the Power score.
Knock back: If you are hit by someone with a level of Super Strength you are knocked back 10 feet per Wound you have taken plus one wound for each level of Super Strength you were hit with.
Experience
Defeating Opponents whenever you face an opponent take the total number of Option Points and divide it by the number of players participating. That is the experience for that combat encounter.
Overcoming Problems Since this game is about role-playing and not just about combat. Any time your character over come an obstacle that requires a difficulty add those difficulties together and divide them among the number of players participating.
Other Experience *Good Role-Playing: award two experience points if the player played in character. *Best Role-Player: at the end of each session the players vote on who they thought was the best role-player. that player receives an additional 2 experience.
Spending Experience Every 100 experience equals one Option Point at the end of each session the players may spend these Option Points to improve their characters.
Game Master Section
Non-Player Characters (NPC’s) Basic low powered NPC Humanoids can be built using this template: Name of NPC Agi: 2 Pow: 2 Ego: 2 Spd: 2 AP: 6 Rec: 3 Wnds: 4 Option Points: 3 Skills: 6+ Ego Wealth Points: 50
Basic low powered animals can be built using this template: Animal Type Agi: 2 Pow: 2 Ego: 1 Spd: 2 AP: 6 Rec: 3 Wnds: 4 Option Points: 3 Meta-Power: Animal Powers (1 for free) Skills: 4+ Ego Wealth Points: 0
Street level heroic NPC’s can be built using this template: Name of NPC Agi: 2 Pow: 2 Ego: 2 Spd: 3 AP: 8 Rec: 4 Wnds: 6 Option Points: 10 Skills: 4+ Ego Wealth Points: 100 Note: You may add an Archetype to this template.
NPC’s on equal terms to the characters follow normal character generation rules and add equal amount of experience to put NPC’s on an even base with the characters. For more powerful NPC’s add additional option points to the NPC +5, +10, +15 etc.
Benchmarks The following are a list of typical intensities the heroes may face at any given time.
Darkness Night Conditions: -2 to all sight based rolls
Total Darkness: -4 to all sight based rolls
Magical/Enhanced Darkness: -5+ to all sight based rolls.
Environmental Exposure Electricity Electrical Prod: Make a resisted roll vs a difficulty of 9 if failed you take a –2 stun penalty to all die rolls for 2 rounds.
Electrical Outlet: Take 1 wound of damage and take a –2 stun penalty to all die rolls for 2 rounds.
Stun Gun: Take 1 wound of damage and lose one action all other die rolls suffer a –2 stun penalty for 4 rounds.
Electric Fence: While in contact with the fence take 1 wound per round. All die rolls suffer a –2 stun penalty for 2 additional rounds afterwards.
Transformer: Does 4 wounds of damage all die rolls suffer a –4 stun penalty for 4 rounds.
Power Plant: Does 6 wounds of damage all die rolls suffer a –4 stun penalty for 4 rounds.
Lightning: Does 8 wounds of damage make a static Power roll vs difficulty difficulty 9 or be knocked out for (1d10)-Power in rounds.
Fusion Initiated Arc: Does 12 wounds of damage make a static Power roll vs difficulty difficulty 14 or be knocked out for (1d10)-1/2 Power in rounds.
Illness/Poisons Common flu: Make a resistance roll difficulty 12, if the roll fails for the rest of the day all action rolls suffer a –2 penalty. A medical roll vs the resistance will negate the penalty.
Food poisoning: Make a resistance roll difficulty 16, if the roll fails for the rest of the day all action rolls suffer a –2 penalty. A medical roll vs the resistance will negate the penalty.
Minor diseases: Make a resistance roll difficulty 20, if the roll fails for the rest of the week all action rolls suffer a –4 penalty. A medical roll vs the resistance will negate the penalty for that day.
Engineered flu: Make a resistance roll difficulty 20, if the roll fails for the rest of the week all action rolls suffer a –4 penalty and you have 1 less wound. A medical roll vs the resistance will negate the penalty for that day.
Life threatening diseases: Make a resistance roll difficulty 30, if the roll fails for the rest of the year all action rolls suffer a –4 penalty you have 4 less wounds and Agility, Power and Speed suffer a –2 penalty. A medical roll vs the resistance will negate the penalty for that day. A progressive roll vs the difficulty resulting in 4 cumulative successes over 4 days will cure.
Tear Gas: While exposed all action rolls are at –2.
Venom Mild: Make a resisted roll vs a difficulty of 10, if failed take 1 wound of damage or –1 to either Agility, Power or Speed for the rest of the day.
Rat Poison: When ingested take 2 wounds of damage.
Venom Moderate: Make a resisted roll vs a difficulty of 15, if failed take 2 wounds of damage or –2 to either Agility, Power or Speed for the rest of the day.
Cyanide: When ingested take 4 wounds of damage, then make a resisted roll vs a difficulty of 15 each turn if the roll fails take an additional wound. If three cumulative rolls are successful the poison is resisted.
Venom Deadly: Make a resisted roll vs a difficulty of 18, if failed take 4 wounds of damage or –4 to either Agility, Power or Speed for the rest of the week. A medicine roll vs the difficulty will stop the poison and the effects will only last 1 day.
Nerve Gas: When exposed take 4 wounds of damage and take a penalty of –2 to all actions, then each round make a resisted roll vs a difficulty of 20 if failed then take 2 wounds of damage and –1 to Agility, Power and Speed. If 3 cumulative successes are made then the effects have been resisted.
Pressure Ocean Depths: Make a resistance roll difficulty 12 every round exposed, each time the roll is failed take 1 wound of damage.
Outer Atmosphere: Make a resistance roll difficulty 16 every round exposed, each time the roll is failed take 2 wounds of damage.
Outer Space: Make a resistance roll difficulty 20 every round exposed, each time the roll is failed take 4 wounds of damage.
Radiation Ancient atomic bomb blast: Make a resistance roll difficulty 12 each day the character is exposed, if the roll is failed either take 1 wound of damage or lose 1 point of Power.
Recent atomic bomb blast: Make a resistance roll difficulty 16 each hour the character is exposed, if the roll is failed either take 1 wound of damage or lose 1 point of Power.
Direct exposure to Plutonium: Make a resistance roll difficulty 18 each round the character is exposed, if the roll is failed either take 2 wounds of damage or lose 1 point of Power.
Interior of active nuclear reactor: Make a resistance roll difficulty 20 each round the character is exposed, if the roll is failed either take 4 wounds of damage and lose 2 points of Power.
Current atomic bomb blast: Make a resistance roll difficulty 30 each round the character is exposed, if the roll is failed either take 8 wounds of damage and lose 4 points of Power.
Temperature Absolute Zero: Make a resistance roll difficulty 30 every hour exposed, each time the roll is failed take 1 wound of damage and lose 5 points of speed.
Outer Space: Make a resistance roll difficulty 20 every round exposed, each time the roll is failed take 4 wound of damage and lose 3 points of speed.
Arctic Cold: Make a resistance roll difficulty 16 every hour exposed, each time the roll is failed take 2 wounds of damage and lose 2 points of speed.
Freezing: Make a resistance roll difficulty 12 every hour exposed, each time the roll is failed take 1 wound of damage and lose 1 point of speed.
Desert Heat: Make a resistance roll difficulty 12 every hour exposed, each time the roll is failed take 1 wound of damage.
Burning Room: Causes 1 wound per round while exposed.
Building Fire: Causes 4 wounds per round while exposed.
Blast Furnace: Causes 8 wounds per round while exposed.
Molten Rock: Causes 10 wounds per round while exposed.
Sun: Causes more than 20 wounds per round while exposed.
Gravity Zero Gravity: All physical actions suffer a –4 penalty.
Earth’s Moon: All physical actions suffer a –2 penalty.
2x Earth’s Gravity: Movement reduced by half, all physical actions suffer a –2 penalty (super strength negates all penalties)
5x Earth’s Gravity: Requires Level 1 Super Strength to move. Physical actions take a –2 penalty, take 1 wound for each round in this level of gravity. (Super Strength level 1 reduces all penalties and damage.)
10x Earth’s Gravity: Requires Level 2 Super Strength to move. Physical actions take a –4 penalty. Take 2 wounds each round in this level of gravity. (Super Strength level 2 negates all penalties and damage. Super Strength level 1 reduces all penalties and damage by half.)
20x Earth’s Gravity: Requires Level 3 Super Strength to move. Physical actions take a –8 penalty, take 4 wounds per round in this level of gravity. (Super Strength level 3 negates all penalties and damage, Super Strength level 2 reduces all penalties and damage by half.)
100x Earth’s Gravity: Requires level 5 Super Strength to move. Physical actions take a –12 penalty, take 8 wounds each round spent in this level of gravity. (Super Strength level 5 negates all penalties and damage, level 4 Super Strength reduces all penalties and damage by half.)
Black Hole: Requires level 10 Super Strength to move. Physical actions take a –16 penalty, take 12 wounds damage each round spent in this level of gravity. (Super Strength level 10 negates all penalties and damage, Level 9 Super Strength reduces all penalties and damage by half.)
Hardness Glass: Resistance (2) Wounds (1) per 6” Bullet Proof Glass adds +1 resistance and wounds.
Wood: Resistance (3) Wounds (1) per 6”
Brick/Stone: Resistance (4) Wounds (2) per 6”.
Aluminum: Resistance (6) Wounds (2) per inch.
Steel: Resistance ( 8 ) Wounds (3) per inch.
Titanium Steel: Resistance (10) Wounds (3) per inch.
Diamond: Resistance (12) Wounds (4) per half inch.
Alien Alloy: Resistance (14) Wounds (6) per half inch.
Note: When breaking through a barrier you must first beat the barriers resistance once that is done then you may cause wounds to the barrier once the wounds are at zero you have broken through. (Example: Doctor Prometheus is trying to break through a one-foot thick brick wall. He makes a Melee Combat roll vs. a Resistance of 8, he has a Power of 4 plus 2 levels of Super Strength, and a Combat Melee skill of 2. He rolls a 4, adds 4 due to his power and 2 due to Combat Melee skill for a total of 10, which is 2 higher than the 8 needed he now can damage the wall. He does 3 wounds to the wall, which is not enough to break through but he will in the next round.)
Weather Effects Normal thunderstorm: -2 to all sight and Agility based rolls, chance of being struck by lightning.
Typical hailstorm: -2 to all rolls, make a Power check Difficulty 7 or take 1 wound damage do to hail.
Normal tropical storm: -4 to all sight and Agility based rolls, Increased chance of being hit by lightning.
Minor Earthquake: -4 to all physical actions, make a power check each round difficulty 8 to avoid taking 1 wound of damage.
High winds: -4 to all Physical Actions, with the possibility of being hit by debris causing 1 wound per round in the weather effect.
Dangerous hailstorm: -6 to all rolls, make a Power check Difficulty 10 or take 3 wounds damage do to hail.
Typical Tornado: -6 to all rolls, make take 3 +1d10 wounds from Highwinds and debris.
Hurricane: -6 to all rolls, make take 3 +1d10 wounds from Highwinds and debris.
Major earthquake: -6 to all physical actions, make a power check each round difficulty 13 to avoid taking 4 wounds of damage.
Falling Damage and Suffocation Falling: Every 10 feet of distance fallen will cause 1 wound of damage.
Suffocation: Every round you hold your breath you must make a Power roll difficulty 1 + number rounds you held your breath. once this roll fails you take one wound of damage per round culmative you can not breath there after. Armor will not protect from this wound loss.
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