House Rules
Character Creation:
To make a character you roll 3d6 six times and then put them towards your Strength, Endurance, Intelligence, Agility, Charisma, and Will.
You then roll 5d6 (5d4 for females) and multiply the result by ten. This is your body weight.
You then roll 1d12 for bonus points. You can distribute your bonus points in anyway you want as per these rules.
1. Increase an attribute on a one per one ratio
2. Increase your weight by ten pounds per bonus point.
3. Increase your height by one inch per bonus point ( all males start out at a default 6’, females default 5’6”
4. Gain a new knowledge area per bonus point spent.
2.4 Basic Characteristics: A new characteristic is added; Will.
Will is the mental strength of a character. It is not a personality thing, nor is it a gauge of how intelligent a character is. Its their mental fortitude. Their personal, inner strength. Use the hit mods for intelligence. Also, use the accuracy and damage modifier for agility.
2.5 Super Powers: The only difference is when a duplicate is rolled, the damage is not just doubled. Extra doses of powers causes damage to move up the chart on how you roll damage the same why HTH does. So if you roll two doses of Light Control, you don’t do 4d8 damage, but 2d10. You can drop an aspect of a power for more damage. Say you roll light control, you can drop the defense to raise your damage up one level. So you can go from 2d8 to 2d10. If you also drop the flash attack, you can increase your damage to 3d10.
2.6 Final Calculations:
A. Basic Hits: Weight divided by 50 keeping the remainder rounded to the nearest tenth.
General Notes:
5. Detect Hidden Objects and Detect Danger: Same as the rules but the character gets to add their level to the percentage. Experience helps when trying to be alert.
Also, I allow some detections on a d20 instead of d100 when its pretty obvious.
7. Reaction Modifiers: This is done away with altogether and replaced with a whole new chart.
2.7 Super Power Descriptions
Absorption: Mostly as the rule book, but most absorption powers require some movement points to be spent.
Adaptation: Power equals 1 per use as a defense, or 1 per hour to adapt to a hostile environment. If your environment has two or more factors that are harmful, then you spend a point per hour for each factor you must adapt to. Adapting to space means you need protection from no air pressure, and cold. So that is two per hour. Under the sea means no air and maybe extreme pressure, so one or two. And extra dose of this power may not only protect you from harm, but make you adapted to the environment. This would cost another point per hour. Under the sea, a character with two doses of this power may not only adapt, but grow webbed hands and feet for one extra power point, AND have their eyes become more sensitive to light so they could see for even more power.
Armor: A character with bio armor gains more protection equal to their basic hits per level. Also armor allows a character to roll with extra damage equal to one tenth their total remaining armor.
Animal/Plant Powers: These powers are gained when interons, or junk DNA, is somehow activated. These powers can not be removed by messing with the metapowers source. These powers have to be removed or suppressed surgically or genetically.
Astral Projection: Pr=12 per hour. The character can move based on I, not A. The character can not become visible, nor communicate with any non-astral being. The astral traveler has no matter in his new form so it only has hit mods from Intelligence, Agility, and Will as hit points. Strength and Endurance come from the material body and as such don’t factor into the astral form. The astral traveler will always find his body by the silver cord that emanates from the midsection and leads to the material body. This silver cord fades away after a few feet but the owner can see it if they wish. An astral body with out a silver cord can get lost and die. A material body without a silver cord is a ripe prize for a wandering spirit!
Aura Perception: Pr=0 constantly active as any sense. Can see a being’s aura. +4 to hit them x4 for detections. With an action, can look deeper into the aura. Save 1d20. The number of success above the intelligence of the user gleans more information.
1-3 no more information
4-6 can see things like true form, or if they are Meta
Human or magical.
7-9 can see if under mental attacks/mind control.
Or a character’s approximate experience level
10-12 What race the being is, it won’t give you their name but you will recognize the aura’s racial traits, ei dwarven, human, alien, etc..
Body Powers: Here are some new powers I made up.
Anchored: There are three types of anchored
1. Can not be teleported against their will.
2. Can not be dimensionally moved against will.
3. Can not be moved in time against their will.
Undifferentiated Body: This character has no organs, systems or anything of note inside their body. Just as a potato is one solid thing, so is the character. They are made up of some living material but they do not have anything specific inside them of note. This character seems all human on the outside, but inside they are uniform. The benefits of this are as follows. They can not be critically hit. They will not bleed and loose hits. They also can not be knocked unconscious by a blow to the head. The mind is everywhere now, not just in one central location. This person will not benefit from first aid, or surgery. They can re grow lost limbs, eyes and such, but such regeneration is slow. They are also immune to most diseases, bacteria and viruses. But they may be susceptible to unknown ones. They are in effect, a new and unique species, as different from regular humans as humans are from a protozoa.
Mighty: Due to increased muscular system, the character’s entire weight is used to figure out their carrying capacity.
Power Dynamo: The character has an extra organ in their body that generates one power point per turn until the character’s full power score is reached. This dynamo kicks in and replenishes their power no matter what. Unless they are starved or dead.
Quick Reflexes: A character with this power is fast on the draw. Instead of subtracting initiative by 15, they get to roll a 1d10 and subtract this from the 15 to see what that character now subtracts from initiative. Ex: Speed Demon rolls initiative. His A is 20. He has quick reflexes and gets a modifier of 5. So he rolls his initiative. He rolls a ten. So the score is 10 plus 20 and we get 30. Now we are supposed to subtract 15 at this point but due to his quick reflexes, we subtract only 10. So Speed Demon goes on the 30th phase, 20th phase and the 10th. If he didn’t have this power, he would go on the 30th and the 15th.
Prehensile Hair: The person can control their hair. Their
hair can lift 5-10xs their carrying cap. ( 4+1d4). Part of their hair
must be used to brace the body as the hair is stronger than the body or damage
will be taken as per taking a brawling attack.
The hair can grow up to five times the body length. Burnt hair can re grow at
an inch per power point spent. Hair attacks as HTH and at Pr= 1 per attack.
Cosmic Awareness: Pr=0. Remains one action. The character saves Id100. Each question lowers the intelligence by one. The harder the question, the GM may lower the I score as they see fit. The player can concentrate harder (EI spend extra power) and increase their I score for purposes of that save on a one per one basis. If the die roll is less than the I score for the roll, they get the answer. If it misses by up to 50, they get nothing. If they miss up to 75 they get the wrong answer. If they miss up to 100, they are overwhelmed with the universe and go into a trance. They save Id20 per hour to awaken. If they miss over 100, then they are in the trance, but they have gain the attention of some Cosmic Power. This can be good or bad!
Death Touch: Pr=20 victim gets two saves; Save Current hits die 20 or lose all hits, then save current power die 100 or loose all power. If the target has invulnerability their current invulnerability score is added to their hits and power making it harder to kill them. If they have armor, the ADR must be surpassed for this power to work.
Density Control: This power alters a character’s density. They can become immaterial or diamond hard, or any point in-between. The character spends 0 movement and 1 power point per turn PER 1 point of invulnerability and 100lbs of mass added to the character. For 1 point per turn the character can become Non Corporeal. A super dense character gains carrying capacity, as well as weight but NOT hits. They also suffer a temporary agility modifier if they get to heavy.
Disintegration: Same as rules but I just wanted to point out that this always does structural damage.
Emotion Control: If hit with an emotion like Fear, Doubt or such, the character suffers -5 to hit or -20%, whichever is applicable. Love, or Hate would modify reactions -/+5. Hate would also cause penalties on some intelligence saves.
Flame Powers: Mostly the same but I just wanted to point out that the flying characters don’t just create fire. They also generate thrust. On a special hit, they can ignite their target in fire doing damage from their clothes and or equipment burning. This is just like clinging damage from Ice Powers. Rolling on the ground puts out the fire at a rate of their basic hits per action spent rolling on the ground.
Flight: only difference is hyper flight. Speed is as follows; take one tenth your mph speed and then subtract 3.5. This is your light-years per hour. So if you can fly at 650 mph you take one tenth that, 6.5 then subtract 3.5 which leaves you at 3. This means you fly at 3 light years per hour!
In an atmosphere it’s the same formula but its not light, but sound. Also, if you don’t have adaption, then hyper flying will pretty much kill you.
Force Field: This power is mostly the same as the rules. The biggest difference is that the when the field is hit, the player takes one tenth of the damage off of their power. If the power is exceeded, then the field is broken and the player takes the hit AND the power loss. The attack is the same. The player must also state at character creation whether the field is opaque, clear, or translucent. Clear and translucent fields do not work against light/laser attacks. Force Fields also don’t hold, phased, non corporeal, or astral objects, unless trained or designed to do so.
Gadget Powers: The player
can construct any gadget that can simulate one aspect of a super power,
for 1d4 uses. The player must have the necessary knowledge areas
to create the gadget or its extremely difficult to do so.
To make a gadget, the character rolls Id20 if the knowledge
areas are possessed by the character 1d100 if they are not. The
cost in time or money is 100,000 dollars minus 10,000 dollars per die roll
UNDER the character's intelligence roll. The time takes 10 hours
per gadget minus one hour per die roll UNDER the player's intelligence on the
die roll. A player can spend extra money to reduce the
time, or spend extra time to reduce the money on a ten thousand dollar/per hour
or vice versa.
Example; The Assembly Man wants to make a non corporealness
device. He possesses all the necessary knowledge areas deemed by
his GM to do so ( Physics, electronics, extra dimensional physics) and
has an Intelligence of 17. He rolls Id20 because he has all the knowledge
to build this gadget.
He rolls a 12. 17-12=5. His success is 5.
So the device costs 100,000-50,000= 50,000 dollars and will take 10
hours -5 hours= 5 hours.
He doesn't have the cash, so he will spend another four hours working on
it. So he spend 9 hours working and spent 10,000 dollars. He
then rolls and the gadget will work 3 times.
Gravity Powers: Pr= variable. The power spent creates a warp of the power spent squared. The radius is the same as the power spent in movement points. Ex: Warp Woman spends 10 power. She can create a Gravity Warp up to x100g s. It can affect an area up to 200 movement points. Gravity power has been increased dramatically in my game!
Heightened Attack: The character rolls 1d100.
1-60 Your bonus is with one form of attack.
61-90 Your bonus is with one group of attacks.
91-00 Your bonus is with any and every attack.
Then the character decides what the bonus is. It can be + level on damage or to hit.
Heightened Combat: The character gets a bonus of +1 per level. This bonus can be added to hit, to be missed, or for damage. This can be changed on a level by level basis.
Ice Powers: To create ice armor, the character must spend their movement points. This lowers their movement by the amount of armor generated. To bulk up with ice, makes one move slower! Also, each point of ADR created weighs one pound. This will reduce your agility for saves and initiative rolls and carrying capacity.
Illusions: Solid Illusions. Pr=variable. Each power spent on the illusion is squared. This gives you the structural rating of the object. So if you spend 2 power points, your structural rating is 4, which is 200lbs. If you spend 6 power, then its 6x6=36! The first action of every turn must be used to maintain the illusions.
Invisibility: Pr=4 per hour. Reflexive to activate. This power gives the character the these benefits. A -100% to anyone trying to detect the character’s score based on sight. It also gives the invisible character a -4 to be hit. There are many other bonuses that must be thought out on a case by case basis. To hit an invisible character, one must have a general direction to aim towards. And even then they suffer the -4 to hit them. Also, an invisible character is immune to most laser attacks as the laser is based on light and passes right through them.
For a double dose of invisibility a character can choose to be “invisible” to other electromagnetic energies. This means that they can be undetectable to infrared, electric, radio etc…
Invulnerability: This is the same but I added Invincibility. This power is like invulnerability but it is recovered by phase, not per turn. I give the players the choice of 3d10 invulnerability, or 1d10 Invincibility. Also there is Indestructibility which gives you 1d6 points per ATTACK
Magic Spells: Sorcery. The
Magician must be able to think and concentrate. He must think of the effect he
wishes to employ and then roll Id20. Since this is magic, the magician
need not know any knowledge areas. Then the magician rolls Wd20 to make
it happen. There are no bonus as there are in Pcionics as the magic
either happens or it does not. If a 20 is rolled on either die
roll to summon the effect, then a Magic Backlash occurs. This us up to
the GM.
When the two rolls are made successfully, then the effect
happens. The damage is based on the actual power copied or 2d8 if one can
not be substituted. Power cost is as the power copied +2, or
5 if no particular power could be copied.
This is intuitive magic and not spell magic as is more common. People
born with intuitive Sorcery were commonly referred to as witches or warlocks.
Sometimes the witch or warlock didn't even realize that they were the ones
causing the hexes to happen.
Range is as the power copied or IxCxLevel if unknown.
Paralysis Ray: Pr=7 takes 1d20 +modifiers off of targets movement and initiative. If initiative is reduced to zero, target can not act.
Psionics: These are a few ideas for this wildcard power.
Heat Subtraction: Pr=5 per use. This does 3d10 damage as ice powers as it removes heat from the target. It effectively removes kinetic energy from the subject. This can temporally reduce a targets structural rating. However, it cannot be used to create ice amour or objects; it is not Ice power. It simply removes kinetic energy (heat) from the subject. As a defense, this power takes one action to set up, and then it costs one power per attack. It reduces the damage the attack does by 3d10. It sucks up the kinetic energy of the attack, making it less powerful.
Psionics B: The character can do what ever they can imagine.
In order to do this they must roll Id100 to properly imagine the effect,
Id20 if they have the proper knowledge to help this out. Then they must
make a successful save on Wd20 to make it happen. The number of successes(
the amount you rolled UNDER your Will) is used as a + to hit. The number
of failures ( the number ABOVE your will score) is used as a minus.
If a 20 is rolled on this roll, there is a backfire. That is up to
the GM.
If you make both save, you properly imagined the effect and
made it happen, then you must roll to hit. The column you used is
based on the effect. That means if you want your foe to burst into
flames, you roll as flame powers. If you want your foe to become super
heavy, you roll vs. gravity.
The range is IxWx Level and the damage is 2d8. The power
cost is the same as the power being copied +2.
Mental Blast: Pr =3 as mind control. The attacker rolls Id20. The lower the better. The damage is equal to how far the d20 is from the character’s Intelligence. Ex: Mr. Brain has an I of 35. He shoots Dunder Man and hits with a mental blast. Mr. Brain rolls d 20 and gets a ten. This is 25 under his Int and does 25 points of damage!
Regeneration: You regenerate once a turn, at the "between turns" phase, automatically, for no power cost. Other than that, its the same. So when you re roll your initiative, spend for willpower, etc...you get your regeneration bonus.
Revivication: Mostly the same, but restored characters get 0 hits and 1 power. They are extremely fragile after coming back. Restored characters lose one level, one point of endurance and ALL their experience points. Any character at first level, or at 1 endurance point CAN NOT be revived.
Stretching Powers: Keep in mind that there is a zero in the defense column against HTH. You still need to be aware of the attack to spend the power to activate the defense. And its one power PER attack. You can stretch your body to make it easier to hit a target. You can get a bonus of +1 to hit per sacrifice of -1 damage.
Telekinesis: Same as rules but you can make it based on the Will attribute. Also the defense is now more robust. The character can use TK to block each attack and subtract damage from each attack as the TK saps the attack of it’s power. This is like putting up a mental barrier that the attack must get through to hit the character. You subtract damage from each attack based on the TK capacity the character has. For example each attack takes a TK blast to reduce the damage. Attacks affected are at GM’s discretion.
Telepathy: as rules but with bonuses from training or inventing. A telepath can train in telepathy or use an inventing point to learn other telepathic disciplines. Just as a spell caster can make spells, a telepath can create psionic abilities based on the idea that they can read and send thoughts to other minds. Some samples of disciplines are: All these cost 5 power.
Memory Bank. A person’s brain can be used as an information dump. The telepath must touch the target. The memories are stored in a secure place within the targets memory. The target will not know the information nor be able to access it. A telepath must make a successful Id20 roll to do this. Each number that he rolls lower than his intelligence on a d20 is how many months the memory bank will stay secure.
False Memories. A telepathy may weave false memories into a target. This is hard to do. Usually an inventing point must be spent by the telepath to come up with a good story. Then the target is touched. An intelligence struggle is rolled. Both telepath and target must roll Id20. If the target has a better roll, it doesn’t work. If the telepath has a better roll, then each point lower than the roll needed alters one event of memory.
Erase Memories. As above but memories are erased. They can be restored by making a save Id100 per year or by psychic surgery.
Psychic Surgery: the telepath rolls Id100. If the roll is under the telepath’s intelligence, then the surgery is a success. The telepath can undo false memories, erased memories, phobias, most mental disorders, etc. If the roll fails by up to 25 nothing happens. If it fails by up to 50, the target looses 2d6 intelligence points. If it fails by 51 or more, the target is reduced to 0 intelligence. Of course a target can resist the surgery. If they do so they roll Id20. The target must be either willing or not able to mentally resist. A drugged target makes it 25% more difficult as the images are distorted. Each use of surgery requires an inventing point.
Distraction. A telepath can distract a target or targets by sending them thoughts that either spook them or interfere with concentration. They can affect as many targets as they have intelligence points. Each target after the first reduces the telepath’s intelligence for purposes for the skill rolls. The telepath can barrage the target with thoughts that interferer with the targets ability to aim and concentrate. The result is that the target can get minuses on their to hit rolls. The telepath and target both roll Id20. They add up how much they rolled UNDER their intelligence. If the telepath rolled well then the target has a minus of the difference in the two numbers. Remember the telepath’s Intelligence is lowered by one for each person after the first. It takes one action to do this per turn. Example Mr. Brain tries to distract four ninjas. He won initiative and he sends an onslaught of thoughts into their minds. He rolls Id20. He rolls a nine. His intelligence is 25 so he succeeded by 14! The ninjas are goons and all have the same stats. They rolled a 10 and have intelligences of 12. They all succeeded by 2. So Mr. Minds beats them with a 14. How ever there are four guys so Mr. Mind gets a penalty of minus 3 because it’s hard to do this to more people than one. So all the ninjas suffer a – 9 to hit!
Meta Whip This is a really dangerous power. The telepath can close the warp that channels the wormhole that feeds the metapowers to the target. This requires physical contact. Both the telepath and the target save Id100. The targets successes take away the telepath’s successes. If the telepath has any successes left after this, then the target looses his power for as many days as the telepath has successes.
Telepathic Tutor: The Telepath can tutor any willing target in any knowledge area they possess. The target must be in contact with the telepath. Roll I-5D20. If the roll is a natural twenty then the target looses an inventing point with nothing learned. If the roll us a success, then the target learns one knowledge area from the telepath. Telepath’s choice. The target can spend an inventing point of his own to keep this information permanent. If the target does not spend the point, then the information is only short term and stays with them for one hour per point of intelligence the target has. During this time, do to information overlord, all I saves are -1 per knowledge area jammed into the short term memory.
Teleportation: Mostly the same. A few added explanations. If the portal is used as an attack, the target gets Ad20 to jump away. If the edges of the portal are touched, the portal is destroyed, like a soap bubble. If the character tries to teleport a target away piecemeal, then the target is subject to a transmutation attack with the damage equal to the carrying capacity of the teleporter. Use the Brawling weapons chart to find the damage. Only the damaged taken reflects what was Teleported. EX: The Bamfer tries to send a demon away. The Bamfer grabs the demon and teleports away. Since this was an attack use of teleportation, and not a full teleport, the demon is subject to a carrier attack of transmutation. A hit is scored and the damage is rolled. Bamfer inflicts 12 damage to the demon as some of his mass is ripped away from him. The Demon rolls with it and only takes 2 damage. He laughs as only a few arm hairs vanished away with the Bamfer! Some characters with extra doses or though technology may develop teleportation as a ranged attack. Teleportation attacks as transmutation, as it has to with rearranging molecules. Anything teleported into a living being causes damage. For each 10lbs of matter teleported into a living being they take 1d20 damage. This is 5x Critical. A special attack is needed to do this.
Transmutation: same as the rules but it only fully transforms a living thing when all its basic hits gets changed .Structures are changed piecemeal. Ex: Transmuto blasts Meta Man with a transmutation ray. He hits and rolls 20 damage. Meta Man’s invulnerability deals with ten, and he rolls with seven more. So he only takes 3 damage. This is nowhere near enough to turn him to stone, so all that happened was some hair on his arms turn to stone and fall off.
Weather Control: Same as the rules but the die rolled to create the weather also tells you how many turns it takes for the weather you summoned to get here. This can be lowered by over exertion. One power extra can reduce the summoning roll by one. Also weather control can affect humidity, temperature and air pressure. Air pressure can be changed up to one tenth the character’s carrying capacity. This can be maintained at 2 power per turn. Temperature can be lowered or raised 5 degrees F per power point per turn.
Willpower: This power can be used to control every aspect of the character’s body. It cost 1 power per turn per use of willpower. So if a character wishes to use it to maintain concentration, and use it to hold their breath, then it costs 2 power points per turn.
Willpower B: 3d10 added to the character’s Will score.
Wings: This power is the same but the wing span is 6 feet times the basic hit of the creature with the wings. If they want them smaller, then the flight speed is reduced by the same percentage as they reduce the wings. Also, Pr= 1 per turn, not per hour.
Weaknesses
Low Self Control: Berserker
Rage; Every time a player with this weakness gets
hit, they must save Wd20 or fly into a berserker rage. For every
point of damage they have taken that turn, from hit points only not with
the damage they rolled with, they get a -1 on their Will for this roll.
If they fail, they are berserk. This means they lose all +'s to
hit. The +'s are converted to damage. So they lose all their
level and stats. If they would have gotten a +6 to hit, they lose that
but get a +6 to damage. They are losing their advantage from skill,
experience and such. But they are gaining damage in ferocity!
They retain some pluses, like the plus from talons or things like
it or their weapons. They will not hold back will fighting, nor
will they hold their actions. They will fight to the best, and most
dangerous way they can. They will not evade, or call shots or try
to stun. We are talking brutal carnage here folks!
Also, they are not too concerned about personal safety
as well. Any minuses to be hit due to skills or experience are reduced by
the same amount that they failed their Will save. This negative
also goes to intelligence saves or to detection saves. They are focused
on killing.
Once each turn they must roll their Will stat vs. D100 to calm
down.
Each person trying to talk them out of it will roll vs. their charisma
d20. If they succeed, they can add the amount of success to the player's
Will stat for their save that turn.
If there are no more enemies to fight and the player is berserk, they must save
vs. Id20 or attack friends. If there are no friends some structures will
do nicely.
Mute: I have opened this weakness up to any and all speech problems, not just mute. Things like stuttering, Tourette’s Syndrome or requiring a speech box are some of the things I have tried in the past.
2.8 Costumes and Secret Identities
In the
rules it says that you can instantaneously transform into your costume if you
have a good explanation. Sorry, but that doesn't work for me.
You must have a power that can work into it, AND then you must
successfully invent a costume.
Say if you have Darkness control, you can invent a costume woven
from the darkness you can control. It will withstand all your
powers and pop on, pop off at will, for no movement cost.
Experience Level Bonuses
3. Combat
A. Experience Modification: Each character gets a modifier for combat based on level.
Level Bonus
0 0
1-3 1
4-6 2
7-9 3
10-12 4
This bonus is applied to both to hit and as a minus to be hit.
Combat Chart
A zero means that the defender is immune to that particular attack. Some noted exceptions are willpower vs. HTH. Gravity to HTH, Other changes are as follows;
Astral Projection: gets zeros to chemical powers, Flame Powers, Force Field, Light Control, Lightening Control, Magnetic Powers, Power Blast, Sonic Abilities, and Vibratory Powers.
Stretching Powers gets a zero to HTH
D. Evasion
The same as the rules, but the evading character must subtract the amount that they can evade from their movement points. In order to evade, one has to be moving.
E. Combat Effects
When pulling a punch the player can call what die they want to use for damage. Use the HTH progression chart for die. For example, a guy that does 2d8 damage can pull his punch. They can choose to only do 1d12, 1d10, 1d8 or anything lower then their normal full powered punch.
In order to roll with a punch, a character must have the knowledge area of Tumbling.
3.3 Weaponry
Automatic guns don’t have a minus on damage. And the first bullet is the only one that gets a damage modifier. Also, non automatic guns have a -1 cumulative to hit per shot from the gun’s recoil. Automatics and semi automatics don’t suffer from this.
3.4 Special Attacks
Calling the shot: The character suffers a -5 to hit but the shot hits the specific point called. Calling a limb is -5, calling a spot on a limb is -10. So to call the shot to the head is -5, but to call the shot to the eye is -10.
Calling the knockback: To make the target fly in the direction you want means that you must suffer a -5 to hit.
Aiming: For each phase you spend aiming, you get a bonus of +1 to hit, up to +4 maximum. Your action is delayed while aiming. So if you were supposed to go on phase 20, but you spent 3 phases aiming you know go on phase 17.
Body Slam: Attack as normal but you have to make an Agility save also. This is for you to actually jump into your target. You get HTH + your body weight for added damage.
Running: Normal attack but you get your velocity added to damage. Restrictions depend on the situation.
Throwing: This is usually a
multiple attack. First attack grabs for no damage, second attack throws
for damage. The target takes velocity damage plus their body weight
damage.
Blocking: You can only do this in certain case by case situations.
You interrupt the incoming attack and actively resist the attack. You
reduce their damage by your HTH.
Parrying: When using a weapon that can parry ( GM and Player must
figure it out on a case by case basis) a player can parry an opponent’s
weapon. To do this, they must have a saved action. Then they can
convert all there pluses to hit to minuses for their opponent to hit.
This is good because after a successful parry, their opponent can't use
their weapon for parrying or for its defensive bonus that phase.
Using a shield: -4 to be hit. However if the hit is within
that 4 that the shield gives you, your shield is struck and may take damage.
Solid Hits: If you hit with a roll ten lower than you needed to
hit, your hit is a solid hit and can not be rolled with.
Natural 1: If your hit was a natural one, that its double
damage. So is your opponent’s damage if they roll a natural 1.
Natural 20. This is always a miss and a botch. The GM
can come up with someone bad for the poor slob who rolled this.
Carrier Attacks: Only one roll is needed. Its considered a multiple attack for purpose of power spent. The carrier works if at least one point of damage is taken off of the victim’s hit points.
3.5 Multiple Attacks:
To multiple attack the character spends extra power. It works like this. The first attack is normal. The second attack you spend 2 power. The third attack you spend 3 power. The forth, you spend 4 and so on.
3.6 Hit Points vs. Power Points.
Exhaustion is like fatigue but it only happens when a character becomes fatigued to many times in a day. If they become fatigued one more time then they have endurance points, they become exhausted and can not heal, and they only get power back once per hour of bed rest.
3.6a Combat Modifiers
Here is a partial list of things
that modify the combat roll.
First off, I label things as impossible, hard, difficult, normal, easy,
very easy, broad side of a barn.
Impossible: -10
Hard: -5
Difficult: -3
Normal: 0
Easy: +3
Very Easy: +
Broad Side of a Barn: +10
When attacking or making a save, I think if any of these apply. The
names and pluses are based on the average Human. Giving a normal human a
-10 on his roll is pretty much making it impossible for them to do it.
While it does hamper a meta human, it shouldn't make it impossible, but I
am keeping the designation.
Next is range. For every 20' ( 4 mps) I assign a -1 to hit.
Next is speed. For every 10 movement points difference in relative speed,
I assign a -1.
To be honest, I usually forget about this in the heat of battle.
Size of target. I give a + to hit equal to the HF of size changed
characters. If your HF is 3 ( about 18 feet tall) then most people
have a +3 to hit you. Same with minuses for smaller targets.
Pitch Dark: -4 to hit.
Half Covered: -4 to hit
Target's Black: +4 to hit
Target's Flank: +2 to hit.
All hand held melee weapons give a + to hit and a - to be hit. These are
the same as given in the rules.
A guy with a sword has a +3 to hit and a -3 to be hit. The sword's man
keeps his target at a distance, and is waving a sharp object around making him
more difficult to attack. This defense bonus is lost if the attacker
successfully grapples or disarms the defender.
3.6b Critical Hits
Some hits cause damage so sever that the wound continues to bleed. When ever a hit point is lost by a character there is a chance that the wound can be critical. Critical hits can not be healed by normal means. Critical hits must be tended to by a doctor. A wound is critical if the knockout roll is 01-05 AND the roll is not over the amount of damage taken by that attack in hits. For example, Bob takes 3 points of damage from his hits. The knockout rolls is 04. While it is within that range, Bob only took 3 damage so the wound is not critical.
Ok, now these things modify
the critical hits.
Punches: Normal. 01-05
Blunt Weapons: 01-10
Sharp Weapons: 01-15
Guns: 01-20
Explosions: 01-25
Energy: 01-15
Now the body part also modifies the critical hits.
Body Shot: normal
Arm, leg: normal
Head, Heart: x4
Groin: x3
So if a gun is used an a called shot to the head is made, then the wound
is critical if the knockout rolls is between 01-80!
To heal from a critical hit,
surgery is required. Getting surgery causes 2d8 damage to the patient, which
they, of course, can not roll with. This damage is modified by the
surgeon's skill. You take the damage modifier of the surgeon and
subtract it from the 2d8 damage of the procedure.
Also the surgeon needs to roll Id20 ( I is his intelligence score)
to see if he is successful. It is not successful, then the damage is
taken but no positive results are gained. It needs to be done
again, and with more risk, as the patient has less hits!
After each surgery the patient rolls Ed20. If he fails the roll he
permanently loses a point of Endurance. This simulates wear and
tear. Its best to avoid injuries after all.
And then, don't forget to roll to see if the damage taken from the
surgery is critical! If it is, treat this as
complications from the surgery.
3.7 Reactions, Loyalty and Morale
I did away with the old reaction chart. Instead the roll is made with a Charisma die 20 ( Cd20). You take the number and compare it to your charisma score. If the die roll is under your charisma, then you succeeded. If you rolled over your charisma, you failed. The lower you rolled under your charisma, the better you succeeded, the higher over, the worse you failed.
You look at the number you succeeded by, or failed by, and use the chart.
Roll Reaction
-20 Arch Enemy
-18-19 Enemy
-16-17 Berserk
-14-15 Enraged
-12-13 Violently Hostile
-10-11 Hostile
-8-9 Hostile but non violent
-6-7 Very suspicious
-4-5 Suspicious
-2-3 Distrustful
-1 Not Agreeable.
0 Neutral
1 Agreeable
2-3 Very Agreeable
4-5 Interested
6-7 Very interested
8-9 Enthusiastic
10-11 Very Enthusiastic
12-13 Friendly
14-15 Very Friendly
17-18 Gushing
19-20 Obsessed
21- Worshipful
Cool: Strange things can happen in an adventure. As the GM sees fit, he can call for a cool roll. A character then rolls Cd20. If he fails he looses his cool. This usually means they get a -1 on all die rolls per number above what they rolled on the cool roll. If it’s ten or more they might panic. Others may calm him down by using their charisma to talk to them to calm them down.
Psych Out: Sometimes you may need to scare your opponents, or psych them out. To do this you do something as needed (e.g. yell, threaten, order, cool talk, smash something etc). The player rolls Cd20, so does the target. The one with the better success (lower roll under their charisma) is the winner. Now how high the success tells how good the psych-out went. Ex Captain Scary threatens some goon. His C is 20. The goon’s is ten. Scary rolls a 10, so his success is 20-10=10. The goon tries to resist. He rolls an 8. His success is 10-8=2. Captain Scary beat the goon by 10-2=8. The goon looses the contest by 8. This means he is near panic (as panic is loosing by 10) and has a -8 on all die rolls against Scary. A smart man might give up!
3.8 Waking, Resting and Healing
Regaining Lost Power: A character gains 1/10th their endurance back to their power score per minute of rest.
6.3 Inventions, Inventing Points, and Gizmos
Power Stunts: While I allow powers stunts, I have
some limitations on them. You can't just spend a power point and
have it be the "get out of jail free card." The power
stunt has to make some sort of sense with your powers. Spider Man can't burst
into nova flame.
Things I have allowed in the past, using hyper flight
to get home while lost in space ( pretty much a lucky guess), using weakness
detection to figure out the weak spot in a robot so they all teamed up
and hit it there. Come to think of it, those are the only two
power stunts I can recall.
To do a power stunt, you pretty much have to explain exactly what you
want to do, if it doesn't fit with the flavor of your character (
ei The Hulk just doesn't go non corporeal just cause he spent an inventing
point) and be warned, I may overrule it. Then you spend the inventing
point and roll your inventing chance. If you make the inventing
chance roll it worked. If you blundered it, rolled 96-00, then
watch out! If you rolled 01-05, you succeeded spectacularly!
To reuse a stunt, you still spend the inventing point, but you don’t have to roll the inventing chance.
Brainstorming: Two or more characters can team up and pool their tenths of an inventing point together to make a one shot invention. Use the better chance when rolling.
Gaining knowledge: A character can spend an inventing point and learn a new knowledge area or skill. This is down without a die roll if there is a teacher or it’s a fairly common skill. If the character wants to learn something that is rare or is as of yet unknown, then they must invent it.
8. Appendices
Falling: Take the velocity of the falling character, and roll the velocity damage as per the chart. But you multiple the dice rolled by the square root of the basic hits of the character falling.
8.3 Structural Points.
To break an inanimate object one must exceed the structural rating that phase. For each point of damage done to that object OVER the structural rating, one foot of matter is smashed and or displaced. Keep in mind that some attacks do structural damage like disintegration, transmutation and so on.
9.0 New Rules
9.1 Overexertion: Any character can overexert themselves. This means they can lift more, or fly faster, or teleport farther etc. They do this by spending 1 extra power point per boost of 5% added to what ever they are doing. Ex: Meta Man needs to lift the car to save a baby. He is not strong enough so he spends 50 power and overexerts himself. His normal carrying capacity is 1000lbs, but right now, for this action only it is increased by 250%! He lifts that car and saves the day. However, as he can not usually carry this much, he suffers damage. You take the extra weight, subtract it from the normal carrying capacity of the character and you look up the damage he takes on the brawling weapons chart. In my example above Meta Man lifted 2500lbs when he could only normally lift 1000. So his body suffers as if he was hit with a brawling weapon of 1500lbs. This means he takes 1d10 damage. But he is a hero and that is a small price to pay for saving the baby
9.2 Gaining New Powers: In comics, Superheroes always end up with more powers than when they started. At first, the Invisible Woman could only turn invisible. Next thing you know she can create force fields. I've made up a system that allows heroes to purchase new powers. The rule is you spend 10,000 experience points per number of powers you will have. You also have to be of the same level or higher than the number of current powers you have. Each Weakness you possess takes one power away for purposes of tallying the total powers the hero possesses. Ex: Spyman wants to fly. He is 4th level and has three powers already. Since this would be his fourth power and he is fourth level, he spends the 40,000 experience and he gains the power of flight. Of course, this means that he will stay fourth level for a long time, but that is his choice.
9.3 Skill Rolls:
The first thing you have to do is assign
an attribute to a skill. This is not too hard. Something like Pick Pocket is
Agility but something like Physics would be Intelligence. Anyway use common
sense, and let the GM settle arguments. When you use a skill, a save on die 20
is rolled if you have the skill and a 1d100 if you do not. If the roll is lower
than the attribute, you succeed. But how much you BEAT your attribute tells you
how well you succeeded. Ex: Hero Man wants to use his chemical lab to
analyze a powder. He rolls 1d20 because he has the Chemistry knowledge area.
His Intelligence is 16. He rolls a 12. He did it. Furthermore, he
beat his Intelligence by 4. He learned quite a bit about the powder!
The difficulty of the task in
question may modify the skill-related attribute (only for the purposes of skill
rolls).
|
TASK DIFFICULTY |
ATTRIBUTE MOD. |
|
Difficult |
-3 |
|
Hard |
-5 |
|
Impossible |
-10 |
|
Ex: Ms Occult wants to figure out a magic spell cast by an enemy. She has a Magical Knowledge skill and an Intelligence of 21. The GM rules that this is a difficult task and as such, her Intelligence is lowered by five for the purpose of the skill roll. She rolls an 11. She did it. She beat her skill role by 5 so she learns quite a bit about the spell. |
|
|
Karma: This is something ONLY player characters can use. For every 100 experience points a character spends, they can affect a percentile die roll by 5 % and normal roles by 1 die point. To use this, they tell the GM the desired roll, and then they deduct the experience points and then roll vs. Charisma to see if it worked. If the d20 is equal or lower then the player’s charisma, then the karma is successful. If the roll is above the player’s charisma, they lost the experience. If the roll is ten above the player’s charisma, it is bad Karma and the opponent gets the bonus. If a player rolls a 20 on a karma roll, then they loose a charisma point. Karma is the only die roll a player CANNOT use karma on. Ex: Mega Man needs a 10 to hit, he rolls a 12 so he spends the karma, successfully rolls under his Charisma and lowers that die roll to a 10. The already deducted 200 experience points were worth it! Or : Mega Man really wants a knockout, he rolls a 20 on a knockout role but wants to lower it to a 5. He needs three Karma points to lower the percentage by 15%. He deducts the 300 experience, rolls against his Charisma, passes that role and hopes the 5 is a good enough knockout role.)
9.4 Environmental Damage:
Some times the environment is not a friendly one. A hero can find themselves in the most dangerous of places at times. I made some rules to help out if a player ever finds themselves in this unfortunate situation.
Space: The player takes damage from the cold and the vacuum. Some areas from radiation as wells.
Vacuum does 4d10 per turn. Cold does 3d10 per turn.
The Ocean: Up to 100 feet you take no damage. Each 100’ after that you take 1d10 per turn.
Atmospheric Pressure: All humans thrive in 1A ( one atmosphere) They take 1d10 per turn per extra 1A.
Of course life support or adaptation may cancel these penalties.
10.0Magic
Magic is the ability to tap
into the various forces and manipulate them to your will. This is a great
power, but it takes a lot of intelligence and knowledge to utilize it
effectively. No magician was created overnight. It takes a long
time and a lot of patience to become a mage. Magic is treated as a secret
and is guarded by powerful orders. There are a few Orders in my
game: The Coven, Pentacrime,
the Esoteric Order of the Dragon, and the Freemasons. Each has its
own agenda. They don’t take kindly to rogue practitioners. Each leader of
an order is called a Magus, and the best magus on earth is called the Arch
magus. There is only one Archmagus at a time.
Magic is manipulating the natural forces. A magician studies the Language of
Creation and uses the language of the creator to alter reality as
they see fit. The better one understands this Language, the better
they are at wielding magic. Look at magic like this, God created
the Code and the Code governs how the universe works. When you learn
God's code, you can alter the code to suite your whim. Magic is, in
a nutshell, the cheat code to the Cosmos!
No one knows all 52 characters in God's Alphabet. Due to
this, no magician is able to perfectly wield magic. One must
substitute for the missing letters. This is why material components, or
more commonly called reagents, are needed. Reagents are symbols or
representations of the affect we wish to create. If we knew all 52
letters, then reagents would not be needed. Wizards are constantly
looking for better reagents, or better yet, undiscovered letters.
Many religions have regarded Magi with, at best, suspicion, or at worse,
persecution. The wizard sets himself up as a substitute for god and
this is offensive to most religious people. The word Warlock is an
example of this. The world literally means, "word
breaker". The Warlock literally breaks the word of god and
replaces it with his own. This is why Warlocks are considered evil
in the modern world. Blasphemy, or speaking out against the word of god, used
to be a word for condemning magic or witchcraft. Its meaning has
changed in the modern world.
A true Magician must study constantly to hone their craft.
Learning the correct punctuation and grammar is a very difficult task
when one doesn't even have all the letters to work with. This is
why magic is more an art, then a science, and two magicians my have two
different spells for the same affect.
One must learn mysticism to learn to think the correct symbols,
and proper perspectives. Occultism must also be learned to reveal
things that are hidden to most eyes. Presdigitation is also needed to
make the hands flexible enough to outline the difficult words formed by the
Byzantine symbols of the Primordial Language. Then all this is
synergized by an understanding of Spell Craft. The last knowledge
is a heavily guarded secret. Orders and Schools are formed to keep
that knowledge from the hands of amateurs and unworthies. This
knowledge must be taught. It is said that Angels taught this skill to the
first human magicians. It is counter intuitive and no human has
ever stumbled upon it by accident.
10.1 Components of Spell Casting
To cast a spell the magician must gather all the needed knowledge, all the needed reagents, and then form the needed thoughts. He then, with his hands, traces the symbols of the Language of Creation in the air. The magician is literally rewriting reality with a wave of his hand. This takes intelligence, agility and will.
Material Components: Or as they are more commonly referred to reagents, are required by most spells. The component can be on the person of the Mage, not in the hand, unless the spell says so specifically. So a Mage will typically carry a bag of components on their person. A Material component is something made of matter that facilitates the spell casting process. The material is usually something symbolic to the effect of the spell. A drop of water may be used in a rain making spell, or a penny for a telepathy spell. A spell can be used without a material component for 10 times the normal spell cost and ten times the time needed. If manna is used, it is instantaneous.
Verbal Component: This is the words and chants that the wizard needs to say to make the magic work. Most spells need this component.
Somatic component: This component is the gestures that the wizard needs to due to make the magic work.
Mental component: This is the mental image that the magician must form in his mind to make the magic work.
All four components must be in perfect synch. This takes a long time full of hard study and practice to make it work.
10.2 Types of Magic
Solomon organized magic into seven different types. These are explained in his seminal book of magic called The Seven Keys.
Abjuration The Abjuration school of magic encompasses protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. A wizard who specializes in abjuration is known as an abjurer.
Alteration
Alteration is the magic of changing the traits of an object, being, creature
or the physical world. Specialists in alteration are called
Transmuters
Conjuration
Conjuration is a magic arts skill that allows a player to summon and command
creatures, beings and objects. A specialist in conjurations is called a
conjurer
Divination
The art or act of foretelling future, past or unknown present events or
revealing occult knowledge by means of augury or a supernatural agency.
Specialists in divination are called Diviners or Augurs.
Enchantment
Enchantments are spells that affect the perceptions and or mind of a
target. They also can empower magic in beings, objects or
creatures. This is the broadest school of magic, and the most
common. Specialists in this school are called enchanters.
Evocation
Evocation magic is utilizing natural forces. Evocations can create
strokes of lighting, explosive bursts, or walls of fire. This is a
very dangerous, and flamboyant school of magic. Evokers, as these
specialists are called, are very bold, and arrogant.
Necromancy
Necromancy is the art of death. This school is
concerned with healing dead tissue, regeneration lost limbs, causing
living tissue to die, manipulating souls and of course, animation of
corpses. Specialists are called Necromancers. The good
necromancers are healers, the evil are death obsessed Dark Wizards.
10.3 Casting Magic
To use magic one must have the knowledge
areas of Occult, Mysticism, Presdigitation and spell craft. Each school
of magic is also its own knowledge area. Then a wizard can learn as many
spells as they have intelligence points. If all this is met, and they have the
needed reagents, they can then cast the spell.
To cast a spell one must concentrate and move. This takes
time. For example, the spell “Fulmination” (evocation
magic) cost 4 power and it casts a lighting bolt. The caster
spends 4 power, and 4 movement points. For the next four phases he is
casting this spell. If the mage’s action was on phase 20, then the spell
will fire off on phase 16. If he is hit and takes damage, or hindered during
the casting time, the spell is lost, the power and movement spent. This
is why most mages will have goons to protect them. Or carry amulets that
instantly fire off prepared spells. Magic can be very deadly but it can
also be hard to do.
10.4 New Spells
If a player wants to create a new spell, they must first learn the knowledge area of Spell Theory. This is an even harder secret to learn than spell craft. There are only handful of mages on Earth with this knowledge.