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House Rules |
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Unless otherwise specifically altered or contradicted in these
house rules, the rules found in the 6th Edition Hero System apply at all times. |
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Basic Rules |
Definition of "Attack Powers":
Attack Powers are those
Powers characters primarily use in an offensive manner in combat.
They typically require an Attack Roll or MCV Attack Roll to use, and
their effect is to cause damage to, hinder, or otherwise harm the
target.
In addition to
the list of Attack Powers found on page 144 of the Hero System 6th
Edition Character Creation book, Telepathy is also considered
an Attack Power.
Definition of "Mental Powers": Mental Powers are those
Powers that have psionic or mental special effects. Any power
that is purchased with the Attack vs. Alternate Defense
Advantage to use OMCV against DMCV and has a Psionic is considered a
Mental Power. Any power purchased with the Psionic
Limitation is considered a Mental Power.
Experience Point Awards: Experience point
awards will be made at the completion of an entire storyline, not the
completion of a session.
Writing fiction pieces,
transcriptions of media interviews, or journal/diary entries featuring your character is worth 1 experience point per
item written. Particularly
creative and entertaining writing can earn an extra point.
Massive Damage: A character who suffers more than half his
normal Stun and/or Body score in damage (after defenses) in a single attack must make a successful
Constitution Roll to remain conscious. If rendered unconscious by such an attack, the character
recovers on his next phase, and has not lost any Endurance from this
unconsciousness. However, if the
massive damage places the character below 0 Stun, the normal rules for being unconcious are in
effect.
Mental Powers and Classes of Mind:
By default, mental powers automatically affect the class of
minds to which the possessor of the mental powers belongs (e.g.,
a human affects human minds, a machine affects machine minds,
and so on).
Affecting an additional class of mind is a +10 point adder as always, with
the exception of alien minds. Since each alien species is different, the mentalist must
purchase the adder for every species he wishes to affect. The first alien species costs
+10 points as always, but each species after costs only +3 points.
It should be noted that the "Human" class of minds include
sentient
apes, Pelkons, and Tautiq, due to the mechanical similarity between the brains of those species, as well
as to the similarity of their thought patterns.
Pushing A Power:
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Characters may only push their powers
when it is appropriately dramatic to do so. They may not push their powers just to get "a
little extra edge".
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A pushed power counts as a presence attack, when appropriate.
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Powers which have an Endurance Cost of 0, or which have a set cost (like Desolidification) cannot
be pushed.
The Rounding Rule:
When calculating the cost of powers through the use of Advantages and
Limitations, any fractions generated are always rounded off to the
benefit of the player.
Special Defenses: Special defenses are considered Resistant
for the purposes of the Killing damage that is applied to non-standard defenses (such as a Ranged
Killing Attack that is purchased with the
Based on Ego Combat Value Advantage). |
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Rules For Characteristics |
Selling Back Characteristics:
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No more
than two characteristics may be sold back per character.
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Characteristics can never be sold back below 0.
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Characters who sell back their Endurance are not permitted to
purchase the Endurance Reserve power, and vice versa.
Dexterity: It is difficult to train a person to be more
agile and dexterous. Rather than spending experience points to increase a character’s Dexterity, it
is recommended that the player purchase skill levels instead.
Constitution: Only To Determine When The Character Is
Stunned is a -1 Limitation.
Body:
Ego: Characters who do not qualify as mentalists or mystics
are limited to a maximum Ego of 23.
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Rules For Skills |
Minimum Skills:
All characters are required to have at least 20 points of skills.
Related
Skills:
If a character has spent at least 3 points
on a Skill that is either a specialization of another skill, or is
obviously closely related to another skill, the character effectively
has an 8 or less roll with the Skill of which the first Skill is a
specialization or close relation. For example: Civil War Man has
spent 3 points on Knowledge Skill: History of the Civil War. Since
this Skill is a specialization of Knowledge Skill: History, Civil War
Man effectively also has an 8 or less roll in Knowledge Skill:
History. These free familiarities are just like Everyman Skills in
that if the character wants to improve them, he has to pay the full
price for the skill.
Interaction Skill Differences:
Due to the differences in culture,
evolution, body language cues, and so on, a -2 penalty applies to all
Interaction skills between Humans and Aliens. For example, a Human
character trying to use his Persuasion skill on a Tautiq NPC suffers a
-2 penalty because of the alien nature of his target. The same
applies to a Tautiq PC trying to use Persuasion on a human.
Skill Enhancers:
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Skill Enhancers must be purchased during character construction or
not at all. In addition, the possession of a skill enhancer must be
explained in the character's background.
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The Expert skill enhancer from Dark Champions is being used.
Cloak:
This Ego-based skill is, in essence, a form of "Mental Stealth". It
is used to hide the use of a character's mental powers from persons
with mental awareness. It reflects subtle use of mental powers, so
cautiously that no one notices them. Cloak cannot be used to hide a
mental attack, any more than normal Stealth can be used to hide the
effects of a regular attack. Cloak can be used to make mental
signatures and traces harder to locate. If the mentalist uses Cloak
when using a mental power on someone, another mentalist trying to use
Telepathy in order to locate his or her signature must make a
Perception Roll in a Skill vs. Skill contest with the first
mentalist's Cloak skill.
Cloak does not hide a mental power which has the Limitation Visible
from normal sight; it only hides mental powers from mental senses. Of
course, as with normal Stealth, if someone who can sense mental powers
is "looking" directly at the attack, Cloak will not serve to hide it
from them. The Invisible Power Effects advantage is required to do
that. It is harder to Cloak a large use of mental power than a small
one -- Subtle uses of mental powers are easier to hide. The GM should
apply a -1 to the Cloak Skill Roll for every 10 Active Points of
mental power being used.
The GM should apply situational modifiers, both positive and negative,
to the use of the Cloak skill. For instance, it is easier to hide
your use of a mental power when there's a lot of psionic "background
noise" going on (a crowd, for example).
Cryptography:
The Cryptography skill can be used by characters to represent their
ability to translate documents or recordings of languages in which
they have no familiarity or fluency. Using Cryptography in this
manner usually requires extra time and reference materials.
Related
Skills:
If a character has spent at least 3 points
on a Skill that is either a specialization of another skill, or is
obviously closely related to another skill, the character effectively
has an 8 or less roll with the Skill of which the first Skill is a
specialization or close relation. For example: Civil War Man has
spent 3 points on Knowledge Skill: History of the Civil War. Since
this Skill is a specialization of Knowledge Skill: History, Civil War
Man effectively also has an 8 or less roll in Knowledge Skill:
History. These free familiarities are just like Everyman Skills in
that if the character wants to improve them, he has to pay the full
price for the skill.
Interaction Skill Differences:
Due to the differences in culture,
evolution, body language cues, and so on, a -2 penalty applies to all
Interaction skills between Humans and Aliens. For example, a Human
character trying to use his Persuasion skill on a Tautiq NPC suffers a
-2 penalty because of the alien nature of his target. The same
applies to a Tautiq PC trying to use Persuasion on a human.
Inventor:
Inventor (Spell Research) is a specific form of the Inventor
skill.
It is good for devising new spells on short notice and figuring out
how to use captured magic items. Spell Research can also double as a
magic Power Pool control roll. Like the Inventor skill or any Power
Pool Control skill, Spell Research rolls take a -1 penalty for every
10 Active Points in whatever the skill is used upon. Inventor
(Spell Research) has the standard cost structure for the
Inventor skill..
Cloak:
This Ego-based skill is, in essence, a form of "Mental Stealth". It
is used to hide the use of a character's mental powers from persons
with mental awareness. It reflects subtle use of mental powers, so
cautiously that no one notices them. Cloak cannot be used to hide a
mental attack, any more than normal Stealth can be used to hide the
effects of a regular attack. Cloak can be used to make mental
signatures and traces harder to locate. If the mentalist uses Cloak
when using a mental power on someone, another mentalist trying to use
Telepathy in order to locate his or her signature must make a
Perception Roll in a Skill vs. Skill contest with the first
mentalist's Cloak skill.
Cloak does not hide a mental power which has the Limitation Visible
from normal sight; it only hides mental powers from mental senses. Of
course, as with normal Stealth, if someone who can sense mental powers
is "looking" directly at the attack, Cloak will not serve to hide it
from them. The Invisible Power Effects advantage is required to do
that. It is harder to Cloak a large use of mental power than a small
one -- Subtle uses of mental powers are easier to hide. The GM should
apply a -1 to the Cloak Skill Roll for every 10 Active Points of
mental power being used.
The GM should apply situational modifiers, both positive and negative,
to the use of the Cloak skill. For instance, it is easier to hide
your use of a mental power when there's a lot of psionic "background
noise" going on (a crowd, for example).
Cryptography:
The Cryptography skill can be used by characters to represent their
ability to translate documents or recordings of languages in which
they have no familiarity or fluency. Using Cryptography in this
manner usually requires extra time and reference materials.
Facade:
This Ego-based skill is, in essence, a mental form of the Disguise.
It is used to change the "appearance" of mental signatures and
traces. If the character makes his Facade roll, he may make his
mental signature resemble that of another. Alternately, Facade can be
used to simply muddle a mental signature or trace to the point that it
is unrecognizable. Another mentalist using Telepathy to search for a
signature or trace that has been covered up with Facade must first
make a Perception roll to detect the fact that the signature or trace
has been altered. This is a Skill vs. Skill contest.
Characters can more reliably hide mental traces with the Invisible
Power Effects Advantage. Facade can also be used to mask a
character's surface thoughts from a telepathic scan. The character
must make a Skill vs. Skill roll against the telepath's Ego Roll. If
the character succeeds, he may disguise his surface thoughts. Deep
hidden thoughts and subconscious thoughts cannot be hidden in this
way.
Language Skills:
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Characters automatically gain literacy in any language they have
paid at least three points for, assuming that the language has a
written component.
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For Braille, American Sign Language, and other "languages" which are
actually alternate ways to communicate with languages one already
knows, a character should spend 1 Character Point for Literacy
(Braille) or Fluency (ASL), or the like. That allows the character
to use that method of communication with any Language he knows. For
sign languages like the one used by the Plains Indians, which are
separate and distinct languages of their own, normal Languages rules
apply.
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Humans and Aliens adds +1 to the cost of each level of fluency when
learning each other's languages. For example, a Tautiq would have
to spend 5 points to speak English idiomatically.
Professional Skills: A character with a Professional Skill is
required to also possess other skills which are appropriate for that
profession. For example, a character with Professional Skill: Auto
Mechanic should also possess the Mechanics skill to at least some
degree, as well as other appropriate skills, such as Knowledge Skill:
Automobile Makes and Models, and so on.
Science Skills: Science skills dealing with medicine, biology,
and the study of living beings in whatever fashion must be bought
separately for both native Terran life and Alien life. For example, a
doctor who wanted to be able to treat both Human and Tautiq patients
would have to have both Science Skill: Human Medicine and
Science Skill: Tautiq Medicine. Otherwise, the character
suffers penalties to his skill rolls; the greater the anatomical
differences between the species, the greater the penalty.
Skill Levels: Skill levels cannot be applied to Talents.
Transport Familiarity:
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For the purposes of this Skill, riding animals (such as horses,
camels, and so on) are not considered modes of transportation.
Purchase the Riding skill instead,
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Scuba is a means to breathe underwater while the character is
swimming. If the player wishes his character to be Scuba certified,
he should purchase Knowledge Skill: Scuba.
Veil: An Ego-based skill which is, in essence, a form of mental
Concealment. It is used to hide mental signatures and traces. If the
character makes his Veil roll, all signatures and traces are hidden.
A mentalist using Telepathy to search for them must make a Perception
roll to detect the hidden signatures or traces; this is a Skill vs.
Skill contest.
Weapon Familiarity: Characters who carry weapons
(guns, knives, and so on) as part of their powers and have paid points for those weapons get
the appropriate Weapon Familiarities for free. |
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Rules For Perquisites |
Contacts:
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A contact may be purchased without being defined. In the course of
an adventure, when the players are trying to figure out "do we have
a friend in such-and-such department of the government" (or
profession, or country), the player whose character has an undefined
contact could then ask the GM, "Is it reasonable for my undefined
contact to be someone who fits the bill?" If the GM agrees, the
Contact is defined from that point onward.
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Overall Skill Levels may be applied to a Contact roll. No other
type of skill level may be applied to Contact rolls.
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If a Contact is particularly difficult to reach or communicate with
even when the character succeeds with his roll – for example, it
takes hours to exchange messages with him due to his remote location
or elaborate security procedures, the character can deduct -1
Character Point from the cost of the Contact.
Favors:
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Generally, people who owe a character
favors will be Contacts at the very least, as it is odd and rare for
complete strangers to owe each other anything.
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It is possible to take a Favor without defining it when
it is purchased. In the course of an adventure, when the players are
trying to figure out "do we have a friend in such-and-such department
of the government who owes me one" (or profession, or country), the player whose
character has an undefined favor could then ask the GM "Is it
reasonable for my undefined favor to be from someone who fits the
bill?" If the GM agrees, the Favor is defined at that point.
Follower: A Non-Player Character may be a Follower, or he may
be a Dependent NPC. He can never be both. While a Follower can
sometimes get into trouble, and a DNPC can sometimes be helpful, for
the most part if the NPC is primarily helpful he's a Follower and if
the NPC is primarily a hindrance, he's a DNPC. Followers may never
have Followers of their own.
Fringe Benefit: Fringe Benefit: False Identity, Fringe
Benefit: Business Rank, Fringe Benefit: Criminal Rank, Fringe Benefit:
Government Rank, Fringe Benefit: Law Enforcement Rank, Fringe Benefit:
Military Rank and Fringe Benefit: Security Clearance (all
from Dark Champions) are being used. Details can be found on pages 84
- 88 of the Dark Champions Book. |
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Rules For Talents |
Combat Luck:
Player Characters may not begin with more than two levels of
Combat Luck. Generally one level is sufficient for most
character conceptions. Characters whose entire concept
revolves around being lucky may purchase up to four levels
with approval of the GM.
Dark Champions Talents: The Combat Ready Talent
is being used. Details can be found on page 91 of the
5th Edition Dark
Champions book.
Fantasy Hero Talents: The Animal Companion, Beast
Speech, Berserk Fury, Evasive, Fascination, Fearless, Inspire,
Magesight, Rapid Healing, and Skill Master Talents
are available for use in the Global Guardians Universe.
Details can be found on pages 102-108 of the 5th Edition
Fantasy Hero book.
Lightning Reflexes:
Mentalists and Mystics can buy Lightning "Reflexes" which
apply to EGO instead of DEX at the regular cost.
Minor Talents:
For the most part, Minor Talents are a very limited form of
Luck. Call them "Murphy's Law in Reverse". Its just one of
those tiny ways in which life seems to work out for the
character. Each Minor Talent costs 1 point. Some possible
minor talents include: Always Gets A Good Seat At A
Restaurant, And Never Gets A Bad Waiter, Always Has Correct
Change, Always Picks The Fastest Line, Never Sunburns, Never
Gets Picked For Jury Duty, Never Receives Junkmail Or Spam
Email, Remembers His Dreams, etc. There are an infinite
number of possible ways to define Minor Talents; however,
these abilities should be too rare or trivial to be of much
use to the character in anything but specific situations.
Universal Contact (20 Points): This Talent is for the
character who seems to know someone everywhere. For 20
points, he is considered to have an 11 or less chance at
having a Contact in any situation, +1 to the roll for 1
point. The GM decides on the usefulness of the Contact based
on the flow of the game and the situation. Generally, most
Contacts are relatively "low level" connections, but more
influential connections can be seen if the GM so chooses.
As always, common sense should be used in conjunction with
this; if there is no possible way the character could have a
Contact in a particular situation, then the GM should not feel
required to throw logic out the window and grant a Contact
anyway.
Universal Scholar (20 Points): This Talent is for
characters whose knowledge covers such a broad range that they
can reasonably be said to know something about almost
everything. For 20 Character Points, he is considered to have
the equivalent of an 11 or less roll in every subject that
would be bought as a Knowledge Skill (except Area Knowledge
skills; see Universal Traveler). This roll can be
increased by +1 for 1 point. As always, common sense
should be used in conjunction with this; if there is no
possible way the character could have knowledge of a
particular subject, then the GM should not feel required to
throw logic out the window and grant such knowledge anyway.
Universal Scientist (20 Points): This Talent is for
characters whose mastery of science covers such a broad range
that they can reasonably be said to know the basics of almost
every science. For 20 Character Points, he is considered to
have the equivalent of an 11 or less roll in every subject
that would be bought as a Science Skill. This roll can be
increased by +1 for 1 point. As always, common sense
should be used in conjunction with this; if there is no
possible way the character could have skill in a particular
Science, then the GM should not feel required to throw logic
out the window and grant such skill anyway.
Universal Tradesman (20 Points): This Talent is for
characters who've seemingly done everything at one time or
another or who at least seem to be able to pick up any
profession almost instantly. For 20 Character Points, he is
considered to have the equivalent of an 11 or less roll in
every subject that would be bought as a Professional Skill.
This roll can be increased by +1 for 1 point. As always,
common sense should be used in conjunction with this; if there
is no possible way the character could have skill in a
particular Profession, then the GM should not feel required to
throw logic out the window and grant such skill anyway.
Universal Traveler (20 Points): This Talent is for
characters whose travels have seemingly taken them
everywhere. For 20 Character Points, he is considered to have
the equivalent of an 11 or less roll in every subject that
would be bought as an Area Knowledge or Culture Knowledge
Skill. This roll can be increased by +1 for 1 point. As
always, common sense should be used in conjunction with this;
if there is no possible way the character could have knowledge
of a particular area or culture, then the GM should not feel
required to throw logic out the window and grant such
knowledge anyway. |
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Rules For Powers |
Absorption:
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A character cannot use his own powers and abilities on
himself in order to absorb them. In other words, you
cannot Blast yourself in order to power your
Absorption.
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A single instance of Absorption cannot feed into
itself. In other words, you cannot purchase your
Absorption so that it increases your Absorption
amount, unless you buy two instances of Absorption.
Desolidification:
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A character who is Desolidified may always be
affected by any power purchased with the Affects
Desolidified Advantage, any non-physical power which
does not cause direct damage (such as Images,
Darkness, or Flash attacks that lack physical
components) and Mental Powers. In addition, they can be
affected by any attack power that is linked to one of those
powers if the special effects would so dictate.
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Characters who are Desolidified can affect the
physical world with attacks that have mental special effects
(with the exception of Psychokinesis), as well as any
non-physical power which does not cause direct damage (such
as Images, Darkness, or Flash attacks).
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Technically a character with Desolidification can
turn his power on and off to make people miss as a zero
phase action relying on a good Fast Draw or Dexterity Roll.
This is abusive and is not allowed.
Dispel: Characteristics cannot be Dispelled.
They may, however, be Suppressed.
Duplication:
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Note that if the original character is killed, but has at
least one active duplicate in existence, that duplicate may
take over as the "original character" automatically.
(Though the GM may want to consider storylines involving
Post-Traumatic Stress Disorder, as the shock of the
original's death will likely have some effect on the
character.)
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Duplicates Can Duplicate (+10 Points): With this
adder, any duplicate of a character with this power can also
duplicate, up to the character's maximum number of
duplicates possible.
Enhanced Senses: Unless specifically constructed
otherwise, all characters are assumed to have the five basic
human senses.
Entangle: Entangles are not automatically considered to
have an area effect. If you wish your Entangle to have an
area effect, you have to purchase it with the Area Effect
Advantage.
Hand-to-Hand Attack:
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Strength is not additive to the Hand-to-Hand Attack power if
the latter is bought with advantages while the former
isn't. For example, Martial Arts Man buys +3d6 Hand-to-Hand
Attack with the Armor Piercing Advantage. Because his base
Strength is not also bought as Armor Piercing, the
Hand-to-Hand Attack is considered a separate, non-additive
power.
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Hand-to-Hand Attack does not affect Hand Killing Attacks,
NNDs, or anything other than Normal Damage done by the
character's Strength and Normal Damage from Martial Arts
maneuvers.
Life Support: Life Support (Longevity) cannot be taken
with any variation of the Costs Endurance Limitation, the Only
in Hero Identity Limitation, the Battlesuit Limitation, or on
less than all of a character's multiple forms (if any).
Either the character is immortal, or he isn't; "part-time"
immortality is not permitted.
Multiform:
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The most expensive form (not including the cost of the
Multiform) pays the cost of the Multiform power. If two or
more forms have the distinction of being "most expensive" by
having identical (pre-multiform cost) costs, the player may
choose which one pays the cost of the Multiform.
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Depending on the concept of the character possessing the
Multiform power, the various forms may be required to share
some or all Skills, Perquisites, and Psychological
Limitations.
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When a Multiform character earns experience, the points are
added to the base form's total. Note that all the forms are
still one character; a character with three forms does not
earn three times the experience as a single form character.
Telepathy: Assuming a pre-existing mental connection,
when used only for communication using Telepathy is a 0
phase action, just like any other soliloquy.
Transform:
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Transforms which can create anything useful will
require an appropriate skill roll. For example,
Transforming a cement block into a TV set would require
an Electronics Roll. If the roll fails, you’d end up with
something that looked like a TV but did not actually work.
Transforming your handwriting into someone else’s
would require a Forgery roll, and so on.
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Transformation attacks affect Entangles and
can affect Barriers depending on the special effects
of each.
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Transformation attacks against inanimate objects have
an automatic doubling of effects. In other words, double
the amount of Body rolled by the Transformation
attack is considered changed by the attack when it is made
against an inanimate object.
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Rules For Advantages |
Armor Piercing:
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Armor Piercing
Only vs Non-Resistant
Defenses is a +1/4 Advantage.
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Semi-Armor Piercing (+1/4), as described in
the 5th Edition Dark Champions book, is being used.
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Rules For Limitations |
Battlesuit (-1/2):
The Battlesuit Limitation functions
similarly to the Focus Limitation. However, it has several important differences, mainly
dealing with defense and breakability. Instead of being breakable, a Battlesuit suffers a
chance of system failure. The chance is a flat 5 or less, plus 1 per point of Body suffered by the
character wearing the Battlesuit. The modifier is additive to itself, and remains in place
until the Battlesuit is repaired. When system failure occurs, one power purchased with the
Battlesuit Limitation (determined by the GM) stops working. Until the suit is repaired, the
character cannot use that power.
If the character wearing the Battlesuit takes Body Damage, a Battlesuit
system is affected (as per the Focus rules). Roll 3d6 and consult the chart below. (Note
that the chart does have a cascade effect so more than one system can blow.) If the chart
indicates system damage that is inapplicable to the character (for example, if his Battlesuit has
no Life Support system), then the Body damage has no effect.
3 |
Life Support System
(Random Life Support Power Destroyed) |
4 |
Energy Source
(Endurance Reserve Destroyed) |
5 |
Minor Energy Systems Overload
(Character Suffers 2d6 Stun Damage With No Defense) |
6 |
Exoskeleton
(Random Characteristic Enhancement Destroyed) |
7 |
Motive Systems
(Random Movement Power Destroyed) |
8 |
Weapon System
(Random Attack Power Destroyed) |
9 |
Defensive System
(Random Defense Power Destroyed) |
10 |
Defensive System
(Random Special Defense Power Destroyed) |
11 |
Sensor Systems
(Random Enhanced Sense Destroyed) |
12 |
Sensor Systems
(Random Enhanced Sense Destroyed) |
13 |
Motive Systems
(Random Movement Power Destroyed) |
14 |
Weapon System
(Random Attack Power Destroyed) |
15 |
Defensive System
(Random Defense Power Destroyed) |
16 |
Defense System
(Random Defense Power Destroyed) |
17 |
Major Energy Systems Overload
(Character Suffers 4d6 Stun Damage With No Defense) |
18 |
Cascade
(Apply Result 17 and Roll 3d6 Again; If 18 is Rolled
a Second Time, Apply Result 16 and Roll Again; If 18
is Rolled a Third Time, Apply Result 15 and So On Until
a Result of 18 is No Longer Rolled) |
Unlike a Focus, the Battlesuit cannot be removed from a character in a
single turn. Removing a Battlesuit is more likely to take hours.
Powers purchased with the Battlesuit Limitation may not also take the Focus,
Only In Hero Identity, or Cybernetics Limitations. All primary characteristics purchased
through the Battlesuit must also take the -½ Limitation Does Not Affect Figured
Characteristics. Multiforms, Elemental Controls, and Variable Power Pools count as a single
power for the purposes of Systems Failure.
There are certain powers that should not be taken with this Limitation, since they are
not "systems" that can be damaged or manipulated in combat, but are rather inherent properties of the
Battlesuit. The best example of this would be Armor. Where the Battlesuit
Limitation is not appropriate, the power should be purchased with the Only In Hero Identity
Limitation.
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Components Are Extremely Difficult To Repair or Replace
(-1/2): The character will have to go to extraordinary
lengths to repair or replace the component in question. It
is built from rare technology, requires a lot of time and
money, or otherwise will leave the character without the
item for a while. The special effects and concept of the
Battlesuit will determine the actual effects of the
device being missing.
-
Components Are Impossible To Repair or Replace (-1):
The components making up the Battlesuit are the only
ones of their kind available to the character. If the
components are lost, they cannot be replaced at all. The
points spent on the device will have to be spent on
something else. This Limitation should only be used with
the more exotic powers, such as Desolidification or
Teleportation.
Cannot Attack If The Character Has Moved In The Same Phase
(-1/4): An attack power with this Limitation requires a stable platform to operate correctly.
The player should determine the reason as part of the power’s special effects.
Cybernetics (-1/4): This Limitation represents a system of
technological implants and replacements for biological organs within the body of the character.
Instead of putting the man into the machine, as with the Battlesuit Limitation, Cybernetics
means putting the machine into the man. The powers and abilities purchased with this Limitation
have the same system failure chances as with Battlesuit (see above). Cybernetic implants are
automatically inobvious and subcutaneous (meaning "hidden beneath the skin") unless the player decides
that the character’s implants can be easily seen.
Multipowers and
Variable Power Pools count as single powers for the purposes of System Failure. Cybernetics
cannot be taken on the same power as Battlesuit, Only In Hero Identity, or Focus.
-
Components Are Extremely Difficult To Repair or
Replace (-1/4): The character must undergo a
complicated and possibly risky surgical procedure in order
to repair or replace his damaged cybernetic systems.
-
Components Are Impossible To Repair or Replace (-1/2):
These cybernetic components are so difficult to get to
inside his body that the character would be killed in the
attempt to repair or replace them. The damaged power is
permanently gone, and the points spent on it must be used
for something else.
Costs ½ Endurance (-1/4): This is an allowed
alternative to the Costs Endurance (-1/2) Limitation.
As indicated by it's name, the Endurance cost incurred by a
power with this Limitation is half of what it would normally
be with the Costs Endurance (-1/2) Limitation.
Focus:
-
Focus cannot be taken on the same powers as the
Battlesuit, Cybernetics, or Only In Hero Identity
Limitations.
-
Multipowers and Variable Power Pools count as single powers
for the purposes of focus destruction.
Increased Endurance Cost: 1½ x Endurance (-1/4)
may be taken as a Limitation.
Linked:
-
Enhanced Senses may not be Linked to other Enhanced
Senses,
-
Life Support may not be Linked to other Life Support.
Only In Hero Identity:
-
Only in Hero Identity cannot be taken on the same
power as the Battlesuit, Cybernetics, or Focus
Limitations.
-
Characters who have powers purchased with this Limitation
must include a clear and compelling role-playing
justification for why they aren't in their "Hero Identity"
24 hours a day, seven days a week.
Must Be Aware Of The Incoming Attack (-1/4 or -1/2): This
Limitation represents a defense which works only when the character can see the attack coming and can
thus do something about it. Usually, this Limitation represents willpower-based defenses, but can
also represent superior dodging ability, the knack for finding quick cover, and so on. If the
character has to only be aware of the attack, it is worth -¼; the character doesn’t need to take action
to defend himself. If the character has to be able to actively defend himself, the Limitation is
worth -½; the defense power only works if he can make an action in order to defend himself.
Not vs. Area-Effect Attacks (-1/2): Defense Powers purchased
with this Limitation only protect against attacks that are specifically targeted at the character.
Only In Sanctum (-1/2):
This limitation applies to Mystic characters using magical
effects that only work when used in a Base that the Mystic has
listed on his character sheet, defined in points using the
Base rules. This limitation is ideal for certain types
of Warding magic, for example. While this limitation
does, on the surface, seem to seriously curtail the
effectiveness of the power to which it is applied, it is
reasonable to assume that a Mystic won't prepare or use such
magical effects except when in their Base. Thus,
its not really as limiting in context as it seems on the
surface.
Psionic (-1/2): This Limitation represents a power that can
only work against a mind. Against non-living objects, the power is ineffective. By definition,
a power purchased with this Limitation is a Mental Power, and conforms to all the rules of Classes of Minds
and has the same visibility as the standard Mental Powers. Powers which already qualify as Mental
Powers may not be purchased with this Limitation.
Stops Only ½ Of Any Body/Stun Damage (-1/4): Defense Powers
taken with this Limitation are not as good at stopping the one type of damage from an attack as they are
against the other damage.
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Rules For Complications |
Dependence: Characters who are addicts are very rarely
heroic. Please keep this in mind when choosing this Disadvantage.
Dependent NPC: A Non-Player Character may be a
Follower,
or he may be a Dependent NPC. He can never be both. While a
Follower can sometimes get into
trouble, and a DNPC can sometimes be helpful, for the most part if the NPC is primarily helpful he's a
Follower and if the NPC is primarily a hindrance, he's a
DNPC.
Distinctive Feature:
-
Hair
color is not distinctive enough to be taken as a
Distinctive Feature, unless your hair color is a shade not
normally found in human beings (such as neon orange or lime
green).
-
Belonging
to a particular ethnic group is not distinctive enough to gain
this disadvantage.
Hunted and Watched:
-
No hunted should be taken higher
than 11 or less, or else the campaign will eventually devolve into "Which
Hunter is going to show up
this week?" Watched may still be taken at 14 or less.
-
Any Hunter
or Watcher that has been invented by a player for his
character must be approved beforehand by the GM. If the
new NPC is approved, the player of the character in question
must provide a full background and character sheet for the
Hunter by the time the character enters play.
-
Floating Hunteds:
Players may take Hunteds which are not defined as particular
groups or individual people, but rather types of groups or
people. For example, rather than taking Hunted by
the Frazetti Crime Family, or Hunted by the Floating
Blossom Yakuza Gang, the character can take Hunted by
Any Organized Crime Organization.
-
Being
Hunted By A Group:
-
Groups In General: In general, a group
has more resources than a single person, and is capable of causing more mischief
to a character than a single person. Thus, group Hunteds are always
considered More Powerful to all but the most world-shaking characters.
-
Governments and Government Agencies:
With very few exceptions (none of whom are Player Characters), no single being
can marshal the power and resources of a government or even a government
agency. Thus, any government or government agency taken as a
Hunted or a
Watched by a character is automatically More Powerful, generally not restricted
to a single area, and automatically has Non-Combat Influence.
-
TAROT: Tarot is quite easily as powerful
and resourceful as a government (and compared to some governments, is even more
powerful and resourceful. Thus, Tarot is always More Powerful, has no area
restrictions, and automatically has Non-Combat Influence.
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