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DSumner
10-02-2008, 08:16 AM
We had one going on the old boards, and I figured we could use one here too.

Justice
10-02-2008, 11:10 AM
Here are some very basic, generally inoffensive changes:

Rules Alterations
Initiative - roll 2d10 for Initiative, instead of 1d10. Subtract 20, instead of 15 per Action. [Levels out awful Agility/Initiatives a tad and gives slower PCs soem opportunities. Also is very easy to calculate at table without accidentally dropping a ten's digit, which I have done on a few occasions... :/ ]

Inventing Points can be used for LOTS of different things. GM is free to agree.

Training / Power Stunts / New Powers: To train and receive a full power, based on an existing power, takes 4 levels, and 4 Inventing Points, GM's discretion. [This is implied by the rules for Inventing, where one One-shot Invention is equal to about 1/3 or 1/4 power.]

"Oomph" Rule - 2x, 3x, 4x power effects can be done. It just costs HIDEOUS amounts of power. 2x = 8 times original power requirement (PR), 3x = 27x power requirement, 4x = 64x power requirement.

Want a 4x Power Blast? It had better be your FIRST attack and ONLY attack - cost: 64 power points.

Will - new attribute, replaces Int for hit point modifiers. Adds to Power score. Det. Danger is based on it. Is considered the "End" for all Mental/Spiritual abilities, with Cha being the "Strength" for Spiritual/Mystic, Int being the "Strength" for Psi/Mind-based PCs.

Basic Hits: Use exponential-scaled Damage by Weight chart, with 30lbs or less being 1 Basic Hit, up to 60: 2 Basic Hits, up to 120: 3 Basic Hits, up to 240: 4 Basic Hits, etc.

LATEST: Int now adds to Initiative - use Damage Bonus modifier.


Powers
Paralysis Ray - d100 save between Turns and any Action used by an ally to attempt to wake up.

Stretching Powers - you can "roll with" twice as much damage, using 1/10th of power score. 63 Pp = 12 pts of damage reduction for same 6 pp.

Armor B - now an Invulnerability Device with 1/3 of that as a SSR reduction per attack. Avg Invulnerabilty is 17 points, so average PC gets a 6 Structural Strength Rating for his armor.

Invulnerabilty (True) - same as rules, per PHASE.

Invincibility - same as Regeneration, except it is Power Points that regenerate each turn.



This is not exhaustive, but a good start.

Chimaera
10-02-2008, 11:31 AM
We seem to think alike in some ways, Justice...

New stat, Will.

HP Mods based on Endurance and Will only.

Basic Hits now a table in line with the Mass and Velocity tables.

Inventing Points are leveraged extensively -- you get a number of training slots per level equal to your inventing points, you get a number of OOC hints/prompts/breaks from the GM equal to your inventing points per session (to help simulate both immersion and super intellect)...

Crap... work calls... more later.

DSumner
10-02-2008, 12:04 PM
Here's a few of mine.
CHARACTERS

First off, players are not required to play themselves. I’m not sure about you, but I play RPGs to get away from real life, not as an extension of it, but feel free to do whatever makes the game work for you.

STATS

I give players two choices when determining their initial set of characteristics, both of which involve rolling a set number of six sided dice. The first method (and my preferred choice) is to roll 2d6+6 (They’re superheroes and their characteristics should reflect that!), add the results together, and record the results as they are rolled. The second option is to roll 4D6, dropping the lowest die roll and total the remaining three die.

There are several other options that you may want to make available to your characters, as long as you feel comfortable with them. One option that many characters enjoy is to have all basic stats begin at 10. A second method I’ve seen used is to roll all the scores at once and then allow the player to determine which score he assigns to which characteristic. I don’t care which method is used, but it must be chosen prior to character generation.

CHARACTERISTIC MAXIMUMS

The maximum stat a non-powered, or “normal”, human can attain is 25. The only exception to this rule is the Intelligence score.

NEW STATS

Willpower/Ego (WILL): Your strength of will. Used for mental & magic powers, and to determine your character’s Hit Points.

Defense Bonus: This is the character’s ability to “Dodge” attacks. It’s based on the characters Agility score. To determine a character’s Defense Bonus, go to the Agility table listed in the basic rule book. Find the corresponding number, and use the number listed in the “Accuracy” column as his Defense Bonus. The character’s Defense Bonus only applies while he’s conscious and mobile.

Initiative Bonus: Use the Attack Bonus table from the basic rule book to determine a character’s Defense Bonus. Only usable while conscious and mobile.

Perception: Replaces Detect Hidden

Intuition: Replaces Detect Danger

Public Standing: Replaces Reactions from Good/Evil. Charisma bonuses apply.

Leaping - All characters have a base forward leap of 1" per 5 points of Strength. Characters can leap straight up 1" for every 10 points of Strength. Leaping costs only movement (no power cost). This option was inspired by the leaping rules found in the Champions RPG. - Tim Hartman

BASIC HITS & HIT POINTS (borrowed from the old boards, but I don't recall who originally posted it)

Use the following table when determining the character’s Basic Hits

Basic Hits Modification Table

100 lbs. = 2.0 basic hits
110 lbs. = 2.2 basic hits
120 lbs. = 2.4 basic hits
130 lbs. = 2.6 basic hits
140 lbs. = 2.8 basic hits
150 lbs. = 3.0 basic hits
160 lbs. = 3.2 basic hits
170 lbs. = 3.4 basic hits
180 lbs. = 3.6 basic hits
190 lbs. = 3.8 basic hits
200 lbs. = 4.0 basic hits
Etc.

HIT POINTS

Hit Points are calculated using the Hit Point Modifiers for Strength, Constitution, and Willpower times your character’s Basic Hits.

When determining the characters Hit Points, swap the Hit Point Modifiers for Strength and Agility. Use the Hit Point Modifier column from Agility for Strength.

To determine a character’s Willpower Hit Point Modifier, use the Hit Point Modifiers from the Intelligence Table.

SKILLS

The maximum number of skill’s a character can learn is limited to his INT score, unless he has some type of special abilities.

Skill Rolls - Base % chance is = 70% + 3% per the appropriate attribute point over 11 and any difficulty modifiers. Training in a skill adds 5% per level.

EXAMPLE: Doc Mayhem has the Robotics skill. His base % chance for performing a skill is 70%. His Intelligence score is 23, or 12 points over the minimum to receive a bonus, so 12 x 3 = 36, or a 36% bonus for his INT. 70% (his base %) + 36% (his bonus) = 106% chance to perform any Robotics related task.

POWERS/ABILITIES

Several powers have been modified, and new ones have been added:

Replace Bionics with Cybernetics.
Replace Lightning Control with Electrical Control; Machine Control/Cyberpathy is now a separate power
Replace Natural Weaponry on the Skills table with Martial Arts.
Replace Speed Bonus with Heightened Speed; replace Heightened Speed with Super Speed.
Sonic Abilities is replaced with Sound Control.
Illusions (B) is replaced by Energy Constructs.

Pushing Powers: Characters may push the effectiveness of powers (increased damage, range, carrying capacity, etc.) by 50% at double the normal PR cost.

EXAMPLE: Powerhouse is desperately trying to free a woman trapped under debris, from a fallen building. Normally his carrying capacity wouldn’t allow him to lift up the steel beam pinning her trapping her in the building. He expends double the normal of endurance/power required, allowing him to exceed him normal limits by 50%, and he successfully lifts the beam, freeing the grateful citizen.

COMBAT

Multiple Attacks - Each successive attack is at -1 to hit. The Maximum number of attacks a character can perform is = to AGL

Optional Stun Rule: If character takes more than ¼ his hit points from one attack, he’s stunned.

I've also given some thought to adding a "Presence" score that's based on the character's CHR, and a Luck ability.

Non-Powered Adventurer
10-04-2008, 11:37 AM
I started a pbem campaign over the summer. Here's a link to my house rules on character creation, combat, and advancement.

http://superheroesimpossible.blogspot.com/search/label/house%20rules

AnotherSKip
10-04-2008, 12:19 PM
This is the selection of home rules for character generation that really clarifies things as well as solving problems for character generation.

The Basics of Character Generation

Like many good things in life there are multiple ways to generate a character.

The three easiest are to use yourself as a character template, a random generation system to build a character or a concept only character.
Self building requires an objective look at oneself

Random generation is somewhat easier since the character relies upon almost totally a semi independent system from generating a character to interact with the

Instead of Inventing Points: Scheme Points for either schematics or escape plans or what not.

Switch out Detect Hidden with Seeking Sense. Detect Danger with Sense Danger

Movement:
Ground Movement or running is decided for average people by taking Strength, Endurance & Agility, adding them together and dividing by 4, (round to the nearest whole with .5 and greater going up). However because of the possibility of different kinds of movement and physical limitations there are other calculated kinds of movement available

Peg leg, Amputee, Cane requirement, etc…: Strength & Endurance divided by 4

Wheelchair: Strength & Endurance divided by 3; +1d6 going down hill, -1d6 uphill and certain terrains make the modifier worse or render the item useless.

Roller Skates: Agility& Endurance /2 and use the same modifiers as for wheelchairs

Swinging: Agility& Strength divided by 3,

Swimming: Strength & Endurance divided by 3, Currents and other aquatic forces may adjust this

Converting a movement rate in inches per turn to MPH simply divide the movement rate by 1.1 to get MPH to convert MPH to Inches per turn multiply MPH by 1.1 to get the game scale movement. (Technically this isn’t accurate, the real scale is 4.4. However in order to keep people from moving off of a reasonable sized gaming table without even needing superhuman stats the base movements were divided by 4 to keep things at a relative but variable level. Then everything else was also modified by that level. )

Volume Chart
Quantity Steps or Basic Advanced Penalties
Basic Hits Damage Damage
0-31 1 1 pip 0 0
32-62 2 1d2 1 pip -1
63-124 3 1d3 1d2 -2
125-248 4 1d4 1d3 -3
249-496 5 1d6 1d4 -4
497-992 6 1d8 2d3 -5
993-1984 7 1d10 2d4 -6
1985-3968 8 2d6/1d12 1d10 -7
3969-7936 9 2d8 2d6/1d12 -8
7937-15872 10 2d10/1d20 2d8 -9
15873-31744 11 2d12 2d10/1d20 -10
31745-63488 12 3d10 2d12 -11
63489-126976 13 4d10/2d20 3d10 -12
126977-253952 14 5d10 4d10/2d20 -13
253953-507904 15 6d10 5d10 -14
507905-1015088 16 7d10 6d10 -15
1015089-2031616 17 8d10 7d10 -16
2031617-4063232 18 9d10 8d10 -17
4063232-8126464 19 10d10 9d10 -18
8126465-16252928 20 11d10 10d10 -19
Etc…

This chart is used to determine various statistical variances involving various factors such as Weight, Carrying Capacity, relative speed, movement/velocity etc. Basically, anytime someone wants to know how various variables affect combat this is the chart to reference. Basic damage is the inherent level of damage a good example is using Carrying capacity on this chart to determine Basic HTH damage. While advanced damage covers additive forms of damage such as using a muscle powered weapon in combat.
Example; Martin-Five and Ape are investigating a decayed building that seems to be the center of reports describing a secretive, extremely large thing. Hoping these clues lead to Mansonite who they are pursuing they go investigate the abandoned lab. After entering the building in the basement they find Mansonite sleeping off a binge drunk episode. As they approach Mansonite (luckily making his Detect Danger roll) smells Ape and The Masonry Mauler springs into action beginning the fight.
Martin Five steps forward to take the brunt of the charge, coolly calculating that he is the most resilient. Mansonite charges the Clockwork Combatant accelerating his whole 19” inches of movement (this is multiplied by four to get a result on the Volume Chart) so he deals 4d10 (HTH Base Damage) plus 1d2( Charging is Advanced Damage) if he hits. Rolling a natural 20 the Mighty Man of Mansonite misses both possible targets and slams into the wall behind his two tormentors, he deals 4d10+1d2 to the wall rolling a 23 on the dice leaving a crater in the basement wall, he takes half of that to his armor (for slamming into an unyielding surface) so his armor is now at 123. Dusting off bits of the wall and showing an even uglier face he expends two points of power to face his latest opposition.
M-5 turns to the Mighty Ape and says”My analysis of the combat field suggests a tactical alteration, please follow my example.” He then rips off one of marble tops on the old chemistry lab’s workstations and hurls the 500 pound marble slab at their opponent. The slab of marble at 500 lbs deals 1d8 base HTH damage, the leftover carrying capacity(6325-500= 5825) is divided by the tables BH’s (6) to get the velocity bonus in addition to the base damage(5825/6=971) which is a +1d8 he rolls to hit but misses. If Mansonite was evading this attack the weight/size of the countertop would impose a -5 penalty to his evasion score. Ape follows Martin’s example also ripping off a countertop and hurling it at the target he would deal 1d8 (Base) + (11738-500=11238/6= 1873v) 1d10 + 3 (from his damage Modifier). He rolls a natural 1 and squarely hits his target dealing 7 points of damage and dropping Mansonite’s armor to 116. Perhaps they should come up with a better plan and soon or else this combat will take a long, long time.

Skills List:
The skills below cover a variety of skillful pursuits. Unlike other games, these skills represent much better than average studies. The important thing to understand is that a character who does not have for example the Math skill is not so limited that he cannot balance a checkbook or add 1+1. Instead the truly studious has a less difficult time with deeds, not tasks in his area of understanding. See the chart below

Challenge, Targets and Dice
Challenges Unstudied Skilled Specialized Field
Mundane d20 vs. Stat d20 vs. Stat Given
Dramatic d% vs. Stat x3 d20 vs. Stat d20 vs. Stat
Critical d% vs. Stat d% vs. Stat x3 d20 vs. Stat
Critical Special Not available d% vs. Stat d% vs. Stat x3
When it states a stat is to be used the Gm is well within his rights to assign a stat relevant to the current situation, just because the player thinks it is unlikely that a Charisma plus Math roll won’t occur there is a possibility that just such a situation could occur.

Actor/Actress: this covers the general ability to pretend to be something one is not and have others believe in you. This ability does cover the basics of disguise, the understanding of motivational psychology, and other talents that may assist in deception. Most often this is used for entertainment purposes, but for adventurers there is a wide variety of situations this can be put to use.

Archaeology this is the talent and skill of understanding and bringing to comprehension the ancient cultures from their trash and treasures.

Alchemy: this is the mystical equivalent of Chemistry, often cited as its forefather in many cases. This skill deals with potions, unguents, salves and many other ancient mixes using some mythical and not so mythical ingredients to create “Magical” effects

Artist (Paint, Sketch, Animation, Cartoons): this is the ability to create works of art, items designed to create emotions in the viewer. Ranging from sketches, photographs, computer art, found objects and other sorts of media the number of sub-choices are nearly infinite. Although generally grouped with music in the category of arts, the technical and physical needs are so different that in reality two differing skills are needed.

Athlete covers the world of physical motion in it’s most sublime form; it covers concepts like gymnastics, acrobatics, aerobatics (flying maneuvers), sports, hiking, etc…

Aviator (helicopter, airplane, and glider): this covers the ability to fly vehicles either professionally or as an amateur.

Bounty hunter: This skill covers the talent of looking for and finding people that might not want to be found. To a certain extent this is nearly a duplication of the Detective skill except the Bounty hunter is less concerned with what if any crimes were committed and focuses on bringing in his quarry for whatever reason.

Charlatan: This is the skill of faking being a mage or psychic or something similar, this is related to things like actor/actress (pretending to be something you are not), Concealment (hiding of props), Magical Theory (knowing what to fake) and Mysticism. However it does not grant any

Chemistry (Compounds, Metallurgy, Poisons and Pharmaceuticals) this is the scientific study of elements and their compounds their benefits and hazards

Communications (jamming, interception, broadcasting)

Computers (Hacking, Security, Repair) this skill covers not only the basic operations of the fields of computer science and technology but it also the more dramatic uses of computers in science fiction and comics.

Concealment

Culture this is the way characters understand and comprehend cultures far more diverse than their own or ones close to what a character grew up with.

Designer: this skill is similar to Inventor, Artist, and a few others however this skill covers the ability to decorate areas and items with style rather than improve utility

AnotherSKip
10-04-2008, 12:20 PM
Detective (Forensics, psychological,): this is the science and philosophy of discovering answers to plaguing questions of humanity and society. Who commits crimes (or a particular crime), why and where they are. In reality many of the

Dilettante: this is the skill of leisure, parties and carousing though often not seen as a useful or even desirable skill this is the skill that would make a super-spy visible or invisible at a party as needed, convince others he was there all night and had nothing more on his mind than entertainment, rather than the latest top secret plans he had just stolen.

Efficiency Analysis (pathing, Fueng Shi) this is the ability to analyze the best places to put things whether it is harmonizing a house to make it more hospitable via Fueng Shi, the best place to put traps, utilizing ergonomics or some other use.

Engineer (Hydroponics, Cryogenics): this is the science of building devices that

Explorer (each continent, space, planetary, dimensional): though not considered a skill by many this is the ability to survive and even thrive in new places and situations that to the uninitiated would spell disaster or even death.

Field Scientist (Hydroponics, Cryogenics) this covers the bridge between the

Gaming (Cardsharping’, Bookie,) covers gambling, betting, it does not cover Racing, or athleticism as this is the ability to wager successfully or to tell when to not wager, thus minimizing losses.

History: The history skill covers the commonly known, realistic and believed to be accurate past. It does not cover rare knowledge (that would be Lore), unless it directly impacts on the specialization field and this does not cover the exceptional super-natural or super-scientific events that may have occurred for two reasons firstly they are usually covered up or so shrouded in myth as to be useless and secondly the mundane world is so concerned with who, what, where and when that How becomes largely irrelevant. After all, it doesn’t matter that Duke Ferdinand of Austria died from a mage’s lightning bolt, a robots death ray or the pistol of a grenadier. What really matters is that World War I started because of his death at the hands of assassins.

Id Sciences: this is the study of Androids, Artificial Intelligences, Fembots, Gynoids, Robots and the theory of creating machines that share traits with humans whether it is functionality (Robots), appearance (Androids & Gynoids) or thought (AI).

Inventor: this is the understanding of developing inventions, minor improvements to items and this helps produce a more polished product and potentially sturdier item. This does not give more inventing points, increase the inventing percentage or reduce costs.

Leadership: this is the field of command and the skill of motivation it also includes certain principles of psychology, as well as of a necessity personal communication

Law: this is a comprehensive understanding of legal niceties

Lore: this is the generalized skill for the more rare of the information type skills.

Magical Theory this covers the general information concerned with Magic, Mystical Items, and
Myths. It is different in that it does not give the ability to skillfully perform magic, alchemy or superstition but provides understanding of the underpinnings of the theory to that skill.

Martial Arts: this covers the various combat abilities that are integral to the warrior concepts of the universe.

Math (Hyper-dimensional, Accounting, Spatial Geometry): This is the science of numbers and their relationships. Lest others think this is a useless talent Energy projectors often take the Spatial Geometry version of this skill in order to perform stunts of energy deflection and redirection that can stun onlookers with their accuracy and complexity, Hyper-dimensional Math can enable individuals to figure out where they are in the multi-verse, while accountants can winnow the financial secrets of powerful super-villains leaving them helpless prey to such forces as the IRS that brought low the likes of Al Capone or usefully conceal the funding of the wealthy who war against crime from their secrets being uncovered.

Mechanic: this is the ability to repair and replace machines and mechanical devices. Primarily it covers mundane items and their repair; however most mechanics can also attempt to repair or replace parts on artificial beings, Id sciences constructs and certain other non-organic forms and objects.

Meditation: this is the ability to seek inner balance

Medicine (Cosmetic, Surgery, First aid, Triage, Nursing, Brain Surgery, veterinary medicine, Dentistry, Exomedicine, Aeromedicine) this Skill covers the ability to heal wounded organic life forms.

Meteorology (Predicting, Historical, Area, and Global) this is the fancy name for studying and predicting the weather, though not necessarily with any great accuracy

Musician (rock, classical, Jazz, etc…)

Mysticism (religions, theology, : this is faith in the supernatural and that there is other worldly driving forces for both good and evil. It does contain a certain amount of overlap with Magical theory however only those items, powers, lore and abilities that are both Faith related and Magical. To a certain extent this also covers various religions and cults of the world but only those that believe in otherworldly powers. Generally, Mysticism does not grant abilities (the purpose of powers) but can explain the things that occur that defy explanation or repeatability.

Navigation (Sea, Off-road) this ability covers the general ability to find ones way around, to get from one place to another often with less than optimal supplies for locating or traveling ones way. This also includes some basic concepts of ease of travel (the specializations help determine what a travelers preferred form of locomotion is) like a back packer having enough food and water or the ability to know enough to suggest survival supplies to much more comfortably survive long trips than inexperienced people. Or a navigator of the sea being better prepared to survive on a deserted island simply because of the style of thought and way he pays attention to the lore of sea life than the

Occult Investigator: This is the skill of investigating the odd, strange and weird whatever the source. Occult Investigation witnesses directly or more often and likely, indirectly but not necessarily believe in miracles of a divine, infernal or unknown nature. In some ways it is the opposite of Mysticism for proof denies faith, a complement to and by Science and does somewhat overlap with skills like Acting, not necessarily granting the ability to be false but rather the ability to tell if someone is faking, and Charlatan in order to successfully debunk others rather than risking having sources or events proven to be a load of bunk. This ability does share many traits with the Reporter and Detective skills: however reporting confers believability and communication as well as limited publication and is harmed by those things that cannot be proven, while detective covers the pure investigative realm and needs logical, demonstrative conclusions and proof in order to be considered truly successful, occult events rarely provide such proof.

Physics (Research)

Politics (American, Military, Galactic) this covers the ability to sense or determine the machinations of almost any

Professor: This is the skill of someone who can generate new concepts in the field/lab and within their specialization especially. It does not automatically confer the relevant title (and some with that title are unskilled at this application). However it is not out of the realm of consideration for a person to possess both the skill and the title if appropriate. This is considered by some the ultimate pinnacle of the Student/Teacher/Professor academia “tree” but where any one of this triad would be without at least knowledge if not ability of the other skills is unknowable at best. The greatest of professors still learn from their students gaining joy at new minds seeking answers and expanding concepts the professor may have developed.

Psychic: this skill covers awareness of those with psychic ability and the general information concerned with Psychic phenomenon, Psychic Items, and related Myths. It is different from related powers in that it does not give the ability to skillfully perform psychic abilities or feats but provides understanding of the underpinnings of the theory to that Power concept. This skill does cover some debunking abilities simply because so much charlatanism occurs under the umbrella of people having psychic powers.

Racer (speed, endurance): this is someone who competes in modes of transportation (horses, cars, spaceships etc) though the character may be either a professional or amateur racer the character has knowledge and skills related to the faster (or more enduring) pursuits

Reporter (various): This is related to Acting in order to help winnow the grains of truth from the chaff of lies as well as Writing to present the information so gleaned A specialization in a subject the character does not himself know enables the character to determine events related to but not himself practice that skill or specialization. For example a character with the Reporter (Politics) skill would do well in interviewing politicians, determining who wanted what laws and possibly why but would he himself make a poor politician.

SCUBA: covers the knowledge of and working with sub-aquatic life support systems (generally those dealing with breathing) as well as general underwater operation and movement. As a side benefit this also covers the swimming skill

AnotherSKip
10-04-2008, 12:21 PM
Stellar Craft Operation: This is the operation of various forms of space and interstellar traveling craft. These are considered to appear in comics often enough to have their own classification and skill separate from all other

Student: This is someone learning taught materials. This ability to understand well gives two benefits. First, the student may reduce research times for any field of research by 20%. Secondly the student may at a future point trade in this Skill for two other skills of his choice post 4th level.

Super Science (Aliens, Cryogenics Dimensional sciences, Mutants, Power Suits): This is the understanding of the various wild theories that power the Super Sciences of the world. This Skill does not cover common technologies nor does it cover magic and mysticism, creating new theories (Professor), or Artificial Intelligences/Id Sciences. It can cover Aliens, Dimensional sciences, Power Suits, Mutants etc…

Superstitions: similar to a Lore skill of the various superstitions available to a region this Skill only applies when role-played well. Thrice per session a character may expend an action to locate either a beneficial superstitious action or defense selected by the Gm to provide a choice of either role-playing out to gain the benefit at some sort of penalty to the characters actions that turn or ignoring the opportunity and gaining no benefit. This has a 20% chance of negating a luck based ability impacting the character, or actions grant +1 to a roll on the next action or -1 to opponents for a defense in the next turn.

Taunting (Mano a mano, Berserker, Cutting remarks, Humiliation): This is the ultimate social challenge skill wherein the taunter uses his verbal virtuosity to enrage his opponent into making foolish mistakes. This skill is used frequently for distracting the recipient of the wit from certain courses in combat. The Berserker specialization covers making other characters swing harder but not more accurately, the target of the taunting gains 1 level of increased damage per four points the attack is made by, however any attacks directed against the taunter automatically force the character to face a negative consequence of a miss if he does not strike his target. Mano a mano forces the target of the taunts to ignore potential hostages upon a resisted success (generally d20 Charisma vs. D% Intelligencex3) Cutting Remarks used on allies gives them +1/+1 in combat for one turn. Humiliation reduces evasion effects in combat by -1/3 points the roll is made by (minimum of 1). When possible this skill should be role played to enhance the game.

Teacher: this is someone capable of instructing others on generally pre-fashioned information. Considered by some an intermediary step between student and professor this is the real way new information is passed along.

Technology Comprehension: this is the ability to comprehend the vast sea of technology that is mundanely available in the world; it does not cover Super Sciences, weapons, vehicles, Computers, mechanical theory/repair and most Lore’s. This skill does cover TV’s, VCRs/DVD players, blenders, microwave ovens, Phones, Hair dryers, radio’s etc… operation as well as repair and modification. This skill is not necessary to operate any of these items, just to gain better than average performance from the devices.

Test Pilot: this is someone who works with and drives experimental vehicles, not necessarily in competition with others (that is racing), and not necessarily ones invented by the Pilot. Most super vehicles fall under this category unless reasonably based upon a differing class of vehicle.

Vehicles this is someone who works with and drives common vehicles, not for competition and this definitely does not involve experimental vehicles or driving on racecourses. However this does cover off road driving, other kinds of professional driving (such as over the road haulers and truckers, trains, excavation equipment, forklifts, buses, delivery trucks and armored trucks) in a wide variety of environments.

Wealth: This represents someone with a lot of money available, enough that sometimes he can throw money at a problem and succeed, but usually wealth causes more problems than it solves. If the wealth chart is being used the character rolls 1d4 to determine what kind of finances the character can access instead of the usual 1d20 on that chart.

Weapon smith (Specific kinds or types, options include Swords, Trick Arrows, Trap making/disarming) is in summation the ability to create not only replacements for preexisting weapons but new types of weapons that may be unique to the concept. Most Weapon smiths spend a great deal of time not only generating concepts but testing the weapons also to make certain the items are as high of a quality as possible. A poorly balanced sword may be worse than no weapon at all! The Skill may be used for analysis of found weapons of the type and making judgments on quality based upon more than general appearance.

Volunteer: this is the ability to do work for charity. In some ways this does not represent a skill but instead a dedication to an ideal. However because volunteers do not generally get paid and are appreciated this skill can garner either a wide variety of sub skills or perhaps some sort of contact ability related to the fields volunteered in.

Writer this skill covers not only the technical ability to create the written word but it also includes the ability to pass along information without being present (which is related to

AnotherSKip
10-04-2008, 12:22 PM
--------------Expanded power descriptions------------
There is a simple governing declaration for the description of the powers listed below: All Powers Are Wildcard Powers.

Second Simple Statement: There are four “elemental” categories of a power classification definition: Attack, Defense, Movement and Senses. A superhero with all four is a well rounded superhero, possibly too well rounded. But any of the four can have superpowers directly or indirectly related to them. Most superpowers have 1-3 of these categories directly related to their concept. the relative power levels can be adjusted and the players who roll poorly through no fault of their own aren’t penalized for having poor rolls. Admittedly this decision is a double edged sword, For a truly imaginative player, all four can easily be derived from the simplest of powers by the application of a little imagination and permission from the GM allowing any character can get out of hand easily,  rework

---------------Expanded Background Notes----------------

Money: roll 1d20 for your financial status, the sum after the description and job suggestions is the starting funds you can expend reasonably on being a superhero without attracting attention.

1. Wealthy Heir you need to do NOTHING to support your income, there are people that do support your income and in fact you only mess with things that attract your attention in some manner. 500,000$ is available at the beginning of the campaign to your character to begin any projects he or she may desire.
2. Wealthy Industrialist those who have it mostly under control but still need to tweak/keep an eye on the well oiled money machine. 200,000$ is available at the beginning of the campaign to your character to begin any projects he or she may desire.
3. Superstar! sure you have to work but at millions per movie or per year of a sports contract plus endorsements, you too can fight crime! 15,000x1d10$ is available at the beginning of the campaign to your character to begin any projects he or she may desire.
4. Rich enough to buy a mansion: These are entrepreneurs that got lucky then got out of the biz after their first stab at a fortune. 90,000$ is available at the beginning of the campaign to your character to begin any projects he or she may desire.
5. Financially successful: low to mid-grade CEO's, CSO's & CFO's. 60,000$ is available at the beginning of the campaign to your character to begin any projects he or she may desire.
6. Easy come easy go: sure you handle a lot of money, but most of it just seems to disappear... High Quality professional gamblers, 1d10 x 10,000$ is available at the beginning of the campaign to your character to begin any projects he or she may desire.
7. Part of the team, a Coach for pro sports, Entourage for a Superstar, 20,000$ is available at the beginning of the campaign to your character to begin any projects he or she may desire.
8. Upper management, Vice President of a company 10,000$ is available at the beginning of the campaign to your character to begin any projects he or she may desire.
9. Treasure Seeker, Mercenary, Explorer sure most of your money leaves as fast as it can but you do this for the adventure not the paycheck. The character does do a good enough job to get the paycheck most days. 1d20x250$ is available at the beginning of the campaign to your character to begin any projects he or she may desire.
10. Financially stable, loan officers.1000$ is available at the beginning of the campaign to your character to begin any projects he or she may desire.
11. Editors, Car salesmen, middle management, low level Pro sports professionals 900$ is available at the beginning of the campaign to your character to begin any projects he or she may desire.
12. Decent pay with Benefits: Upper level military, Government agents. 800$ is available at the beginning of the campaign to your character to begin any projects he or she may desire.
13. Big Paychecks but they are Inconsistent/Infrequent: real estate agents, stock market brokers 1d10x100$ is available at the beginning of the campaign to your character to begin any projects he or she may desire.
14. Full time newspaper photographers and reporters 600$ is available at the beginning of the campaign to your character to begin any projects he or she may desire.
15. Financially Struggling: including those with a good job of the types listed above but that has other responsibilities. Bank tellers, mid level military are just a few examples here 500$ is available at the beginning of the campaign to your character to begin any projects he or she may desire.
16. Treasure Seeker, Mercenary, Explorer sure most of your money leaves as fast as it can but you do this for the adventure not the paycheck. Sadly though you have morals, a high level of responsibility, or a heart of gold and even though you do a good job you don't get the paycheck most days, or spend it in a way to keep yourself afloat (but the orphans appreciate you!) 1d10x25$ is available at the beginning of the campaign to your character to begin any projects he or she may desire.
17. Part-time newspaper photographers, mail clerks, low level military 200$ is available at the beginning of the campaign to your character to begin any projects he or she may desire.
18. Circus performers, amateur wrestlers and other low grade entertainers apply here. 100$ is available at the beginning of the campaign to your character to begin any projects he or she may desire.
19. Part-time newspaper photographers with family problems, fresh out of college, Disability collectors, welfare, minimum wage workers. $20 is about all the character can expect to have in his pocket at the beginning of the campaign for your character to begin any projects he or she may desire.
20. No real Income: Street bum, con artists, fresh out of jail, in college. $.02 you were lucky to find on the street to begin those big science projects with.

AnotherSKip
10-04-2008, 12:22 PM
Appearance quirks: often times the characters found in the comic books are visually much different than the average Joe on the street, this helps to keep the players separated out from each other and is just as important in Role playing games as it is in the comics. Below is a list of suggestions for characters in order to make them different from the run of the mill characters in the campaign. Keep in mind to have these alterations where possible tie in with the characters concept.

1. The character is bald (Prof. X., Lex Luther, Wong [Dr. Strange's servant], also Moondragon)
2. The character has gray temples (Reed Richards, Hal Jordan).
3. The character wears glasses, but doesn't really need them. (Clark Kent, Peter Parker, Diana Prince).
4. Impressive Facial Scarring (Leonitius, Peter Petrelli, Mad Eye Moody)
5. Mutton Chops (Mycroft Holmes, James Mc Taggart, members of the hellfire Club)
6. White hair (Storm, a naruto guy)
7. White/Altered Eyes (Destiny, Rastilin, Mad Eye Moody)
8. Streaked hair (Rogue)
9. Unmanageable hair (Wolverine, Cloud, most Anime characters)
10. Goatee (Disaffected members of Gen X, evil cross dimensional versions of heroes from this dimension, Spock's evil twin, Spock's lost brother)
11. Big Nose (Cyrano De Bergerac)
12. Tattoo’s (most rock stars, Angelina Jolie, bikers and likely anyone sub generation X)
13. Dwarf/Midget (Oberon,)
14. Excessive makeup (Typhoid Mary)
15. Missing/replaced features e.g. eyes, noses, ears (Kryten, Bringers of the First Evil, or Harbingers of Death)
16. Bowl Cut or Buzz Cut (Moe, a naruto guy, Doctor Who Incarnation number 2)
17. Unusual Voice like gravelly, high pitched etc...(Arta Myrdhyn, Rastalin)
18. Unusual skin color (The Thing, The Hulk, and Concrete).
19. Spit Curls, Dreadlocks, Braids or other choice not on the chart (Legolas, Bo Dereck in "10", Typhoid Mary)
20. Reroll; add two together, if rerolled add two more rolls ad infinitivium.

Physique ... before getting powers/special training

1. Natural Athlete, many physical tasks can come easily to the character or the character can compete at the professional level without years of intensive training, (Doc Savage, Vince Popeli, Main characters from Unbreakable, and The Natural)
2. Athletic: Ben Grimm, Michael Jordan
3. Impressive Physique: not necessarily flexible or resilient but definitely a distinctive athletic bent to the appearance.
4. Gifted: Most Brawns (see entry #20), famous Pro Athletes, monastic ascetics.
5. Fit: Barry Allen, Hank Pym, Hal Jordan, most Physical trainers, Sergeants.
6. Mountaineers, firemen:
7. Semi-athletic: Gym subscribers/attendees, grunts,
8. Tough: Farmer, Heavy laborer
9. City Tough: Street kids, gangsters
10. Average: Sue Storm/Richards, Jimmy Olsen,
11. Athletic Hobbyist
12. Ex-athlete, you still have the diet just not the exercise….
13. Overweight:
14. Lightweight: before guys in Armstrong Ads
15. Un-athletic: Peter Parker, Steve Rogers,
16. Researchers, Scientists and Lab Rats
17. Gaming geeks who never step outside.
18. People who have never lifted a finger before in their lives
19. Coma patients
20. Disabled: those born with birth defects or riddled with disease, candidates for new bodies like the Ship who Sang, The City who Fought as well as severe cases that may or may not involve hospitalization.

Note: many characters gain a physical weakness as part of their origin stories, such as Negative Man and even Prof. X. Also, this becomes tricky for characters like Matt Murdock or Bruce Wayne, who spent years in physical training. In some cases perhaps two rolls (or just modifying the character as needed) is the way to go.

AnotherSKip
10-04-2008, 12:23 PM
Optional Rules
HUMANITY
The mind the body and the soul are three things that are very difficult to really bring to life in a campaign without becoming some sort of factored accounting. Every one that interacts with humanity and even some of those that do not have some things that may defy true precision in words, yet are not beyond measurement. Even though measurement in many cases implies judgment this is not necessarily a bad thing nor will it definitely occur. Of the three components of humanity Body Appearance is the easiest one to judge.
Simply put an individual places his body and/or self image as a mirror to hold up in comparison to others. Then the differences can be examined, if one has two feet and the other only one, of the two one would be judged less than the other upon this basis. This can be seen even in the Handychallenged members of society in their own circles. A paraplegic is compared to a quad and the paraplegic is judged to be better off/in less need. People with significant mental disadvantages (not necessarily insanity) or brain damage are often considered more capable than the even “less disabled”. Even those with what could be viewed as advantages could be considered in the same light as the disabled.
Because there is a lot of potential for a consensus for every reasonably sized society the body appearance stat may change or be altered by changing societies. A dog in a cat society would have significant penalties while the same dog in a dog society would have no penalties but would not have a bonus, much like the Hans Christian Anderson tale The Ugly Duckling.

It does not matter how the differences are adjudged whether it is the technological/mystical diatribe, some sort of racial bias such as differentiating some branch of the Meta humans vs. the mundane, mortal vs. immortal, dwarves vs. elves or some other sort of essentially meaningless niggling difference. The real point is not the differences but that it is a way for bringing out and focusing the man vs. (man or society) conflict style in literature. By segregating elements of a previously integrated society based upon some sort of previously unviewed difference could be construed as a way to explore social issues much like presenting a Utopian or Dystopian secular society for both analysis and interaction with

The role of plastic surgery in society

Body Appearance:
-Deformed
-expected body
-how human looking/performing

Soul and the Social:
-friends and family
-Self worth
-Soul
-How human feeling
-How integrated with society.

Mind and the Mental
-past experiences and their views of that experience
-Outlook on life

People can tell when someone can do something outside of the expected norm or Humanly easily explained.

AnotherSKip
10-13-2008, 06:02 PM
Insects
Millipedial Defense: Polyxenus Fasciculatus, has a tail with dozens of hooked bristles when swung at an opponent these detach and lodge in the targets body. As the creature struggles it becomes entangled and may die from the efforts. These bristles are replaced by molting. The character with this ability uses his HTH damage (and all appropriate modifiers) against the targets HTH damage, every failure the target character has reduces his damage roll by one while it takes two successes to free themselves from the grapple.
(Ex; Milliped the Massive swings his tail at Journeyman in the middle of a bank Robbery. Milliped has 1d12 HTH +2 from Agility while Journeyman deals 1d8 + 2 From Natural Weaponry and +1 from training with his fists. First attempt Milliped rolls well and deals a whopping 10 points of damage. Journeyman roll only 7 point of damage and loses one point from his maximum damage. Now only rolling 1d8+3 -1 he rolls well and gets a 10, he has one success and only needs one more or else he will be stuck there until someone else can get him out.)


Spider Stealth: Taking the Art of Stealth to the extreme, the Orsima Formica resembles nothing so much as a thin beetle, in addition its head appears to be its abdomen and the real abdomen is disguised as a false head. This illusion is amplified by its silk making organs that resemble an insect’s antennae and jaws. All special attacks aiming at a specific body part have a 50% chance of failure due to the disorienting effects of the usual body shape in addition the character gains an additional +(-1) to the maximum possible evasion ability of the character.

Scent Mimic: The South American Bolas Spider capture moths through using a special technique, to attract the moths via duplicating the pheromone secretions of female moths used to attract mates.
Animals
Mongoose Edge: this provides a limited sort of immunity to venom rather than a simple immunity, this ability provides “charges” of defense, the target can take up to twenty hits of poison per day before the effects begin to kick in.

Cat Whiskers: the character has sensations in his whiskers that tell him how to contort his body to pass through small openings.

Crab Hand: 1 action, 4 PR Absorb HTH damage dealt to chitinous Hand and Deal in return to the weapon

Ornate tree Lizard
Diploid Checkered Whiptail
Triploid Checkered Whiptail
Western Whiptail
Plateau Striped Whiptail
Lesser Earless Lizard
Eastern Collared Lizard
Six lined Racerunner



Plants?

AnotherSKip
10-13-2008, 06:11 PM
Arrow Devices Concepts: this is a list of various pre-made Special Weapon Devices with options for making characters that really can shine on their own with their own themes.
The arrow concepts are easily convertible to other forms of special weapons with but a minimum of effort, generally this just consists of changing names, adjusting to hit probabilities, range calculations, damage/effectiveness etc….

Basic Weapon Adjustments:
Name/Type Accuracy Damage Range
Arrows from Short Bow +4 HTH+d2 Ax2”
Arrows from Bow +3 HTH+d4 Ax3”
Boomerangs +2 HTH+1 A” (Ax2”)
Flasks, Thrown +2 Variable A/2”
Hurled Axes +2 HTH+1d4 A/2”
Hurled Knives/Daggers +2 HTH+1d2 A”
Hurled Spears etc… +1 HTH+1d6 A”
Dust, Blown +2 1 pip 2”
Dust, Sprinkled +4 - 1”
These are a platform to build more ideas from.

Arrowhead Options:

Aftershock Arrow: this Arrow after being shot into the ground has a 40% chance every round of releasing one of its four charges and causing a minor earthquake. (fall and knockdown)

Balance Challenger: An arrow designed to aid the archer in external activities rather than combat. This arrow was designed with enabling a character to get past quite a few obstacles before getting to a sniping position. The game mechanics of this is the character gets 5" of teleport during which the archer appears to be performing impossible climbing maneuvers.

Ballista Bolt upon coming within 2” of the intended target the Arrow enlarges to the size of a Javelin dramatically increasing the amount of possible damage done. +2 to Hit, 2d6+HTH damage dealt.

Base Arrow: this weapon has two uses first and foremost it deals damage just like the Glacid Arrow, Secondly, it can be used to nullify up to 4d10 (GM’s call) of effect from acids (and the Acid arrow can do the same). However the explosive reactions of the two chemicals can cause a chemical attack on everyone in a 2” radius for 1d12.

Blindsider Arrow: Upon Striking a target the Blindsider Arrow deals normal damage and has a light control carrier attack that’s sole purpose is to blind the target.

Blessed Arrow: this weapon deals x2 damage Only vs. Evil Creatures.

Blinder Burst Arrow: A weapon designed to stop groups of fighters without necessarily killing them. Upon Striking a solid surface the Blinder Burst Arrow Deals normal damage -2 to the target and releases a blinding flash in 3” radius. Have the attacker roll a special light attack against all targets in the radius in order to blind them.

Bomber Arrow: Upon striking a solid object the Bomber arrow explodes dealing 1d12 in a 4” radius at HTH +4 to hit. The Bomber Arrow, because of its weight suffers a -3” to range.

Cluttering Arrow: This is one of the stranger arrows known to exist, an arrow designed to aid the archer in weakening his opponents rather than directly harming his foes or defending himself. This arrow was designed with the Acrobatic Archer in mind, enabling a character to challenge more opponents than really should be possible according to the relative abilities without the arrow. Though this version of the arrow causes things like broken chairs and large stones as well as other problematic objects (floor trash etc...).

Cluttered Planes Arrow: Once fired, this arrow generates a field of magic sounding like a thousand pieces of shattering obsidian glass and filling an 8” radii with a maze like area are multiple opaque planes of force mystically suspended in midair at various points ranging from 8” diamonds to 16” octagons. These tumble in midair for 10 turns at various speeds and can dimly reflect images. In addition to the -2 to hit anyone in the area and for anyone in the 8” area to hit others, double all movement costs in the 8” area, as well as the effects from Evasion are halved. In addition add Darkness 8" to all sight and magical detects used as the darkness power but without the tripping and falling rules, the archer however is personally immune to the effects of the arrow as the necessary math and information to use the field to its best effect is implanted in their head.

Chaos Arrow: This Arrow is powered by an uncontrolled spirit that randomly chooses what effect loosing the arrow does to the wielder, target, or the area in which the arrow is loosed.

Deep Arrow: This arrow enables the user to function underwater, allow Water breathing A for 5 minutes.

Disarmer Arrow: This weapon is typically designed for knocking things away from the Archer, or out of his enemy’s hands Roll Targets Str + damage bonuses vs. 1d10+ damage bonuses of the archer.

The Dreaded Weakening Arrows: One of the attacks designed to slow and disorient attacks it is best used a few rounds before a Knock Away or Entangler/Hooder attack. Drain 1d10 Strength (as Absorption) as a carrier Attack on the +3/+1d8 Arrow.

Enchanted Entangler: Appearing to be a length of normal rope with fletching and no arrowhead this weapon spins in midair untwining itself partially to snare its target. Allow the target of a successful attack roll A vs.d20 to avoid losing actions (target may still use movement as normal for every thing but escaping). Each attempt to escape (using an action) the person attempting to free the target rolls HTH Damage Vs. 1d10+1 (the Rope) if the Rope wins the contest the target is still stuck fast and another action must be used for another .

Fear Arrow:

Flare Arrow: A blessing to those who wish to see better at night, firing the arrow into the Air requires an attack action and for 5 minutes as the arrow slowly falls to the center of gravity a 12” area is lit up with as much light as a moon lit night.

Footless Glamour Arrow: upon being fired the arrow releases a glamour that makes any person in the area of effect unable to sense their feet, to a frequent hilarious result. Double all movement costs in the 8” area, effects from Evasion are halved. -2 damage per damage die originating in the 8” area.

Glacid Arrow: Appearing to be an arrow made of glass, whatever this is really made of is something else because not only does the Arrow mystically fill with an acid of some potency, but in addition the shattered 'glass' arrow might reform out of its own magical energies. To the basic arrow add a Chemical Carrier Attack; this deals 1d10 damage per turn, in-between turns for one minute each.

Glacid Arrow II: Appearing to be an arrow made of glass, whatever this is really made of is something else because not only does the Arrow mystically fill with an acid of some potency, but in addition the shattered 'glass' arrow might reform out of its own magical energies. The acid filling the Arrow is an enchanted acid designed by magic to weaken the armors it encounters temporarily, in part so that the armor may be reused fairly quickly in emergencies. Temporarily reduce the Armor Value of armor by 3d8 for 4 turns, this returns after the four turns with no repair effort/healing needed.

Grenadier Arrow: Upon striking a solid object the Grenadier arrow explodes dealing 1d10 in 3” radii at HTH +3 to hit.

Head Hooder: Similar in appearance to the Enchanted Entangler but of deep black, with black fletching and shrouded in darkness this arrow always casts a shadow, day or night in whatever visual senses possessed. When fired the arrow unfurls not only rope but sightless shadows to blind the target. Though few are the mages who wish to create these arrows, there are those who either do not care or can be forced to create these mystic items which are best used against spell casting foes. Allow the target of a successful attack roll A vs.d20 to avoid losing actions (target may still use movement as normal for every thing but escaping). Each attempt to escape (using an action) the person attempting to free the target rolls HTH Damage Vs. 1d10+1 (the Rope) if the Rope wins the contest the target is still stuck fast and another action must be used for another . In addition the character behaves as if encircled in darkness as long as the entanglement continues.

Heart seeker Arrow: This Arrow uses emotional control to make the target of the arrow fall in love with another character. Roll an Emotion Control carrier attack at +3.

AnotherSKip
10-13-2008, 06:13 PM
Knock Away Arrow: Designed to easily disarm most individuals this is a variant on the punching bag arrows used by so many archers. 960 lbs. push capacity (treat as TK only to move away from).

Magnet Arrestor Arrowhead: A simple spell that makes this arrowhead a curse to anyone wearing much in the way of metal. After the Arrow slams into the target it then imbeds an enchantment and magnetizes the metal on the person, making every movement for metallically encumbered individuals an exhausting effort. +3/+1d8 HTH, plus 2d8 Drain Power on metallic foes.

Mystic Wings Arrow: Surprisingly enough this arrow is designed to aid allies rather than hinder or harm enemies. With a successful shot the archer may grant the power of flight for a short while. Perhaps long enough to get into a better position or even better to rescue a falling friend. As long as the target possesses the Mystic arrow (after being activated by being fired from a bow) the target may fly at walking speed (1/2 base move) for 10 turns.

Needle Threader: Different from the Pinpoint Arrow this arrow can be considered more effective vs. fully armored foes than the latter arrow +4/+1d6, any hit which makes it’s to hit roll by three does not allow armor rolls.

Obstinate Forest Arrow: In addition to changing the special effects (roots trip, branches blocking a good shot etc...) of the Cluttering Arrow add to the above abilities -2 % to all DH/DD rolls (from the forests canopy).

O'Shean Arrow: Sometimes Called Stone bouncer, this arrow is enchanted to be fired from the weapon and then bounce off of a nearby reasonably plausible surface to bounce off of (stone walls or metal shields being the most common) and then "surprisingly" strike the true intended target. +2/+1d8 damage, targets must roll DD to avoid being blindsided as if attacked from the rear.

Pinpoint Arrow: +5/+1d6 HTH damage,

Power Nullification Arrow: All variants of this Arrow because of its unwieldiness suffers HTH +1 to hit and a reduced range of 5”, However the Power has a 75% Chance of nullifying any one power for one minute, from any one of the 5 charts (Powers, Devices, Magical Items, Magic and Skills) it is set for when it was built.

Quake bolt deals 1d8 damage and 50% chance of knocking down each standing target in a 6” radii and dealing an additional 1d6 from the loss of footing.

Repetition Arrow: This Arrow once it hits the target makes successive shots much easier for striking the same target. +4 To hit with every arrow after the first.

Repetition Arrow the Second: After the initial hit the target takes 1d8 damage per turn in between turns for four turns after initial HTH damage is done.

Rope Arrow: this arrow trails a thin strong line behind the

Searing Smoke: A foul arrow crafted of the Stench root Plant only found in the marshes of some certain borderlands, this cunningly wrought arrow releases noxious vapors that not only block normal vision, but cause difficulty breathing. The most noticeable effect of the arrow is it creates a 2” radius of thick billowing smoke from its centered impact point. Anyone inside or near the cloud can instantly tell the Smoke not only affects sight but is of such a strong stench that it will gag and choke anyone inside. This Smoke inhibits the use of Scent based powers for its duration (and likely for a while afterward), blocks vision and deals 1d4 damage every turn in-between turns for four turns.

Shadow Arrow: this arrow allows the character to be stealthy without necessarily having any sort of stealth Skills.

Shattering Sound Arrow: These arrows are crafted by wilily Mages who have researched many of the great powers of the spirit world. Sometimes it is rumored that some mages imprison Spirits in the Arrows themselves to howl as the arrows pierce the air. 8d6 EB(40Act), Beam(-1/4), 1 Charge, Recoverable if intact, but may not recover (-2 1/4), Independent (-2), OAF Arrow of Destiny(-1), Real Weapon(-1/4), Str Min(Does Not add to damage, Two Handed, -3/4) Concentrate (1/2 DCV , -1/2) (5).

Shrapnel Arrow: Shortly after being fired the arrow explodes forcing everyone in a 4” cone from the arrow’s explosion point to face a Hth +2/ Attack, for 1d6 damage.

Slow Bolt to China: the target struck suffers 1d2 +Hth Damage and loses 2d8” movement for 4 turns.

Spirit Slayer Arrow: This weapon has +5 only to target astral projecting, noncorporeal, or otherwise insubstantial or ghostly targets. And deals an additional 1d8 to those kinds of targets.

Splashcid Arrow this Arrow is designed to splash acid in a 1” radii affecting all targets dealing a Chemical Carrier Attack that deals 1d10 damage per turn, in-between turns for one minute each.

Spy Arrow: Known for its ability to not only strike from a distance the arrow also has another incredible ability, whenever the Archer looks into the quiver the Arrow last came from the Arrow will show him what is going on in the vicinity of this arrow. As such this weapon is useful to anyone who knows the value of information, as well as how to place their shots. This Arrow gives the user Heightened Senses: Clairvoyance from up to 1000” away much like a remote camera

Step Arrow: This Arrow enables the Archer in question to go anywhere his arrow can reach. Teleport 60" Floating target (the Arrow).

Stinging Arrow:


Stun Burst Arrow: Though generally considered a weak attack this Arrow is useful in all sorts of situations especially since the weapon will force a KO% Roll. Roll an attack on the Light Control Column; Roll 2d6 x location KO% and treat as a normal KO Roll.

Stun Burst Arrows: A trick he has picked up from a few encounters with the Rook, these arrows are so bright that they can disorient unprotected targets with ease.

Stun shot Arrow: This weapon is a favorite of assassins who wish to torment those who are their targets, though it does not completely stop the target. Part of the advantage of this arrow is that if struck from behind the target may not really be aware of even being hit, or even being hit by more attacks/arrows, so long as the other attacks are not noticeably anything other than a sense of touch. Roll a special attack on the Paralysis Ray column, if successful the character does not realize he has been damaged (thinking instead something along the lines of he was lucky, or his armor saved him or some other plausible lie). There after for four turns the character does not suffer any KO% rolls and has a 50% chance of dropping any hand held item and only DH% chance of noticing before he makes an attack attempt. Between turn 4 and 5 after the arrow was fired all the accumulated KO% is added together (including from location hits) and is rolled for at that point.

Tornado Arrow: A tornado springs up from the

Treasure seeker Arrow:

Vacuum Arrow: Deals 1d6 damage and 1d6 to power in an 2” radius

Water seeker Arrow I:

Water seeker Arrow II: may be un-potable

Water seeker Arrow III:

Weather Arrow: This is an Arrow with two very different properties the first of which tells the archer what sort of penalties and how to counteract them by aiming, Storm Sight: +4 HTH only to counteract penalties, 4 Pr/use, each use lasts I/5 turns. Storm Change (Weather Control): The second ability of the arrow enables the archer in question to actually alter the weather for a much higher price; the character “deposits” from 10-30 PR (which is not recoverable until the arrow is stopped or run out of power) then lets the arrow hang in midair. Every turn between turns the Arrow uses the stored PR to adjust the weather back to calm weather, if there is not enough power the Arrow uses the last of its stored power to reduce the effects as much as possible then drops to the ground inert till the next battle. The Arrow is considered to have 12 in all stats for resolving questions of the Weather Control.

bishoplogan
10-13-2008, 10:49 PM
DAAAAAAAAAMMMN SKIP :th_coolio:
keep it up I'm loving it :th_dblthumb2:
:sasmokin:

Dr. Mercury
10-23-2008, 01:32 AM
Even though I'm in the middle of refining a homebrewed system and only play V&V at cons, I still keep my old campaign's house rules (http://ravensgate.us/rg/house_rules.htm) up on my website.

Justice
10-23-2008, 03:54 AM
We appreciate you for that, Doc.

AnotherSKip
10-23-2008, 09:11 AM
Large Antennae: suffer no penalties in darkness

Mimicry: concealment power

Startle display: save on d 20 vs. Charisma or else lose one action, only usable once per combat

Spiny Devil Defense: every time the character is attacked approximately 1d4-1 spines get in the way dealing 1d3 damage to the attacker. This requires no power, activation or support of any kind.

Crayola Katydid Defense: the character is so brightly colored that no natural creature will attack him, automatically assuming that the creature is highly poisonous.

DSumner
01-31-2009, 05:18 AM
SKILLS

The maximum number of skill’s a character can learn is limited to his INT score, unless he has some type of special abilities.

Skill Rolls - Base % chance is = 70% + 3% per the appropriate attribute point over 11 - any difficulty modifiers. Training in a skill adds 5% per level.

EXAMPLE: Doc Mayhem has the Robotics skill. His base % chance for performing a skill is 70%. His Intelligence score is 23, or 12 points over the minimum to receive a bonus, so 12 x 3 = 36, or a 36% bonus for his INT. 70% (his base %) + 36% (his bonus) = 106% chance to perform any Robotics related task.

Accuracy: +1 to hit
Animal Handling
Area Knowledge
Arts & Crafts
Climbing
Computers
Crime
Criminology
Disguise
Driving
Economics
Electronics
Escape Artist
Espionage
Explosives
Fast Talk
Gambling
Government/Bureaucracy
Interrogation
Investigation
Firearms
Knowledge
Language
Mechanic
Medicine
Navigation
Parachuting
Performing Arts
Pilot
SCUBA Diving
Stealth
Street Wise
Survival
Swimming
Tracking

POWERS

Magic Spells - The maximum number of spells a character my have is = to his INT score.

Another variant I've considered using is based on the "Power Pool" concept from Champions. Instead of having a specified list of spells to choose from, the character would basically be allowed to come up with spells on the fly. As long as he could reasonably articulate what he wants to do to the GM, and has the power available to cast the spells, he could do it. Although, I'd place several restrictions on this version to keep it from getting out of hand, and I'd also have the GM set the power requirements for the actual spells. But I think it's simulate some of the things I've seen Dr. Strange and Dr. Fate pull off.

Inventor:

(A) Scientific Genius: The character is an expert in the creation of scientific/hi-tech devices, and only spends ½ an inventing point to create a new device, or+50% to his chance to invent a new device.
(B) Mechanical Genius: The character is an expert in the creation of mechanical devices, and only spends ½ an inventing point to create a new device, or+50% to his chance to invent a new device.

bishoplogan
04-09-2009, 10:41 AM
BUMP:sawink2: