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Gameplay Cheat Sheet

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MARVEL SUPERHEROES ROLEPLAYING GAME CHEAT SHEET
ABILITIES
RANKS and RANK VALUES
RANK
RANK AMOUNT
Feeble (FB)
01
Poor (PR)
02-03
Typical (TY)
04-06
Good (GD)
07-10
Excellent (EX)
11-20
Remarkable (RM)
21-30
Incredible (IN)
31-40
Amazing (AM)
41-50
Fantastic (FN)
51-60
Spectacular (SP)
61-70
Monstrous (MN)
71-80
Wonderous (WN)
81-90
Unearthly (UN)
91-100
•
•
•
Primary Abilities: Measurements for a character’s physical and mental capacity – Ability Equivalents can be found on pg. 10
o Fighting: Combat ability
o Agility: Reflexes and dexterity, eye-hand coordination
o Strength: Physical power
o Endurance: Stamina, resist toxins and disease
o Reason: Knowledge and comprehension
o Intuition: Wisdom and perception
o Psyche: Mental strength and willpower
Secondary Abilities: Measurements that are factored outside of a character’s personal build
o Health: The amount of damage that can be sustained; Fighting + Agility + Strength + Endurance
o Karma: The amount of die result modification that can be applied; Reason + Intuition + Psyche
o Resources: The amount of wealth a character has; generation is made on the Robot Ability table (below)
o Popularity: The amount of notoriety a character has; begins at 0 and can go into the negative
Special Abilities: Measurements and qualities that make a character unique in the world
o Powers: Enhanced abilities that are often not afforded to common creatures
o Talents: Learned skills and understandings a character possesses
o Contacts: Friends and trusted associates of the character.
ORIGIN GENERATION
• Character Types: There are three types of characters in the world
o Mortals: This type fits both mundane humans and humans that have been enhanced via exterior influences
o Robots: This type fits android, robotic, cyborg, and exo-suit/battle-suit qualities
o Mutants: This type fits creatures that originate Abilities from natural genetic enhancements
RANK
Feeble (FB)
Poor (PR)
Typical (TY)
Good (GD)
Excellent (EX)
Remarkable (RM)
Incredible (IN)
Amazing (AM)
Fantastic (FN)
Spectacular (SP)
Monstrous (MN)
Wonderous (WN)
Unearthly (UN)
PRIMARY ABILITIES
MORTALS
ROBOTS
01-04
01-03
05-10
04-10
11-20
11-20
21-40
21-30
41-60
31-40
61-80
41-50
81-95
51-60
96-99
61-70
00
71-80
XXXXX
81-90
XXXXX
91-96
XXXXX
97-99
XXXXX
00
MUTANTS
01-04
05-10
11-21
21-30
31-40
41-50
51-60
61-70
71-80
81-90
91-00
XXXXX
XXXXX
•
Special Abilities: Measurements and qualities that make a character unique in the world
o Beginning Special Abilities: Initially determined with a percentile roll for Powers, Talents, and Contacts
Powers: Enhanced abilities that are often above those of the standard people
• Mortals typically have no Powers, yet begin with 1 additional Talent and Contact
• The designation of Powers includes all forms of extraordinary ability; mutation, psionic, magic, cosmic, etc.
Talents: Learned skills and understandings a character possesses
Contacts: Friends and trusted associates of the character.
d100
01-10
11-40
41-70
71-90
91-00
•
•
SPECIAL ABILITIES
POWERS TALENTS CONTACTS
1
5
1
2
4
2
3
3
3
4
2
2
5
1
1
Talents afford a +1 CS (basic) and can be improved allowing for +2 CS (specialized), and +3 CS (mastered)
Contacts – Who does the Character know? Below is a list of general aspects; however, the details should be refined.
%
01-20
21-40
41-60
61-80
81-00
CONTACT TYPE
Criminal
Government/Law
Professional
Scholastic
Superhuman
CONTACT DESCRIPTION
Criminal and underworld elements
Local, provincial, state, country, or national government
Elements of guild, craft, and business
Academics and sciences - school, college, or university
Superpowered group or individual
RESOURCES
Typical
Good-Amazing
Excellent
Poor
Varies
INFORMATION
Good
Excellent
Incredible
Amazing
Varies
GAMEPLAY
• Initiative: The highest Agility + Intuition wins
o Surprise Actions: To surprise a target opposed Intuitions are checked, one for stealth and one to detect
If surprised, to target loses the use of Intuition in generating Initiative
• Feats:
o Universal Table: Feats are made on the Universal Table by cross-referencing Intensities to find the required result
o Types of Feats:
Automatic Feats: Actions and Intensities that are 2 CS or more lower than the requisite Ability
Easy Feats: Action and Intensities that are 1 CS lower than the requisite Ability, GREEN Feat
Moderate Feat: Actions and Intensities that are equal to the requisite Ability, YELLOW Feat
Difficult Feats: Actions and Intensities that are 1 CS higher than the requisite Ability, RED Feat
Improbable Feats: Actions and Intensities that are 2 CS or more higher than the requisite Ability
o Ability Feats:
Carrying: Based on the Strength Ability
• Lifting: is +1 CS Strength for a duration equal to the Endurance Rank – 1 CS each turn
Jumping: Based on the Strength Ability
• Area Distance: A range roughly equal to 23 feet (7 meters)
JUMPING DISTANCES
RANK
DISTANCE per TURN
Feeble (FB) – Typical (TY)
Within 1 Area
Good (GD) – Excellent (EX)
1 Area
Remarkable (RM) – Incredible (IN) 2 Areas
Amazing (AM) – Fantastic (FN)
3 Areas
Spectacular (SP) – Monstrous (MN) 4 Areas
Wonderous (WN) – Unearthly (UN) 5 Areas
Holding Breath: Based on Endurance, equal to the Endurance Rank Value in turns
• Suffocation: If unable to breathe, the character will lose 1 CS of Endurance per turn
• Intense Activity: The Endurance Rank Value in minutes between break periods
Resources: Resource Feats can be attempted once each week
o
Power Feats:
Power Shifts: Some Powers can afford changes to conditions where Intensity values may be shifted
• BLUE equals a – 1 CS
• WHITE equals no CS
• GREEN equals a +1 CS
• YELLOW equals a +2 CS
• RED equals a +3 CS
Permanence: This is an optional rule and subject to Judged discretion
• RED: With a RED result, the Power effect has resulted in a permanent game change
o
Material Strength Feats: This might be called for the check if an item suffers breakage
RANK
Feeble (FB)
Poor (PR)
Typical (TY)
Good (GD)
Excellent (EX)
Remarkable (RM)
Incredible (IN)
Amazing (AM)
Fantastic (FN)
Spectacular (SP)
Monstrous (MN)
Wonderous (WN)
Unearthly (UN)
MATERIAL STRENGTH
MATERIAL EXAMPLES
Tissue, Rice Paper
Cloth, Paper, Unstable Molecules
Glass, Wood, Leather, Standard Plastic
Crystal, Soft Metals (gold, brass, tin), Ice, Carbonite
Concrete, Iron, Bulletproof Glass, Dolovite, Plastisteel
Reinforced Concrete, Steel, Transparisteel
Solid Stone, Doonium, Duranium
Granite, Gemstone, Kryptonite, Durasteel
High-strength Steel, Beskar, Valorium, Nyix, Cargonite, Tritanium
Titanium, Uru, Neosteel
Diamond, Vibranium, Cortosis, Arcanium, Omnium
Carbonadium, Nth Metal
Adamantium, Adamantite, Promethium, Quantum-crystalline, Mythril
Talent Feats:
Most Talents afford +1 CS to the applicable Action
o Popularity Feats: The mood of a community is determined by the story situation and the Judge
o Resource Feats: A measure of the quality of life a character can hold
Expensive items of minus 1 Rank or equal Rank can be purchased once a game week
o Combined Feats: Assisted Feats that are within 1 Rank of each other afford +1 CS for the highest Rank Value
o Multiple Feats: A – 2 CS is cumulatively imposed for every Feat following the first (– 2 CS, – 4 CS, – 6 CS, etc.)
Movement: The distance something can move during 1 turn, non-powered or enhanced
o Area Distance: A range roughly equal to 23 feet (7 meters)
Areas per Mile: 230
o Water: Movement distance in and under water is 1 Area per turn
o
•
GROUND MOVEMENT RANGE
RANK
DISTANCE per TURN
Feeble (FB)
1 Area
Poor (PR) – Excellent (EX) 2 Areas
Remarkable (RM) – higher 3 Areas
•
•
Healing: The character can heal a number of Health equal to the Endurance Rank value per day, can be divided to the hour
o Endurance Loss: The loss of Endurance Ranks affects all Feat Rolls with an equal CS loss
No Endurance Rank is unconsciousness with death 1d10 turns afterward (Judge’s discretion)
Popularity: Fame can be lost easily and may not ever be regained, below are some cumulative examples
POPULARITY COST
METHOD
POPULARITY LOSS
Unlawful/Immoral, Nuisance
–5
Unlawful/Immoral, Non-violence – 15
Unlawful/Immoral, Violence
– 30
•
Karma: A value for the character to adjust the results of any check in the game at a ratio of 1 Karma point per 1 die number
o Rated Karma: The Karma value provided by summing the RIP is replenished every game day
o Gaining Karma: Karma can be gained during play
Some Karma gaining events call for Popularity to be awarded, this award can be positive or negative
GAINING KARMA
METHOD
KARMA VALUE
Easy objectives
5
Moderate objectives
25
Difficult objectives
50
Opponent: Up to Excellent 50
Opponent: Up to Fantastic 100
Opponent: Up to Unearthly 150
Game Award
50
Storyteller Award
100
o
Advancement Karma/Karma Pool: Karma can be saved in a Karma Pool for character advancement, the amount chosen to
do so, is moved from the Secondary Ability slot, into a Karma Pool slot. This Karma Pool amount is then spent on the
following table for character advancement.
METHOD
Ability Advancement
Power Addition
Talent Addition
Contact Addition
Resources Advancement
•
POPULARITY
0
+/- 1
+/- 3
+/- 1
+/- 3
+/- 5
+/- 1
0
KARMA COST
10 x Rank Value for each Column Shift
3000 (new Powers begin at FB1 Rank Value)
1000
500
500 per Rank Value point
Universal Table Results:
o Universal Table Colors Explained
Blue equals a catastrophe
White equals a failure
Green equals a minor success
Yellow equals a success
Red equals a major success
o Universal Table Definitions:
Slam = The result is based on the damaged target’s Endurance
• Staggered = Target is knocked back a few steps
• Prone = Target is knocked back and falls prone, suffering an additional -1CS to actions while prone
• 1 Area = Target is knocked back 1 Area
• 1+Stun = Target is knocked back 1 Area and suffers possible Stun effects
• No = Target successfully shirks Slam effects
Stun = The result is based on the damaged target’s Endurance
• 10-100 = Target suffers incapacitation for 1d10x10 Turns
• 1d10 = Target suffers incapacitation for 1d10 Turns
• 1 = Target suffers incapacitation for 1 Turn
• -1 CS = Target suffers -1 CS on the next Turn
• No = Target successfully shirks Stun effects
Kill = The result is based on the damaged target’s Endurance
• Die = Target has suffered fatal injury regardless of remaining Health
• Stun = Target suffers possible Stun effects
• -1E = Target suffers -1 Endurance Rank loss until healed
• -3E = Target suffers -3 Endurance Rank loss until healed
• No = Target successfully shirks Kill effects
o
Column Shift (CS) Examples: Following are special situations where a +CS or – CS can be imposed
CS Modifiers to Attack
• Moving Target, 1-3 Areas per turn = – 1 CS
• Moving Target, 4-10 Areas per turn = – 2 CS
• Moving Target, faster than 10 Areas per turn = – 3 CS
• Target Size, less than 1 inch = – 3 CS
• Target Size, between 1 inch and 6 inches = – 2 CS
• Target Size, between 6 inches and 24 inches = – 1 CS
• Target Size, between 7 feet and 15 feet = +1 CS
• Target Size, between 15 feet and 30 feet = +2 CS
• Target Size, greater than 30 feet = +3 CS
• Talent, performing an Action without an applicable Talent = – 1 CS
• Talent, performing an Action with an applicable Talent = +1 CS
• Limited Visibility = – 1 CS
• Environmental Conditions, light = – 1 CS (example - regular rain fall)
• Environmental Conditions, moderate = – 2CS (example - rainstorm)
• Environmental Conditions, heavy = – 3 CS (example - hurricane force wind and rain)
• Restricted Mobility, prone = – 1 CS
• Restricted Mobility, restrained = – 2 CS
• Flanking = +1 CS
• Aiming = +1 CS
• Ambush or Blindsiding = +2 CS
• Point Blank (touchable) = +3 CS
• Cover = – 3 CS
CS Modifiers to Damage
• Attacks against weak points = +1 CS
• Thermal Damage over an Area away = – 3 CS
• Dodge/Evasion: (character chooses defense versus offense)
o Blue = Autohit, character might be knocked prone
o White = Autohit, character hit
o Green = – 1 CS damage
o Yellow = – 3 CS damage
o Red = – 6 CS damage
CS Modifiers to Feat rolls
• Assisted: character is aided by another of no less than – 1 CS of similar ability = +1 CS
o Cumulative example, four characters with Amazing Strength, would be Monstrous Strength
• Disease, minor = – 1 CS for 50 hours minus the character’s Endurance Rank value
• Disease, moderate = – 1 CS for 100 hours minus the character’s Endurance Rank value
• Disease, major = – 1 CS for 1d100 weeks minus the character’s Endurance Rank value
• Feats under Ability duress, are – 1 CS for the duration of the period of the stressful situation
• Poisoned, irritant toxin = – 1 CS for 1d10 turns
• Poisoned, minor toxin = – 1 CS for 1d10 minutes
• Poisoned, moderate toxin = – 1 CS for 1d10 hours
• Poisoned, major toxin = – 1 CS for 1d10 days
• Poisoned, severe toxin = – 1 CS, cumulative, for 1d10 hours
CS Modifiers, Other
• Contacts, a win-win situation = +1 CS
• Contacts, possible danger involved for the contact = – 1 CS
• Popularity, adoration (50 or more popularity): +2 CS
• Popularity, friendly (up to 50 popularity): +1 CS
• Popularity, neutral (0): No CS change
• Popularity, unfriendly (up to – 50 popularity): – 1 CS
• Popularity, hostility (– 50 or less popularity): – 2 CS
• Power Stunts = 100 Karma and perform at – 1 CS
• Vehicles, immediately slowing from maximum speed = – 3 CS
• Vehicles, stunts = – 2 CS
• Vehicles, evasive maneuvers = – 1 CS
EXTRAS
• Common People of the World: An NPC might include multiple occupational fields
o Occupational Field: The notes and the figures given below are for the average individual
Student: People who are engaged in higher learning, above high-school
Athlete: People who pursue athletics as a carrier or serious hobby or exercise
Community Defense: People who are either law enforcement or community security forces
Healthcare Worker: People knowledgeable in medical practice, trauma intervention, and surgical procedure
Business Professional: People involved in the everyday operation of the community
Trade Worker:
Military: People who serve in a para-military, combat-trained, and national security capacity
Scientist/Doctor: Individuals who are considered experts in studies of sciences
•
•
Resources and Cost: Judge’s discretion – mundane items = up to TY, uncommon items = up to RM, rare items = IN and up
Equipment
o Encumbrance: This is measured against the character’s Strength
o Weaponry: Following are a few tables of standard weapons that can be found in the game world.
• Unarmed Damage: Without a weapon = The value of the Strength Ability Rank
• Melee Weapon Damage: The weapon damage + Strength
• Ranged Weapon Damage: The weapon damage
o Range: Accurate distance, in Areas, for weapon effectiveness, out of range targets add – 1 CS for Difficulty
o Load: How much ammunition does the weapon carry
d100
01-05
06-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-95
96-00
WEAPONRY
Dagger/Knife (one-handed)
Dueling Sword (one-handed)
Long Sword/Ax (two-handed)
Club/War Club (one-handed)
Maul/Great Sword (double-handed)
Polearm/Spear (double-handed)
Whip/Chain (one-handed)
Hatchet/Tomahawk (one-handed)
Energy Blade/Stun Baton/Taser
Bow/Crossbow (double-handed)
‘Back-up Gun’ (one-handed)
Handgun (one-handed)
Energy Pistol (one-handed)
Shotgun (double-handed)
Carbine (double-handed)
Rifle (double-handed)
Submachine Gun
Machine Gun (double-handed)
Sniper Rifle (double-handed)
Energy Rifle (double-handed)
o
DAMAGE
PR + STR
TY + STR
GD + STR
TY + STR
GD + STR
EX + STR
PR + STR
TY + STR
RM Intensity
GD
TY
EX
RM
EX
EX
RM
EX
IN
RM
IN
RANGE
1
1
1
1
1
1
1
1
1
3
2
2
5
1
3
5
2
3
13
15
LOAD
1
SPECIAL NOTE
Can be thrown
1
Can be thrown
1
Can be thrown and trip
Can trip
Can be thrown
Can Stun versus Damage/Charge (plasma)
1
1
1-3
5-20
500
5-8
15
1-30
15-50
200
1
500
Concealable
Charge ammunition (plasma)
Charge ammunition (plasma)
Ammunition – The following is a table of ammunition types
Explosives: Ammunition can be made into explosives, applying multipliers to its effective radius
d100
01-20
21-40
41-60
61-80
81-00
AMMUNITION
Standard Load
Expanding
Fragmentation
Incendiary
Flash/Gas/Concussion
NOTES
0
+1 CS damage if target has no armor
Affects 1 Area radius
TY fire damage, affects 1 Area radius
RM Intensity, affects 1 Area radius
o
Armor – This is a table of common armor types.
Talents: Lists the Talents that are reduced by -1 CS
Material Strength: The MS is the amount of physical damage the armor can absorb
Weapon damage is first done to the armor’s Material Strength then any residual goes against Health
d100
01-20
21-40
41-60
61-80
81-00
o
d100
01-10
11-20
21-30
31-40
41-50
51-60
61-70
71-80
81-90
91-00
ARMOR TYPE
Ultra-lite
Light
Medium and Shields
Heavy
Helmets
TALENTS
None
None
Reflexes
Reflexes and Stealth
Awareness
WEIGHT
FE
PR
TY
GD
FE
EXAMPLES
Ballistic Weave
Studded Armors
Layered Armors, Any type of shield
Plated Armors
Any type of helmet
Gear – This is a table of standard tools, consumables, and generally useful items.
COMMODITY – Average Weight of each is at Judge’s discretion
Panacea – A natural healing fluid or salve used to mend wounds, 1 vial = 20 (EX) Health
Rations – 3 meals of common food products
Canteen – 1 gallon/1 liter of potable water
Outfit, Hazardous Environment – A suit to providing EX resistance to radiated and toxic atmospheres
Outfit, Extreme Cold – An insulated set of clothing providing EX resistance to severe cold weather
Survival Kit – A kit with a blanket, fire starter, utility knife, small pot, flashlight
Medical Kit – A kit with salve, bandages, suture set, splint, surgical tools
Professional Kit – A tool kit of various items used in a trade
Inhibitors – Specialized restraints designed to neutralize Powers (various Intensities are available)
Nullifiers – Specialized restraints designed to neutralize Technology (various Intensities are available)
•
Crafting: Crafting does not only pertain to material objects; this can also account for processes and procedures concerning how
something is done. Crafting is done in two ways; Invention and Repair
o Invention is coming up with a new method or improvement on a process
Time of Development = the total cost of the item in days or 100 minus the character’s Reason in days
• Total cost equals the Material Strength of items for construction + the Ability Ranks the item is to perform
Assistance = If assisted by another with a Reason of – 1 CS from the Inventor, the time is halved
o Repairs of an item require a number of hours equal to the Resource Rank Value of the damaged item
The proper tools and equipment are required to repair an item
•
Dwellings: Dwelling details are determined by the Judge
d100
01-20
21-40
41-60
61-80
81-00
•
DWELLING
Apartment (Condominium)
Cottage (Manor)
House (Mansion)
Store (Office)
Warehouse (Factory)
NOTES
Resources = PR (GD) +1 CS per additional bedroom
Resources = TY (EX) +1 CS per 100 Areas of land
Resources = GD (RM) +1 CS per additional bedroom
Resources = GD (EX) +1 CS per 100 employees
Resources = EX (IN) +1 CS per function (storage, research, production, and assembly)
Speed: Speeds are composed from the surface, to the inner and outer atmospheres (figures match Power Ranges table)
RANK
SURFACE
Feeble (FB)
Poor (PR)
Typical (TY)
Good (GD)
Excellent (EX)
Remarkable (RM)
Incredible (IN)
Amazing (AM)
Fantastic (FN)
Spectacular (SP)
Monstrous (MN)
Wonderous (WN)
Unearthly (UN)
Touch
1 Area
5 Areas
10 Areas
20 Areas
30 Areas
40 Areas
50 Areas
60 Areas
70 Areas
80 Areas
90 Areas
100 Areas
INNER
ATMOSPHERE
Touch
1 Area
10 Areas
20 Areas
40 Areas
80 Areas
160 Areas
1 mile
10 miles
20 miles
40 miles
80 miles
160 miles
OUTER
ATMOSPHERE
1 Area
20 Areas
50 Areas
100 Areas
200 Areas
1 mile
10 miles
25 miles
50 miles
100 miles
250 miles
500 miles
1,000 miles
•
Vehicles –
o Speed: Measured in Ranks on the Table above (similar to the Power Range Table)
Accelerating and Slowing: Increasing and decreasing Speed is done 1 CS per turn
Crash results if a vehicle fails to slow to TY (5) or less, the damage sustained equals the sum of all Speed Ranks
Damage sustained from a crash covers a radius equal to the sum of all applicable BS amounts, in Areas
o Durability: A measurement of the damage a vehicle can sustain before becoming inoperable (similar to Health)
Substantial Damage: Loss of half the vehicles Durability, vehicle loses power to Modifications (if applicable)
o Build Slots (BS): The amount of space allowed for Modification/s that can be applied to a vehicle
Parenthesis denotes the full possible Build Slot allowed for larger craft
BS also relates to a vehicles size, where each BS equals 1 Area (see crash damage, above)
o Notes: Anything that the storyteller or players should know
VEHICLE
d100 NAME
01-10 Mount
11-20 Jump-jet
21-30 Motorcycle
31-40 Car/Truck
41-50 Cargo Transport
51-60 Boat/Ship
61-70 Heli-craft
71-80 Jet Craft
81-90 Orbital Craft
91-00 Galactic Craft
•
SPEED
GD (surface)
PR (surface)
AM (surface)
IN (surface)
RM (surface)
EX (surface)
RM (inner)
AM (inner)
FN (outer)
UN (outer)
BS
0
0
1
1 (2)
2 (3)
2 (7)
3 (7)
3 (5)
3 (13+)
10 (30+)
MS
Various
PR
TY
GD
GD
GD
GD
EX
RM
EX
DURABILITY
Various
30
50
100
100
170/200
80
80
80
150
NOTES
Beast of burden, depends on the animal
device allowing for extended jumps and falls
two or three wheels
four or more wheels
four or more wheels, cargo space
Watercraft, cargo space, lifeboat
Flight, vertical takeoff/landing, cargo space
Flight,
Flight, cargo space, escape pod
Armored vehicle, may be weaponized
Vehicle Modifications –
o Mod Type: various vehicle modifications exist, the ones listed are common
o Cost: displays the appropriate Build Slot/s (BS) required for the modification
o Notes:
Cumulative notation depicts that the Modification can be purchased more than once for a Vehicle
Directional notation depicts that energy power may be redirected from one system to another
MODIFICATIONS
d100 MOD TYPE
01-05 Armored Hull
06-10 Engine Core, Tuned
11-15 Engine Core, Anti-grav
16-20 Shield, Stock
21-25 Shield, Premier
26-30 Machine Cannon
31-35 Missile Turret
36-40 Charge Bomb
41-45 Plasma Cannon
46-50 Ion Cannon
51-55 Computer Upgrade
56-60 Medical Bay/Service Bay
61-65 Scanner Array
66-70 Scrambler
71-75 Cloaking Device
76-80 Tractor Beam
81-85 Gravity Well
86-90 Escape Pod/Lifeboat
91-95 Cargo Bay
96-00 Containment Cell
COST
1
1
1
1
2
1
2
2
1
3
1
2
2
3
3
3
3
1
2
2
NOTES
Cumulative, adds 25 to vehicle Durability
Directional, provides +1 CS to Speed
Directional, allow for anti-gravity and hover ability
Directional, adds Excellent shield vs Energy
Directional, adds Incredible shield vs Energy
Cumulative/Directional, Amazing damage
Cumulative/Directional, Fantastic damage, explosion radius = 3 Area
Cumulative/Directional, Spectacular damage, explosion radius = 5 Area
Cumulative/Directional, Amazing Energy damage (plasma)
Cumulative/Directional, disable electronics in 3 Area radii, for 1d10 rounds
Directional, +3 CS to all Reason checks via vehicle computer
Directional, +3 to all medical/healing checks and life support
Directional, Excellent Rank Lifeforce, Energy, and Power detection
Directional, Excellent Rank Stealth vs Lifeforce, Energy, and Power detection
Directional, Excellent Illusion Generation to simulate invisibility
Directional, Remarkable Rank magnetic pull
Directional, Remarkable gravitational field, 3 Area radii
Cumulative, a small vehicle for emergency egress
Cumulative, compartment for cargo up to 1 ton
Cumulative/Directional, lockup unit, Amazing nullifier or inhibitor field
APPENDIX: Attributes
• Attribute Equivalents – The following table reflects the approximate level of achievement a Rank Value affords.
VALUE
Feeble (FB)
Poor (PR)
Typical (TY)
Good (GD)
Excellent (EX)
Remarkable (RM)
Incredible (IN)
Amazing (AM)
Fantastic (FN)
Spectacular (SP)
Monstrous (MN)
Wonderous (WN)
Unearthly (UN)
VALUE
Feeble (FB)
Poor (PR)
Typical (TY)
Good (GD)
Excellent (EX)
Remarkable (RM)
Incredible (IN)
Amazing (AM)
Fantastic (FN)
Spectacular (SP)
Monstrous (MN)
Wonderous (WN)
Unearthly (UN)
VALUE
Feeble (FB)
Poor (PR)
Typical (TY)
Good (GD)
Excellent (EX)
Remarkable (RM)
Incredible (IN)
Amazing (AM)
Fantastic (FN)
Spectacular (SP)
Monstrous (MN)
Wonderous (WN)
Unearthly (UN)
FIGHTING (F)
DESCRIPTION
No training
Minimal training
Infrequent training
Casual training
Regular training
Intensive training
Focused training
Master level training
Maximum human potential
Superhuman combatant
Enhanced combat training
Heightened combat ability
Near precognitive combat prowess
ENDURANCE (E)
DESCRIPTION
Minimal exercise
Occasional exercise
Regular exercise
Rigorous exercise
Intensive exercise
Regular training and ability
Enhanced training and ability
Focused training and ability
Maximum human potential
Super-human constitution
Heightened stamina training
Near undefeatable resilience
Improbable fortitude
PSYCHE (P)
DESCRIPTION
Easily dominated
Untrained mind
Mundane human mind
Resist ordinary mesmerism
Limited willpower training
Moderate willpower training
Rigorous willpower training
Intensive willpower training
Maximum human potential
Super-human willpower
Heightened tenacity
Indomitable force of will
Near insuperable resolve
AGILITY (A)
DESCRIPTION
Impaired ability
Clumsy and inaccurate
Normal human reflexes
Some training in dexterity
Intensive training in dexterity
Focused training in dexterity
Extreme training in dexterity
Olympic level dexterity
Maximum human potential
Superhuman dexterity
Enhanced agility training
Heightened reflex training
Improbable legerdemain
REASON (R)
DESCRIPTION
Uneducated
Primary education
Associates degree
Bachelor’s degree
Master’s degree
Doctoral degree
Multiple degrees
Genius level/limited exposure
Genius level/wide exposure
Super-genius
Super-genius comprehension
Super-genius deduction
Improbable intellect
RESOURCES (RES)
DESCRIPTION
Poverty
Lower Class
Lower-Middle Class
Middle Class
Middle-Upper Class
Upper Class
High Upper Class
Corporation
National Corporation
Small Nation
Multi-National Corporation
Large Nation
Global Financial Network
STRENGTH (S)
DESCRIPTION
25 lbs
50 lbs
100 lbs
200 lbs
400 lbs
700 lbs
1100 lbs
1500 lbs
1 ton
10 tons
25 tons
50 tons
100 tons
INTUITION (I)
DESCRIPTION
Unaware of surroundings
Limited senses
Normal human senses
Above average perception
Fine details
Improved detection
Strong empathic senses
Deep level awareness
Maximum human potential
Super-human awareness
Enhanced sensory training
Intense sensory training
Improbable cognizance
POPULARITY (POP)
DESCRIPTION
Unrecognizable
Known among acquaintances
Known in the neighborhood
Known across the local area
Known across the town
Known across the city
Known in multiple locales
Known across the province
Known across borders
Known across the nation
Internationally known
Known across the world
Reputation proceeds possibility
APPENDIX: Flora and Fauna
•
Animals
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MAMMAL
Lemur/Loris
Macaque
Maramoset
Gibbon
Baboon/Drill/Mandrill
Gorilla
Orangutan
Chimpanzee
Mole Rat/Shrew
Porcupine/Hedghog
Chinchilla/Guinea Pig
Cavy/Capybara
Common Rat
Cave Rat
Mouse/Hamster/Mole
Gerbil/Kangaroo Rat
Squirrel/Chipmunk
Marmot/Prairie Dog
Vole/Gopher/Lemming
Common Bat
Fruit Bat
Rabbit/Cottontail
Jackrabbit/Hare
Civet/Caracal/House Cat
Ocelot/Bobcat/Cheetah
Leopard/Lion/Lynx/Tiger
Domestic House Dog
W ild Dog/Hunting Dog
W olf/Guard Dog
Common Bear
Cave Bear
Hyena/Jackal
Skunk/Mongoose/Marten
Seal/Sealion/W alrus
W easel/Mink/Ferret
W olverine/Badger/Otter
W hale/Manatee
Dolphin/Porpoise
Aardvark/Ant-eater
Elephant/Rhino
Horse/Pony/Mule/Camel
Armadillo/Sloth
Ox/Cattle/Bison
Deer/Antelope/Gazelle
Sheep/Goat
Kangaroo/W allaby
Pig/Boar
Megafauna (carnivore)
Megafauna (herbivore)
Megafauna (omnivore)
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BIRD
Duck/Loon/Goose
Chicken/Turkey
Flamingo
Pigeon/Dove
Swift
Cuckoo
Heron/Stork
Shorebird
Cormorant/Frigate
Penguin/Rook
Condor/Vulture
Falcon/Haw k/Eagle
Owl/Ow lette
Crow /Raven/Corby
Parrot/Toucan
Songbird
Woodpecker
Crane/Hornbill
Rhea/Kiwi
Emu/Ostrich
Cassow arie
Hummingbird
Gull/Albatross
Duck/Loon/Goose
Chicken/Turkey
Flamingo
Pigeon/Dove
Swift
Cuckoo
Heron/Stork
Shorebird
Cormorant/Frigate
Penguin/Rook
Condor/Vulture
Falcon/Haw k/Eagle
Owl/Ow lette
Crow /Raven/Corby
Parrot/Toucan
Songbird
Woodpecker
Crane/Hornbill
Rhea/Kiwi
Emu/Ostrich
Cassow arie
Hummingbird
Gull/Albatross
Terror Bird/Moa
Theropod
Cerapod
Pterosaur
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REPTILE/AMPHIBIAN
Turtle
Tortoise
Garden Snake
Viper Snake
Elapid Snake
Common Snake
Constrictor
Alligator/Crocodille
Skink
Chameleon
Tengu
Monitor
Iguana
Spined Lizards
Anole
Gecko
Garden Frog
Venomous Frog
Garden Toad
Common Toad
Common Salamander
New t
Siren/Hellbender
Turtle/Tortoise
Garden Snake
Viper Snake (Asp/Rattlesnake)
Elapid Snake (Cobra/Mamba)
Common Snake
Constrictor
Alligator/Crocodille
Skink
Chameleon
Tengu
Monitor
Iguana
Spined Lizards
Anole
Gecko
Garden Frog
Venomous Frog
Garden Toad
Common Toad
Common Salamander
New t
Siren/Hellbender
Octopus/Squid
Titanoboa/Deinosuchus
Plesiosaur
Sauropod
Thyreophora
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INSECT/ARACHNID
Fly/Bee
Wasp/Hornet
Centipede/Millipede
Common House Spider
Garden Spider
Tarantula
Solifugid
Venomous Spider
Ant
Flying Insect
Termite
Mosquito/Bedbug/Fleas
Aphid/Ladybug
Common Beetle
Goliath Beetle
Scorpions
Crab/Lobster/Shrimp
Moth/Butterfly
Dragonfly
Grasshopper/Locust
Cockroach/Roach
Illuminescent Insects
Cave Insect
Fly/Bee
Wasp/Hornet
Centipede/Millipede
Common House Spider
Garden Spider
Tarantula
Solifugid
Venomous Spider
Ant
Flying Insect
Termite
Mosquito/Bedbug/Fleas
Aphid/Ladybug
Common Beetle
Goliath Beetle
Scorpions
Crab/Lobster/Shrimp
Moth/Butterfly
Dragonfly
Grasshopper/Locust
Cockroach/Roach
Illuminescent Insects
Cave Insect
Fish/Shark
Plesiosaur
Mesosaur
Mosasaur
Plants
d100
01-20
21-40
41-60
61-80
81-00
PLANT TYPE
Vines
Flowers and Grasses
Shrubs
Trees
Fungus and Mosses
NOTES
Plants that grow in long tendrils and can cling to and climb along vertical surfaces
Plants that grow in large patches and in communities
Plants that grow in small clusters and can become taller than the average medium sized person
Plants that can grow for centuries and tower above the surrounding foliage
These encompass numerous forms of low-crawling, plant and fungus growth
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