Kalos Mechanism 4e EN:GM Resources

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(NOTE: This is a work in progress.)

This chapter provides additional information for the game moderator. Warning: spoilers follow.

Behind The Scenes

If this were a full game: This is where the game author would describe the secrets of the setting. Some typical section headings could be "Lost History", "Society Of The Hidden Folk", "Precursor Technology", and so on.

Villains

Villains can be written up the same way as player characters, but they do not have to be. You can abbreviate the abilities of villains based on their areas of focus and their Power level.

XXX Table

Optional Rules

Alternate Area Shapes

With the GM's permission, an attack which affects an area may have a shape other than a sphere. The specific shape must be chosen when the power is purchased.

  • Cone — Maximum length per side based on the character's Power Level
  • Cylinder — Maximum radius and height based on the character's Power Level
  • Line — Maximum length based on the character's Power Level
  • Sphere — Maximum radius based on the character's Power Level
  • Wedge — Maximum length per side based on the character's Power Level


Power Level Sphere/Cylinder Cone/Wedge Line
1 1 m radius 2 m per side 2 m × 4 m line
2 2 m radius 4 m per side 2 m × 8 m line
3 3 m radius 6 m per side 2 m × 12 m line
4 4 m radius 8 m per side 2 m × 16 m line
5 5 m radius 10 m per side 2 m × 20 m line
6 6 m radius 12 m per side 2 m × 24 m line
7 7 m radius 14 m per side 2 m × 28 m line
8 8 m radius 16 m per side 2 m × 32 m line
9 9 m radius 18 m per side 2 m × 36 m line
10 10 m radius 20 m per side 2 m × 40 m line


Flexible Area Boost

Flexible Area Boost is an optional boost which allows an area power to take a variety of shapes, one at a time.

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Knockback

Knockback is an optional rule which makes combat cover a greater physical area, possibly causing collateral damage in the process. This rule is more appropriate to superhero games than it is to pulp or horror.

Only normal attacks may do knockback. If the GM has chosen to allow knockback, then each PC may choose which of their normal attacks do knockback, and which don't. Once this choice is made, it may not normally be changed thereafter.

When a target takes damage from a normal attack that does knockback, they are pushed away from the attacker (or from the center of an explosion). The distance the target is moved is equal to the points of normal damage taken, multiplied by the attack's Power Level. For example, if a defender takes 2 points of Health damage past their Damage Resistance, and the Power Level of the attack is 3, the target will be knocked back 6 meters.

If a standing target is knocked back more than 2 meters, they must succeed at a moderately difficult (DV 9) Athletics roll or be knocked prone.

Targets who take knockback may smash through walls and windows, destroying whatever they pass through or happen to land on, but they take no significant injury themselves from doing so.

Failure

A failed attempt may not give the character the result they wanted, but it should not mean the game grinds to a halt. Rather than having a failed attempt be a dead end, it could mean that the desired outcome has a greater cost, or perhaps the desired outcome has undesirable side effects. Whatever the end result, failure should never make the game less interesting.

Expert Tip: It's okay to say "so-and-so happens", without requiring (or allowing) anyone to roll.

For example, Inspector Dupuis is trying to intimidate a low-level gangster into revealing details about the organization's plans to distribute a dangerous, highly experimental drug. Sadly, Inspector Dupuis's player rolls poorly, and the gangster is not impressed. Rather than having this be the end of this line of inquiry, the GM has several options.

  • Quid pro quo — The gangster will give Dupuis the information, but only if Dupuis gives the gangster something in exchange. This could be something as prosaic as money, but it could be something more interesting, such as information about a rival organization or a favour to call in later.
  • Red herring — The gangster tells Dupuis what they want to hear, but the information is not true or it leads Dupuis off on a wild goose chase. If the gangster is clever, they may send Dupuis after a rival organization that has been causing problems.
  • Stirring the pot — Dupuis gets the information, but their activities attract attention. A rival organization learns of the drug as a result of Dupuis' activities, and they try to beat Dupuis to the prize. Alternately, the rival organization might use Dupuis as a stalking horse, allowing Dupuis and the gang to fight each other so that the rival organization will have an easier time taking the spoils from the winner.
  • Alerting the enemy — Dupuis gets the information, but the gang learns of Dupuis's interest in their activities and they begin to make preparations. It could even be that the gangster was intended to be captured by Dupuis all along, in order to set them up for an ambush!

Cultural Motivations

The motivations of individuals are often at odds with the motivations of the culture to which they belong. An individual may be kind and compassionate, even as their civilization systematically commits genocide and destroys entire ecosystems in their quest for expansion. This is a paradox.

If you would like to randomly determine a culture's motivations, roll 2d6 and consult the table below.


Table: Random cultural motivations, Table 1
Roll 2d6 Complexity
2-7 Roll once on Table 2
8-10 Roll twice on Table 2
11 Roll three times on Table 2
12 Schism: roll once on table 2, and see the note below


Schism: The society is divided into two opposing and mutually antagonistic cultures. Roll on Table 2, and make a note of the roll and its opposite. The majority of the society has the first motivation rolled, but a significant minority has the opposing motivation. For example, the opposing motivation of "adventure" is "security".


Table: Random cultural motivations, Table 2
Roll 1d6 Roll 1d6 Motivation
1 1 Adventure
2 Asceticism
3 Audacity
4 Community
5 Compassion
6 Courage
2 1 Curiosity
2 Detachment
3 Enlightenment
4 Exploration
5 Freedom
6 Idealism
3 1 Justice
2 Mercy
3 Nobility
4 Passion
5 Pride
6 Rebellion
Roll 1d6 Roll 1d6 Motivation
4 1 Security
2 Materialism
3 Subtlety
4 Individualism
5 Wrath
6 Fear
5 1 Faith
2 Responsibility
3 Secrecy
4 Isolation
5 Control
6 Pragmatism
6 1 Vengeance
2 Ruthlessness
3 Fellowship
4 Serenity
5 Humility
6 Traditionalism


Hostile Environments

A hostile environment makes everything more difficult. A character in a hostile environment typically incurs a standard penalty (-3 AV, -3 DV), in addition to any other effects of the hostile environment.


Table: Hostile environments
Environment Effect
Darkness The character fails any Mental Combat attack rolls
Dehydration One Health per day
Exhaustion One Endurance per day
Exposure One Health per six hours
Falling Damage based on the distance fallen
Fire Damage based on heat and intensity; Terrifying Attack
Poisons One Health per minute or less
Pressure One Health per minute
Radiation One Endurance per week
Starvation One Endurance per week
Suffocation One Health per minute
Underwater A long period spent underwater may have other effects
Vacuum One Health per minute
Zero-G Long-term weightlessness may have other effects


Darkness

Darkness, fog, rain, blizzards, and other visual impediments can make combat much more difficult. Unless they have Blindsight, a character who can't see incurs a standard penalty (-3 AV, -3 DV), and they fail any Mental Combat attack rolls.

Dehydration

A character who goes more than 24 hours without drinking begins to suffer the effects of dehydration. If a character is suffering from dehydration, they incur a standard penalty (-3 AV, -3 DV). Additionally, they lose one Health per day until they are rehydrated or until their Health is reduced to zero. Once the character is rehydrated, their Health is restored at the same rate it was lost.

Damage from dehydration is not restored by rest and recuperation. A character with Environmental Immunity is unaffected by dehydration.

Exhaustion

A character who goes more than 24 hours without sleep begins to suffer the effects of sleep deprivation. If a character is suffering from sleep deprivation, they incur a standard penalty (-3 AV, -3 DV). Additionally, they lose one Endurance per day until they get a night's rest or until their Endurance and Health are reduced to zero. Once the character gets a night's rest, their Endurance and Health are restored at the same rate they were lost.

A character with Environmental Immunity is unaffected by exhaustion.

Exposure

Exposure to extreme heat or cold makes even ordinary tasks more difficult. If a character is suffering from exposure, they incur a standard penalty (-3 AV, -3 DV). Additionally, they lose one Health per six hours until they return to a comfortable environment, or until their Health is reduced to zero. Once the character returns to a comfortable environment, their Health is restored at the same rate it was lost.

Damage from extremes of heat and cold is not restored by rest and recuperation. A character with Environmental Immunity is unaffected by extreme temperatures.

Falling

A falling character faces two challenges: being weightless, and landing. First, they suffer the effects of being weightless. If they do not have the Zero-G Combat gift, they incur a standard penalty (-3 AV, -3 DV). Second, landing abruptly is a normal attack which deals points of Health damage. The damage a fall deals depends on the distance fallen: 1d6, plus one point of damage for each five meters fallen, up to a maximum of 1d6+20. Protective gear, or particularly soft or yielding surfaces, can provide Damage Resistance to a falling character.


Table: Falling Damage
Distance (m) Damage
5 1d6+1
10 1d6+2
15 1d6+3
20 1d6+4
25 1d6+5
30 1d6+6
35 1d6+7
40 1d6+8
45 1d6+9
50 1d6+10
55 1d6+11
60 1d6+12
65 1d6+13
70 1d6+14
75 1d6+15

Fire

If a character is on fire, they incur a standard penalty (-3 AV, -3 DV). Additionally, fire is treated as a normal attack which deals points of Health damage. The damage a fire deals depends on its heat and intensity. Protective gear -- even improvised gear, such as a wet blanket -- can provide Damage Resistance to a burning character. Finally, fire is terrifying. A character on fire must cower or flee (their choice) until they use a standard action to make a successful Presence + Athletics roll against 8 + Power Level of the attack (or the Equipment Level of the weapon). If the character on fire has Mental Resistance, they may add it to this roll.


Table: Fire
Fire Damage
Campfire, torch 1d6+1
Burning building 1d6+2
Molten lava 1d6+3

Poisons

Poisons and pathogens are substances which disrupt biological processes when a sufficient quantity is absorbed by an organism. Immediately after exposure, a poisoned character must attempt a moderately difficult (DV 12) Brawn + Athletics roll. If the target has Alteration Resistance, they may add it to this roll. If the Brawn + Athletics roll is successful, the character takes no damage from the poison and suffers only incidental side-effects such as nausea. If the Brawn + Athletics roll is not successful, the character has succumbed to the poison.

If a character has been poisoned, they incur a standard penalty (-3 AV, -3 DV). Additionally, their Health is reduced by one.

Periodically thereafter, the character must attempt another Brawn + Athletics roll (once per round for very potent poisons, once an hour for very weak poisons, and once a minute for other poisons, at the GM's discretion). Each failed Brawn + Athletics roll results in another loss of one Health. This continues until the character successfully makes a Brawn + Athletics roll, until they are administered the appropriate treatment, or until their Health is reduced to zero. Once the character is no longer poisoned, their Health is restored at the same rate it was lost.

Some poisons and pathogens have additional effects, such as blindness or paralysis.

Damage from poisons and pathogens is not restored by rest and recuperation until the poison or pathogen itself is cured. A character with Environmental Immunity is unaffected by poisons and pathogens.

Pressure

If a character is exposed to extreme atmospheric pressure, they incur a standard penalty (-3 AV, -3 DV). Additionally, they lose one Health per minute until they return to a pressurized atmosphere, or until their Health is reduced to zero. Once the character returns to a normal atmosphere, their Health is restored at the same rate it was lost.

Damage from extreme atmospheric pressure is not restored by rest and recuperation. A character with Environmental Immunity is unaffected by high pressure.

Radiation

When ionizing radiation interacts with cells, it can cause damage to the cells and genetic material. Twenty-four hours after exposure to ionizing radiation, a character must attempt a moderately difficult (DV 12) Brawn + Athletics roll. If the target has Alteration Resistance, they may add it to this roll. If the Brawn + Athletics roll is successful, the character takes no damage from the radiation and suffers only incidental side-effects such as nausea. If the Brawn + Athletics roll is not successful, the character has developed acute radiation syndrome (ARS), also known as radiation sickness or radiation poisoning.

If a character has developed acute radiation syndrome, they incur a standard penalty (-3 AV, -3 DV). Additionally, their Health is reduced by one.

Periodically thereafter, the character must attempt another Brawn + Athletics roll (once per hour for very intense radiation, once a week for very mild radiation, and once a day for other radiation, at the GM's discretion). Each failed Brawn + Athletics roll results in another loss of one Health. This continues until the character successfully makes a Brawn + Athletics roll, until they are administered the appropriate treatment, or until their Health is reduced to zero. Once the character no longer has acute radiation syndrome, their Health is restored at the same rate it was lost.

Some radiation may have additional effects, such as blindness or paralysis.

Damage from acute radiation syndrome is not restored by rest and recuperation. A character with Environmental Immunity is unaffected by ionizing radiation.

Starvation

A character who goes more than one week without eating begins to suffer the effects of starvation. If a character is suffering from starvation, they incur a standard penalty (-3 AV, -3 DV). Additionally, they lose one Endurance per week until they resume a normal diet or until their Endurance and Health are reduced to zero. Once the character has resumed a normal diet, their Health is restored at the same rate it was lost.

Damage from starvation is not restored by rest and recuperation. A character with Environmental Immunity is unaffected by starvation.

Suffocation

If a character needs to breath but is unable to do so, they suffer the effects of suffocation. If a character is suffocating, they incur a standard penalty (-3 AV, -3 DV). Additionally, they lose one Health per minute until they can breathe freely again or until their Health is reduced to zero. Once the character is able to breathe normally, their Health is restored at the same rate it was lost.

Damage from suffocation is not restored by rest and recuperation. A character with Environmental Immunity is unaffected by suffocation.

Underwater

If a character is underwater and does not have the Underwater Combat gift, they incur a standard penalty (-3 AV, -3 DV). A long period spent underwater may have other effects.

Vacuum

If a character is exposed to vacuum, they suffer the effects of suffocation. Exposure to the vacuum of space does not make a character freeze solid, at least not initially. Most organics will bruise badly due to ebullism, and they will eventually freeze, but they will be long dead from suffocation by that point.

Zero-G

If a character is weightless and does not have the Zero-G Combat gift, they incur a standard penalty (-3 AV, -3 DV). Long-term weightlessness may have other effects.

Mass

Specific items may vary greatly from the typical mass listed here.


Table: Mass
Object Mass Athletics
red brick 3 kg -1
2 liter bottle 3 kg -1
laptop 3 kg -1
sixpack of beer 5 kg 0
jug of milk 5 kg 0
domestic cat 6 kg 0
pumpkin 6 kg 0
small dog 15 kg 1
mountain bike 15 kg 1
watermelon 15 kg 1
car tire 15 kg 1
case of beer 15 kg 1
cinder block 26 kg 1
medium dog 30 kg 1
electric mountain bike 53 kg 2
single bed 53 kg 2
small sofa 53 kg 2
wood bookcase 53 kg 2
full pony keg of beer 68 kg 2
small sea turtle 68 kg 2
large dog 98 kg 2
small adult 98 kg 2
full keg of beer 113 kg 3
trim adult 120 kg 3
manhole cover 135 kg 3
medium adult 135 kg 3
small floor safe 135 kg 3
wood chest 135 kg 3
large adult 188 kg 3
female brown bear 203 kg 3
huge adult 225 kg 3
oil drum (full) 225 kg 3
refrigerator 225 kg 3
wood table 225 kg 3
male brown bear 270 kg 3
sport motorcycle 270 kg 3
gun safe 300 kg 3
large sea turtle 300 kg 3
lion 300 kg 3
small armoire 300 kg 3
upright piano 300 kg 3
weapon locker 300 kg 3
dolphin 338 kg 4
harpsichord 338 kg 4
large predator 338 kg 4
cruiser motorcycle 375 kg 4
female polar bear 375 kg 4
baby grand piano 450 kg 4
medium armoire 450 kg 4
medium floor safe 450 kg 4
tiger 450 kg 4
Twinkie 11 meters long 450 kg 4
vending machine 450 kg 4
female grizzly bear 525 kg 4
large armoire 600 kg 4
large desk 600 kg 4
riding horse 600 kg 4
touring motorcycle 600 kg 4
telephone pole 675 kg 4
light wagon (empty) 750 kg 4
male polar bear 750 kg 4
grand piano 825 kg 4
cow 900 kg 4
draft horse 900 kg 4
sailboat 900 kg 4
small sailboat 900 kg 4
speedboat 900 kg 4
male grizzly bear 1,125 kg 5
car trailer 1,200 kg 5
light wagon (loaded) 1,350 kg 5
small car 1,350 kg 5
civilian helicopter 1,500 kg 5
heavy wagon (empty) 1,500 kg 5
medium missile 1,800 kg 5
6 m propane tank 2 t 5
cruise missile 2 t 5
large missile 2 t 5
medium car 2 t 5
small SUV 2 t 5
small truck 2 t 5
granite monument 3 t 5
hippopotamus 3 t 5
large car 3 t 5
large herbivore 3 t 5
limousine 3 t 5
medium SUV 3 t 5
medium truck 3 t 5
6 m cargo container 3 t 6
large meteor 3 t 6
small forklift 3 t 6
large SUV 4 t 6
large truck 4 t 6
hovercraft 4 t 6
Jersey barrier 4 t 6
Humvee 5 t 6
small military helicopter 5 t 6
12 m cargo container 6 t 6
armored Humvee 6 t 6
monster truck 6 t 6
Asian elephant 7 t 6
dump truck (empty) 8 t 6
heavy wagon (loaded) 8 t 6
huge herbivore 8 t 6
African elephant 9 t 6
corporate jet 10 t 6
helicopter 10 t 6
school bus 10 t 6
light fighter jet 11 t 7
howitzer 11 t 7
travel trailer 11 t 7
cargo helicopter 12 t 7
garbage truck 13 t 7
large military helicopter 14 t 7
mobile home 17 t 7
armored car 17 t 7
fighter jet 19 t 7
spy satellite 19 t 7
subway car 19 t 7
motorhome RV 20 t 7
tractor-trailer (empty) 24 t 7
passenger bus 27 t 7
dump truck (loaded) 30 t 7
Polaris missile 30 t 7
double-wide mobile home 33 t 8
infantry fighting vehicle 38 t 8
houseboat 43 t 8
railroad boxcar (empty) 43 t 8
private jet 45 t 8
tractor-trailer (loaded) 54 t 8
bulldozer 55 t 8
car crusher 55 t 8
fire truck 55 t 8
armored personnel carrier 56 t 8
cargo plane (empty) 60 t 8
bank vault 75 t 8
cargo container lift truck 75 t 8
Easter Island stone head 75 t 8
M1 Abrams tank 75 t 8
tank 75 t 8
tanker truck (loaded) 75 t 8
Trident missile 75 t 8
40 m water tower 107 t 9
heavy machinery crane 110 t 9
cargo plane (loaded) 120 t 9
railroad boxcar (loaded) 150 t 9
60 m radio tower 164 t 9
wooden house 204 t 9
male blue whale 225 t 9
huge mining dump-truck 246 t 9
female blue whale 285 t 9
fishing trawler 300 t 9
Titan II rocket 300 t 9
locomotive 315 t 10
brick house 410 t 10
huge hovercraft 410 t 10
transport ship spacecraft 410 t 10
large passenger plane (empty) 450 t 10
hydro-electric generator 518 t 10
large passenger plane (loaded) 600 t 10
trawler 600 t 10
yacht 600 t 10
huge crane 887 t 10
300 m radio tower 900 t 10
huge mining excavator 1,091 t 11
drilling rig 1,200 t 11
small bridge 2,400 t 11
tugboat 4,800 t 12
short train 6,000 t 12
rocket launch tower 7,500 t 12
nuclear submarine 10,350 t 13
Eiffel Tower 10,950 t 13
10 story building 13,500 t 13
destroyer 13,500 t 13
Brooklyn Bridge 15,000 t 13
freighter (unloaded) 18,750 t 13
long train 30,000 t 13
freighter (loaded) 37,500 t 14
large bridge 37,500 t 14
huge nuclear submarine 72,000 t 14
aircraft carrier 120,000 t 15
tanker ship (loaded) 150,000 t 15
large office building 300,000 t 15
large tanker ship (loaded) 300,000 t 15
cruise ship 337,500 t 16
Empire State Building 496,500 t 16
Ultra Large Crude Carrier (empty) 600,000 t 16
Ben Franklin Bridge 900,000 t 16
huge tanker ship (loaded) 900,000 t 16
Ultra Large Crude Carrier (loaded) 900,000 t 16
huge bridge 1,200,000 t 17
Golden Gate Bridge 1,200,000 t 17
huge skyscraper 1,350,000 t 17
Great Pyramid of Khufu 7,500,000 t 18
Three Gorges Dam 14,250,000 t 19
Great Wall of China 82,500,000 t 20

Athletics: Minimum Athletics to "deadlift" the object (without powers).

Speed

Specific items may vary greatly from the typical speed listed here.


Table: Speed
Object Speed Minimum Athletics
Human, avg running 10 km/h 2
Human, max running 45 km/h 4
fast submarine 80 km/h 5
fast animal 120 km/h 6
arrow 240 km/h 7
fast vehicle 320 km/h 7
fast helicopter 400 km/h 7
tornado wind 480 km/h 7
terminal velocity 530 km/h 8
bullet train 560 km/h 8
airplane 810 km/h 8
pistol bullet 1,100 km/h 9
sound 1,200 km/h 9
supersonic airplane 1,900 km/h 9
rifle bullet 3,100 km/h 10
superjet 9,700 km/h 11
escape velocity 40,000 km/h 13
rocket 48,000 km/h 13

Minimum Athletics: Minimum Athletics for this speed (without powers).