Kalos Mechanism 4e EN:GM Resources: Difference between revisions
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==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 equal to the character's Power Level × 2 meters | |||
* '''Cylinder''' — Maximum radius and height equal to the character's Power Level × 1 meters | |||
* '''Line''' — Maximum width 2 m, maximum length equal to the character's Power Level × 4 meters | |||
* '''Sphere''' — Maximum radius equal to the character's Power Level × 1 meters | |||
* '''Wedge''' — Maximum length per side equal to the character's Power Level × 2 meters | |||
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables --> | |||
{| cellpadding="4" cellspacing="1" class="wikitable zebra" | |||
|+Table: Alternate Area Shapes | |||
|- | |||
! class="alignright"|Power Level | |||
! class="alignright"|Sphere/Cylinder | |||
! class="alignright"|Cone/Wedge | |||
! class="alignleft"|Line | |||
|- | |||
| class="alignright"|1 | |||
| class="alignright"|1 m radius | |||
| class="alignright"|2 m per side | |||
| class="alignright"|2 m × 4 m line | |||
|- | |||
| class="alignright"|2 | |||
| class="alignright"|2 m radius | |||
| class="alignright"|4 m per side | |||
| class="alignright"|2 m × 8 m line | |||
|- | |||
| class="alignright"|3 | |||
| class="alignright"|3 m radius | |||
| class="alignright"|6 m per side | |||
| class="alignright"|2 m × 12 m line | |||
|- | |||
| class="alignright"|4 | |||
| class="alignright"|4 m radius | |||
| class="alignright"|8 m per side | |||
| class="alignright"|2 m × 16 m line | |||
|- | |||
| class="alignright"|5 | |||
| class="alignright"|5 m radius | |||
| class="alignright"|10 m per side | |||
| class="alignright"|2 m × 20 m line | |||
|- | |||
| class="alignright"|6 | |||
| class="alignright"|6 m radius | |||
| class="alignright"|12 m per side | |||
| class="alignright"|2 m × 24 m line | |||
|- | |||
| class="alignright"|7 | |||
| class="alignright"|7 m radius | |||
| class="alignright"|14 m per side | |||
| class="alignright"|2 m × 28 m line | |||
|- | |||
| class="alignright"|8 | |||
| class="alignright"|8 m radius | |||
| class="alignright"|16 m per side | |||
| class="alignright"|2 m × 32 m line | |||
|- | |||
| class="alignright"|9 | |||
| class="alignright"|9 m radius | |||
| class="alignright"|18 m per side | |||
| class="alignright"|2 m × 36 m line | |||
|- | |||
| class="alignright"|10 | |||
| class="alignright"|10 m radius | |||
| class="alignright"|20 m per side | |||
| class="alignright"|2 m × 40 m line | |||
|} | |||
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables --> | |||
===Flexible Area Power Boost=== | |||
'''Flexible Area''' is an optional [[Kalos_Mechanism_4e_EN:Powers#Power_Boosts|power boost]] which allows the character to '''choose what shape an area power takes''' each time the power is used. Adding selective to an attack power '''does not modify the skill''' used for the attack, nor the skill used to oppose it. | |||
===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 {{KM4_DV_MODERATE}}''') '''Athletics roll''' or be knocked '''[[Kalos_Mechanism_4e_EN:Actions#Prone_Characters|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== | ==Failure== | ||
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==Hostile Environments== | ==Hostile Environments== | ||
A hostile environment makes everything more difficult. A character in a hostile environment typically incurs a '''standard penalty (-{{ | A hostile environment makes everything more difficult. A character in a hostile environment typically incurs a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)''', in addition to any other effects of the hostile environment. | ||
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===Darkness=== | ===Darkness=== | ||
Darkness, fog, rain, blizzards, and other visual impediments can make combat much more difficult. Unless they have [[Kalos_Mechanism_4e_EN:Gifts#Blindsight|Blindsight]], a character who can't see incurs a '''standard penalty (-{{ | Darkness, fog, rain, blizzards, and other visual impediments can make combat much more difficult. Unless they have [[Kalos_Mechanism_4e_EN:Gifts#Blindsight|Blindsight]], a character who can't see incurs a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)''', and they fail any Mental Combat attack rolls. | ||
===Dehydration=== | ===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 (-{{ | 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 (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} 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 [[Kalos_Mechanism_4e_EN: | Damage from dehydration is '''not restored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Gifts#Environmental_Immunity|Environmental Immunity]] is unaffected by dehydration. | ||
===Exhaustion=== | ===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 (-{{ | 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 (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} 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 [[Kalos_Mechanism_4e_EN: | A character with [[Kalos_Mechanism_4e_EN:Gifts#Environmental_Immunity|Environmental Immunity]] is unaffected by exhaustion. | ||
===Exposure=== | ===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 (-{{ | Exposure to '''extreme heat or cold''' makes even ordinary tasks more difficult. If a character is suffering from exposure, they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} 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 [[Kalos_Mechanism_4e_EN: | Damage from extremes of heat and cold is '''not restored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Gifts#Environmental_Immunity|Environmental Immunity]] is unaffected by extreme temperatures. | ||
===Falling=== | ===Falling=== | ||
A falling character faces two challenges: being weightless, and landing. First, they suffer the effects of '''[[Kalos_Mechanism_4e_EN:GM_Resources#Zero-G|being weightless]]'''. If they do not have the [[Kalos_Mechanism_4e_EN:Gifts#Zero-G_Combat|Zero-G Combat]] gift, they incur a '''standard penalty (-{{ | A falling character faces two challenges: being weightless, and landing. First, they suffer the effects of '''[[Kalos_Mechanism_4e_EN:GM_Resources#Zero-G|being weightless]]'''. If they do not have the [[Kalos_Mechanism_4e_EN:Gifts#Zero-G_Combat|Zero-G Combat]] gift, they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} 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. | ||
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===Fire=== | ===Fire=== | ||
If a character is on fire, they incur a '''standard penalty (-{{ | If a character is on fire, they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} 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 [[Kalos_Mechanism_4e_EN:Actions#Terrifying_Attacks|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. | ||
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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. | 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 (-{{ | If a character has been poisoned, they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} 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. | 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. | ||
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Some poisons and pathogens have additional effects, such as blindness or paralysis. | 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 [[Kalos_Mechanism_4e_EN: | Damage from poisons and pathogens is '''not restored by rest and recuperation''' until the poison or pathogen itself is cured. A character with [[Kalos_Mechanism_4e_EN:Gifts#Environmental_Immunity|Environmental Immunity]] is unaffected by poisons and pathogens. | ||
===Pressure=== | ===Pressure=== | ||
If a character is exposed to '''extreme atmospheric pressure''', they incur a '''standard penalty (-{{ | If a character is exposed to '''extreme atmospheric pressure''', they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} 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 [[Kalos_Mechanism_4e_EN: | Damage from extreme atmospheric pressure is '''not restored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Gifts#Environmental_Immunity|Environmental Immunity]] is unaffected by high pressure. | ||
===Radiation=== | ===Radiation=== | ||
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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. | 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 (-{{ | If a character has developed acute radiation syndrome, they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} 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. | 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. | ||
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Some radiation may have additional effects, such as blindness or paralysis. | 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 [[Kalos_Mechanism_4e_EN: | Damage from acute radiation syndrome is '''not restored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Gifts#Environmental_Immunity|Environmental Immunity]] is unaffected by ionizing radiation. | ||
===Starvation=== | ===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 (-{{ | 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 (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} 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 [[Kalos_Mechanism_4e_EN: | Damage from starvation is '''not restored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Gifts#Environmental_Immunity|Environmental Immunity]] is unaffected by starvation. | ||
===Suffocation=== | ===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 (-{{ | 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 (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} 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 [[Kalos_Mechanism_4e_EN: | Damage from suffocation is '''not restored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Gifts#Environmental_Immunity|Environmental Immunity]] is unaffected by suffocation. | ||
===Underwater=== | ===Underwater=== | ||
If a '''character is underwater''' and does not have the [[Kalos_Mechanism_4e_EN:Gifts#Underwater_Combat|Underwater Combat]] gift, they incur a '''standard penalty (-{{ | If a '''character is underwater''' and does not have the [[Kalos_Mechanism_4e_EN:Gifts#Underwater_Combat|Underwater Combat]] gift, they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. A long period spent underwater may have other effects. | ||
===Vacuum=== | ===Vacuum=== | ||
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===Zero-G=== | ===Zero-G=== | ||
If a '''character is weightless''' and does not have the [[Kalos_Mechanism_4e_EN:Gifts#Zero-G_Combat|Zero-G Combat]] gift, they incur a '''standard penalty (-{{ | If a '''character is weightless''' and does not have the [[Kalos_Mechanism_4e_EN:Gifts#Zero-G_Combat|Zero-G Combat]] gift, they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. Long-term weightlessness may have other effects. | ||
==Mass== | ==Mass== | ||
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| class="alignright"|20 | | class="alignright"|20 | ||
|} | |} | ||
'''Athletics:''' Minimum Athletics to "deadlift" the object (without powers).<br /> | |||
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables --> | <!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables --> | ||
==Speed== | ==Speed== | ||
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| class="alignright"|13 | | class="alignright"|13 | ||
|} | |} | ||
'''Minimum Athletics:''' Minimum Athletics for this speed (without powers)<br /> | '''Minimum Athletics:''' Minimum Athletics for this speed (without powers).<br /> | ||
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables --> | <!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables --> | ||
Latest revision as of 10:41, 24 June 2024
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 equal to the character's Power Level × 2 meters
- Cylinder — Maximum radius and height equal to the character's Power Level × 1 meters
- Line — Maximum width 2 m, maximum length equal to the character's Power Level × 4 meters
- Sphere — Maximum radius equal to the character's Power Level × 1 meters
- Wedge — Maximum length per side equal to the character's Power Level × 2 meters
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 Power Boost
Flexible Area is an optional power boost which allows the character to choose what shape an area power takes each time the power is used. Adding selective to an attack power does not modify the skill used for the attack, nor the skill used to oppose it.
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.
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".
|
|
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.
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.
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.
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.
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.
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).