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

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 skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL BONUS 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 Blindfighting or Blindsight, a character who can't see incurs a skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL BONUS 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 skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL 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 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 skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL 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 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 skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL 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 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 skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL 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.


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 skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL 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 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 skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL 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.

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 skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL 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 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 skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL 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.

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 skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL 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 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 skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL 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 Environmental Immunity is unaffected by suffocation.

Underwater

If a character is underwater and does not have the Underwater Combat gift, they incur a skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL BONUS 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 skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL BONUS DV). Long-term weightlessness may have other effects.

Mass

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


Table: Mass
Object Mass (kg) To Lift
small dog 10 kg 0
mountain bike 10 kg 0
watermelon 10 kg 0
used tire 10 kg 0
case of beer 10 kg 0
full suitcase 20 kg 1
medium dog 20 kg 1
electric mountain bike 35 kg 2
single bed 35 kg 2
small sofa 35 kg 2
wood bookcase 35 kg 2
full pony keg of beer 45 kg 2
small sea turtle 45 kg 2
large dog 65 kg 2
small adult 65 kg 2
full keg of beer 75 kg 2
trim adult 80 kg 2
manhole cover 90 kg 2
medium adult 90 kg 2
small floor safe 90 kg 2
wood chest 90 kg 2
large adult 125 kg 3
female brown bear 135 kg 3
huge adult 150 kg 3
oil drum (full) 150 kg 3
refrigerator 150 kg 3
wood table 150 kg 3
male brown bear 180 kg 3
sport motorcycle 180 kg 3
dumpster 200 kg 3
gun safe 200 kg 3
large sea turtle 200 kg 3
lion 200 kg 3
small armoire 200 kg 3
weapon locker 200 kg 3
dolphin 225 kg 3
harpsichord 225 kg 3
large predator 225 kg 3
cruiser motorcycle 250 kg 3
female polar bear 250 kg 3
baby grand piano 300 kg 3
medium armoire 300 kg 3
medium floor safe 300 kg 3
tiger 300 kg 3
Twinkie 11 meters long 300 kg 3
vending machine 300 kg 3
female grizzly bear 350 kg 4
large armoire 400 kg 4
large desk 400 kg 4
riding horse 400 kg 4
touring motorcycle 400 kg 4
telephone pole 450 kg 4
light wagon (empty) 500 kg 4
male polar bear 500 kg 4
grand piano 550 kg 4
cow 600 kg 4
draft horse 600 kg 4
sailboat 600 kg 4
small sailboat 600 kg 4
speedboat 600 kg 4
male grizzly bear 750 kg 4
car trailer 800 kg 4
light wagon (loaded) 900 kg 4
small car 900 kg 4
civilian helicopter 1,000 kg 4
heavy wagon (empty) 1,000 kg 4
medium missile 1,200 kg 5
6 m propane tank 1,500 kg 5
cruise missile 1,500 kg 5
large missile 1,600 kg 5
medium car 1,600 kg 5
small SUV 1,600 kg 5
small truck 1,600 kg 5
granite monument 1,800 kg 5
hippopotamus 2,000 kg 5
large car 2,000 kg 5
large herbivore 2,000 kg 5
limousine 2,000 kg 5
medium SUV 2,000 kg 5
medium truck 2,000 kg 5
6 m cargo container 2,300 kg 5
large meteor 2,300 kg 5
small forklift 2,300 kg 5
large SUV 2,500 kg 5
large truck 2,500 kg 5
hovercraft 2,700 kg 5
Jersey barrier 2,700 kg 5
Humvee 3,000 kg 5
small military helicopter 3,000 kg 5
12 m cargo container 4,000 kg 6
armored Humvee 4,000 kg 6
monster truck 4,000 kg 6
Asian elephant 4,500 kg 6
dump truck (empty) 5,000 kg 6
heavy wagon (loaded) 5,000 kg 6
huge herbivore 5,000 kg 6
African elephant 6,300 kg 6
corporate jet 6,400 kg 6
helicopter 6,400 kg 6
school bus 6,400 kg 6
light fighter jet 7,000 kg 6
howitzer 7,300 kg 6
travel trailer 7,300 kg 6
cargo helicopter 8,300 kg 6
garbage truck 8,600 kg 6
large military helicopter 9,000 kg 6
mobile home 11 t 7
armored car 12 t 7
fighter jet 13 t 7
spy satellite 13 t 7
subway car 13 t 7
motorhome RV 14 t 7
tractor-trailer (empty) 16 t 7
passenger bus 18 t 7
dump truck (loaded) 20 t 7
Polaris missile 20 t 7
double-wide mobile home 22 t 7
infantry fighting vehicle 25 t 7
houseboat 29 t 7
railroad boxcar (empty) 29 t 7
private jet 30 t 7
tractor-trailer (loaded) 36 t 8
bulldozer 37 t 8
car crusher 37 t 8
fire truck 37 t 8
armored personnel carrier 38 t 8
cargo plane (empty) 40 t 8
bank vault 50 t 8
cargo container lift truck 50 t 8
Easter Island stone head 50 t 8
M1 Abrams tank 50 t 8
tank 50 t 8
tanker truck (loaded) 50 t 8
Trident missile 50 t 8
40 m water tower 71 t 8
heavy machinery crane 73 t 8
cargo plane (loaded) 80 t 8
railroad boxcar (loaded) 100 t 8
60 m radio tower 109 t 9
wooden house 136 t 9
male blue whale 150 t 9
huge mining dump-truck 164 t 9
female blue whale 190 t 9
fishing trawler 200 t 9
Titan II rocket 200 t 9
locomotive 210 t 9
brick house 273 t 9
huge hovercraft 273 t 9
transport ship spacecraft 273 t 9
large passenger plane (empty) 300 t 9
hydro-electric generator 345 t 10
large passenger plane (loaded) 400 t 10
trawler 400 t 10
yacht 400 t 10
huge crane 591 t 10
300 m radio tower 600 t 10
huge mining excavator 727 t 10
drilling rig 800 t 10
small bridge 1,600 t 11
tugboat 3,200 t 12
short train 4,000 t 12
rocket launch tower 5,000 t 12
nuclear submarine 6,900 t 12
Eiffel Tower 7,300 t 12
10 story building 9,000 t 12
destroyer 9,000 t 12
Brooklyn Bridge 10,000 t 12
freighter (unloaded) 12,500 t 13
long train 20,000 t 13
freighter (loaded) 25,000 t 13
large bridge 25,000 t 13
huge nuclear submarine 48,000 t 14
aircraft carrier 80,000 t 14
tanker ship (loaded) 100,000 t 14
large office building 200,000 t 15
large tanker ship (loaded) 200,000 t 15
cruise ship 225,000 t 15
Empire State Building 331,000 t 16
Ultra Large Crude Carrier (empty) 400,000 t 16
Ben Franklin Bridge 600,000 t 16
huge tanker ship (loaded) 600,000 t 16
Ultra Large Crude Carrier (loaded) 600,000 t 16
huge bridge 800,000 t 16
Golden Gate Bridge 800,000 t 16
huge skyscraper 900,000 t 16
Great Pyramid of Khufu 5,000,000 t 18
Three Gorges Dam 9,500,000 t 18
Great Wall of China 55,000,000 t 20

To Lift: Minimum Athletics to "deadlift" the object

Speed

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


Table: Speed
Object Speed Athletics
avg Human running 2 2
max Human running 45 km/h 4
fast submarine 80 km/h 5
fast animal 121 km/h 6
arrow 240 km/h 7
fast vehicle 322 km/h 7
fast helicopter 402 km/h 7
tornado wind 483 km/h 7
terminal velocity 526 km/h 8
bullet train 563 km/h 8
airplane 805 km/h 8
pistol bullet 1,094 km/h 9
sound 1,225 km/h 9
supersonic airplane 1,931 km/h 9
rifle bullet 3,058 km/h 10
superjet 9,656 km/h 11
escape velocity 40,234 km/h 13
rocket 48,280 km/h 13
solar winds 482,802 km/h 16

Athletics: Minimum Athletics for this speed