Professional Documents
Culture Documents
Character creation
New stats
Perception and Intelligence created in the same way as the others. Bonus to perception
if player receives appropriate super power. Use same principle as super strength/vigour.
Both should be used on the roll under on a d20 principle with appropriate modifiers for
darkness/powers/easy or difficult problems.
Cash
Financial resource
1
2
3
4
5
Skills
Players can exchange a power role for one on the skill table.
Selecting Powers
A Player MAY select powers, however this is at an exchange rate of 2 for 3. I.e. for
every 3 power rolls a player gives up he can select 2 powers/skills/ABs. A player cannot
select any power that costs 2 or 1 power at level 2.
Contacts
The contacts advantageous background gives you a contacts rating of 8, made up as you
see fit (see contacts spreadsheet).
DUPs
Advancement
High or low intelligence will provide a modifier to the time it takes for advancement.
The % modifier is the amount above 12 or below 9. A character with an IQ of 17 would
receive a 5% reduction in the time taken to learn new skills or powers.
Equipment
Grade 1:
Foes at -1 to hit
Grade 2
Foes at -2 to hit
Grade 3
Foes at -3 to hit
Insect size
Skill
Effect
14
58
9 12
13 16
17 20
21 24
25 28
29 32
33 36
37 40
Quick Learner
Brilliant Chemist
Brilliant Geologist
Brilliant Geneticist
Brilliant Physicist
Brilliant Mechanic
Brilliant Electrical Eng
Brilliant Biologist
Law
Law Enforcement
41 44
45 48
49 52
53 56
Criminology
Psychiatry
Occult
Resist Domination
57 60
61
62
63
64 67
Resist Magic
Artist
Additional Language
Performer
Computers
68 71
72 75
76 79
80 83
84 87
Disguise
Escapology
Gymnastics
Hide in Shadows
Thief
88 91
92 95
96 00
Pilot
Medicine
Players choice/Create your own
Lawyer/practice law
Licence to carry gun - Police/FBI
etc
See Brilliant Chemist.
As above
+5 to IQ for related problems.
Further +5 to resist if
concentrate
+5 to resist magic if concentrate
Mod to Fin
Resource roll
0
40
40
40
40
40
40
40
40
10
25
25
5
0
0
0
5
5
40
0
0
0
0
0
15
15
Combat
Modifier
Agility
Reactions
Superspeed
Intuition
Weapon Class
Mass increase
+2 per level
+5
+10 per level
+5
Double it and add to initiative
-5 if mass doubled
For every 10 above your opponent you get an additional frame before they act.
Modifiers
+3 for height advantage
+1/-1 for every 3 above difficulty number
+2 when HTH
Aiming
Location
+ to Diff
Location
+ to Diff
Stomach/Chest
Legs/Arms
Forearm/lower leg etc
+2
+4
+5
Head/hands/feet
+6
Postage stamp size +10
Parries
Characters using martial arts or weapon skill have their die roll doubled when parrying.
Damage bonuses are unaffected
Characters using Weapon Skill: Shield, have their die roll tripled.
This could be further increased as a power refinement, of course.
Charging
Frame One -- move
Frame Two -- attack & recover.
Actions
If a combat option takes 2 frames (i.e. an action) it does not take place until the second
frame. The only time it is interrupted and prevented from happening is if someone is
knocked back.
Magic Energy Strike
Strike roll is against unarmoured DC (probably 6. 7 or 10 12) .
Magic and Mental attacks are unaffected by Armour or Tough Skin (unless they are
magical in origin) and therefore ignore normal dividers. Cover, also provides no
protection as long as the attacker can see the individual. However, they do receive an
EGO divider consult the Strength divider table but apply EGO instead to determine
their mental/magical dividers. Against other magic/psychic users the individual receives
a +5 bonus to their EGO (if they spend 1 power point {lasts 5 rounds} plus a further +5 if
they have magic/mental resistance) for the purposes of calculating their dividers.
Magical or Psychic attacks cannot target specific areas and therefore cannot receive a
bonus to damage.
Cannot be parried unless by magic/magical object, but it can be dodged (use dex vs
magic and ego vs mental). Neither can affect anything non-sentient (robots for
example). Magical attacks generally concentrate on causing pain to the soul whilst
mental attacks focus on causing pain to the mind.
There is no physical affect to the individual other than those caused by extreme stress
i.e. the physical reaction to pain (adrenaline etc). Every attack varies slightly between
individuals in the way it looks and affects others. For example some magicians attacks
resemble fire or lighting. On occasions the pain that individuals feel has been sufficient
to manifest itself with physical symptoms burns etc, though this is generally unusual.