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=Aberrant Conversion= | =Aberrant Conversion= | ||
[[Aberrant Rules Conversion]] | [[Aberrant Rules Conversion]] | ||
+ | ==Quantum Pool== | ||
+ | Characters may take a ‘quantum pool’ limit on the use of powers. Each power taken this way has a limit on number of uses or duration of use. Activating a power costs 1 quantum, maintaining a power costs 1 quantum per [Power Level of Character] turns. Treat this as a drawback, reducing the cost of any powers taken thus by a fixed number of power points.<br> | ||
+ | 25 Quantum = -1pt<br> | ||
+ | 10 Quantum = -2pts<br> | ||
+ | 5 Quantum = -3pts<br> | ||
+ | |||
+ | ''Example'': Blast (Quantum Bolt) Rank 8 costs 16 power points. If the Quantum Bolt had a limit of 25 shots it would cost 15 power points. 10 shots would cost 14 power points. 5 shots would cost 13 power points.<br> | ||
+ | ''Example 2'': Flight Rank 5 (assuming a starting PL8 nova), costs 10 power points. 25 ‘uses’ would cost 9 power points, and the character could maintain the power for 200 turns (20 minutes; 8 times 25). 10 ‘uses’ would cost 8 power points and the power could be maintained for 80 turns (8 minutes). 5 ‘uses’ would make the power cost 7 power points, and it could be maintained for 40 turns (4 minutes).<br> | ||
+ | |||
+ | '''Recovering''' - Quantum Pool is recovered at the end of a scene/encounter for every power. A character may also use extra effort to instantly replenish the quantum pool of a power.<br> | ||
+ | |||
+ | '''Unreliable''' (Highly Limited Quantum Pool) - Characters can take the Unreliable Flaw (-1/rank to power cost) on powers with extremely limited quantum pools. This flaw allows the character to use the power only 5 times per ''session'' as opposed to per encounter uses. Each additional use of the power costs 1 hero point, or gaining 1 point of Taint.<br> | ||
+ | |||
+ | <br> | ||
+ | ==Taint== | ||
+ | Characters acquire Taint through a variety of means. <br> | ||
+ | * '''Extra Effort''' (Maxing) - In place of suffering fatigue, a character may take a point of temporary Taint to use extra effort. Tainted Extra Effort does not count toward a character’s limit on using extra effort once per action. | ||
+ | * '''Power Botch''' - If a character rolls a natural ‘1’ when using a power they have applied Extra Effort to, they risk gaining Taint. Make a Fortitude Save (even if you are Immune to Fortitude Effects), at a DC of 10 + [Power’s Enhanced Level]. Failure garners the character 1 point of Taint for every application of Extra Effort applied. | ||
+ | * '''Madness''' - In extreme situations, mental stress may cause Taint on its own. The GM may call for a Will save, DC 10 + [the character’s Power Level], modified by the situation. Failure gives the character a point of Taint. | ||
+ | |||
+ | ===Effects of Taint=== | ||
+ | Each point of Taint a character gains is added to a pool. Once the pool reaches [Character’s Power Level], the character gains a '''Rank''' of Taint. Each Rank of Taint must be used in one of the following ways:<br> | ||
+ | * Reduce an Ability Score by 1. This reduction is permanent, and that Ability may not be increased with Experience without GM permission. | ||
+ | ** ''Example'' - Wisdom 15 becomes Wisdom 14. | ||
+ | * Gain an ‘Aberration’. The character acquires a Drawback worth one power point. The character does not gain bonus PP or Hero Points for this Aberration. | ||
+ | ** ''Example'' - The character’s Skin gains a Metallic Sheen (Protection becomes Obvious, the Noticeable Drawback). | ||
+ | * Defer the Taint. The character may store this Rank of Taint and allocate its effects later. | ||
+ | ** A character may defer up to 5 Ranks of Taint, at which point all five ranks are spent at once on one of the two previous effects (lowering an Ability by 5, or gaining a 5-point Drawback). | ||
+ | ** Ranks of Taint may be allocated at any time, until rank 5 is reached when they are allocated immediately. This allows a character to end up with a 2-4 point drawback, or lose 2-4 points in an Ability. | ||
+ | |||
+ | <br> | ||
+ | ==Character Creation== | ||
+ | Starting Novas are built as follows:<br> | ||
+ | '''Step 1''' - Make a human. 50 Power Points, and a general cap of +5 on - Strength and Constitution Modifiers, Attack, Defense, Toughness. +10 Cap on - Total saving throw modifiers, Skill Ranks, Ability Modifiers (aside from Strength or Constitution).<br> | ||
+ | '''Step 2''' - Nova. Add 70 more Power Points, and increase caps by 3. You are now a Power Level 8 Nova.<br> |
Revision as of 23:45, 12 February 2008
Contents |
Niz and Masterminds
[1] Niz Iron Heroes
[2] Niz and Dragons
[3] Niz of Darkness
[4] Niz Exalted
Games
Golden Age of Freedom
Freedom-City setting game [5]
Let’s beat up some Nazis!
- Set in WW2, Freedomverse. Thus, a Kitchen-Sink setting, but remember Golden Age tendencies.
- In other words: Pulp heroes, Supers with shtick powers they make as much use of as possible, etc.
- This is pretty much just a general concept of a game, not so much a specific plot or storyline.
- Character Creation - Power Level 8, 120 Power Points.
- Yes, re-enacting the last moment of American glory, and the last fairly-clearly delineated war, in modern history. Plus, Cthulhu might get involved.
Timeline
There won’t be much in the way of historical accuracy here. I know about as much about WW2 as you know about something you don’t know much about.
- It’s February, 1942. So far, nothing has changed from the normal timeline.
Characters
Dwellers in the System
Paragons setting game [6]
Paragons are those who have awakened to an amazing truth. Everyone is inside of a computer system.
- The Breakout is the moment where a paragon sees the Code. Not everyone can handle it however and plenty of paragons either blank the memory, interpret it as magical writings or the name of God, or some other phenomenon. Others understand to some degree what they saw.
- Normal people cannot comprehend this truth. Attempting to tell them always results in the Paragon being thought of as odd, probably due to their powers.
- The real world is active memory, the Imageria is basically stored memory (hard drive). Some believe that beyond the Abyss, a paragon would awaken fully and escape the system.
- Not all paragons wish to escape, there are many who enjoy the power they wield in the only world they have ever known.
- Character Creation - make a 50 power point human, then add 100PP to make them a super. Power Level 10.
- Two of the NPC Paragons are assumed to exist: Patriot and Proteus. Others may be used but are not necessarily assumed.
Steam and Iron
A Custom Setting [7]
Steam-punk set in old Victorian England.
- More to be added at a later time.
Aberrant Conversion
Quantum Pool
Characters may take a ‘quantum pool’ limit on the use of powers. Each power taken this way has a limit on number of uses or duration of use. Activating a power costs 1 quantum, maintaining a power costs 1 quantum per [Power Level of Character] turns. Treat this as a drawback, reducing the cost of any powers taken thus by a fixed number of power points.
25 Quantum = -1pt
10 Quantum = -2pts
5 Quantum = -3pts
Example: Blast (Quantum Bolt) Rank 8 costs 16 power points. If the Quantum Bolt had a limit of 25 shots it would cost 15 power points. 10 shots would cost 14 power points. 5 shots would cost 13 power points.
Example 2: Flight Rank 5 (assuming a starting PL8 nova), costs 10 power points. 25 ‘uses’ would cost 9 power points, and the character could maintain the power for 200 turns (20 minutes; 8 times 25). 10 ‘uses’ would cost 8 power points and the power could be maintained for 80 turns (8 minutes). 5 ‘uses’ would make the power cost 7 power points, and it could be maintained for 40 turns (4 minutes).
Recovering - Quantum Pool is recovered at the end of a scene/encounter for every power. A character may also use extra effort to instantly replenish the quantum pool of a power.
Unreliable (Highly Limited Quantum Pool) - Characters can take the Unreliable Flaw (-1/rank to power cost) on powers with extremely limited quantum pools. This flaw allows the character to use the power only 5 times per session as opposed to per encounter uses. Each additional use of the power costs 1 hero point, or gaining 1 point of Taint.
Taint
Characters acquire Taint through a variety of means.
- Extra Effort (Maxing) - In place of suffering fatigue, a character may take a point of temporary Taint to use extra effort. Tainted Extra Effort does not count toward a character’s limit on using extra effort once per action.
- Power Botch - If a character rolls a natural ‘1’ when using a power they have applied Extra Effort to, they risk gaining Taint. Make a Fortitude Save (even if you are Immune to Fortitude Effects), at a DC of 10 + [Power’s Enhanced Level]. Failure garners the character 1 point of Taint for every application of Extra Effort applied.
- Madness - In extreme situations, mental stress may cause Taint on its own. The GM may call for a Will save, DC 10 + [the character’s Power Level], modified by the situation. Failure gives the character a point of Taint.
Effects of Taint
Each point of Taint a character gains is added to a pool. Once the pool reaches [Character’s Power Level], the character gains a Rank of Taint. Each Rank of Taint must be used in one of the following ways:
- Reduce an Ability Score by 1. This reduction is permanent, and that Ability may not be increased with Experience without GM permission.
- Example - Wisdom 15 becomes Wisdom 14.
- Gain an ‘Aberration’. The character acquires a Drawback worth one power point. The character does not gain bonus PP or Hero Points for this Aberration.
- Example - The character’s Skin gains a Metallic Sheen (Protection becomes Obvious, the Noticeable Drawback).
- Defer the Taint. The character may store this Rank of Taint and allocate its effects later.
- A character may defer up to 5 Ranks of Taint, at which point all five ranks are spent at once on one of the two previous effects (lowering an Ability by 5, or gaining a 5-point Drawback).
- Ranks of Taint may be allocated at any time, until rank 5 is reached when they are allocated immediately. This allows a character to end up with a 2-4 point drawback, or lose 2-4 points in an Ability.
Character Creation
Starting Novas are built as follows:
Step 1 - Make a human. 50 Power Points, and a general cap of +5 on - Strength and Constitution Modifiers, Attack, Defense, Toughness. +10 Cap on - Total saving throw modifiers, Skill Ranks, Ability Modifiers (aside from Strength or Constitution).
Step 2 - Nova. Add 70 more Power Points, and increase caps by 3. You are now a Power Level 8 Nova.