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DC Heroes RPG - New Rules - Limitations

New Rules File Limitations


Compiled, formatted, edited, etc. by Roy Cowan
Writeups.org & Amazon.com recommend Blood of Heroes RPG and DC Adventures
RPG.

Index
Acceleration New Limitation
Activation New Limitation
Always On and Already Factored In Usage note
Armour-Piercing New Limitation
Contingent a.k.a. Derived New Limitation
Focused New Limitation
Marginal New Limitation
Partial Invisibility New Limitation
Regretful New Limitation
Requires DNA Sample New Limitation

Content
Acceleration New Limitation
Author: Dr. Peter S Piispanen
Helper: Eric Langendorff
Factor Cost Modifier: -1 or -2
A movement power with this Limitation cannot be used at its full APs in the first phase (as
is normal) but has to build up speed turn by turn according to the following formula:
Result Speed in APs = (Acceleration Factor + APs of time accelerating, using linear
addition) + Current Speed in APs, using AP addition; The APs of Result Speed cannot
exceed the top speed of the vehicle.
The Acceleration Factor (A) is the exact APs of speed gained by the vehicle in one round
of acceleration, calculated using the formulas listed below.!An A of 4.6 or higher is a -1
FC Limitation, an A below that is a -2 FC Limitation.!This is based on current automotive
standards of high performance vehicles being able to go from 0 to 100km/h (60mph) in 6

seconds or less.!The GM may wish to adjust this number depending on the setting.!A
1930s pulp fiction setting would probably have lower accelerations in general, while a
campaign focusing on jet fighters in the future would have much higher ones.
Example A numbers are listed below, after which are two examples of cars with
accelerations in that category and those cars top speeds.!These numbers are usually
based on manufacturers statements and may not match with actual tested
performances.
2.5 seconds* = A of 5.865
2006 Bugatti Veyron 16.4 Top Speed: 407.47 km/h (253.19 mph); 7.213 APs
2007 Caparo T1 Top Speed: 330 km/h (205 mph); 6.909 APs
2.8 seconds = A of 5.701
2006 Saleen S7 Twin Turbo** Top Speed: 322 km/h (200 mph); 6.874 APs
2007 Ascari A10 Top Speed: 350 km/h (220 mph); 6.994 APs
3.1 seconds = A of 5.555
2006 Koenigsegg CCX Top Speed: 395 km/h (245 mph); 7.168 APs
2006 Mosler MT900 Photon Top Speed: 241 km/h (150 mph); APs
3.4 seconds = A of 5.422
2007 Lamborghini Gallardo Superleggera Top Speed: 315 km/h (196 mph); 6.842 APs
2007 Porsche 911 Turbo Top Speed: 310.59 km/h (193 mph); 6.822 APs
3.7 seconds = A of 5.299
1997 Ferrari F50 Top Speed: 325 km/h (202 mph); 6.887 APs
2006 Chevrolet Corvette Z06 Top Speed: 318.64 km/h (198 mph); 6.858 APs
4 seconds*** = A of 5.187
2005 Lotus Exige 240R Top Speed: 249 km/h (155 mph); 6.503 APs
2006 Dodge Viper SRT-10 Top Speed: 314 km/h (195 mph); 6.837 APs
5 seconds = A of 4.865
1999 Porsche 911 Carrera Top Speed: 260.7 km/h (162 mph); 6.569 APs
1998 Chevrolet Corvette Convertible Top Speed: 265.53 km/h (165 mph); 6.595 APs
6 seconds**** = A of 4.602
7 seconds = A of 4.379
1987 Pontiac Firebird Trans Am GTA (auto) Top Speed: 257.49 km/h (160 mph); 6.551

APs
1999 Honda Civic SI Top Speed: 241.39 km/h (150 mph); 6.458 APs
8 seconds***** = A of 6.187 1994 Saab 900 SE Top Speed: 211 km/h (131 mph); 6.264
APs
1998 Chrysler Concorde LXi Top Speed: 185.07 km/h (115 mph); 6.075 APs
10 seconds = A of 3.865
1992 Buick Skylark GS Top Speed: Unknown
1998 Toyota Corolla LE Top Speed: 177.02 km/h (110 mph); 6.01 APs
12 seconds = A of 3.602
1993 Subaru Impreza LS AWD Top Speed: 220 km/h (137 mph); 6.324 APs
* This is the highest acceleration speed currently (as of 2008) available for line production
cars.
** At 257 km/h (160mph), the Saleen S7s airflow creates its own weight in downforce,
theoretically producing enough downforce to drive upside down.
*** This is the current cut-off for super cars.
**** This is the current cut-off for high performance cars.
***** Most current production cars can reach 100km/h within this time.
Detailed example 1996 Mitsubishi Eclipse Spyder GST:
0-100 km/h in 6.8 secs = 5.187 APs of speed in 0.7655 APs of time
Result speed = (A + APs of time) + current speed
5.187 = (A + 0.7655) + 0 = A + 0.7655
A = 5.187 - 0.7655 = 4.4215
Top speed: 209.2 km/h ( mph) = 6.252 APs.
MITSUBISHI ECLIPSE SPYDER GST
[STR: 04, BODY: 05, Running 6.252, Limitation: Acceleration (A=4.415), R#2]
Other applications of the A parameter:
Question: What is the current speed of an accelerating Spyder after 1 second?
Answer: 4.4215 + (-2) = 2.4215 APs of speed (or 14.71 km/h)
Question: A Spyder has 6.252 APs of Running; how long acceleration is required to reach
top speed?
Answer: 6.252 = 4.415 + APs of time => APs of time accelerating = 1.837 (or 14.3
seconds).

Calculations used for real-life Acceleration parameters (A values):


Speed = v + at = a * time (since v = 0 if vehicle is starting from standing still)
Log speed = log a + log t = A + log t
0 APs of speed (0 APs of distance in 0 APs of time) = 10 feet in 4 seconds = 2.745 km/h
Speed in km/h = 2.745 * 2^(APs of speed)
APs of speed = log (speed in km/h / 2.745) / log(2)
100km/h (60mph) = 5.187 APs of speed
Time in seconds = 4 * 2^(APs of time)
APs of time equals = log (time in seconds / 4) / log(2)
Activation New Limitation
Author: Rezcat
Factor Cost Modifier: -1 to -3
An ability with this Limitation does not always activate every time it is needed.!The
Power does not burn out or need to be recovered, it simply fails to start in the first
place.!If any initial roll made with this ability is equal to or less than the appropriate
Activation Number, the ability fails and cannot be used that phase; In the case of Auto
Powers, simply make a roll before use.!This failure still consumes an Auto or Dice Action,
depending on the Power or Skill.!Another attempt may be tried in the characters next
phase without penalty.
Success means the power activates and is used normally.!Auto Action Powers will
operate until shut down and re-activated while Dice Action Powers must be re-activated
for each use.!Minor Activation may not be used along with the Catastrophic Burnout
Limitation.
This Limitation is useful for emulating gadgets with stubborn starting mechanisms, or
newly empowered characters that simply have no idea how to get their powers to work.!
Most characters with this Limitation buy it off rather early in their careers.
Severity

Activation #

Factor Cost Modifier

Minor

-1

Serious

-2

Catastrophic

11

-3

Always On and Already Factored In Usage note


Author: Sbastien Andrivet

This shorthand is frequently employed in writeups.org entries - almost always for Growth,
though it is occasionally used for Density Increase (Self Only) or Shrinking.!It means that
the core effects of Growth have already been factored into the stats - STR, Physical RV,
movement rates, Physical OV.
Aspects of Growth that are not part of a character sheet (possibility to do Sweep Attacks,
reaching the top shelves, being easily spotted, etc.) are handled normally.!But use the
numbers provided for everything else.
In an entry where Growth is noted as being Always On and Already Factored In, the
Growth Power is thus largely cosmetic, telling how large the character is in APs but not
playing much of a role otherwise - since everything is already factored into other
characteristics.
It is not intended as something to use when building Player Characters - just a simple
shorthand for Non-Player Characters stats.
Armour-Piercing New Limitation
Author: Unknown
Factor Cost Modifier: -1 or -2
This Limitation simulates armour-piercing attacks by adding 02 APs to the EV but dividing
the total RAPs gained by 2 (-1FC) or 4 (-2FC).
Designers notes: This may be redundant if you are already using the Sharpness Power.
Contingent a.k.a. Derived New Limitation
Author: Danielle Mendus

Helpers: Morgan Champion, Chris Cottingham


Factor Cost Modifier: -1
A power with this Limitation is not an individual ability.!Rather, it is a side effect or
special use of another Power the character possesses.!It is much like a Trick Power, but
one that the hero uses so frequently they no longer need to make a Check or pay HPs to
do so.!When a power is assigned this Limitation, the player also selects a main Power
which this Power is Contingent on.!The main Power must be of equal or higher APs than
this power.
Since it is not a separate Power, the Contingent Power suffers the same penalties as the

main Power and must, if the GM thinks it is necessary, have the same Limitations as the
main Power.!The Contingent Power cannot be used to perform Trick Powers use the
main Power for this instead.!The Contingent power may not be targeted by Power Drain,
Mimicry, Adaptation or Neutralize.!However, if the main powers APs are reduced in any
way, the Contingent Powers APs are reduced in the same proportion (round down).!The
Contingent Powers APs cannot be Recovered separately, but will increase when the main
Powers APs are Recovered.
Example: A speedster has Superspeed: 18 and Air Control: 07 (Contingent on
Superspeed), representing his ability to move so fast he can create vortices and
whirlwinds.!He can use Air Control freely so long as he can use Superspeed.!An
opponent uses his Neutralize: 16 power on the speedster.!He cant target Air Control,
but he can target Superspeed, which he manages to reduce to 07 APs (about 39% of his
original APs).!Air Control is also reduced to 02 APs - he can still use it, but it is much
less effective at this level.
Designers notes: This Limitation was designed to supplement Elemental.!While
Elemental Linking can do a fair job of representing Powers that are aspects of a singular
ability, it was not a fair representation of lesser Powers that were applications of a single
dominant ability.
Focused New Limitation
Author: Unknown
Factor Cost Modifier: -1
An Automatic Power with this Limitation requires immense concentration to use and thus
prevents use of Dice Actions while the Power is active.!This Limitation is normally
assigned only to Automatic Powers.!It may be assigned to Auto/Dice powers, but is only
in use when the power is used as an Automatic Action.!A power may not have both the
Focused and Always On Limitations.
Marginal New Limitation
Author: Sbastien Andrivet
Helper: kittenloveseverybody
Factor Cost Modifier: Varies
A Power with this Limitation is not very frequently used, even when it would be ideal to do
so.!This may be a matter of personal preference, lack of practice, absent-mindedness,

or (metafictionally) inattentive writers.!In addition to those potential personality issues,


the Marginal Limitation may also represent an ability that is difficult for the character to
activate under normal circumstance.!Note that it is not a Power Burnout - the Power is
not inherently unstable, just seldom used.
A Power with a Marginal Power Limitation can only be activated by spending a number of
Hero Points, as indicated below.!An activated Marginal Power lasts for a whole scene,
as determined by the GM.
Severity

Activation Cost

Factor Cost Modifier

Minor

5 HPs

-1

Serious

15 HPs

-2

Catastrophic

30 HPs

-3

Partial Invisibility New Limitation


Author: Tiago Quintanad
Helper: Adam Fuqua, Roy Cowan, Pufnstuff
Factor Cost Modifier: -1 or -2
When purchased with this Limitation, Invisibility renders the character transparent but not
completely invisible.!This allows other characters to make a standard visual Perception
Check to see the invisible character, even if they do not have special visual Powers.!A
successful Perception Check will reveal the invisible characters position, but will not
reveal precise visual details regarding the invisible character.
The standard version of this Limitation is Partial Invisibility Only at a -2 Factor Cost.!For
characters who are completely invisible while motionless but can be seen more easily
when moving, the Limitation is purchased as Partial Invisibility While Moving at a -1 Factor
Cost.
Regretful New Limitation
Author: Rezcat
Factor Cost Modifier: -2
A Power or Skill with this Limitation symbolizes an ability the character regrets having or
ever needing and is hesitant to use except under the most dire circumstances.!Use of
said ability for a particular scene (length of which determined by the GM) costs the
character 5 Hero Points, a situational Guilt Fee of sorts.!Non-payment of this fee will
cause the character to temporarily develop the full Guilt drawback until the debt is paid

off.
Regretful may not be applied to an ability along with the Always On limitation, as there is
no way to avoid the abilitys use.
Designers notes: The thematic difference between Regretful and Marginal is that
Marginal represents an ability that is actually difficult to use or, metafictionally, that some
writers forget the character has, while abilities with Regretful are easily used and often
commonly acknowledged (however obliquely) but the character is personally hesitant to
do so.!The high FC modifer reflects the possibility that this Limitation can lead to
temporary imposition of a 50 point Drawback.
Requires DNA Sample New Limitation
Author: Morgan Champion
Helper: Black Adam, Adam Fuqua
Factor Cost Modifier: -2

A Power with this Limitation requires the character to collect a DNA sample a hair
follicle, flakes of skin, a drop of blood, etc. from the target before the Power can be
used.!This most often applies to Powers that mimic or affect others physiological
abilities or traits, but might apply to other types of Powers with the GMs approval.
This Limitation is usually combined with the No Range Limitation, as characters with this
Limitation usually have to come into physical contact with their target.

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