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Written by

Jerry D. Grayson

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Additional Design
Kieran Turley & Doug Bramlett

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Editing
Carol Darnell

Art
Alex Prinz, David Guyll, Júlio Cesar Oliveira Rocha (julioport.com), John Alvarez V.(https://www.facebook.com/extrakappa/),
and Jerry “Trashboat” Grayson

e Cover art by
Layout and design by Jerry D. Grayson
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Logo Design & layout
Jerry D. Grayson

Contributions and Playtesting


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Trentin C Bergeron, Darcy Dettmann Junior, Anthony “Ishpeck” Tedjamulia, Brian Isikoff, Killbot, Citizen Arcane, Tony
Robertson, Eric Durcan, Dave Thrush, Erin Van Note Moore, Loretta Thrush, Craig Sisco, Gabriel Grayson, Jeremy
Guillemette, David Moore, Renee Grayson, Clea Grayson, and Daniel Robertson

ISBN 978-0-9992998-1-4
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KHP034
Check us out on the web
WWW. KHEPERAPUBLISHING.COM
The contents are TM and © 2018 Khepera Publishing. The Khepera Scarab and the MYTHIC D6 logo are © Khepera
publishing. Any Violation may get you jacked up by the Khepera Publishing crew, so please don’t trip. No portion of this book
may be reproduced by any means without written consent from the publisher, except for review purposes. Any resemblance to
persons living or dead is purely coincidental or used for the expressed purpose of parody.
“MYTHIC D6” and the MYTHIC D6 System logo are Trademarks owned Khepera Publishing.
CONTENTS
How do I use this book?������������������������������ 1 Powers������������������������������������������������� 51 Movement�������������������������������������������� 190

Navigation through the book.���������������������������������������1 Purchasing powers����������������������������������������������������51 Swimming����������������������������������������������������������� 190


Reading the Power Description����������������������������������52 Climbing������������������������������������������������������������� 190
What is MYTHIC D6 and what does it do?����� 1 Physical Powers��������������������������������������������������������54 Jumping�������������������������������������������������������������� 190
Defensive Powers������������������������������������������������������84 Maximum Movement������������������������������������������ 191
Character Creation���������������������������������� 17 Elemental Manipulation Powers��������������������������������90 Movement Modifiers������������������������������������������� 191
The Heroic Journey���������������������������������������������������17 Mental Powers������������������������������������������������������� 104 Fatigue���������������������������������������������������������������� 191
Mental Defenses ...............................104
Power Levels Creation Points��������������� 18 Vehicles���������������������������������������������� 192
and Movement Powers��������������������������������������������������� 120
Character Creation Cost Chart���������������������������������19 Power Enhancements���������������������������������������������� 128 Vehicle Movement���������������������������������������������� 192
Power Limitations���������������������������������������������������� 129 Stunts������������������������������������������������������������������ 192

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Character Archetypes������������������������������ 20 Magic in MYTHIC D6���������������������������������������������� 133 Losing Control���������������������������������������������������� 192
Archetypes����������������������������������������������������������������21 Vehicle Collisions����������������������������������������������� 192
Equipment�������������������������������������������� 139
The Adventurer�����������������������������������������������������21 Passenger Damage�������������������������������������������� 192
The Avenger����������������������������������������������������������21 Purchasing Equipment�������������������������������������� 139 Stunt Difficulties & Modifiers���������������������������� 193
The Bravo��������������������������������������������������������������22 Wealth Rating uses�������������������������������������������� 139 Typical maneuvers���������������������������������������������� 193
The Icon����������������������������������������������������������������23 Sample Gear������������������������������������������������������� 141

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Game Master Tips�������������������������������� 195
The Outsider���������������������������������������������������������23 Item Qualities����������������������������������������������������� 142
The Protector��������������������������������������������������������24 Protective Gear������������������������������������������������������� 143 Creating Adventures����������������������������������������������� 196
The Rogue�������������������������������������������������������������24 Weapons����������������������������������������������������������������� 144 Types of Adventures������������������������������������������������ 196
The Scholar����������������������������������������������������������25 Explosives��������������������������������������������������������������� 146 Types of Obstacles���������������������������������������������� 196
The Warrior�����������������������������������������������������������25 Muscle-Powered Weapons�������������������������������������� 148 Game Master Characters����������������������������������������� 197
Villainous Archetypes������������������������������������������������26 Weapon And Armor Qualities����������������������������������� 149 Adventure Formatting��������������������������������������������� 198
Anarchist���������������������������������������������������������������26 Vehicles������������������������������������������������������������������ 151 Anatomy of an Act���������������������������������������������� 199
Crony���������������������������������������������������������������������26 Gadget Rules���������������������������������������������������������� 152 Running Adventures������������������������������������������� 199
Megalomaniac������������������������������������������������������26 Setting the Scene����������������������������������������������� 199
MYTHIC D6 Basic Game Mechanics���������� 163
Nihilist�������������������������������������������������������������������27 Rewarding the Players��������������������������������������� 202
Choosing Difficulties����������������������������������������������� 164 Events�������������������������������������������������������������������� 202
Attributes��������������������������������������������� 28 Dice rolling Examples��������������������������������������������� 165 Event Window Dressing�������������������������������������� 202

Coordination (COO)�����������������������������������������������28
Knowledge (KNO)�������������������������������������������������28 e
Pips�����������������������������������������������������������������������28

Perception (PER)��������������������������������������������������29
Physique (PHY)�����������������������������������������������������29
Opposed Rolls����������������������������������������������������� 166
Generic Modifiers����������������������������������������������� 166
Preparing������������������������������������������������������������ 166
Performing Actions�������������������������������������������� 166
Pips������������������������������������������������������������������������ 167
Anatomy of an Event������������������������������������������ 202
Conceptualizing Events�������������������������������������� 203
Setting the Final Outcome��������������������������������� 207
Other examples of Events���������������������������������� 208
Mooks, Rent-A-Goon,And Other Npcs�������������������� 209
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Presence (PRE)�����������������������������������������������������31 Wild Die����������������������������������������������������������������� 167 Mooks��������������������������������������������������������������������� 212
Reflexes (REF)������������������������������������������������������31 Aggravation Pool����������������������������������������������������� 169 Animals������������������������������������������������������������������� 212
The Rule of 10�������������������������������������������������������� 169 Fantastic Adversaries���������������������������������������������� 213
Skills��������������������������������������������������� 32 Rounds & Initiative�������������������������������������������������� 170
Project: Mythic������������������������������������ 215
Using Skills�����������������������������������������������������������32 Multiple Actions����������������������������������������������������� 170
Skill Cost���������������������������������������������������������������32 Skill Modifiers������������������������������������������������������� 171 Introduction������������������������������������������������������������ 215
Unskilled Attempts�����������������������������������������������32 Effect Value����������������������������������������������������������� 171 Hidden History�������������������������������������������������������� 216
Specializations�����������������������������������������������������33 Picking the Right Skill�������������������������������������������� 171 The Otherlands, Shallowings, and Magic����������������� 219
Skill Descriptions�����������������������������������������������������33 Magic and the Shallowings�������������������������������������� 219
Combat����������������������������������������������� 172
Coordination���������������������������������������������������������33 The Institute����������������������������������������������������������� 221
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Knowledge������������������������������������������������������������33 Attacking & Defending�������������������������������������������� 172 The Warhorse Formula������������������������������������������� 222


Perception������������������������������������������������������������34 Difficulty to Hit ��������������������������������������������������� 172 Enemies and Conspiracies���������������������������������������� 223
Physique���������������������������������������������������������������35 Passive Defense Value (PDV)����������������������������� 172 Locations���������������������������������������������������������������� 230
Presence���������������������������������������������������������������35 Base Combat Difficulty�������������������������������������� 172 Your Institute��������������������������������������������������������� 231
Reflexes����������������������������������������������������������������35 Active Defenses (ADV)���������������������������������������� 172 Project Mythic Timeline������������������������������������������ 236
Skill Level Benchmark�����������������������������������������36 Zones Ranges���������������������������������������������������������� 174 Cryptids������������������������������������������������������������������ 241
Range Defense Modifiers����������������������������������� 175 Persona Non Grata������������������������������������������������� 250
Advantages�������������������������������������������� 37 Determining Damage������������������������������������������������ 175 Heroes�������������������������������������������������������������������� 257
Mechanics�������������������������������������������������������������37 Base Damage Value (BDV)��������������������������������� 175
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Armor Value�������������������������������������������������������� 175


Disadvantages����������������������������������������� 38 Damage Modifiers���������������������������������������������� 175
My Big Thank you!
Disadvantage types����������������������������������������������39 Stunned��������������������������������������������������������������� 176
I would like to thank everyone that
Death������������������������������������������������������������������ 176
Other Details����������������������������������������� 41 contributed to the Kickstarter effort that
Combat Options������������������������������������������������������� 176
Physique Damage Bonus (PD)�����������������������������41 Scale���������������������������������������������������������������������� 186 made this book possible. Without the
Base Damage Value (BDV)�����������������������������������41 Targeting and Scale�������������������������������������������� 187
Passive Defense Value (PDV)�������������������������������41 Scale and Damage��������������������������������������������� 187 generosity and enthusiasm
Hero Points (HrP)�������������������������������������������������42 of all the backers, this
Healing����������������������������������������������� 188
Stress Points (SP)�������������������������������������������������43
Wealth Rating (WR)����������������������������������������������44 Natural Healing�������������������������������������������������� 188 book would be much
Renown (REN)������������������������������������������������������44 Skill��������������������������������������������������������������������� 188 less ambitious.
Additional Damage �������������������������������������������������� 188
Improving Characters������������������������������� 46
Breaking Items�������������������������������������������������������� 189
Learning and Improving Skills�����������������������������46
Improving Attributes��������������������������������������������46
Gaining and Improving Advantages���������������������47
Thank you all
Improving Powers�������������������������������������������������47
Jerry D. Grayson

II Chapter 7 INTRODUCTION
HOW DO I USE THIS BOOK? Key Terms
These definitions provide you with
MYTHIC D6 is a generic utility kit to create almost any action adventure game. a general idea of what each term
means; there are more thorough
Every effort has been made to make this book as generic and universally applicable
descriptions later in the book.
to any game world using the MYTHIC D6 system.
Ability Level (AL): The level of
The Game and some of its concepts are the spiritual successor of the original DC
competence expressed in dice that
Universe roleplaying game, released by West End Games and the GODSEND
the adversary can use during a skill

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Agenda roleplaying game, released by Khepera Publishing.
check.

NAVIGATION THROUGH THE BOOK. Action: A task that the character


undertakes, or something that the
The Powers book has been divided up into easy and intuitive chapters to help you

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character does, like give a speech or
create the super heroic character you want to play. climb a wall.
66 Chapter One introduces Power levels and character points, and how they can Active Defense Value (ADV): A
be used to gauge the power of characters as well as Non-Player Characters number the character gets when
(NPCs). Archetypes and templates are also discussed as well, to help define the concentrating on getting out of the
characters. The nuts and bolts of character creation start here. way of an attack.
66 Chapter Two explains powers and provide over 100 powers for characters to Adventure: A division of an entire
buy. campaign. Adventures consist of

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66 Chapter Three details the Wealth Rating attribute, equipment, and gadget
creation rules for the players and Game Master to craft special devices.
66 Chapter Four discusses in-depth, the rules of MYTHIC D6 and how to
several Scenes strung together
making one complete story. An
Adventure may take several game
sessions to complete.
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implement them.
Aggravation Pool: A pool of dice
66 Chapter Five gives the Game Master insight into how a MYTHIC D6 game is
used by the Game Master. The pool
created and run.
is generated by players donating
66 Chapter Six details the game world Project: Mythic, a super heroic horror Wild Die results of 1. The GM may
setting that highlights the MYTHC D6 System. use the dice as Hero Points.
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Armor Value (AV): A die code


WHAT IS MYTHIC D6 AND WHAT DOES IT DO? representing the amount of
My philosophy about almost every roleplaying game is that they all boil down to protection a defensive covering
superheroes packaged in different outfits and settings. They may not all shoot optic provides. It helps determine the
blast from their eyes like Cyclops, leap tall buildings like Superman, or strike fear damage resistance total. This term is
into the hearts of criminals like the Batman, but they are all superheroic in one way sometimes abbreviated AV.
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or another. Base Damage Value (BDV): The


In RPGs set in mythic fantasy lands like many D&D games, you are a Hero who damage done by a successful attack.
can fight dragons, teleport through walls, and burn hordes of undead with fireballs Campaign: the total sum of several
or lightning strikes. Superheroes. adventures with a loose storyline
In Feng Shui, you mow through mooks without a second thought, shrugging off running throughout. The number
the sword and bullet attacks. Superheroes. of adventures needed to complete
a Campaign is determined by the
In the year 2020, characters in Night City can weave nano-fibers into their skin and
gaming group.
graft muscle onto metal-laced skeletons to enhance strength and reflex time. Those
same characters are then able to perform amazing and sometimes ridiculous feats
like chasing down moving cars, or stopping them through hacking the drive system.
Superheroes.

INTRODUCTION Chapter 7 1
Doc Savage was a man of action with amazing intellectual and physical abilities (he
Combat Difficulty: A number even had a Fortress of Solitude before the Man of Steel). Conan was a mighty barbarian
representing how challenging it is who broke a bull’s neck with his bare hands at the age of 16. Both superheroes.
to attack someone or something. It
equals the active defense value or the MYTHIC D6’s design allows you to create characters emulating these Heroes. In
passive defense value. the following pages, I hope you find everything you need for a game of superheroics,
whether it’s a 1920s gangbuster action series where men of mystery thwart crime
Complementary Skill: A skill syndicates, postmodern superheroes fighting supervillains on the moon, or fantasy
whose results could benefit from the warriors slaying dragons in the caves of Múspellsheimr!
use of another skill.

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Creation Points: Points used when
designing a character to purchase
die codes in game characteristics
WHAT IS A ROLEPLAYING GAME?
or features representing the A roleplaying game is a way of telling a story. You know what it’s like to have

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character’s abilities, experience, and someone tell you about an event that happened to him or somebody he knows. You
background. may even have thought, “If I were him, I’d have done things differently.” With a
roleplaying game, you don’t just listen to the story — you take part in it. You get that
Critical Failure: A result, represented
chance to do things differently.
by a 1 on the Wild Die, indicates
something bad has occurred. The story you build with a roleplaying game is usually called an adventure. To
create it, you get together with at least two people. One takes the part of the Game
Critical Success: A result,
Master. She directs the flow of the story, plays the role of any opponents you and the
represented by a 6 on the Wild
other players come across, and determines the results of any actions taken. The Game
Die, means something good has
happened. Generally, the player adds
the 6 to the current total and rolls
again, adding and rerolling as long
e Master determines the story’s main goal, the obstacles that come up along the way,
and how difficult those obstacles are.
The rest of the people in the group are other participants, or players, in the story.
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as a 6 comes up on the die. Each player has a character (called a hero) that represents a person in the story. They
influence the story line by deciding how to work toward overcoming the obstacles
D (as in “1D”): An abbreviation
the Game Master places before them. With the Game Master, they create the story.
for “six-sided dice.” The number in
front of the “D” lets you know how You can think of an adventure as a movie or television show. Each of the players has
many six-sided dice to roll. a character they pretend to be, while the Game Master acts as the writer and director
of the show.
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Die Code, Score: The number of


six-sided dice players roll: (1D, 2D, But if this is a game, how do you win? The object of roleplaying games is to have
3D, 4D, 5D, etc.), and sometimes fun, interact with the people around you, and overcome challenges set by the Game
an amount (called Pips) of “+1” Master. If you reach those goals successfully, then you’ve won.
or “+2” that is added to the total
result that came up on the dice.
“Die code,” and “Score” are used
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WHAT DO I YOU NEED TO PLAY


interchangeably.
Beyond the book you’re reading and a few friends, all you need are some pencils,
Degree of Difficulty (DoD):
paper, and ten six-sided dice. Everything else is provided by your imagination.
A number representing how
challenging it is to perform an
action.
Effect Value (EV): The numerical
ROLLING DICE
difference between the DoD and the The mechanics of the MYTHIC D6 are simple enough: The Game Master picks a
total successes rolled. difficulty number, and if your roll of the dice is equal to or higher than that number,
your hero succeeds. Here’s how that works: Your hero has a value for each of their
attributes (such as Reflexes, Knowledge, and Perception) and skills (such as Fighting,
Scholar, and Sneak) that represents a number of six-sided dice. You roll that many
dice to see how well you do when you want to perform an action with that attribute

2 Chapter 7 INTRODUCTION
or skill. You use standard six-sided dice (like those that come in most board games).
You’ll need several dice of any color, which are the regular dice, and one die of a Experience Points (XPs): points
different color, which is the Wild Die. awarded to the players by the GM
after the completion of an adventure.
To accomplish an action, you need to know how to read the dice. Here’s how: On The points are used to improve
regular standard dice, each 1, 2 or 3 counts as a failure and each 4, 5, or 6 counts as player character abilities and skills.
a success. On the standard Wild Die, the 1 counts as a critical failure (which is worse
than a failure); the 2 or 3 counts as a failure; a 4, or 5 counts as a success; and the 6 Free Action: Any action that takes
counts as a critical success (which is better than a success). only a few seconds to perform or do,
such as take a few steps or a quick
To use the dice to figure out how well you did at a task, roll a number of them equal

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glance around a room.
to the sum of the number listed in the attribute and the skill. One of these must
always be the Wild Die, while the rest are the regular dice. Game Master (GM): The person
who acts as an organizer, officiant for
Example: Bravo, the hero, wants to look for clues in an abandoned building. He would roll to investigate. To questions regarding rules, arbitrator,

fil
do so, he rolls his Perception, which are three dice, plus dice equal to his Investigation skill, which are two and moderator. The GM weaves the
dice, for a total of 5 dice. Remember, of these 5 dice, one should be a different color to represent the Wild Die. co-operative stories of all the players
together.
Dice Roll Result
Hero: The in-game persona of the
Dice Roll Result player. The term hero can also be
1, 2, 3 Failure used to mean the player in the game
4, 5, 6 Success when describing rolls and other rules
in the book.
Wild Die Roll
1
2, 3
4, 5
Result

Failure
Success
e
Critical Failure Hero Points (HrP): A pool of
points used by the Players and Game
Master to modify dice rolls and
pl
damage totals.
6 Critical Success!
Modifier (Mod): A number or die
Example: If the investigation roll result was 2, 3, 4, 4, and 5 on the Wild Die then Bravo would have 3 code that is added or subtracted
successes. from another number or die code
to represent a change in the typical
situation.
Pips
m

Pips are a breakdown of dice into +1 or +2 modifiers (usually a bonus) to dice rolls. Opposed Difficulty, Opposed Roll:
A +3 modifier always converts into a +1D. A difficulty that applies when one
character resists another character’s
A pip is always expressed as a plus (+) or minus (-) after a Die Code. A hero with a action. In this case, both characters’
Physique of 4D+1 would roll 4 dice and add +1 to a single die to modify it towards players roll die codes related to the
a success. activity and compare them.
Sa

Example: A player whose hero has a Physique attribute of 4D+1 rolls to lift a heavy boulder. The Degree of Passive Defense Value (PDV): A
Difficulty is 3, and the hero rolls 3, 3, 4, and 5; two successes. The +1 Pip may change one of the 3s rolled number representing a character’s
into a 4, creating another success. innate ability to get out of the way
of danger. It usually equals 1 success.
NOTE: The Pip cannot split among several dice and only affects the total of a single
Physique Damage Bonus (PD):
die.
The amount of Bonus damage a hero
Wild Dice can do in a muscle powered attack.
Pips can be used to affect the result of a Wild Die, but it can never make it ‘Explode.’ The amount is equal to one half the
Hero’s Physique attribute.

INTRODUCTION Chapter 7 3
Pip: A bonus to the total result that
WILD DIE
came up on the dice. A “+1” means Whenever any player, including the Game Master, makes any roll, one of the dice
one is added to the total, while “+2” must be different from the rest in size or color. This die is known as the Wild Die.
means two is added. Critical Success
Power Level (PL): The agreed upon If the player rolls a 6 on a standard Wild Die, she rolls a critical
level of play and number points used success. She may add the success to her total and roll the Wild Die
when playing the game. again. If she turns up a critical success (6) on that die, she continues
Range (in combat): The distance to add them to her total and continues to roll. If on the second or

e
from the attacker to the target. subsequent tosses, she rolls a 4 or 5 (on a normal Wild Die), she adds
another success but stops rolling. If on the second or subsequent tosses, she rolls a
Renown (REN): The gauge of a
critical failure (1), she doesn’t add any successes and stops rolling.
hero’s fame and social standing in

fil
the world. The higher the Renown,
Example: Bravo begins to make the climb up the cliff side and rolls to check if he succeeds. He needs to beat
the better.
a DoD of 4 on 4 dice. He rolls a 2, 4, 5, and a 6 on the Wild Die. He rolls the Wild Die again and gets a 5. Bravo
Round: A unit of time equal to six has gotten a total of 4 successes, just enough to beat the DoD.
seconds in the game world. Figuring
Critical Failures
out what happens in a round can
take longer. If the player rolls a 1 on the Wild Die, she’s rolled a critical failure.
The critical failure cancels out one success, and the player counts the
Scale: A game mechanic representing remaining successes.
how opponents of vastly different

in combat.
Scene: a portion of an adventure
e
sizes can affect each other differently

DETERMINING SUCCESS
pl
taking place in a single location The Game Master will determine if this is enough successes to overcome the
without a break in time. Multiple difficulty by using her own judgment and the chart below
scenes make up an adventure.
Difficulty Level Degree of Difficulty
Skill Level: The Attribute + the Very Easy 1
Skill’s combined dice
Easy 2
Skill Rank: The skill dice without Moderate 3
m

the attribute included. Difficult 4


Stress Points (SP): The amount of Very Difficult 5
injury a character can sustain, listed Extremely Difficult 6
as a number. The damage total is Heroic 7
subtracted from the character’s
Very Heroic 8
Sa

current Stress Point total.


Super-Heroic 9
Wild Die: A six-sided die, of a
Legendary 10
different color or size from other
dice used, that represents the
randomness of life, with the 1 and
the 6 indicating a unique result (see Example: If the Game Master decided that the that the difficulty for the investigation roll was “Easy,” Bravo
Critical Failure and Critical Success). would only need two successes.

4 Chapter 7 INTRODUCTION
GETTING STARTED Character Creation Checklist
To Create a Hero, Follow These Steps:
The following mini adventure is meant to familiarize you with the mechanics of the
MYTHIC D6 game. Play through a couple of time to get the hang of the basics and 66 Agree upon a Power level (pg. 18)
then it’s on to character creation. 66 Default Power Level is 3
Bravo’s Night on The Town 66 Pick an Archetype (pg. 20)
66 Adventurer
1 66 Avenger

e
It’s a hot night in Las Vegas, a night like most in the City of Sin. You’ve been all 66 Bravo
over the world and had many adventures in exotic locations. Las Vegas is cool, but 66 Icon
you’ve been there, done that. Luckily for you, you’re Bravo, the Ayatollah of Rock ‘n’
66 Outsider
Rolla, carefree sometimes hero. There are so many things you can do as an immortal
66 Protector

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superhuman that others can’t. You get to cruise around in your 1964 Pontiac GTO,
looking for trouble. Find a hive of Chimerans and trash it? Naw, tonight looks like 66 Rogue
the perfect chance to take a night off. You throw on your Fishbone concert t-shirt, 66 Scholar
some Chuck Taylors, and a pair of jeans, all set for a night out! 66 Warrior
There are three options that come to mind: You can call up Tyyawdi Pitts, your 66 Purchase Attributes (pg. 28)
Atlantean sort-of girlfriend, and do something. You could throw on a clean shirt and 66 Purchase Skills (pg. 32)
hit the mean streets, scouring them for a reported Chimeran nest; or you could just
66 Purchase Advantages (pg. 37)
roll on over to the Double Down and throw back a few drinks.
66 If you call Tyy, go to 2.
e
66 If you hit the streets as looking for trouble, go to 3.
66 If you decide to go to the bar and drink, go to 4.
66 Determine Disadvantages (pg. 38)
66 Other Details (pg. 41)
66 Physique Damage Bonus (PD)
pl
66 Base Damage Value (BDV)
66 Passive Defense Value (PDV)
2 66 Hero Points (HrP)
The phone rings and Tyy answers it. 66 Stress Points (SP)
“Hi, Tyy. It’s me, Bravo, What’s up?” There’s chanting in the background, maybe 66 Wealth Rating (WR)
she’s performing a ritual?
m

66 Renown (REN)
“Bravo,” she says in Portuguese “are you in town, it’s been a while. I haven’t seen you 66 Determine age and name
since that thing in Cleveland back in ’72.” 66 GO PLAY!
“You know me, I’m like a bad penny. You up for anything tonight?”
“I’m in the middle of something at the moment, but I can take a little time to hang
out. There’s an experimental piece of performance art going on downtown, or we
Sa

could grab some arepas, or simply go for a walk.” Tyyawdi fires off in rapid succession.
“Sounds like a plan, I’m down!”
66 If you suggest watching the performance art, go to 5.
66 If you offer to take her out to eat arepas, go to 41.
66 If you propose going for a walk, go to 6.

3
All right! Time to go get into the mix. There is still one decision left to make. Do
you keep it light and look for trouble in the downtown area or do you go looking
for the Chimerans your tip clued you in on? General trouble is easy and is almost

INTRODUCTION Chapter 7 5
like a vacation for you, but there is a nest of slimy Chimerans and rerolling the Wild Die if it comes up a critical success, or
in town and who knows what they are up to? Sometimes it’s subtracting one success if a critical failure turns up.
a hassle trying to figure out what to punch in the face: aliens
or muggers.
66 If you got two or fewer successes, go to 10.
66 If you want to stick to a little light crime fighting, go to
9. 66 If you got three or more successes, go to 7.
66 If you want to go looking for Chimerans, go to 42.
5
4

e
The performance art is cool, but that doesn’t really matter,
you just love hanging out with Tyyawdi. The smell of her hair
and the heavy accent take you back to when life was a bit
You roll up to the Double Down, push the door open and simpler. You reach out and hold her hand, uncharacteristically

fil
realize this place is a dive…. You love it! Music blares from sheepish in your attempt at affection. She smiles and brushes
a local punk band on the stage and the room is thick with back your wavy black hair and kisses you on the cheek. She
smoke, laughter, and the smell of spilled whiskey. calls you by your real name, a name no one has spoken in
You push up to the bar and keep adding fingers to the size of over a century. It normally bothers you when someone speaks
the shots you’re taking. At a certain point, you stop pretending it, but it warms you when it moves past her lips. You could
and just ask for the bottle. Within an hour, you’re up on the look past what happened in the Congo and try to make this
stage, bogarting the mic from the skinny lead singer of the work but you know Tyy has a heavy heart and tonight is only
Soggy Britches. tonight. Time heals all wounds, maybe in another hundred

e
You can’t sing, but neither could the singer, how hard can
this be? You need to roll Bravo’s Perform to save face and turn
this liquor-fueled mayhem into a night to remember. Roll
dice equal to Bravo’s Presence (PRE) and Perform skill. Uh
years.
Just then, a much bigger problem walks in, eclipsing your
personal problems. A National Guardsman enters the theater,
and the lights come up. “All right, everyone. We have a small
pl
oh, Bravo doesn’t have any dice in Perform so just roll the dice safety problem in the city. We would like you to come with
in Presence and hope for the best. Grab one regular die and us to a safer location. Please do as we say, and everything will
one Wild Die and roll them. Count the number of successes, be fine. Remain calm.” The guards are herding people out
like cattle. You can bail and find out what’s going on, or you
m
Sa

6 Chapter 7 INTRODUCTION
can stick with Tyy and make sure she gets through this “small Buzzkill! Eddie is wrecking the night, big time. You can’t
safety problem.” allow this to happen; you like Las Vegas! You pull out your
66 You try to slip past the guards, go to 11. phone and sure enough, its already online. You play the video
back and try to gain any clues you can. Where is he located,
66 You stay with Tyyawdi, go to 12. are there any details in the background that may be a clue.
What about the sound, any telltale sounds? Where would he
6 get missiles from anyway?
Well, it’s a nice night for a walk. Walking hand in hand with 66 You take a closer look, go to 46.
Tyyawdi, it’s as if you don’t have a care in the world. Then, 66 You listen up, go to 30.

e
a stranger jogging by starts screaming. He jabbers on about
66 You investigate the missiles’ origins, go to 29.
how “we’re all going to die!” You would normally dismiss the
guy as a psycho, but he went off while listening to a headset
radio. He might have heard some piece of news on the radio 9

fil
that caused his reaction. You could run down the jogger and You’re cruising around in your electric-blue Pontiac GTO.
question him to find out what’s going on. You could also just Las Vegas scintillates at night. The police scanner picks up a
ignore the freak and continue your date. The world can go on broadcast from Officer Desi Conrad, toughest officer on the
without you for one night. local force, “Miserable city wackos! Now a rockstar wants to
66 To interrogate the jogger, go to 14. fry the whole city. I wouldn’t mind, but if that guy has nerve
66 To continue your date, go to 16. gas, it could hurt my county! Get as many people out of town
as possible. The governor’s called the National Guard in to

7
e
You pull off your punk rock rendition of the Isaac Hayes
song, “Walk On By!” It doesn’t matter the band was playing
help. Conrad out.” Well, that sounds interesting. Time to call
in and find out what’s going on.
66 Go to 27.
pl
a cover of an old Mighty Mighty Bosstones song, you never
liked them anyway. Boom! You crushed it and the bar-goers 10
loved it. You’re sloppy and start singing Isaac Hayes classic “Walk
Suddenly, the bartender quiets everyone as he turns up On By” to the punk band’s rendition of the Mighty Mighty
the volume of the old TV in the corner. On the screen is an Bosstone’s “The Impression That I Get.” It’s not working and
image of Eddie Super Nova, leader of the terrorist rock group the crowd isn’t feeling it. You try and power through on raw
m

DjinnX. You drop the mic, hop off stage and walk over to the personality but it ain’t happening. After dodging a beer bottle
tube to listen to what the psychopath has to say. and a tomato (who walks around with tomatoes in their pocket
anyway?), you decide to call it a night and leave. Philistines!
66 Go to 8. They don’t understand true greatness, and evidently you don’t
either.
8 66 Go back to the beginning and try again.
Sa

“Hello, Las Vegas. Behind me, you see two sarin gas missiles
I stole while on tour overseas. By the end of the night, you
will all die as my group plays on. There is no ransom, no
extortion… I just want to watch the world burn.”
For a second Eddie Super Nova stands there quiet and then
starts to laugh, metallic teeth gleaming as he smiles “Ok, not
really. I was joking. I wouldn’t fire two sarin gas missiles at the
city, one has flowers in it. I’m not sure which I will fire; I guess
we will see how my set goes tonight. “
For a second time, he laughs “But seriously, no, a missile
will be fired tonight. Tonight’s performance will be one to
remember. “

INTRODUCTION Chapter 7 7
11 14
Time to pull the old lost-in-the-crowd bit. You feel like You easily catch the jogger. “Hey man! What are you
a heel leaving Tyyawdi at a time like this, but the National shouting about?”
Guard will protect her. You’ve got to find out what’s going on The man looks at you and begins to explain. “Eddie Super
and make things right. Nova has missiles with nerve gas in them pointed right at Las
To slip away unnoticed, you’ll need to roll Bravo’s Sneak Vegas! We’ve got to get to the National Guard so they can
skill. Look for Sneak on his hero sheet (it’s under Reflexes): it’s evacuate us! Come on kids, you should come with me.” With
7D+2. Grab six regular dice and one Wild Die and roll them. Tyy right there, you have no choice but to go along. Soon you

e
Count the number of successes, adding one and rerolling the are milling about in a sea of people all waiting to be evacuated.
Wild Die if it comes up a critical success, or subtracting one This might be a good time to disappear. But then you’d be
success if a critical failure turns up. (If you need to, use the leaving Tyy alone. Well, she would be under the protection
dice charts on page 6 to figure out your results based on the of the National Guard, and maybe you could slip away later.

fil
dice you’re using.) Decisions, decisions.
66 If you got two or fewer successes, go to 12. 66 You try to slip away now, go to 11.
66 If you got three or more successes, go to 13. 66 You stay with Tyy, go to 12.

12 15
Tyyawdi holds your hand tightly so you stay together. You’re You make a quick call to Dirty Splitz. Instead, you get
carried along in a wave of people, whom the Guard piles onto Milkbottom, his manservant. “Ah, young sir. Master Turley is

e
a truck like so much cattle and drive to a nearby military base.
Once there, a lieutenant informs the crowd that a terrorist is
threatening Las Vegas City with two missiles. Tyyawdi never
on a… business trip tonight, so I was just about to call you. It
seems your skills are in urgent need.”
“Why, what the heck is going on?”
pl
leaves your side, so you have no chance of getting away and
helping. You hope someone can save the city without your “Watch your phone and I’ll patch through a video of tonight’s
help. At least Tyy is okay. news. I’m sure you’ll find it quite enlightening.”

66 Go to 49. 66 Go to 48.

13 16
m

You slip out amid the confusion. You hear Tyyawdi calling This has nothing to do with you. Let someone else take
your name. She sounds so scared, maybe you should... no! of whatever it is. Bravo earned one night off. Tyyawdi turns
You can’t turn back now. You must find out what’s going on. to you and says, “Bravo, I’m so glad we could have just one
You run outside to your car, that sweet, sweet electric-blue normal night together.”
1964 Pontiac GTO. Now to go and... hey, what’s this? You “Me too, Tyy. Me too.”
see a goon trying to rob a TV store while the place empties of
Sa

(Funny, it doesn’t feel like you lost. Congratulations for


people. Looters are so basic, it ain’t even funny. Well, the way
reaching a happy ending, but to be a hero, you have to worry
you see it, there are three things you can do: You could take
a little more about others.)
this guy down, you can call the cops and have them do it, or
you can just blow off this small-timer and call in to The Dirty 66 Go back to the beginning and try again.
Splitz, your info man and see what’s really going on.
66 To confront the looter, go to 18. 17
66 To call the cops, go to 36. “This is Doug Bramlett. Or if you’re a student, Mr. Bramlett.
I’m not in right now. If you need help with an assignment or
66 To call your info man, go to 15. just called to say ‘hi,’ leave it at the beep.”
Figures: nobody home. Guess you’ll be getting no help from
the Maven tonight. Well, you can still call The Dirty Splitz.
66 Go to 15.
8 Chapter 7 INTRODUCTION
18 20
So, how are you going to take down this looter? He’s a big, You sneak up behind the looter and get ready. Wow, he’s
tough-looking guy. One hit from that monster would probably much bigger up close. Time to put the “paws” on him.
knock you right out. A couple of battle plans quickly form in Bravo’s rolls Reflex (REF) + Fighting versus the looter’s
your mind. You could just go over to him and duke it out. Passive Defense value (PDV) of 3, making sure one of them is
After all, you have an overblown sense of confidence to back the Wild Die.
you up. He’s carrying a TV, a rather unwieldy hand-to-hand
weapon. You also have a half-empty can of energy drink. Less 66 If you get two or fewer successes, go to 24.
risk to you, and it lets you take him down easier. Or you could

e
66 If you get three or more successes, go to 23.
clock him one with a nearby trash can.
66 To use your fists, go to 20. 21
66 To use a trash can, go to 22. You dart forward and catch Eddie Supper Nova with a fist to

fil
the sternum. The force of the attack takes all the air out of the
19 slim rocker and lifts him high into the air, crashing into the
air conditioning units above. He lands with a wet thud at your
You jump down from the skylight and land near the feet. You raise your foot to give Eddie a curb stomp but think
malevolent rock god. “Sup Eddie, you know you don’t have to better of it. Instead, you rip the ruined shirt off and smile.
do this to get attention, right?”
66 Go to 37.
“Bravo, what a wonderful surprise. I thought I smelled Axe
Body spray and Twizzlers when I walked in here. “

e
“Not true, I haven’t had any Twizzlers tonight. But yeah, I
do like the Dark Temptation Axe Body Spray, and so do the
ladies,” you smile as you walk closer.
22
You ready the trash can and take careful aim. A little tap on
the back of his head should knock him out without causing
pl
any permanent damage.
“I guess you are here in some sort of ill-conceived attempt
at stopping me from firing these two beauties? It won’t work.” Okay, Bravo, make a Coordination + Ranged Fighting roll
versus his Passive Defense Value (PDV) of 3, making sure one
“Why?”
of those is the Wild Die.
“Why what?”
66 If you get two or fewer successes, go to 26.
“Why won’t it work? I mean, there are millions of things
m

66 If you get three or more successes, go to 25.


you could be doing tonight. I’m pretty sure if you try hard
enough you can find something better than killing thousands
of innocents, maybe Netflix and chill?” 23
“Sigh… good idea but I’ve binge watched both seasons of You walk up, smiling, and wave at the titan holding the 60-
Penny Dreadful and now I’m swimming in an awful ennui. I inch, 4K HDR flat screen. You point to the ground indicating
want to murder something” for him to put the TV down and he does so, balls his fists, and
Sa

cracks his neck from side to side. You smirk, kiss the knuckles
“Both seasons? You do realize there is a third season up now?
on your right hand and then let it fly directly into his grill. For
It was awesome bro, you gotta see it”
a moment, all is silent. Then the titan wobbles just a little bit,
“Third season you say? Hmmm, perhaps” and falls flat on his face. Whew! If that hadn’t hurt him, you
would’ve been in trouble. You can hear sirens getting louder.
The police can handle him now. Time for you to find out
To pull off some crazy fast talk, Bravo needs to roll his what’s going on.
Presence (PRE) + Influence skill versus an opposed roll of
Eddie Super Nova’s Presence + Willpower of 5D. 66 Go to 27.

66 If you get more successes than Eddie, go to 47.


66 If Eddie gets more successes, go to 28.

INTRODUCTION Chapter 7 9
24 26
You walk up, smiling, and wave at the titan holding the 60- You fling the trash can right at the back of his noggin. You
inch, 4K HDR flat screen. You point to the ground indicating almost feel guilty about this, but he’s the one who decided
for him to put the TV down and he does so, balls his fists, and to loot that store. Just as the trash can is about to knock him
cracks his neck from side to side. You smirk, kiss the knuckles clear into next week, he bends down to get a better grip on
on your right hand and then let it fly directly into his grill. the TV. The trash can screams over his head and bounces off
You can hear and feel the thwack as he intercepts and parries the brick wall behind him. Wow! Maybe you put a little too
your fist with his arm. He doesn’t even flinch! You hit him hard much mustard on that one! The crook looks over and sees the
trash can.

e
enough to put a dent in the car, and he barely notices! Now
the big man glares at you. Time to leave. “Sorry, I thought He looks over his should and stares you right in the yes. You
you were someone else. Good-bye.” You spin and beat feet. play off the missed attack “That was just a warning shot, put
It takes you a second to realize you aren’t moving. You look the TV back.”

fil
back. He’s grabbing your shirt! No problem—you rip out of The creep sigh and takes the TV back into the store where
the shirt. You just need a second... but that’s one second more he “found” it.
than you have, Bravo. You wonder why you thought this was a
good idea as the titan’s gargantuan fist smashes into your face. Close call, and good on you for turning that lemon into
Fade to black. lemonade.

When you wake up, you see and smell Detective Desi Conrad 66 Go to 27.
standing at the end of the alley you are lying in. Looking in
your direction as you emerge from the alley, Conrad pulls the 27
e
clove cigarette out of her mouth and says, “Kid, you sure know
how to pick ’em. That guy who put your lights out was the
superhuman known as the Banger, the former prison boxing
champ. You delayed him just long enough for us to catch him.
There are a few people you can turn for the lowdown on the
situation. You can always call Kieran “Dirty Splitz” Turley. He
knows everything, but he is still sore about what happened
pl
in the Congo all those years ago. Then there’s the Doug “The
That was stupid of you, man, but it worked out for me. Hey,
Maven” Bramlett, who has pretty good information and
you all right?”
doesn’t mind you being around when things get hazardous.
“I’m fine, detective. I gotta bounce.”
66 You call Dirty Splitz, go to 15.
“Hey, wait, dude. I got questions, paperwork...”
66 You call the Maven, go to 17.
“Sorry, detective, but I don’t have the time for paperwork;
m

you’ll have to handle this one on your own.”


28
Conrad just stands and shakes her fist as you beat feet down
“You know what I love more than watching Eva Green pick
the street. You collapse into the front seat of the GTO. You
at her skin or eat scorpions, Bravo? Murder!!!”
have a major concussion. Your vision is getting blurry and you
feel sick. Only one thing to do; you call Tyyawdi to come pick The word ‘murder’ issues from his mouth as a solid wave of
Sa

you up. Back at her place, she looks you over and orders you destructive sound and barrels towards Bravo!
to bed. You’re no good to anyone like this. You can only hope 66 Go to 53.
everything works out.
66 Go to 49.

25
You take careful aim and chuck the trash can at him high
and hard. You swear you hear a dull, hollow echo as it smacks
the looter right in the back of the head. He crumples to the
ground instantly. Out like a light, and here come the cops
to pick him up right on cue. That couldn’t have gone better.
Time to find out what’s going on.
66 Go to 27.
10 Chapter 7 INTRODUCTION
e
fil
Lear Jets for the mega-rich. Some of Eddie Super Nova’s crew
29
e
You feed all the data you have into your phone to find out
the story on the missiles. Your search is successful almost
immediately. Rhand Corporation reported two missiles
walk out of a hangar, instantly recognizable by the ridiculous
amount of jewelry hanging off their face. Oh, it’s on now!
You can let these losers move on by and creep into the hangar,
jump over there and take the goons to Fist City, or simply let
pl
stolen, but they were empty shells, dummy rockets used for
the cops handle it.
tests. No big deal, but when coupled with yesterday’s robbery
of a canister of toxic gas, it spells disaster for Las Vegas. At least 66 To sneak in to get a better look, go to 33.
you know Eddie Super Nova was serious when he said only 66 To bust in with fists flying, go to 34.
one of the missiles was armed. He only has one canister of the
gas. Time to investigate a little more. 66 To call the cops, go to 35.
m

66 If you look closer, go to 46.


66 If you listen more closely, go to 30.
32
The Construction site is empty tonight. Makes sense, it’s late
and all the construction workers have clocked out by now.
30 A glint down the street at the private airport catches your
You filter the sound through a phone app and suss out some attention. Probably nothing, but better safe than sorry, you go
Sa

background noise – jet engines? Maybe the airport near the check and boom, pay dirt!
Las Vegas Strip. Wait, that was the sound of construction 66 Go to 31.
equipment. They’re building a new casino, the Sapphire
Casinos on the Strip.
66 If you go to the Airport, go to 31.
33
You sneak in through the skylight. There’s Eddie Super
66 If you go to the Sapphire, go to 32. Nova, standing beside his little missiles. There’s no one else
here — what a stroke of luck! What do you do now?
31 66 You take him down man to man, go to 34.
The private airport near the Strip is quiet and dark at this 66 You try to beat him by using your charm, go to 19.
time of night, lit only by the glam and glitz of the Strip down
the street. Row after row of private hangars house private 66 You call the cops, go to 35.

INTRODUCTION Chapter 7 11
34 36
Time to call in the boys in blue. “Las Vegas City Police
Time to take out the garbage. You rush at Eddie Super Nova. Department. Please state the nature of the emergency.”
You catch him by surprise and slam right into him! The missile “I have a looter robbing a store at the corner Vegas Valley
control device careens out of his hand. As you get back to and 8th. Hurry!”
your feet, Eddie Super Nova opens his mouth and lets out an “We have patrol cars in the area, sir. Just stay where you are.”
earsplitting scream! Concrete buckles and crates shatter as the
sonic wave distorts the air between the two of you. “Uh, sorry, I’m evacuating with everyone else. It’s up to you.”

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You want to give this guy a hot one but you don’t want any You quickly hang up. With any luck, they won’t treat it as a
part of that sonic blast. You decided to take two actions; dodge prank call. Suddenly, you hear sirens. Wow, they really did have
Eddie Super Nova’s attack and move in and punch his grill till a patrol car in the area. The looter starts to run when a familiar
his teeth empty out his head like a slot machine. voice bellows, “Put your hands on your head and assume the

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position, scuzzball!” Ahh, the Las Vegas Metropolitan police
Since you are taking two actions, Bravo suffers a Multi- force, gotta love ‘em. You wait just long enough to make sure
Action Penalty. The first action, the Evasion roll, rolls the full they capture him, and then you make your way back to the
dice pool of 7D+2. Roll Reflexes (REF) + Evasion. GTO. Time to find out what’s going on.
The second action, Fighting, loses two dice from its pool, 66 Go to 27.
and only rolls 6D+2 dice.
Don’t forget the Wild Die!
37
to 50.
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If you get three or fewer successes on the Evasion Roll, go

If you get four or more successes on the Evasion Roll, go to


53.
When the cops arrive to find Eddie Super Nova all tied up,
they find a tattered Fishbone shirt stuffed in his mouth. Across
his head written in black magic marker are the words: “Chim
Chim’s Revenge”
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You did really good, Bravo.
35 66 Go to 49.
“Las Vegas City Police Department. Please state the nature
of the emergency.”
38
“I’m just a concerned citizen. Eddie Super Nova has the
m

missiles at 3405 Paradise Road, hangar 35.”


As the flowers slowly rain down on both of you, Eddie stops
“Can I get your name, sir?”
to take in the sublime wonder. He smiles at you and brings up
“Just send some men to that address,” you say and hang up the missile control box.
quickly.
“I was gonna wait until the band got here so I could play out
You hope she believed you enough to send a few units this the night, but honestly, I can’t think of a better moment for a
Sa

way. Just then, the unthinkable happens. A missile streaks out little bit of nihilism, can you Bravo?”
of the warehouse, taking half the roof with it! You have a split
With that, he holds the box above his head and screams “For
second to act! Without thinking, you pull up a palm tree, and
those about to rock, we salute you!”
throw it at the missile.
Now is your moment! You can jump on the rocket and
Make a Coordination (COO) + Ranged Fighting roll.
stop it or chance taking the control console from the overly
Bravo’s skill in this is 5D+1, making sure one is the Wild Die.
dramatic Eddie Super Nova.
66 If you have five or fewer successes, go to 40.
66 If you jump on the rocket, go to 44.
66 If you have six or more successes, go to 39.
66 if you try to take the control box from Eddie’s hand, go
to 51.

12 Chapter 7 INTRODUCTION
39 43
Your palm tree catches the control fin on the back of the The Fanboy3 is just a normal Lear Jet, but it’s currently listed
missile. The projectile veers wildly into the air and explodes as housed at the Hughes Airport, a private airport just of the
harmlessly in the upper atmosphere. Las Vegas Strip. The hangar is where Eddie Super Nova must
The cops arrive quickly. They drag Eddie Super Nova into be holed up. Time to take a closer look.
custody and confiscate the remaining weapons. A job well 66 Go to 31.
done, Bravo. The citizens of Las Vegas will never know how
close they were to losing their city tonight, but you do. Quite
44

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a story for Tyyawdi next time you see her.
You move toward the rocket as it powers up to launch and
66 Go to 49.
grab hold with both arms. Your feet and legs char and blister
from the wash of flame from the rocket, but you persevere and
40

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hold on.
Your palm tree misses. Oh no. Hopefully that wasn’t the live Make a Physique (PHY) + Athletics Roll
one. If you get three or fewer successes, go to 56
The blast-off of the projectile made it clear where Eddie If you get four or more successes, go to 55.
Super Nova was hiding out. The cops arrive quickly. They drag
Eddie Super Nova into custody, and confiscate the remaining
weapons. Meanwhile, you tie your Fishbone t-shirt around 45
you face as a makeshift mask, just in case.
66 Go to 45.

41
e The missile lands in the center of Las Vegas City and
explodes. The National Guard are the real heroes, because
almost nobody was hurt thanks to their evacuation effort. The
SWAT team members all have gas masks, and so do you. The
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residue from the gas will make Las Vegas unlivable for weeks.
Dinner with Tyy is pleasant. You eat and talk. It really 66 Go to 49.
doesn’t matter what she says; if you’re with her, you’re happy.
Suddenly, a National Guardsman runs into the restaurant!
“Please stay calm. We require all people to evacuate Las Vegas
46
immediately. There’s no time to answer questions right now. Using your cell phone, you pause the video and zoom in
m

Once we get to a safe distance, we will address any questions close so you can get a good look at the scene. After careful
and concerns. Your loved ones are also being evacuated, so examination, you notice two things. First, the missiles have
don’t worry. Just come with us and everything will be fine.” the Rhand Corporation logo on them. You also notice that
there is a Lear Jet within sight of a window behind Eddie
They herd all of you like cattle into waiting trucks. You can
Super Nova. The ship’s name is the Fanboy3.
try to slip away in the confusion to deal with this mystery
threat, or you can stay with Tyy and make sure she escapes all 66 To check on the missiles, go to 29.
Sa

right. 66 To search for info on the Fanboy3, go to 43.


66 You slip away, go to 11.
66 You stay with Tyy, go to 12. 47
“Maybe I will call this whole thing off, I’m not in the mood
42 for a mass murder anyway”

You can’t even get near downtown Las Vegas tonight. The “Right? I knew your heart wasn’t in it. We can go hang out
National Guard appears to be evacuating the city. You’d better and watch Penny Dreadful together”
call in and find out what’s going on. As Eddie moves off and turns his back to you, you seize the
66 Go to 27. moment against the musically inclined maniac.
66 Go to 52.

INTRODUCTION Chapter 7 13
48 51
The screen fades to static for a second. Then an all-too- You dash towards Eddie but he sees it coming and opens
familiar face pops up on the screen. It’s Eddie Super Nova! his mouth letting out a sonic assault. You grab his wrist and
The glam rocker of mayhem and front man for the terrorist squeeze until you hear a crack, making him drop the box.
rock group, DjinnX Unfortunately, being this close means he can’t miss with his
66 Go to 8. sonic attack and he screams in your face.
Take 10 Stress.
49 You power through like a boss and head-butt the diabolic

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rocker, sending him sprawling to the floor.
Now that you’ve tried this brief solitaire adventure, you
should have a better idea how to do things in the game. Every “You brokth ma noths! You idioth, mu voiths is ruinth!”
time you try something where success isn’t guaranteed, you Eddie spits through a mouth full of broken teeth.

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find the appropriate skill, roll that number of dice (don’t forget 66 Go to 37.
the Wild Die!), and add up your successes. The more successes
you roll, the better you’ve done.
If you’d like to introduce some friends to this game, having
them play through “Even Chances” is a good way for them 52
to learn the rules while roleplaying Bravo. You might want You dart forward and catch Eddie Supper Nova with a fist
to play through this adventure again yourself for practice, to the sternum. All the air lifting him off the ground and
and to make some different choices to see what happens. In crashing into the air conditioning units above. He lands with

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a roleplaying game, you have many more choices than are
offered here. You’re only limited by your hero’s abilities and
your imagination.
a wet thud at your feet. You raise your foot to give Eddie a
curb stomp but think better of it. Instead, you rip the ruined
shirt off and smile.
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To learn how to create your own heroes, keep reading. 66 Go to 37.

53
50 You roll deftly out of the way of the sonic shockwave and
You roll to the right but the sonic blast smashes you into the spring to your feet. He screams again and you twist and bend
backwards like Neo in the Matrix. You cover the distance
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Lear Jet behind you. The hull of the jet gives way to your body
as you crash through it. You take 15 Stress from the attack between the two of you in a few steps. You clench your fist
and your Fishbone t-shirt is tattered and ruined! That was the and raise an arm full of muscle coiled like steel cables.
t-Shirt you bought during the Chim Chim’s Badass Revenge “It’s my turn now, say night-night!”
tour! You loved that shirt!!!
Make a Reflex (REF) + Fighting roll versus Eddie’s PDV of
You pull yourself out of the wreckage and smile with a grim 3.
Sa

determination as you pounce at the maniacal rocker.


66 If you get two or fewer successes on the fighting Roll, go
“It’s my turn now; say night-night!” to 56.
Make a Reflex (REF) + Fighting roll. 66 If you get three or more successes on the fighting Roll,
66 If you get three or fewer successes, go to 54. go to 51

66 If you get four or more successes, go to 21.

54
The rocket is too much to hold onto and its rips from your
vice-like grip hurtling into the night sky.
66 Go to 45.

14 Chapter 7 INTRODUCTION
55
The rocket screams for vengeance as it tries to lift off, but
with your prodigious strength you keep it on the launch pad.
With a shudder and one last whistling gasp the engines die
and you gently put the rocket on the ground.
66 Go to 37.

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56
Your fist swings past Eddie Super Nova’s head as he ducks
and slams into one of the missiles!

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Oops!
Luckily this was the one filled with flowers and the room
erupts in a shower of chrysanthemums, marigolds, and tulips!
66 Go to 38.

56
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You dash towards Eddie but he sees it coming and opens
his mouth the let out a sonic assault. You grab his wrist and
squeeze until you hear a crack, making him drop the box.
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Unfortunately, being this close means he can’t miss with his
sonic attack and he screams in your face.
Take 10 Stress.
You power through like a boss and head but the diabolic
rocker sending him sprawling to the floor.
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“You brokth ma noths! You idioth, mu voiths is ruinth!”


Eddie spits through broken teeth and a ruined face.
66 Go to 37.
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INTRODUCTION Chapter 7 15
KEY IDEAS
Character Creation������������������������������������������������������������� 17 Disadvantages����������������������������������������������������������������������� 38
The Heroic Journey�������������������������������������������������������������������������������������� 17 Disadvantage types��������������������������������������������������������������������������������������39
Power Levels and Creation Points������������������������������������������ 18 Other Details����������������������������������������������������������������������� 41

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Character Creation Cost Chart�������������������������������������������������������������������� 19 Physique Damage Bonus (PD)���������������������������������������������������������������������41
Create a Hero, Follow These Steps:������������������������������������������������������� 19 Base Damage Value (BDV)���������������������������������������������������������������������������41
Passive Defense Value (PDV)�����������������������������������������������������������������������41
Character Archetypes��������������������������������������������������������� 20
Hero Points (HrP)�����������������������������������������������������������������������������������������42
Archetypes��������������������������������������������������������������������������������������������������� 21 Stress Points (SP)�����������������������������������������������������������������������������������������43
The Adventurer���������������������������������������������������������������������������������������� 21 Wealth Rating (WR)��������������������������������������������������������������������������������������44

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The Avenger��������������������������������������������������������������������������������������������� 21 Renown (REN)����������������������������������������������������������������������������������������������44
The Bravo������������������������������������������������������������������������������������������������� 22
Improving Characters������������������������������������������������������������� 46
The Icon��������������������������������������������������������������������������������������������������� 23
The Outsider�������������������������������������������������������������������������������������������� 23 Learning and Improving Skills���������������������������������������������������������������������46
The Protector������������������������������������������������������������������������������������������� 24 Improving Attributes������������������������������������������������������������������������������������46
The Rogue������������������������������������������������������������������������������������������������ 24 Gaining and Improving Advantages�������������������������������������������������������������47
The Scholar��������������������������������������������������������������������������������������������� 25 Improving Powers�����������������������������������������������������������������������������������������47
The Warrior���������������������������������������������������������������������������������������������� 25
Villainous Archetypes����������������������������������������������������������������������������������� 26
Anarchist�������������������������������������������������������������������������������������������������� 26
Crony�������������������������������������������������������������������������������������������������������� 26
Megalomaniac����������������������������������������������������������������������������������������� 26

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Nihilist������������������������������������������������������������������������������������������������������ 27
Attributes������������������������������������������������������������������������ 28
Pips���������������������������������������������������������������������������������������������������������� 28
Coordination (COO)���������������������������������������������������������������������������������� 28
Knowledge (KNO)������������������������������������������������������������������������������������ 28
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Perception (PER)������������������������������������������������������������������������������������� 29
Physique (PHY)���������������������������������������������������������������������������������������� 29
Presence (PRE)���������������������������������������������������������������������������������������� 31
Reflexes (REF)����������������������������������������������������������������������������������������� 31
Skills������������������������������������������������������������������������������ 32
Using Skills���������������������������������������������������������������������������������������������� 32
Skill Cost�������������������������������������������������������������������������������������������������� 32
Unskilled Attempts���������������������������������������������������������������������������������� 32
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Specializations���������������������������������������������������������������������������������������� 33
Skill Descriptions���������������������������������������������������������������������������������������� 33
Coordination�������������������������������������������������������������������������������������������� 33
Knowledge����������������������������������������������������������������������������������������������� 33
Perception����������������������������������������������������������������������������������������������� 34
Physique�������������������������������������������������������������������������������������������������� 35
Presence�������������������������������������������������������������������������������������������������� 35
Skill Level Benchmark���������������������������������������������������������������������������� 36
Reflexes��������������������������������������������������������������������������������������������������� 36
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Advantages����������������������������������������������������������������������� 37
Mechanics������������������������������������������������������������������������������������������������ 37

HOW TO MAKE A HERO


16 Chapter 1 CHARACTER CREATION
CHAPTER ONE:
CHARACTER CREATION
CHARACTER CREATION
Character creation is fun. Did you ever look at a comic book or movie and think “I could have made a cooler character than

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that”? Well, here is your chance. This chapter offers a framework for you to create a new character from the ground up. All the
necessary information for character generation is in this section.

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THE HEROIC JOURNEY
A new Hero starts with a certain number of points with which to purchase attributes, skills, Advantages, and so on; these are
Creation Points. Game Masters should feel free to adjust the Creation Points to the specifications of their adventures and players.
These dice are distributed among the Hero’s attributes, special abilities, and skills. They are also used to gain certain characteristics,
like Advantages or other aspects.

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pl
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CHARACTER CREATION Chapter 1 17


Power level (PL)
POWER LEVELS AND CRE-
The starting level of play. The PL also denotes the
ATION POINTS starting points that players have to make their characters
When creating a character, a player begins with a and gives a rough estimate of the strength of their
pool of Creation Points. The power level the Game adversaries.
Master chooses for the campaign setting determines
the number of Creation Points available. Renown is the

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amount of popularity the Hero starts the game with. Creation Points
Power Level One Heroes (PL1) will be unknown, and The number of points used to make a character.
conversely, it’s much harder to remain anonymous with
godlike powers. A PL level 3 character would give a player 125 points
to make a character.

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NOTE: Power Level one is reserved for extremely low-
level heroes and normal people. It is not recommended
for starting heroes. Maximum Power Ranks
Starting Heroes may have a maximum number of
ranks in their ability as determined by the Power Level.
The Typical Person
Example: A Power level 4 Hero has 6 powers (Flight, Energy Blast,
The average adult (Power Level 1) individual has 2D in every
Force Field, Accelerated Healing, and X-Ray Vision). The Flight,
attribute and 1-2D in skills.
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The average Hero (Power Level 3) has 3D in all attributes, 24
points in skills, 1 Advantage, 15 ranks in powers, and a level 1
Energy Blast, and X-Ray Vision are all at rank 5, Force Field rank 4,
and Accelerated Healing is at rank 1.
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skill specialization
Renown
The amount of fame a character at the level starts with.
The more Renown, the better known or infamous the
character is.
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PL Creation Points Notes Renown


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1 50 points Average human. No powers 0


2 100 points Maximum of 10 ranks in powers 0
3 125 points Maximum of 15 ranks in powers (the default starting level for heroes) 0
4 175 points Maximum of 20 ranks in powers 0
5 200 points Maximum of 25 ranks in powers 20
6 250 points Maximum of 30 ranks in powers 40
7 300 points Maximum of 35 ranks in powers 100
8 350 points Maximum of 40 ranks in powers 200
9 400 points Maximum of 45 ranks in powers 300
10 500 points Godlike power. No limit of ranks or powers. 400

18 Chapter 1 CHARACTER CREATION


At Character Creation…
CHARACTER CREATION COST
66 A Hero can have as many dice in an Attribute as she can
CHART
purchase
Attributes 4 points per 1D 66 No more than three (3) dice in a skill at character creation
Skills 1 point per 1D
66 No more than two (2) ranks in any one specialization at
4 points per rank (max of
Skill Specializations character creation
three ranks)
66 As many Advantages as she can afford

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Advantages Varies (5, 8, or 15)
Disadvantages Nothing 66 As many powers as she can afford only limited by her
Powers Varies (see listing) Power Level.

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Create a Hero, Follow These Steps:
66 Agree upon a Power level to determine Creation
Points
66 Pick an Archetype
66 Purchase Attributes
66 Purchase Skills
66 Purchase Advantages
66 Determine Disadvantages
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66 Determine the Hero’s Base Damage Value, Stress
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Points, Equipment, Power, and other details
66 Determine age and name
66 GO PLAY!
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CHARACTER CREATION Chapter 1 19


CHARACTER ARCHETYPES
Every character has an Archetype, which defines the
core qualities of their personality and gives various
bonuses during play complementing that type of
character. An Archetype also determines how your
character recovers his inner strength, or Hero Points; to
regain your mental and spiritual strength in stressful or

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dangerous situations, you must act per your Archetype!
The list below gives a limited number of Archetypes,
however, don’t let it confine you; it’s only meant to help

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you enhance your character. You could easily have a less
brooding Avenger or a tarnished Icon.
You do not have to select an Archetype at character
creation, but keep in mind that you then give up the
benefits until you choose one.

Anatomy of an Archetype

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66 Name: The name of the Archetype
66 Concept Bonus: a unique ability or skill bonus
possessed by a Hero of that Archetype.
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66 Concept Penalty: a penalty applied because a Hero
acts against the Archetype. NOTE that villainous
Archetypes do not have such a penalty.
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20 Chapter 1 CHARACTER CREATION


ARCHETYPES The Avenger
The Avenger is the character who fights the forces of
The Adventurer evil with his rules, driven by some need to see justice
The Adventurer is an everyday kind of person who being done, possibly on any terms. The character is
happens to have special abilities and the will to use consumed by the desire to wreak retribution on all
them. An Adventurer’s goals are not lofty or dark; if villains, for some slight or tragedy that was committed
you are an Adventurer, you just know right from wrong against them in their past. To the Avenger’s view, the

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and feel a responsibility to use your abilities for the streets are full of crime, and the local law enforcement
common interest. Adventurers are known for flexibility is either on the take or completely ineffectual. To take
and thoughtfulness. This is one of the most open and back the streets, the Avenger, and every right-thinking
Heroic of the Archetypes, and suitable for a character citizen, should get their hands dirty, making the

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who’s certain he wants to be Heroic, but not sure how predators the prey. However, they may destroy a lot in
to be. the process of their vengeance, and certainly aren’t likely
to make more friends – in fact, they may drive some
Concept Bonus:
away.
Helping Hand
Concept Bonus:
The Adventurer has seen and experienced many
Dark Justice
things and is always ready with a solution to a problem.
A number of times per game equal to the Hero’s KNO The Avenger is unrelenting in his quest for vengeance

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they may augment theirs or another’s skill roll by a
number of dice equal to twice their PER attribute.
Concept Penalty
or what he believes to be just and adept at impressing
his will upon others in pursuits. A number of times per
game equal to the Heroes PER the Hero may double
the Skill Level of any PRE+ Skill roll.
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The Adventurer adds 2D to the Aggravation Pool
when she refuses to, or through inaction, allows a
Concept Penalty
person in need or dire situation go unattended. The Avenger adds 2D to the Aggravation Pool when
she allows a grievous wrong to go unpunished.
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Heroic Archetypes Villainous Archetypes


66 Adventurer 66 Anarchist
66 Avenger 66 Crony
66 Bravo 66 Megalomaniac
66 Icon 66 Nihilist
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66 Outsider
66 Protector
66 Rogue
66 Scholar
66 Warrior

CHARACTER CREATION Chapter 1 21


Changing Character Archetype
The Bravo
It’s possible that at some point during gameplay, your
character will want to change Archetypes. An Icon might The Bravo has not a care in the world and lives for
become the victim of a personal tragedy, becoming a Dark the moment. She’s the life of the party, the Ayatollah of
Avenger. Or a Scientist might become an Outcast during a Rock-n-Rolla, constantly joking, and taking everything,
mishap, deciding that his projects were a failure. If something not with a single grain of salt, but the whole bag. She’s
like this happens, you may switch your character’s Archetype a high-octane joy girl (or boy) who always takes the big
and redefine your character’s drive and personality. chances and somehow gains the big rewards, a thrill-

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seeker who lives life to the fullest. But she must also
beware the consequences of her actions!
Concept Bonus:

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Reckless Abandon
Bravos are constantly in motion, moving from one
outrageous activity to another. A number of times per
game equal to the Heroes PER, the Hero may double
the Skill Level of any REF+ skill roll.
Concept Penalty
The Bravo adds 2D to the Aggravation Pool when she

e plans or takes part in planning actions before taking


them.
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22 Chapter 1 CHARACTER CREATION


The Icon
The Icon is the essence of the loftier ideals of humanity.
People look up to her for what she stands for. She’s the person
who tries to lead by example, putting her best foot forward
in the hopes that it will inspire humanity to do the same.
Sometimes the people around her think she’s corny and stuffy,
but it’s a small price to pay to achieve her goals!

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Concept Bonus:
Inspire.
The Icons can inspire those that respect her times per game

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equal to her PRE. The Hero must spend an action inciting the
others to greatness and rolls her PRE + Influence; everyone in
the Icon’s group receives a number of bonus successes to their
next roll equal to one (1) plus the Effect Value of the roll.
Concept Penalty
The Icon adds 2D to the Aggravation Pool when she, through
her actions, fails to live up to the lofty ideas she espouses.

The Outsider
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The Outsider is different from normal society or people…
or so he thinks, anyway. Whether hunted for real, or by
some imaginary foes, the world is a much colder place
to live than normal society, because The Outsider
realizes what’s really going on. He’s the ultimate
survivor, living by his own cunning and sharp wits.
His friends consider him a pessimist if they’re not
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like-minded.
Concept Bonus:
Savvy
Outsiders are excellent at reading a situation and
known where the cards will fall. Because Outsiders place
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a high priority on self-reliance, they are also very adept at


taking care of themselves. Several times per game equal
to the Hero’s PER, the Hero may double the Skill Level
of any PER + skill.
Concept Penalty
The Outsider adds 2D to the Aggravation
Pool when she allows herself to trust those
in authority without checking all the facts
and angles.

CHARACTER CREATION Chapter 1 23


The Protector
The Protector is the champion of an idea or place.
She might be the defender of the environment
on an island or a small community anywhere
or might devote herself to ideals like
“justice,” “purity,” etc. She fights with an
almost religious fervor when protecting

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her charges, and takes her duties very
seriously. She feels personal pain if,
by her own inaction, she allows harm
to come to that which she protects.

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Concept Bonus:
Aegis
The protector may shield others
equal to his REF from any attack
(physical, mental, or social). The
Hero must spend an action defending
others and rolls her PER + willpower;

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reduces the number of successes of the
attack directed at them by one (1) plus
the Effect Value of the roll (for a single
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attack). The Hero may do this times equal to
his PER attribute per game.
Concept Penalty
The Protector adds 2D to the Aggravation Pool when
she refuses through action or the expressed action of
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those around them to protect someone/thing in his


charge.

The Rogue
No one has more secrets than the Rogue does. The
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Rogue runs the borderline of a criminal, barely Heroic


character, and may have a shady past that he’s trying to
run away from or forget. The straight and narrow path
is one littered with temptation, and he must stay strong
and not falter… because sometimes the unsavory
deeds of the past come back to haunt you. Often, he’ll
stumble on that path, looking for an angle that leads to
personal gain. He’s not above using his status to help
himself. He has an absolute disdain for authority, and
will always want to do things his way. Yet with all these
personal drawbacks, he still has a sense of honor and

24 Chapter 1 CHARACTER CREATION


will stick with a friend to the end. The Warrior
Concept Bonus: Your character lives for the fight and little else. He
Slick lives the Spartan life, always honing his abilities. He
may have a social life, but this is probably by pure
The Hero is slippery and can usually find his way out
accident. The Warrior is always completely obsessed
of any problem. A number of times per game equal to
with the fight – his goal is to be the best, and the only
his PER the Hero may add double his Skill Level in any
way to be the best is through battle.
COO + skill.

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Concept Bonus:
Concept Penalty
Signature Attack
The Rogue adds 2D to the Aggravation Pool when
she gives of herself without regard to personal gain or The Warrior has perfected a single attack maneuver

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reward. that he is known and feared for. The move can be
performed a number of times per game equal to the
Hero’s KNO attribute. When the attack is executed,
the Hero may double their Skill Level in a Fighting or
The Scholar Ranged Fighting skill (picked at character creation).
The Scholar seeks knowledge for the sake of knowing.
Concept Penalty
She could be any type of educated figure, from a
mathematician to an exotic sorcerer. The Scholar is The Warrior adds 2D to the Aggravation Pool when

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brilliant, and oft a little quirky, always looking for the
cutting edge; and she won’t stop looking until she’s
lacerated herself on it! This is not to say that every Scholar
is a goofy, wild-haired person in the basement of the
they refuse to settle a dispute with action rather than
reason and words.
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science building – she could also be that astrophysicist
rock star who gets anyone she wants because she has all
the brains. However, most Scholars share the common
trait that they must know the unknowable – and that
can get them into a lot of trouble!
Concept Bonus:
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Deductive Reasoning
Scholars excel at making leaps of deduction
or thinking creatively. The Hero can double
the Skill Level in any KNO skill a
number of times per game equal
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to her PER attribute.


Concept Penalty
The Scholar adds 2D to
the Aggravation Pool when
she fails to delves into the
unknown or probe to uncover
secrets

CHARACTER CREATION Chapter 1 25


VILLAINOUS ARCHETYPES Crony
When creating villains for your game, some of the The Crony is the henchman, the rent-a-goon, the
above Archetypes may not fit your evil character minion, or thug. The crony’s sole purpose is to help
concept. Some of the established ones work just fine, facilitate the plans of his employer or master. You
as there are quite a few villainous Bravoes or Icons usually see lots of cronies with a Megalomaniac. This
running around blowing stuff up, but some need a little is a unique Archetype reserved for the right-hand man,
more room and definition. After all, most villains aren’t not the rank-and-file soldiers belonging to the main

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protectors or Scholars – well, some are, but not many. villain’s organization.
Thus, this section includes a list of Archetypes just for Concept Bonus:
villains.
Boss’s Lapdog

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Cronies may double the dice of any skill roll a number
of times per game equal to the KNO attribute of their
Anarchist master.
This Archetype is not necessarily evil in the strictest
sense, but many villains use a belief or theory focused
around anarchy to explain selfish and miscreant
behavior. The Anarchist believes (or at least claims) that
Megalomaniac
all law is bad and individual freedom, and needs should The Megalomaniac is a mad egotistical psychopath,

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be absolute. If an Anarchist wants something, he takes
it – and if a law impedes his progress – he breaks it. The
Anarchist’s code of conduct is dictated by his needs, and
those needs can be very dangerous.
wanting nothing more than to do things on a massive
scale – with him at the center. Megalomaniacs may be
insane leaders bent on world domination or just people
with delusions of grandeur. Small-time crooks want to
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rob a bank, but the Megalomaniac wants to rob all the
Concept Bonus:
banks in the city at the very stroke of noon!!!
Flip the Script
Concept Bonus:
The Anarchist can reroll or make another reroll one
Farsighted
dice roll and must use the new roll whether it’s better
or worse. They may do this a number of times equal to The Megalomaniac has thought of every solution
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their PER attribute. to every problem and will have a plan to thwart the
Hero at every turn. A number of times per game the
Megalomaniac may make a Hero re-roll skill rolls and
make them take the worse of the two rolls a number of
occasions per game equal to their KNO attribute.
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26 Chapter 1 CHARACTER CREATION


Nihilist
The Nihilist rejects all moral, ethical, and social
principles, living only to hurt, annihilate, and devastate
property and people. In most cases the Nihilist cares
nothing for his own well-being and sees his eventual
demise as a fate he cannot avoid. Nihilists are generally
crazed, and bloodthirsty monsters, serial killers, and

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robots programmed only to wipe out the designated
enemy. They can be cold and calculating, however.
Concept Bonus:

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Meaningless of Life
The Nihilist excels at ruining what others have built. A
number of times per game equal to their PER attribute,
a Nihilist may add double their PHY or KNO (defined
when the character is created) to attack.

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CHARACTER CREATION Chapter 1 27


ATTRIBUTES Knowledge (KNO)
This attribute deals with the acquisition of knowledge,
Attribute Cost = 4 points from character Creation
including the capacity to learn. Skills that primarily
Point pool
involve information-gathering and recollection (with
A Hero’s attributes determine his natural physical
secondary emphasis on application) are governed by
and mental abilities before any training. Every attribute
this attribute.
is rated on a scale of 1D to 5D (for normal humans),
with 2D being the average for a normal adult Human Special note about Knowledge and Knowledge-

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and 5D the maximum human limit. For each 1D you based skills: This attribute assists Heroes in finding out
want to put in an attribute, subtract 4 points from your how much they know about a certain field, modified
Creation Points. Each Hero must have at least 1D in depending on the situation. For this reason, general
difficulties for most Knowledge-based skills have been

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every attribute.
placed together in one chart.
Example: A player wants her Hero to have 3D in Physique. This would This chart can be employed in one of two ways: by
cost her 12 points from her Creation Points pool. picking a difficulty based on what the Hero seeks or
wants to recall, or by comparing the number of successes
rolled to the difficulties (whichever level the Hero meets
Pips or beats is the amount and type of information collected
or recollected).
You may break attribute dice down into Pips, where

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1D becomes 3 Pips, which get spent as +1, +2, etc.

Example: A player has a Reflex attribute at 3D (12 points), Physique at


4D (16 points), and Coordination at 3D (12 points). The player spends
One high roll in any of these skills does not necessarily
make the character an expert in that field. The roll
represents what the character recalls at the time. A high
roll could reveal a precise detail of the information
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four more points (equal to 1D) and gets 3 pips to add to any of his sought, as well as some hints for discovering more of
attributes up to a maximum of +2. The player could add +1 to three what the character asks.
attributes, or a +1 to one attribute and +2 to another. A player may Knowledge-based skill modifiers
never have a +3 in a single attribute.
Amount of Information DoD
Pips add to a single die to change the result of that
Basic or standard information; unconfirmed
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die by a number equal to the Pip. The Pip cannot split 1


among several dice and only affects the total of a single rumors
die. Pips can be used to affect the result of a Wild Die, Theories; generalities 3
but it can never make it ‘Explode.’ Complex concepts; moderately detailed
5
information
Example: A Hero with a Physique attribute of 4D+1 rolls to lift a heavy Professional level; extensive (though not
boulder. The Degree of Difficulty is 3, and the Hero rolls 3, 3, 4, and 7
complete) information
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5; two successes. The +1 Pip may be used to change one of the 3s Innovative topics; extensive information,
rolled into a 4 creating another success. including peripheral details and 9
extrapolations

Coordination (COO)
This attribute is a measure of fine motor skills, manual
dexterity, and hand-eye coordination. A character
who is a great shot or can pick a lock easily has a high
Coordination.

28 Chapter 1 CHARACTER CREATION


Perception (PER) Physique (PHY)
This attribute measures mental quickness, attention This attribute covers raw physical strength and
to detail, and creativity. Skills under this attribute relate endurance. Heroes receive a +1D bonus to their Base
to the imaginative application of information and Damage Value for every 2D they have in Physique,
awareness of surroundings. rounded down. Thus, a Hero with 1D in Physique
Use the following modifiers where appropriate in a receives no bonus, while a Hero with 5D has a +2D
Perception roll. bonus.

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Perception difficulties Strength Feats
At the Game Master’s discretion, a player may make
Situation Effect Value an Athletics check when his character first picks up an

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Noticing obvious, generic facts; object.
1
casual glance
Noticing obvious details (number of
NOTE: The chart and DoD roll should only be used in
2 a dramatic situation and heavy bag of groceries is not
people)
the same as lifting a car from a trapped person.
Noticing a few less obvious details
3
(gist of conversation) For each Round the object is carried, the character
Spotting a few specific details makes another check to see if he can continue to carry
5 the object. If the player fails the roll, his character is
(identities of individuals)
Spotting a few obscure
(specifics of conversation)
Noticing many obscure details
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6

8 or more
too exhausted and must put the object down. If the
character is doing anything else at the time (other than
walking slowly or talking), continuing to carry the
object counts as multiple actions.
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This attribute is also used to find hidden objects or
individuals. The Hero makes an opposed roll against
the person’s hide skill to find the character or the item
the character hid. If a Hide score is unavailable, use
the “Search Difficulties” chart to pick an appropriate
number.
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Search Difficulties
Situation DoD
Character knows object’s exact location 1
Character knows approximate location
2
of object
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Character has vague information about


4
the object or its location
Character has only a general idea of
what she’s looking for; searching for 6
small objects
Character has no idea what he’s
looking for; searching for obscure or 8
tiny objects
Searching for microscopic objects 10

CHARACTER CREATION Chapter 1 29


Difficulty Weight
Physique is:
Human Metahuman Superhuman Megahuman Ultrahuman
(1D–5D) (6D–10D) (11D–15D) (16D–25D) (25D–40D)
1 - - - - 50 kilograms
2 - - - - 100 kg

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3 - - - - 200kg
4 - - - - 400kg
5 1 - - - 800kg
6 2 - - - 1 ton

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7 3 - - - 2 tons
8 4 - - - 4 ton
9 5 1 - - 8 tons
10 6 2 - - 16 tons
11 7 3 - - 32 tons
12 8 4 - - 64 tons
13 9 5 1 - 100 tons
14
15
16
10
11
12
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7
8
2
3
4
-
-
-
200 tons
400 tons
800 tons
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17 13 9 5 1 1 kiloton
18 14 10 6 2 2 kilotons
19 15 11 7 3 4 kilotons
20 16 12 8 4 8 kilotons

Note: The chart on which a player rolls depends on the value of the Hero’s Physique attribute (not the Athletics
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skill). If the Hero has 4D in Physique, she rolls on the “Human” column. If she has 6D, she rolls on the “Metahuman”
column, while a Hero with 12D in Physique rolls on the “Superhuman” column.
Additionally, Heroes must roll regardless of the difficulty, because a critical failure on a Wild Die means that the
Hero failed to get a good grip on the object or that he dropped it.
These adjusted columns reflect how someone with a higher Physique can more easily lift heavy objects.
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Lifting Fatigue Modifier


Time Skill Modifier
1–6 rounds 0
7 rounds to 3 minutes +1 DoD
3–10 minutes +2 DoD
10–30 minutes +3 DoD
30–60 minutes +4 DoD
Note: After the first hour, the character must make a check once per hour at the same difficulty as one hour. If
the character fails the roll, then he must rest for twice the time he was lifting the weight.

30 Chapter 1 CHARACTER CREATION


Presence (PRE)
This attribute describes emotional strength,
personality, and physical attractiveness. Skills needed
in interpersonal communication are governed by this
attribute.

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Reflexes (REF)
This attribute represents the character’s balance,
limberness, gross motor abilities, and reaction time.

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Characters who can climb well or walk a tightrope
have high Reflexes. Additionally, Reflexes is used to
determine Passive Defense Values, though training in
Evasion can increase the Passive Defense Value.

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CHARACTER CREATION Chapter 1 31


SKILLS Skill Cost
Skills are specific applications of the attribute under At character creation
which they fall. They represent training and experience Skills Cost: 1 Character Creation Point buys 1D in
in activities and areas of knowledge that are not a skill
necessarily common to every living creature. Specialties Cost: 4 Character Creation Point buys 1
specialty rank
Example: The skill athletics is a more specific use of your character’s

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Bonus Pips: 1 Character Creation Point buys +3
Physique.
Pips that may be distributed
Characters learn them through instruction or
experience. Some creatures simply don’t have the All skills beneath a given attribute begin at that
attribute’s die code. To highlight skills in which the

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capacity to learn certain skills.
character has trained or has some experience, add Pips
This section defines those skills available to characters. or dice to the base attribute value.
Special Note As with attributes, when creating your character, you
66 No more than three (3) dice in a skill at character can put the whole dice in each skill, or you can give each
a mixture of whole dice and Pips. Remember that each
creation
Dice equals three Pips.
66 No more than two (2) ranks in any one
specialization at character creation Example: Your character’s Physique is 3D+1. If you wanted her to be

Using Skills e
When a player wants her Hero to do something,
a little better in the Athletics skill, you could add one Pip to the base
attribute to get an Athletics skill score of 3D+2. If you decided to add
two Pips to the base attribute, the Athletics score becomes 4D.
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she describes the Hero’s actions to the Game Master You can find the list of skills and their descriptions on
in detail. The Game Master then decides which skill the following pages.
or skills are most suitable for successfully completing
the task. He calculates the number of actions required
(which he tells the player about) and any other penalties
or bonuses (which he may or may not mention).
Unskilled Attempts
It may arise that a Hero will want to attempt an action
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Next, he picks a DoD number and asks the player to


but does not have any dice assigned to the appropriate
roll the dice in the chosen Attribute and the appropriate
skill. The Hero may default to rolling equal to the
number of skill dice in the relevant skill. If the total
controlling attribute.
successes meet or exceed the DoD number, the Hero
succeeds. If the skill total is too small, the Hero fails.
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Example: A Hero wants to throw a ring onto a bull’s horn. The GM


Skills and Other Attributes
decided this is a Coordination roll using the Hero’s ranged fighting
skill. The Hero has 3D in Coordination and 2D in ranged fighting for Sometimes it may make sense to use a different attribute and
a total of 5 dice to roll. The GM decides that the Degree of Difficulty skill combinations for different effects. The most common
(DoD) is 3. The Hero must roll 5 dice and get at least 3 successes to use would be Athletic and other attributes. A person lifting
carry out the task. a heavy weight may use PHY + Athletics, while a person
catching a ball may use COO + Athletics. Sometimes a hero
may use PHY + Influence to perform an interrogation, and
another may use KNO + Thievery to know the proper tools to
use when opening a safe.
When the instance presents itself, the system will
accommodate your creativity.

32 Chapter 1 CHARACTER CREATION


Specializations SKILL DESCRIPTIONS
You can also specialize in skills. Specializations reflect
a greater familiarity in an area covered by a base skill Coordination
and offer a better chance of success. Piloting
You must have at least one die in a skill to have a Specializations: car, bus, bicycle, passenger transport,
specialization, and the specialization can never be more atmospheric jet, spaceship, horseback riding, carriage
ranks than the controlling skill. A specialization rank is

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Piloting covers the operation of ground, air,
always an automatic success when rolling a skill. space vehicles, riding beasts, and muscle-powered
conveyances, such as bicycles. If it moves and the Hero
Example: A Hero with A Reflex of 2D and a fighting skill of 2D with 1
must control it, use this skill.
rank in melee would roll 4D with one automatic success.

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A maximum of 3 ranks can be purchased in a
specialization but cannot exceed the controlling skill’s Ranged Fighting
die code. Specializations: rifle, pistol, submachine gun, bow,
slingshot, sling, fireballs, grenades, Dodgeball catching or
throwing
Reading the Skill Description
The skill is for attacking an opponent at range.
A skill description briefly relates what type of activities Throwing a spear, shooting a bow, firing a pistol, or

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the skill covers. The “Specializations” section, below the
skill name, includes ways in which the skill may be
focused. The Game Master may add to this list as the
game requires.
emitting an energy blast from one’s eyes are all examples
of ranged fighting.
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The description also often mentions ways in which Thievery
the skill can enhance a Hero’s activities, as well as some Specializations: pickpocketing, car theft, breaking and
of the other skills, if any, that oppose it. However, entering, lock picking, sleight of hand
most difficulties and modifiers are included. This is This skill covers such nefarious activities as picking
to help players focus on what they need to role-play pockets and hot-wiring vehicles, along with the complex
better, rather than concerning themselves with game actions of stealthily breaking into a house.
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mechanics.

Knowledge
Languages
Specializations: alien or foreign language, a regional
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dialect
This skill measures the Hero’s ability to communicate
in languages other than her native one.

Scholar
Specializations: archaeology, anthropology, business,
history, cooking, critiquing fine art, science field,
engineering, medicine, navigation
This skill represents advanced knowledge and/or
education in areas not covered under any other skill.

CHARACTER CREATION Chapter 1 33

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