Showing posts with label variant rules. Show all posts
Showing posts with label variant rules. Show all posts

Sunday, October 20, 2013


HEROic Rules

The HERO system can do a lot of things , but it still needs some powers to allow the simulation of certain things. So being me I started creating new powers and skills to fill in the gaps.


New Power Matter Creation
    This power enables the hero to make lasting solid objects of a semi-permanent or permanent nature.  These objects have several characteristics that have to be determined when purchasing the power. Value , Size , and Utility.

Value 10 points lets you make inexpensive objects such as flowers , ice , playing cards , sandwiches or the like
         15 points lets you make items of value such as clay statues, non-precious metals
         25 points lets you create expensive items like computers , cars , diamonds etc
Size   1-100 points (at GM's discretion ) usually 1 oz or cubic foot per point til 20 points then 1 pound or cubic
         yard til 50 1 ton or 10 cubic yards after that.
Utility -8 for items of no in game worth (roses, water, ice)
         +10 pts for items of non combat worth (computers, cars)
         +50 pts for items with combat worth (guns , explosives)
         -5 points if the items can only be of primitive complexity or must have no moving parts
         +10 points if the item is of 20th century complexity or above

The base time to create is a full segment for every 5 points of size, this time can be reduced by a segment for every +1/4 advantage purchased.

The base END cost of this power is 1 point per 10 active points.

The base power is not ranged.
    
So Masked Tuxedo can always make a rose to give to the ladies costs 10(Value)-8(no worth)+1(size)= 3 points
Icelad can make basic objects of pure ice up to 50 tons worth 10(no value)+50(size)+10(non-combat worth)-5(no moving parts) = 65 pts
Technomancer can whip up small advanced electronics on a few moments notice 25(value) +10(size)+ 50(utility)+ 10(complexity) =95 pts
Moleculord can make anything he can concieve of 25(value)+100(size)+10(non combat)+50(combat ) +10(complex) =195 pts

 Magic Monday : Focus on Gods of the Realms

Telos    "God of the Forge and Fire"


    Powerful and respected Telos appears as a man or dwarf made of iron or steel with eyes of smouldering silver or gold.  He is Lawful, and his followers must be lawful as well, but they may be evil , good or neutral.  Telos is the God who tamed fire and called the stones to weep forth iron, which by his blessing became steel. He is worshiped by Blacksmiths, Miners, Dwarves, and Gnomes.  Some artificer magic users worship him as well.  Priests of Telos wear fine armor when abroad and favor the colors Red and Yellow. Those wishing to become priests of Telos must be trained smiths , have a Strength and Constitution of at least 13

    Restrictions : All Clerics of Telos must work Iron at least once a year (dig up Iron, Smelt it, and forge a device made of steel) failure to do so will prohibit them from gaining further levels until the ceremony called "The Song of Steel" is performed. The Ritual takes 3 months and involves teaching secret techniques and prayers to smiths, or studying and prayer in the underearth.  Clerics of Telos may use any weapon, as long as it is made of metal, or any Weapon what-so-ever they have made completely by hand.  The priesthood of Telos tithes 10% to the priesthood and 10% more of wealth must be spent on making forged goods of Iron or Steel . At each level they must make an idol to Telos and place it in a prominent public place, it's size and cost in proportion to the level gained and the trials the priest has undergone.

    Gifts : Telos's Priests gain the following abilities
        1st level : blacksmithing and goldsmithing talents are gained , +1 on all fire saves, can work thunderbolt iron
        3rd level : make a +1 weapon when forging weapons on a critical success
            The attempt costs an extra 500 gp in materials and 6+1d6 weeks time
            +2 on all fire saves. Can work Blood Iron
        5th level : make +1 armor when forging armor on a critical success. 
            The attempt costs an extra 500 gp in materials and 6+1d6 weeks time
            +3 on all fire saves. Can work Blood Steel
        7th level :  make a +2 weapon when forging weapons on a critical success
            The attempt costs an extra 1000 gp in materials and 9+1d6 weeks time
            +4 on all fire saves.  Can work Mithril.
        9th level : make +2 armor when forging armor on a critical success. 
            The attempt costs an extra 1500 gp in materials and 9+1d6 weeks time
            +5 on all fire saves. Can Make Blue Iron.
        12th level : can make +3 armor or weapons on critical success. The attempt costs
            3000 extra gp in materials and takes 9+3d6 weeks time
        13th level : can construct an Iron Golem . Material Cost is 50,000 gp and it takes 3d12 months
        15th level : can make +4 armor or weapons on critical success. The attempt costs
            10000 extra gp in materials and takes 15+4d6 weeks time.  Can work
            Adamantium.
        18th level : can make +5 armor or weapons on critical success. The attempt costs
            25000 extra gp in materials and takes 21+5d6 weeks time.  Can work
            glassteel and laern.

Monday, October 7, 2013


Anime Mechwarrior simple play mod for grey book rules

 

Just thinking on paper here , but just using the classic Battletech greybook rules you could make everything a lot more interesting and "anime" feeling if you assumed Jump movement was equipped on all mechs as a standard option, equal to their walk and mech with Jump Jets have additional jump capability at the regular heat costs defined as shifting to a Land Air mech mode (instead of all the silly LAM rules), with an option to stay airborne for 5 additional heat cost at a height of 6. Remove the Charge attack and Death From above except vs immobile mechs as all mechs are now far too mobile for such a thing (and to prevent pointless beserkerganging). So most light speedy mechs could "jump" a distance of 12 - very veritech and all mechs could leap otherwise extremely difficult to cross obstacles. Cap the movement modifier for hit rolls at +4.

Friday, October 4, 2013

Making Road Kill Rally into an Awesome Zombie Killing Rally Deathrace


Road Kill Rally is a very fun little game but it's rules are extremely likely to provide predictable results , and the lack of a real system for passing on the 2 lane roadmap is frankly inexcusable. With 2 changes the game stays interesting and fairly playable by all. 

The first change is wipeouts. When a car is wiped out it is moved to the side of the road off the path until the next turn's set speed phase , this allows a car to "bump" a leading car off the road and if the bumping car survives and the bumped car is wiped out the bumping car occupies the first car's space. This actually allows passing and gives an extra reason to shoot enemy vehicles.

The second change is a background change: the reason for the rally is to get rid of the already infected humans and to kill off the walking dead in a morale boosting TV sponsored fashion. For this buy a "bag o zombies". After the phase when any pedestrian is hit , put the zombie into place. Zombies take 3 hits to kill in a ram and 2 hits to kill with a weapon , and score the killer 20 points each. Additionally if a ramming attempt fails to kill a zombie the zombie then immediately makes a 1 die attack on the rammers car.

With these 2 changes the game becomes amazingly playable and gives a means to score points for everyone , not simply the lead 2 cars , which in almost any game score ALL the possible pedestrian kills.

Also just as a play note arming MicroMachine cars and painting them makes a WONDERFUL addition to the game ! 







Thursday, October 3, 2013

Shadowrun and the Cinematic Karma Effect

The Cinematics
    When the GM feels the action is sufficiently fast and furious or the players are being sufficiently entertaining , she or he may declare that the scene has gone "Cinematic" in which case all of the following options are available. At any other time player may request cinematic action with an appropriately dramatic soliloquy (or bribe). The request costs 1 karma that is non refundable whether the request is granted or not.
This option allows moments that fit into the Aeon Fluxx, Hard Boiled sort of madness. If you are running a full campaign turned up to "11" you may want to reduce the cost to 3. If you are a GM that gives out riddiculous karma awards raise the cost to 10. You know who you are chummer, I'm judging you and your grade 7 adepts ...
   
Cinematic Dodge
    Cost: 5 Karma, requires GM's consent
       "Only imperial stormtroopers have this kind of accuracy"
                                 -General Obi Wan Kenobi
    Allows the character to "negate" all the successes of any number of ranged or autofire attacks directed at
    him/her.  During this turn, unless the character makes an attack he/she cannot be hit by an autofire attack.
    This does not affect single shot weapons or attacks it is just for dealing with the dozen mooks with SMGs.

Cinematic Action Scene
    Cost: 5 Karma, requires GM's consent
                     "But I never studied law..."-B.Bunny
    Allows the character to make a leap, roll, bounce, climb, or other physical Maneuver with a normal target
    number of 5+ as if it was target  number of 3 test.  This allows the character to leap or fall a superhuman
    Distance (ninja style), dodge between the beams of a laser web and other Cinematically acceptable but normally
    impossible feats.

Cinematic Wound Reduction
    Cost: 5 Karma, requires GM's consent
                     "Tis' Only a flesh wound..."-The Black Knight
    Allows the character to reduce the damage effects of an injury by 1 wound Category per purchase.  Deadly
    wounds will still kill the character but Not for a while, Serious Wounds will only slow the character down
    although a destroyed limb is still gone, Moderate wounds and light  wounds will not affect the character at all
    until after the battle. Think Marv in Sin City .

Cinematic Skill Roll
    Cost: 5 Karma, requires GM's consent
                  "She's the best she is at what she does...I'll be damned if I know how she does any of it" - Blackbaud 
    Allows the character to purchase additional dice to make a skill test at an  Enhanced level.  The character can
    temporarily augment his skill by Paying 1 karma per additional die to be rolled.  The maximum number of
    additional dice is equal to the character's skill.  The player is required to Give a cinematic description of what
    he/she is doing if it is a physical task or a Story about a similar situation if he/she has been in, in the past.

Cinematic Walk of Death
    Cost : 5 Karma +1 per target, requires GM's consent
    Allows the character to make an attack against EVERY opponent in his movement path up to a maximum
    number of targets equal to his Quickness stat without having to divide his attack dice.  Only Mooks (enemies
    with a 1 or lower threat rating or no karma) may be attacked this way. Attacks may be melee or ranged.

Diabolists for the Realms


The Diabolist is the paradoxist who serves the forces of the Outer Planes, Limbo or the Netherhells.  Diabolists generally have a patron demon but pay homage to whatever evil being will give them power.  Diabolists are intended as an NPC class.

Diabolists advance and Fight as Clerics or by HD type if a monster is applied the Diabolist "template".  They have no weapon restrictions and gain skills as Clerics.  Diabolists may use all Clerical magic items.  Diabolists may be of any Evil Alignment.  A diabolist whose alignment becomes good forever loses his diabolist levels and abilities.  Taints remain however.

Diabolists get access to a wide range of spells, depending on the being with whom they are communing. A general chart follows :

Worship              Grants                       
Demogorgon        Reversed Clerical and Magic User spells
Jubilex                Magic User and Druid Spells
Yeenogu             Reversed Clerical and Illusionist Spells
Orcus                 Clerical, Reversed Clerical Spells, Illusionist Spells
Slaadi Lords        Illusionist Spells, Magic User Spells
ArchDevils (et al)    Reversed & Clerical Spells
Lolth                  Clerical and Magic User Spells
Demodands        Reversed Clerical Spells
Daemons            Druidic and Magic User Spells
Elemental Lords   All Spells of their Element plus Druid
Outer Gods         All Spells
Old Ones            All Spells
Great Old Ones   All Spells
Elder Gods         All Spells
Misc Demons     Any 1 category of spells (clerical, druidical, magic user or illusionist)

Diabolists get d8 Hit Points each level and stop at 10th , and can use spells by the following chart:

Hit Die                     Level        1st    2nd    3rd    4th    5th    6th    7th    8th    9th
Less than 2HD            1             1
2 HD                        2-4           2       1
3 HD                        5-6           3       2        1
4 HD                        7-8           4       3        2      1
5 HD                        9-10         5       4        3      2       1
6 HD                       11-12        6       5        4      3       2       1
7 HD                       13-14        7       6        5      4       3       2       1
8 HD                       15-16        8       7        6      5       4       3       2       1
9 HD                       17-18        8       7        6      5       4       3       3       1   
10+ HD                   19+           9       8        7      6       5       4       3       2      1

Diabolists take damage from Holy Water (1d4) and Holy Artifacts (2 per round) and may not cross magic circles.
All Diabolists are 10% likely per level to suffer some form of Demonic Taint and Demonic Boon.
Use your favorite Chaos and Mutation charts.

Friday, September 27, 2013

Putting an Edge into Swordplay



AD&D Realms Campaign

"Swordsmanship" Arts of the Realms. I use these rules to allow for a "3 Muskateers" style of play to be used.

Not all warfare in my world is heavy fighters or archers.
Only Fighters and Thieves may purchase this proficiency.       
2 Proficiencies to Purchase
Provides a cascade set of extra skill with all fencing weapons of their school (see below)
Once purchased the character gains the title of "Novice (school name) Fighter"

Proficiency with at least one the weapons of the school is a prerequisite for learning .
Additional weapon proficiency slots may be used , every additional slot gives the user additional abilities, no one can have more slots in Swordsmanship than they have levels after reaching the novice level of skill. Additional School may be purchased after the first at the cost of 1 weapon proficiency slot each.

When armed with their schools weapons and no more than lightly encumbered and not using a shield larger than a buckler the following benefits are accrued :


Slots    Title                  To Hit Bonus    Attacks    Critical Hit Bonus    AC Bonus    Parry %
2          Novice                     +1                 3/2               +2                       +1 / +2        20 %
3          Bladesman               +2                 3/2               +3                       +2 / +3        30 %
4          Swordsman              +3                 2/1               +4                       +3 / +4        40 %
5          Great Swordsman     +4                 2/1               +5                        +4 / +5       50 %
6          Master Swordsman   +5                 5/2               +6                        +5 / +6       60 %
7          Grand Master           +6                 3/1               +7                        +6 / +7       70 %
8          Paragon                   +7                 4/1               +8                        +7 / +8       80 %

    To Hit Bonus is simply that, when using the appropriate weapon.

    Attacks is the number of attacks per round the character has with a fencing weapon.  No Additional attack is gained for having an extra weapon, instead the second AC bonus is used.
Critical Hit Bonus is the bonus the user gets whenever rolling a natural "20" to hit.

    AC Bonus is the bonus the user gets when wearing studded leather armor or less and is lightly encumbered or less and has a fencing sword, cloak,  buckler shield  or dagger.  The second number is the additional bonus for having a second such weapon in the off hand. 

   The Parry % is the chance that the user can successfully deflect an attack that has already hit if he has not used up an attack this round.  Whenever a parry is made the weapon used must make a save vs crushing blow.  A failure once means it is damaged and may (1 in 6) break.  A second failure means the weapon is ruined. He must chose to forgo the attack at the beginning of the turn.

Major Weapon Schools Include

Achaen - Archaen Runesword either short or long . Requires a Strength and Dex of 14 or more
Zandir - Rapier and Short Sword or Dagger
Thalos - Cutlass and Main Gauche  or Dagger
Laer De Rason - Two Short Swords or Daggers
Shambal - Single Sabre, Rapier, or Shamshir
Barnard Style - Broadsword and spiked bucker . Requires a Strength and Dex of 14 or more
Thessalay - Single Short Sword or Cutlass
Bloodmoon - Bastard Sword. Requires a Strength and Dex of 15 or more
Ja Ekar - Mace and Main Gauche or Dagger. Requires a Strength and Dex of 15 or more
Desert Flower - Shamshir , Cutlass, Sabre, or Scimitar only.
Shingima - Katana only. No armor.  Requires a Strength and Dex of 14 or more
Elven Bladesinger - Longsword and Shortsword. Requires a Strength and Dex of 15 or more
Eulia - Longsword Only, No Armor. Requires a Strength and Dex of 14 or more
Orlan - Scimitar and Buckler or Dagger
Pogarn - Short Sword and Hand Axe or Dagger
Ios Tet  - Short Sword and Dagger
Hamas - Two Hand Axes with extra long hafts. Requires a Strength and Dex of 14 or more
Ursas ro   - (Two) Jo Sticks or (Two) Clubs
Ursara - Quarterstaff .Requires a Strength and Dex of 14 or more
Caludron ro - Dagger and Short Sword , Spiked Bucker and Short Sword

Tuesday, September 24, 2013

Tagger Magic 

For ShadowRun (I use first ed you can use these in second as well)


Wiz Kid gangs are a real threat n the big city , and their tags deliniate the borders of their power. It isn't just gang signs , for the Wiz Kids the tags are a source of power. The accidental discovery of tagger magic in the Seattle Metroplex in 2051 by the Hellkatz led quickly to an underground explosion of magical warfare. Tagger magic is the art of tapping ambient street energies , the kind that form City Spirits , and putting them into a sort of community pool for the magical group that made them. As long as the tags are visible , they generate energy for the gang and can be burned off if additional magical power is needed. The energy they produce also acts as a mild stimulant and intoxicant for the members of the magical society while it is active.

So what is a magic tag ? Good question , chummer. A magical gang tag is a piece of art infused with the magical energy of the creator group, that acts as a siphon for ambient energies. They are created in threes , generaly no further than a block apart , or an exit in the case of highway gangs(with a tag on the on ramp , in the rod somewhere and the next exit sign) what is important is the area is a single domain of city. Once a trio is made they harvest energy for the group that made them. The tags cost one karma each set to make , and while in any area bordered by the tags of her group a magican can use them to make magic stronger or to resist burn damage. The tags must be placed in a visible area in an urban enviroment. Tags in a place of power - such as the Seattle Needle or St Louis Arch generate more power , but are rarely allowed to stay up.

While in a tagged area all spells cast by a member of the group either get an extra point of force or the caster gets an extra die to resist drain, 2 dice if the tagged area is a place of conspicuous attention like a monument. They also have a feeling of intoxication similar to having a red bull and vodka. If they wish to "burn" the tag they can get an additional die to either force or resist drain , but the tag is destroyed. It also kills thier buzz , which is the real reason most don't do it. The tags also can be used to help resist summoning drain , summoners in the tag zones roll one extra die to resist drain from summoning.

So how do you shut down the tags to make the gangers feel the heat ? Well you can physically destory the tagged area , a sledgehammer usually does the trick, of course you have to destroy everything for a meter around the outermost edge of the tag. This tends to make the landlords picky. Less destructively , and more commonly, you tag over them , with intent using another groups symbols, once you break all three down, the area is untagged and the former taggers get some nasty feedback , a few hours of nausea or migraines treat as a Light drain injury. You want to bust them magically ? Fine , the tags once created are visible from Astral Space and can be attacked the same way spell locks can be however they are treated as Force 3-6 objects due to their dispersed nature are the power flow through them. Because of their nature the creators cannot be attacked through them , excess energy just flows back into the enviroment. Spirits or Elementals are often bound to protect a groups tags from Astral attack. If another Wiz Kid gang tags over your markers you take more severe feedback , all members of the burned group take a Moderate Magical Mental Wound, suffering migraines, bloodshot eyes and nosebleeds.

Requirements : to make tagger magic the Wiz Kid must be part of a magical group (as most wiz kids are) and have some sort of art medium handy , usually spray paint , and a point of karma. They are treated as spell locks for magical restrictions. This limits most groups to a home turf of 30 or so blocks since few Wiz Kids have more than 5 or 6 members. It usually takes 8-30 minutes and a roll vs Magic Theory and Street Ettiquette with a target number of 6 to set up a magical tag (30 minutes - 2 minutes for every success on an Street Ettiquette, Magic Theory ) , a failed roll means another area must be tagged.

Magical Tags have the side effect of causing the background count of an area to drop until the tags break , the area's background then jumps by 1 for a few hours. Area that have magic tags on them tend to attract free spritis , and paranormal animals , and Gargoyles especially tend to congregate near them. 

Corporations have attemped to pull this same trick off , but as of yet the has been no success at making corp bill boards or other advertisements work as mana harvesters.It is only a matter of time however.

HERO-ic questions 

This idea is not original to me , but the web is a convienient place to post this. In most of my games I offer a chance for free Experience in exchange for some leverage questions . In D&D I offer (level x 25 exp ) each. In HERO system ,I offer 0-3 points each (usually 1) to a max of 50 points because they give me great hooks for the character and story. In other Marvel they are worth 10 karma a pop. Or in some games I just require the player answer any 10 questions to play their character. They give the GM some direction and ideas and more importantly force the player to think about thier character at some length.

   

What is this character's greatest love ?
What is the worst thing the character ever did to get what they wanted ?
What is this character's worst fear and why ?
What is this character's most intense belief ?
What was the character's worst injury and how does it show itself ?
What is this character's favorite food and where do they always go to get it?
What is the character's favorite beverage and where do they always go to get it?
What is this character's darkest desire , and what wouldn't they do to get it?
Who does your character most admire and why?
Who does your character most fear and why?
Who is your character's greatest rival , when did it begin?
Who is your character's hero/idol , what have they done to be like them or meet them?
Who are your character's dearest non-pc friends , name and describe 3 of them ?
Who does your character most hate and why?
What are your character's political beliefs ?
Who most strongly influenced your character's development ?
Where and how was you character schooled ?
If your character was a weapon what kind would he/she be , explain?
If your character was a color which one would he/she be , explain?
If your character was an animal what kind would he/she be , explain?
If your character was a season which one would he/she be , explain?
If your character was a type of weather what kind would he/she be explain ?
If your character was a substance what kind would he/she be ,explain?
What is your character's family home like ?
Family, who are they and how does your character feel about his/her family ?
How does your character feel about his/her friends ?
How does your character feel about his/her enemies ?
How does your character feel about his/her employer ?
What jobs has your character had and who are the memorable people they worked with?
Who has your character loved and why are they not with them ?
Who has your character killed , just list the important ones if they have a big list?
Who has your character seriously wronged ?
Who has your character worked for ?
Who has your character fought ?
What God or Gods does your character believe in assuming they aren't a priest type?
What religious background does your character come from ?
Does your character believe in an afterlife assuming they aren't a mage or priest type?
Does your character believe in aliens ?
Does your character believe in magic assuming they aren't a mage type?
Does your character believe in conspiracy theories ?
Does your character gamble , what is their game , and what is the most they have lost and won and who was involved?
What are your character's vices?
What kind of entertainment does your character prefer and where do they seek it?
What is your character's favorite hobby or pastime ?
How does your character make a living ?
Where does your character live , describe it and tell me about their neighbors?
What kind of music does your character listen to ?
What kind of mate is your character looking for ?
What is the one thing your character holds to be sacred above all else ?
What combat raining has your character had ?
What is your character's motto , how do they live up to it?
What was their Funniest experience  ?
What was their Saddest experience  ?
What was their most frightening experience  ?
What was their most embarrassing experience ?
What is your character's master goal ?
Does your character keep a journal or diary , where do they keep it?
What is your character's most prized possession and how did they get it ?
What kind of pets does your character keep ?
What place does your character go when out of combat/adventure ?
What kind of vehicle does your character use and what would they rather have?
How often does your character date and what kind of person do they tend to date?

Sunday, September 22, 2013

Marvel Super Heroes House Rules

Rule 1...The GM is mostly right.

Rule 2...The Player has a right to some say so as well (don't be afraid to ask).

Rule 3...The GM decides where the line is between these two.

Rule 4... Be A Hero or don't play.       


Damage and Effects
    Whenever a yellow FEAT is made but not required on an attack the damage is increased by 1d10 points.  If the attack is a called shot this bonus is normally ignored.
   
    Whenever a red FEAT is made but not required on an attack the damage is increased by a Full Shift and optionally an additional 1d10 damage (if the attack warrants it)

    If a character takes damage from an attack that is 3 or more shifts higher than his ENDURANCE a stun result is possible then and there.  A character's PSYCHE is used instead if the attack is mental in nature.

Dodge FEATs
    Any character who's Agility stat indicates ability to avoid a given form of attack may make a power FEAT to avoid the attack.  EG
            A character with Incredible agility can avoid single bullets on a Yellow FEAT.  Automatic weapons fire
                      can be evaded on a RED FEAT.
            A character with Amazing agility can avoid single bullets on A GREEN FEAT, and multiple bullets on a
                      YELLOW FEAT roll, and Energy weapons on a RED FEAT roll.
            A character with Monstrous agility can automatically dodge Single bullets.  Multiple bullets or Automatic
                     weapon Fire requires a Green FEAT roll to avoid.  If multiple Attackers fire automatic weapons at
                     the target he may avoid them on a Yellow FEAT.  Lasers and other energy Weapons can be avoided
                    on a RED FEAT.
            A character with Unearthly Agility may automatically dodge All bullets fired at him/her.  Energy weapon
                   attacks may be dodged on a GREEN FEAT.
     A character who dodges will Reduce the Effective Level of a given attack based on the success of the
dodge. 
        White FEAT     - Zigged when you should have zagged - attack gets +1 shift
        Green FEAT    - Attack loses one column shift
        Yellow FEAT    - Attack loses two column shifts
        Red FEAT    - Attack misses completely

Instant Karma
    40 points    Buy an enemies attack down by 1 column shift
   100 points   Make an enemies attack that is targeting a friend or innocent miss and hit you instead
                     That enemy gets 50 karma
   100 points   Make an enemy monolog , that enemy gets the 100 karma

Saturday, September 21, 2013

Why wear a costume / have a secret Identity? 

A Champions/HERO game discussion applicable to most superhero games

Why wear a costume / have a secret Identity?

1. The costume and the persona it creates have real existence in  the jungian subconscious, making it possible to evade mystical and psionic attack an detection dues to the "Seperate" existance of the super and normal self.
In Champions game terms if you wear a costume you have a +5 EGDCV against mind scans and similar means of detection while in your secret ID.

2.All people in costume have extra natural presence in the world owing to the super celebrity status of superhumans.  This extra presence can be lost by humiliation or defeat, but all people in a comic universe have , since their infancy , been raised to believe that the costume signifies something powerful and dangerous.
In Champions terms an extra +10 presence is automatic for a person in costume .

3.The obvious protection in a court of law it provides for both heroes and villains alike, preventing positive identification and thus providing at least some measure of defense against prosecutors. Many superhumans on both sides of the law

4.Protection of family and friends as well as the innocent bystanders that happen to live in the same building. Even if a person doesn't fear for themselves they might not want to bring the wrath of Professor Nutcrusher down on their neighbors and their Aunt Jenny will be far likelier to live to 80 if she isn't being tortured for information on where Captian Obvious keeps his Secret Power Source.
An un-costumed super human seen in the act has an 8 or less chance of being tracked down by the various powers that be (on 3d6).  The opposite holds true for most costumed folks, as the urban legends about people "accidentally" discovering the secret identities of villains and to a lesser extent heroes who then suffer grisley fates abound.


Effects of having a public ID (no costume)

1.Well it's not all bad, having a public ID automatically entitles you to one level (5pts) of wealth between the basic effects of merchandising and free promotions/gifts and other offers.

2.You automatically get an 9 or less hunted by random persons interested in your life.  This can include stalkers . charities, lawers with summons, papparazzi, the IRS, criminal's families, victim's families, star-fuckers of all kinds, mercenary criminals , enemies and low life parasites of every variety.

3.Everytime you publicly defeat a major menace and get good press your wealth is effectively raised one level for 1d6 days while you remain the Flavor of the Minute.

4.Vulnerability of family and friends,who all now have an 8 or less chance of being tracked down by the various powers that be, stalkers, charities, lawers with summons, papparazzi, the IRS, criminal's families, victim's families, star-fuckers of all kinds, mercenary criminals , enemies and low life parasites of every variety.

5. You get 2 extra presence attack dice as long as you are getting good press.

6. You get a +4 to all Seduction rolls , being a super has it perks.

7. The time it takes to get anything done is at least doubled do to the number of people , be they process servers, papparazzi, starfuckers, detectives, FBI Agents or other hangers on seeking "a few minutes of thier time". 

Friday, September 20, 2013

24 Poisons of the Realms


1: Thieves Lament
An inhaled poison made of Komori root powder.It is pale blue grey and is a dust. It causes immediate intense bleeding and swelling causing 4 hp of damage around, leading to death within 3 hours. The initial save is made at plus 4.

2: Glasswrack 
This inhaled poison of alchemical origin looks like fine ground glass and is made from the distilled essence of dragon, snake, drake and lizard scales. It causes stomach cramping and nausea followed by digestive track failure taking effect within 4 hours, accompanied by causes uncontrollable dance like muscle contractions that render the vicitm paraylzed.The initial save is made at no penalty

3: Tuni
This injected poison of fungus origin .It causes massive fever causing 2 con loss an hour taking effect within 1
minute of insinustion. The initial save is made at minus 1

4: Scar Beetle Oil
This contact poison is made from the liquified shells of the Scar Beetle. The oil is bright viridian and smells of acid.
It causes blindness taking effect within 1 minute, accompanied by coma like sleep and intense nightmares within 20 minutes, and leaves survivors with weakness and stiffness for up to 1 hour after awakening. The initial save is made at no penalty.

5: Eriki Lizard venom
This contact poison of reptile origin.Clear liquid, lemony smell. It causes intense bleeding and swelling causing 6 hp of damage a round taking effect within 1 minute, with a new saving throw each round. Once a save is made the toxin has run it's course. The initial save is made at minus 4

6: Ocavia 
This ingested poison of alchemical origin is made from boiled a base of wormwood and oil beetle extracts. Purple liquid with a bitter oak scent . It causes intense all over body pain like being set on fire , Con check to take any action, taking effect within 10 hours, and leaves survivors with an intense sense of euphoria and an inability to feel pain for up to 2 hours after the initial effect has run it's course . The initial save is made at minus 3

7: Deathgrip
This injected poison is made from boiling the larvae of Yste flies.Brown goop with horrible meat smell.
It causes immediate liver death , fatal in 72 hours or less.The initial save is made at no penalty

8: Snailbite
This blue contact poison of is a sticky tar like resin of fungus origin.It causes immediate massive fever causing 1 con loss an hour, leading to painfull death within 8 minutes.The initial save is made at minus 4

9: Gung Root 
This injected poison is made from Gungin bush root , boiled in oil ,it is a  dark yellow in color and smells of chlorophyl.It causes intense bleeding and swelling causing 3 hp of damage a round taking effect within 65 minutes, accompanied by agonizing cramps -3 to all actions. If the save is made it serves as a potent stimulant and sexual aid. If not the corpse may be able to hold the lid up of his own casket. Sleep will be impossible for 24-36 hours after it enters the body. The initial save is made at plus 3

10: Greentooth
This ingested poison of is made from pulped bark of Red Jarwalla trees. It is brown-black in color, and smells sweet. It causes immediate true sight and fever leaving the victim unable to act unless a saving throw vs poison is made, this fever forces a loss of 1 CON point and hour until the CON reaches 3 , whereupon it breaks, after the fever breaks the true sight wears off, this change in perspective requires another save or death within 3 minutes occurs, seemingly of a heart attack. When Greentooth is consumed it stains any bone surface green, thus the name. The initial save is made at no penalty

11: Hasim also known as Bloodfire Venom
This contact poison of monsterous alchemical origin , made of the boiled organs of several breeds of magical snake and demon blood. It causes intense bleeding and swelling causing 3 hp of damage a round taking effect within 3 minutes, after 7 minutes the victims skin begins to smoke, and the Hasim sets the victims blood on fire for 5 points of damage and a loss of 2 Constitution and Perception a round. A save vs poison is required vs both effects.  The initial save is made at plus 5. If the saves are not made Holy Water will stop the effects on consumption as will entering a circle of protection.

12: Aruk
This injected poison of monster origin is made from boiled down Gelatinous Cube. It causes intense bleeding and swelling causing 1 hp of damage a round taking effect within 95 minutes during which time the victim feels no pain at all those making the save still feel no pain, those that fail thier save but live find themselves paralyzed for up to 1 hour afterward unless the make a 2d10 CON check. The initial save is made at minus 1

13: Kakomi Vapor
This inhaled poison of vegetable origin is an oily red liquid that boils at exposure to air unless the temperature is 50 or less. It causes immediate stomach cramping and nausea followed by digestive track failure, leading to death within 1 minute or less after being breathed. The initial save is made at plus 2

14: Crowkiller
This ingested poison of vegetable origin, looking like golden nuggets the size of corn kernels. It causes brain fever causing 2 Int, Wis, Chr loss an hour taking effect within 8 hours, leaving the victim incapacitated for a day or more. The initial save is made at plus 4. It is commonly used by Halfling farmers.

15: Naga Blood
This injected poison of monster origin. It causes astral perception and brain fever leaving the victim unable to act
taking effect within 10-22 hours, and leaves survivors with hallucinations for up to 40 hours .The initial save is made at plus 4.


16: Banga Nag
This contact poison of shellfish origin. It is a black oily resin. It causes immediate massive cramping and bleeding causing 9 hp of damage immediately, leading to death within 25 minutes. The initial save is made at minus 2.

17: Hwan Nag
This contact poison made from sea urchin's spines. It causes convulsions save vs poison at -3 each round to act, taking effect within 6 hours, and leaves survivors with synesthesia for up to 1 hour afterwards . The initial save is made at plus 3

18: Jester's Curse
This contact poison of vegetable origin, made from Mandrake harvested from beneath a hanged gypsy.
This Brownish green resin causes causes the uncontrollable laughter ,until death by a heart attack , save each turn vs death taking effect within 9 minutes,accompanied by massive bleeding at the areas of contact 1d4-1 pts of damage per round, and leaves survivors with synesthesia for up to 1 hour .The initial save is made at minus 4

19: Drake's Bile
This contact poison of monster origin, it takes the form of a Reddish orange sticky goo.It causes hallucinations taking effect within 10 hours, accompanied by pancreas failure , fatal in 72 hours, and leaves survivors blind for up to 6 months .The initial save is made at minus 3

20: Hellbroth
This contact poison of alchemical origin it is a yellowish sticky mess smelling and looking like honey.
It causes intense bleeding and swelling causing 2 hp of damage a round taking effect within 4 minutes, and leaves survivors with painful joints for up to 10 days . The initial save is made at minus 4

21: Crypt Wine
This injected poison of fungus origin , taken from various underground dwelling fungi particular to graveyards. It causes massive fever causing 2 con loss an hour taking effect within 80 minutes, at runs it's course in 2-20 hours. The initial save is made at plus 5

22: Redskin
This injected poison of vegetable origin It causes intense pain and burning causing 4 hp of damage a minute taking effect within 8 hours, accompanied by respiratory failure save or die, and leaves survivors with a massive skin discoloration .The initial save is made at plus 3


23: Miser's Lament
This injected poison of shellfish origin It causes sleepiness taking effect within 10 minutes, accompanied by
massive cramping and bleeding causing 1 hp of damage immediately.The initial save is made at minus 4


24: Popskull
This ingested poison of vegetable origin. This reddish black liquid smells of turnips . It causes weakness -6 Strength and Constitution taking effect within 11 hours, and leaves survivors bleeding from the nose, gums and eyes for up to 1 hour .The initial save is made at plus 1