Beruflich Dokumente
Kultur Dokumente
Max Spell/Psi = (Int/2 + Cha/10)* Media Value Maximum number of spells/talents you can design.
Extra spells slots are used to improve existing spells without spending inventing points.
Knowledges: Stat based, with '20' as standard success, D% as hard (quick action)
Rules adjustments
1. All stats are capped at 18 unless a heightened stat is rolled.
If a character has a 18 stat and wants to improve it over 18 and they do not have 4 skills, they must
train (level advancement) for one level of "heightened stat". This training gives them 2 attribute points
and gives them the Heightened x (stat) skill (raises max by 20) and the ability to use future levels to
increase the stat to the new max.
Note: If the character has already hit the threshold of 4 skills he cannot buy any other skills.
see Level 10 exceptions under (F) Media level of characters.
2. Skills (on the powers chart)
Each character can have up to 4 Skills, if a player rolled 1 skill they may buy more using the training
rule to buy more. This new skill comes at the least value (Heightened Deff -1)
3. Inventions:
New inventions have only 1 factor of the power, 1/3 the effect (dam/rng/dur) and costs PR*3 if powered
by the character (or suit) or has a limited number of charges (1d8) per day or per battery/clip, etc.
Inventions can be used to upgrade previous inventions by increasing the # of charges, decreasing the
PR cost, increasing range, duration, or damage possibly above the maximum of a rolled ability.
An Invention can also be used for a one time increase in savings. Recalculate the "starting savings" at
one level higher on the wealth rank table (or 2 ranks for a crit) and add that to the current savings.
Granted* spells or Psi Talents are slightly better, having 2 factors of a power than an invention.
* each level a character with spells or talents gains 1 granted power. Jo wants to make a fireball.
The Factors of an ability are: (Flame powers used as an example = 4 with breakdown)
A. How many effects are included in the power?
1 Burning Fists(breath, eyes, etc) - adds flame carrier HTH
1.2 Damage - reduced by 3 factors on the HTH chart (d6)
1.3 PR 6 (base pr2*3)
1.4 Duration 20 rounds (1/3 duration of 1 hr) ends at will
1.5 Takes 1 action to cast
2 Fire attack - ranged fireball
2.1 Range Factor: [S+E]/3 (reduced because it is not a power)
2.2 Damage - reduced by 3 factors on the HTH chart (d6)
2.3 PR 6 (base pr2*3)
2.4 Takes 1 action to cast
3 Legs of Flame - Flame based flight
3.1 Takes 1 action to cast
3.2 Duration 20 rounds (1/3 duration of 1 hr) ends at will
3.3 flight movement = land movement/3 in mph per round
4 Flame Defense - body is living flame with no loss of clothing/gear - no HTH Carrier
4.1 Takes 1 action to cast
4.2 PR 3 (base of all 0 pr costs is always 1 for a spell/invention = 1*3)
4.3 Duration 20 rounds (1/3 duration of 1 hr) ends at will
Jo creates a flame spell and picks Fire defense and attack as his 2 factors
After casting the spell his body is engulfed in flame and he throws a fireball.
If he does this the duration of the spell is 20 rnds (flame defense) and every times he throws a
fireball it costs him an action and 6 points of power. Jo can cast other spells or take other actions.
Or Jo Could have taken Fire attack; single action spell, but instead of adding a second factor he
decided to increase the base damage to 1d8, or reduced the power to (base Pr/2) 4, or increase
the range to [S+E]/2… if the character is improving the spell thru invention he picks 1 factor of the
spell to adjust, or in the event of a critical invention roll (rolling under 1/10th his inventing score)
he gains 2 factors.
A character in 1901 wants to invent a jet pack and has the following:
Knowledge Research at 18 points
Knowledge Engineering at 13 points
Inventing % = 45%
Tech Level = Future Tech - allowing him to make the device
He would have to roll under 48% (45+2 for research+1 for engineering)
OR
A character has a 16 knowledge in Judo and is fighting a thug.
His attack would look like this:
Base attack bonus 2
Judo bonus 2
Total bonus to hit using Judo = +4
If he only had 14 knowledge points in Judo his total bonus to hit would only be +3.
5. Media level of characters.
Media level designates the power level of the characters and the overall feel of the game. In the 1920's
heros were mainly humans with specialized training and a high degree of willpower. Occasionally
villians would appear with mystical occult knowledge or a 'strange device' that the hero had to
overcome to win the day. In the Golden age of comics heros gained powers from a multitude of
accidents with strange substances and laboratory experimentation, then came aliens and mutants.
Thus, the Media level of the game is just a reference point for the GM to determine where his group
of heros falls on the scale, and a way to balance characters accordingly. Noone wants to play in a
game where 2 players are pro basketball players and one is an invincible hero. If the characters
fight a villian of a higher media level, multiply the experience by 2x the rank difference. Every 10
levels reset the experience (Devide any remaining exp over the min to hit lvl 10 by 10 and keep)
A player creating a starting Side Kick would roll 1d2 Powers(devices/magic/items), 1d4 Skills, and
1 Weakness. They could discard any Power or Skill to discard the weakness. When they hit level
10 they could gain an additional Power, discard the Weakness (undergoes surgery, mutation, etc)
or take an additional Skill. The maximum number Skills increases by 1 irreguardless of what they
choose, thus they could gain an additional level of 'Heightened' if they had already hit the maximum.
Popularity is the measure of just how well known the character is in both local circles and across
the globe. If a thug 'knows' the hero by popularity alone, he be more inclined to run than fight.
If however, he has no knowledge of the person he is facing, he will feel safer in the company of his
fellow lackeys and attack. If the hero is well known as a spokesman or 'paper hero', a villian with a
high degree of fighting skills may intentionally seek out the hero in an attemt to gain a name for
himself.
01-04 MEDICAL 05-08 LEGAL 09-12 RESEARCH&TECH
01-20 Medicine 01-30 Law 01-10 Research
21-35 Biology 31-40 Business 11-25 Electronics
36-45 Veterinarian 41-50 Oratory 25-40 Programming
46-55 Forensics 51-60 Criminology 41-60 Engineering
56-65 Dentistry 61-70 Interrogation 61-70 Mathematics
66-75 Pediatrics 71-80 Politics 71-85 Mechanic
76-90 Surgery 81-90 Research 86-90 Trivia
91-95 Research 91-00 Intimidation 91-00 Business
96-00 Teach