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Instead of keeping track of individual funds and wasting time budget-keeping, a Hero's
Resource Echelon provides an abstract measure of the character's relative wealth.
Moreover, it is generally assumed the Hero can afford the standard day-to-day
expenses of the lifestyle indicated by their Resource Echelon - paying the bills, buying
groceries, maintaining their wardrobe, etc. It is only extraneous purchases that require a
Resource GEST.
The Difficulty of any Resource GEST is determined by the Cost Rating of the desired
product or service. A list of example Cost Ratings is provided below which should
provide a general guide. A Resource GEST is considered the in-game equivalent of
checking the bank account, a credit inquiry, or "shaking the piggy bank", and GMs
should play fast and loose with these rules depending on the Hero's standard lifestyle
and how much of an impact on the game a purchase will make. Items more than one
Echelon rank above a Hero's Resource Echelon are generally outside of their budget,
and normally only one Resource GEST can be made by a Hero each week.
OPTIONAL RULES
SAVING
A Hero may "save up" to purchase an item who Cost Rating is above their Resources,
during which time they may make no other Resource GESTs The player must announce
their intentions to save beforehand, but once the period of saving is completed, no
GEST is necessary for the purchase.
For an item with a CR equal to a Heroe's Resources, they must save for 1 month.
For an item with a CR 1 Echelon above a Hero's Resources, they must save for 6
months.
For an item with a CR 2 Echelons above a Hero's Resources, they must save for 1
year.
JOINT PURCHASES
Two or more Heroes may chip in to buy an item. Their Resources must be within one
Echelon of each other, and the highest Echelon is then increased by 1.
LOANS
A Hero can go to a lending organization for help affording an item, though the Hero
must then be able to afford the payments on the loan, usually 1 or 2 Echelons below the
Cost Rating of the item for a period of months equal to the item's CR Echelon Rank.
Failure to repay a loan results in the item getting repossessed, and a knock to the
Hero's credit rating (their Resources are reduced by 1 Echelon).
COST RATINGS
WEAPONRY
A weapon is any object or device whose main purpose is to inflict bodily harm upon an
opponent. Heroes possessing superpowers rarely employ lethal weapons, but villains
rarely hold themselves to such standards and many Heroes without inherent abilities
employ weapons to even the odds.
Weapons are divided into Melee, Thrown, Ballistic and Explosive Weapons.
Grenades are designed to explode upon impact, although some are on timers
automatically triggered by pulling a pin, which go off d10 Panels after triggered. A target
with at least EX Agility can make an attempt to catch the grenade and throw it away or
back at the attacker. This is an Agility GEST resolved as a GRAB. If an Damage is
inflicted on the Grenade when caught, it immediately explodes in the catcher's hand.
PAYLOADS
Missiles require a Payload, which determines the Damage and Areas of effect.
CR DR Areas of effect
Small Missile Payloads EX UC 1
Standard Missile Payloads FA FA 3
High Explosive Payloads AM AM 9, every adjacent Area -1 E (c) Damage
Nuclear Payloads IN UN 18, every adjacent Area -1 E (c) Damage,
& UN radiation, -1 E every subsequent
adjacent Area until AB.
Additionally, missiles require a Launcher and Targeting System (those without are either
dropped on Targets or continue in a straight line until reaching the first obstruction in
their path, or continuing to the end of their Range when they will run out of fuel and drop
to the ground.
LAUNCH/TARGETING SYSTEMS
Computer-Gudied CR: AM
The missile is programmed to hit a specific target within it's Range.
Heat-Seeking CR: FA
The missile will "lock-on" to the highest source of heat in its target path. It may be
sidetracked by a higher source of heat.
Radio-Linked (Homing Missile) CR: UC
The missile tracks a specific wavelength issuing from the target, usually via a small
emitter.
Tele-Guided CR: FA
A camera in the nose of the missile transmits an image to a remote targetting computer
operated by the firer. A specefici Target Area is hit with a Combat Gest using the firer's
Agility requiring a Bullseye result.
Wire-Guided CR: UC
The missile is directed by a wire leading from a small antenna on the tail of the missile
communicating on a specific radio frequency.
WEAPON TRAITS
2-Handed - The weapon is typically used with two hands. Some weapons can be used
one-handed with a penalty (see individual descriptions in Appendix F)
Accuracy - The weapon is finely balanced and made for precision. If the user is skilled in
the wepon, they recieve a +1 to hit.
Bursts - The weapon is capable of firing bursts, affecting up to 3 adjacent targets with
one GEST.
Entangle - The weapon is capable of making a Grab or Grapple attack from a distance,
with the weapon's MS taken as Might.
Illegal - possession of this weapon is considered a criminal offense.
Military - The weapon is only legally avaiable through the armed forces.
Pierce - The weapon does no Damage on a Slash result, but does +1E Damage against
armour.
Rebound - If the user is skilled with the weapon, it returns to them when thrown.
Scatters - All characters within 1 Area of the target are hit for the same Damage.
Slash - The weapon does +1ES Damage against unarmoured opponents, but is -2 ES
against armour with a Slash result and -1 E against armour with a Blue or Red Phase
result.
Supertech - The weapon is of a higher technology level than currently available.
ARMOUR
Armour reduces the amount of Damage a character takes from a hit by the armour's
Echelon Rank. Armour is less effective against certain types of attacks. A Bash! result
from an Obtuse attack reduces an Armour's effectiveness by 1 ES, while Energy attacks
may reduce an armour's effectiveness or bypass it altogether. Concurrently, Armour is
more effective against Slash results from Acuate attacks.
VEHICLES
Vehicles are deined by Terrain, Cost Rating, Maneuverability (MNVR), Speed, and
Body.
The listed Cost Ratings (CR) are for new vehicles, though used vehicles may usually be
purchased for one Echelon less, though one of the used vehicle's ratings, either
Maneauverability, Speed, or Body, are reduced by 1 E.
SPEED is taken as Land Speed for Road, Off-Road, Railed and Water vehicles, and Air
Speed for Air and Space vehicles, and determines the maximum safe Speed the vehicle
can travel.
Raft Water PU NM FB PU
Rowboat Water NM GD FB NM
Sailboat Water GD PU PU FB
Motorboat Water GD EX EX NM
Speedboat Water LG GD FA NM
Hydrofoil Water LG NM UC NM
Yacht Water FA NM GD NM
Ocean Liner Water AM GD NM LG
Destroyer Water IN NM GD LGArms
Battleship Water UN NM PU UC Arms
Aircraft Carrier Water UN NM PU LG
Submarine Water AM GD NM LGArms
VEHICLE TRAITS
Arms - The vehicle is equiped with offensive weaponry. See the specific descriptions in
Appendix F for details.
VTOL - an aircraft capable of verticle take-offs and landings, thus not requiring Control
GESTs for unconventional landings.
Shields - The spacecraft possesses external energy-based shields that act as Armour.
Warp - the spacecraft is capable of warping space or enering hyperspace, allowing
faster than light (Cosmic) Speed. such trips must be calculated beforehand (Difficulty
UN, usually done by computer using constantly updated star charts), and no Control
GESTs are made or possible.
DRIVING LESSON
A GM may call for a Control GEST whenever a vehicle's performance is called into
question, for which the driver uses their Agility or the vehicle"s MNVR Echelon,
whichever is less. This is largely left up to the GM's judgment With the following
guideline provided as criterion.
Road Vehicles - check for any sudden actions at higher than the Vehicle's Speed
Echelon, sudden stops, traveling off-road, and quick turns of 90 degress or more.
Off-Road - the same limitations as Road vehicles save the obvious one.
Railed Vehicles - check only for sudden stops. No Control GESTs are possible if the
vehicle goes off-track.
Water Vehicles - check for sudden changes in coarse. All except submarines also
check when faced with storms and rough waters of an intenity above the
vehicle's MNVR Echelon.
Air Vehicles - check for turns of up to 45 degrees, any sudden verticle movements
such as dodging, and take-offs or landings under non-normal conditions.
Space - check for take-offs, landings, and sudden movements.
A Hero can attempt to escape from an out of control vehicle before it crashes with a
Red Phase result on an Agility GEST. Failure results in the same Damage and Roll vs
Stun results as if they'd stayed in the vehicle + 1 E. The Body Echelon is taken as Body
Armour if the vehicle is attacked. Specific targets on or within the vehicle; that a GM
deigns possible; hit on a Bullseye Result, ignoring the vehicle's Body.
Vehicles accelerate in 2 Areas/Panel steps until they reach thier Speed Echelon.
Similarly, A vehicle may safely deccelerate at 2 Echelons per Panel, coming to a stop
when they reach Abysmal. Sudden stops require a Control GESTs. A Vehicle can
exceed their listed Speed by 1 Echelon, with the following restrictions:
Any movement by the vehicle besides continuing to move in a straight path requires a
Control GEST.
All Gests requires at 1 Phase Shift higher for a success (all Green Phase GESTs
require a Blue Phase, Blue Phase GESTs require a Red Phase result, Red
Phase GESTs require a 100).
Air vehicles that do not possess the Trait VTOL must be moving at a Land Speed equal
in Echelon to their Air Speed rating or less to make a safe landing; landing at higher
speeds require a Control GEST. Air vehicles lso ascend and descend in the same
manner as a flying character, though a Control GEST is needed if the Areas(floors)
climbed are greater than the forward Panels moved in 1 Panel, with Failure indicating
the aircraft is going to fall until control is regained.]
Air vehicles may make turns of up to 90 degrees in a Panel, the turn itself counting as 1
Area of movement. Turns of greater than 90 degrees are considered Vehicle Stunts.
Vehicle Stunts
Extraordinary actions performed by the drivers or pilots of vehicles are proposed by the
player and the GM judges whether the Stunt is possible with the vehicle in question and
if the Hero is capable of pulling off the Stunt.
No Arete investment is required to pull off a Vehicle Stunt as long as the Hero
possesses a relevant Trait (Vehicles, Ace, etc), but failure indicates the vehicle is out-of-
control.
Out-of-control Land Vehicles (Road, Off-road, or Rail) continue to move forward at the
speed they were travelling, though they may spin or wobble depending on the
circumstances. Every subsequent Panel the vehicle reduces its Speed by 1 Echelon
and a GEST may be made by the driver to regain control of the vehicles, until the
vehicle comes to a stop (Speed reduced to AB, or collides with an obstacle).
Out-of-control submarines move forward without reducing Speed until they collide with
something. Other water vehicles have an equal chance of this or capsizing.
HEADQUARTERS
While some individual Heroes operate out of their home or apartment, many heroes and
teams have their own separate base of operations. To simplify matters, Headquarters
are "built" by purchasing Room Packages, which come with a selection of furnishings. A
GM should be flexible modifying these to suit players preferences, adjusting prices by
+ / - 1 ES as appropriate.
The first step in creating a Headquarters is to to purchase the buillding, which is the
frame into which all Room Packages are placed. Buildings are defined by their Cost
Rating, Material _Strength, and Size.
Two Cost Ratings are listed, the first for renting, the second to purchase. These prices
are averages for most larger cities and suburban surroundings, and a GM may adjust
them depending on location; an apartment in downtown Manhattan would cost at least
1E more, while a house in the outskirts of the American midwest would cost 1 E less.
A building's Material Strength refers to the MS of its walls and floors. Outside walls are
generally considered 1 E higher, while doors are typically 1 E lower. A floor can support
a load equal to its MS + 2E over time, and heavier weights for short periods.
Size is a general indication of a building's dimensions and capacity. Small quarters will
house 1 or 2 Heroes and some basic equipment. Mid-Sized quarters are suitable for 3
to 5 Heroes and a small support crew, covering up to 5 inside Areas or rooms.. Large
quarters accomodates up to a dozen Heroes and covers 10 or more inside Areas
spread over 2 or more floors. Deluxe is the largest size, suitable for a large team of
Heroes and covering 20 or more inside Areas spread across 3 or more floors.
CR MS SIZE
Studio Apartment FB/EX GD Small - 1 Room
1 BR Apartment PU/EX GD Small - 2 Rooms
2 BR Apartment NM/EX GD Small - 4 Rooms
3 BR Apartment GD/LG GD Small - 5 Rooms
House (Smalll) NM/LG NM Small - 4 Rooms
House (Medium) NM/UC NM Mid-sized - 8 Rooms
House (Large) EX/FA GD Mid-sized - 12 Rooms
Manor (Small) LG/AM EX Large - 18 Rooms
Manor (Large) FA/IN EX Deluxe - 24 Rooms
Mansion AM/IN EX Deluxe - 30+ Rooms
Office (Small) PU/EX EX Small - 2 Rooms
Office (Large) GD/LG EX Mid-sized - 3 Rooms
Office Suite EX/FA EX Mid-sized - 6 Rooms
Office Bldg Floor LG/AM EX Mid-sized - 12 Rooms
Brownstone EX/UC GD Mid-sized - 2 Floors
Office Bldg (Small) LG/AM EX Large - 4 Floors
Office Bldg (Medium) UC/IN LG` Deluxe - 8 Floors
Office Bldg (Large) FA/IN LG Deluxe - 12 Floors
Skyscraper AM/UN LG Deluxe - 20+ Floors
Warehouse (Small) NM/UC NM Mid-sized
Warehouse (Medium) GD/FA NM Large
Warehouse (Large) EX/AM GD Deluxe
Factory (Small) GD/FA LG Mid-sized
Factory (Medium) EX/AM LG Large
Factory (Large) UC/IN UC Deluxe
OPTIONAL RULE
Building one's own HQ from scratch costs the same as buying, and takes an amount of
months depending on the building's Size:
Small - 2 Months
Mid-sized - 4 Months
Large - 8 Months
Deluxe - 1 Year
The building time can be reduced by up to one half by increasing the Cost Rating by 1
Echelon.
Once a building is purchased, the next step is to stock it with vital furnishings and crime-
fighting equipment. Each Room Package has a Cost Rating and a Space Requirement
(SR) in indoor Areas, along with a description of standard furnishings/equipment. The
listed Costs are for a fairly nice selection of trappings. Optionally, Heroes may acquire
some less expensive or reliable equipment (mis-matched second-hand furniture, used
hardware that often breaks down, etc.) at -1 E CR, while very high-quality packages
(cutting edge electronics, expensive and antique furnishings, a library full of first editions
and rare volumes, etc) for + 1 or 2 E CR.
Closets, porches and bathrooms are assumed in the cost of the building and do not
require separate Room Packages. Every building will have smoke detectors and 1 fire
extinguisher + 1 for every 3 Areas. With GM approval, Heroes can combine rooms as
appropriate by adding 1 E to the higher CR.
Additionally, Heroes may purchase a number of Enhancement Packages for their building.
Enhancement packages take up no room but their cost is based on the Size of the building.
anchor
bar stool
boulder
bookcase
bucket
brick
cement
chair
chandelier
couch
desk
door
FIRE HYDRANT CR - GD MS - LG
EX water pressure at Close range, requires FA Might to uproot from ground.
gazebo
grandfather clock
industrial fan
ladder
lamp-post
mailbox
piano
police box
pylon
rope
screwdriver
seismograph
street sign
table
telephone box
television
tire
toilet
trampoline
wrench
SCENES
Doctor's Laboratory
Occult Sanctum
Makeshift club
barstool, bottle, frying pan, hammer
Makeshift knife
broken bottle
Makeshift Sword
car antennae, fire poker,