View Full Version : The Enforcers

2007-05-24, 12:54 AM
I will be starting a game in the future once I'm done here, if you are interested please direct your attention here. (http://www.giantitp.com/forums/showthread.php?t=45167)

Otherwise, let's get on with the good stuff.

Character Creation

Welcome to The Enforcers RPG. Before you start, here are some things to consider for your character.

1) Gender, Age, Height, Weight. These will play important roles in certain situations.

2) Race: Unfortunately, the world isn't perfect, and neither is are the people. (Otherwise they wouldn't need heroes) Race can either work for or against you , depending on where you are and who you're with. Extraterrestrial Races, in particular, may be viewed with suspicion.

3)Occupation and Skills: Does your character have a secret identity that works for a living? What kind of skills does he have?
Such skills can sometimes make a difference in a critical situation. A construction worker might be able to find a weak point in a wall, while a computer security specialist might be able to trick a computer into revealing vital information. The list of possibilities is endless.

4) Superpowers: What makes a character stand out from the crowd? What can he do that others cannot?
Don't try to come up with a fully-detailed character at this point. All you really need is a general direction to go when you finally start spending Creation Points.

5) How were your powers acquired? Nuclear accident, chemical spill, science experiment gone wrong, hit by lightning, freak mutation, genetically altered can of soda (yes, that HAS been used) or ancestry. All of these are perfectly valid ways to gain powers, and this is just a few ways to explain how your powers were acquired. It adds depth and possible plot hooks. Coming up short? Ask your other players for inspiration, I'm sure they won't mind.

6) Personality: How normal or abnormal are you? Do you have any weird quirks? How do you view certain concepts like law and good vs. evil?

7) Objectives: What are your short and long term goals?

8) Motivation: What drives you? What makes you tick? What makes you fight the good fight? Why Mr. Anderson? Why? WHY DO YOU PERSIST? *cough* Ahem... Sorry about that.

2007-05-24, 01:26 PM
Creations Points

Creation Points (CP's) are the source of life. Every living thing has at least one CP. The average human typically doesn't attain more than eight or so in his entire life. That's what makes them average. You, on the other hand, are Supers.

PC's start with anywhere between 15 and 40 CP's at character creation, based on... well to be honest, a whim. CP's are used to purchase stats, powers, skills, magic, anything and everything. Unused CP's grant bonuses to a few stats to represent 'latent power' but at character creation all CP's must be used. Specific uses for CP's will be addressed in each relevant section.

For every CP you get you also receive a Training Bonus (TB). TB's can only be used in the following ways:
- Increase a stat by one point.
- Increase your total Energy by five.
- Raise a skill.
- Increase the Damage Number of a power by one.
Training Bonuses do not confer bonuses if unused, unlike CP's and it is recommended that you use them as soon as they're gained.
(Clarification: Your standard Hand to Hand attack does not count as a power and thus the DAM# cannot be raised using TB's)

2007-05-24, 01:47 PM

Your starting basic stats are thus:
Strength (STR) = 10
Agility/Dexterity (ADX) = 10
Constitution (CON) = 10
Intelligence (INT) = 10
Comeliness (COM) = 10
Weight (WT) = by player and GM decision (Base cannot exceed 200 without being purchased)

At character creation you are given 25 points of "Initial Allocation" to distribute amongst these stats (with the exception of weight) These points are used on a '1 for 1' base, unlike a point buy system.

It is also possible to raise these stats by using CP's or TB's. TB's are 1 for 1 like allocation is, except for WT which is 12.5 for every TB used. One CP increases as follows;
STR +4
INT +6
ADX +3
CON +5
COM +7
WT + 25

These base stats, through various formulas, decide your other stats.
Hit PointsHow much damage can you take before you get knocked out? Let's see!
((STR*0.1)+(CON*0.13)+((ADX*0.07)+0.3)+((INT*0.03) +0.8)+(WT/50)-7)x250
The weight/50 is rounded up to the next whole number.
Too complicated for you? That's what we have spreadsheets for!

EnergyEverything costs Energy (ENG) Everything important anyway! Your powers and attacks will draw from your Energy pool. If you run out of energy you become Fatigued and have the following penalties:
- All ability scores are cut in half for purposes of saving throws.
- Effective Carrying Capacity, and by extension your Hand to Hand Damage, is halfed.
- All ENG costs are multiplied by 15 and are taken FROM YOUR HIT POINTS!
ENG = STR + CON + ADX + INT + 10, and can be increased by 5 using a TB or by 15 using a CP
Death LevelWhen your damage taken reaches you maximum hits, you are knocked out. When your damage taken reaches you death level... well you get the picture.
Death Level = ((CON*0.13)*ENG)+Max Hit Points
InitiativeThis decides where you are on the combat chart. Yes, there's a chart. I'll get into this later.
Equal to your ADX score, plus 10 for every CP you spend on Super Reflexes
Defense BonusThe best offense is a good defense! This score represents how well you avoid getting smacked around by bad guys, and always starts off at 0. You get 4 points for every unused CP, plus 8 points for every CP you spend
Combat BonusYou need this to counter your enemies Defense Bonus. Based on ADX and INT ((ADX-3)/5+(INT-3)/5) and increases by 8 for every CP spent on Combat Bonus. Also increases by 4 for every unused CP
Damage BonusOkay, you hit the guy. Now just how much is behind this hit of yours? Damage Bonus (DAM+)Based on STR and ADX ((STR+ADX-18)*0.3) and an extra 20 points for every CP spent on Extra Damage. There are also skills that can raise your DAM+ on specific attacks such as Hand to Hand and weapons.
DAM+ applies to ALL offensive abilities that do damage.
Magic SaveThe universal saving throw against Mages. Equal to your INT score, plus 1 for every unused CP, plus 5 for every CP spent on Magic Resistance
Healing RateThis is how many hit points you regenerate per day, usually after rest. Equal to (CON+(CON*0.13))
Knock Back FactorKNB is the number of hit points that must be dealt before you start to go flying, and not in the good way.
KNB = WT+(Hit Points/20)
Carrying CapacityPretty obvious, but this stat is what your Hand to hand damage is based off of so it's worth mentioning.
CC = ((STR*0.1)^3)*(WT/50)*25
HTH damage# = wow... that is a really complicated formula. If you really want to know just ask. Otherwise I'll just tell you what it is based on CC since there is a table in the Rulebook.
Running SpeedThis is the maximum distance in feet that you can cover in one round (15 seconds) It is calculated using this formula:
Media RatingYou are not alone on the planet. You are protecting the innocent from whatever, and these people don't know who you are... yet! How do these people get to know you? The Media of course. This score, which is adjusted by the GM based on your actions, represents how the News portrays you. It can range anywhere between -100 and 100 and usually starts at 0, which means at this point you are just some weirdo in a costume!
Danger SenseThis is more of an implied stat. When certain situations pop up that you may or may not notice things, you roll a Danger Sense. (d100 vs. your INT score) The reason it is mentioned is because there are certain powers and abilities (Heightened Senses for one) that can grant competence bonuses. And those are always nice!
InvulnerabilityThis is more a power than it is a Stat but it is a really important one. For each CP spent toward Invulnerability you get 100 points into what is essentially a second set of Hit Points that an enemy has to get through in order to cause you harm. Not only does it let you live longer but it ALSO provides a passive defense that increases your Defense Bonus. This bonus is constant and fixed, you get the same amount of defense from this power whether you have 100 points or 1,000,000! HOWEVER, once someone gets through your Invulnerability and into your hits, that bonus is gone.
Invulnerability is recovered completely at the start of every round.

2007-05-24, 09:53 PM
Combat, Part 1:

Before I can get into the various powers one can employ I need to cover a few things about how combat works. That way, when you start creating your character, you can make better decisions as to what powers to take.

All offensive powers, including Hand to Hand, have basic components to them.
Base Chance to Hit (BCTH)This is usually 50, though some stronger powers have a lower BCTH to compensate. (usually the save or die type)
Your BCTH can be raised by 10 for each extra CP you spend on the power. Each Power has an independent BCTH and raising one will not raise the others.
Adjusted Base Chance to Hit (ABCTH)BCTH after adjusted by Combat Bonus and Skills if applicable. Easy.
Damage Number (DAM#)The amount of damage that a character may do with a single attack is determined by his DAM#. This number can be anything from 1 to infinite and in all cases other than Hand to Hand it starts off at 10. The amount of damage dealt done by an attack is calculated by multiplying the DAM# by a number called the R-Factor. The R-Factor is determined by rolling 2d6.
EXAMPLE: 'North Star' hits 'Solo' with a Lightning Bolt that has a DAM# of 30. He rolls 2d6 and gets an 8, so he does 240 damage.
The DAM# of a Power can be increased by 10 for each CP spent. Each Power has an independent DAM# and raising one will not raise the others.
Energy CostThe energy cost to use an attack is calculated using this formula:
Energy used = (DAM#*3*BCTH)/1000
All fractions should be rounded up.
RangeRange is calculated in feet. Each power has it's own Range calculation.
Power Source and Damage Result (PS/DR)This is a rule being introduced to the Second Edition (when it comes out, I'm in a play testing group) that I shall make optional here.
With this option, every offensive power comes with one of three Power Sources AND one of seven Damage Results with a possibility of 21 different PS/DR's.

The Power Sources are: Physical (P), Mental (M), and Mystical/Other (O).
The Damage Results are: Impact (I), Chemical (C), Energy (E), Radiation (R), Absorption (A), Mental (M), and Other (O).
The aforementioned Lightning Bolt would have a PS/DR of P/E, it being a physical based energy attack.
The DR's are in this order for a reason. The PS/DR of a power can be changed, after approval by the GM, for 5 CP's for a PS change and 1 CP for a DR shift. For each 'shift' the DR moves one spot in either direction. You cannot move Impact to Other in one shift or vice versa. You'd have to spend 6 CP's to move down the entire list.

2007-05-24, 09:58 PM

Ok, now we're getting to the good stuff. First, however, it must be said that this will not start off as an entire list. It's just too gorram big. I'll list the more common/popular powers as well as ones requested by potential players. Keep checking this list! It is likely that I will be updating it for a long time to come.

ECU = Energy Cost per Use
PS/DRs for offensive powers will be listed for the sake of completeness.

EDIT: List is getting long fast! I'm going to shorten it with the clever use of spoiler tags within spoiler tags and arranging them alphabetically! Aren't I clever?

Important! Please Read:
It has come to my attention that I only hinted at and never really got into how to build an offensive power. So, without further delay, I present to you:

How to Purchase an Offensive Power
Step 1: Decide which power to buy: For this example we will be buying Psionic Attack for our good buddy 'Cal'. A power with a Base CP Cost of 4

Step 2: Decide what you want for your Base Chance to Hit: The starting BCTH of all offensive powers, unless specified otherwise, is 50. You can increase this number by 10 for each CP spent, for a maximum of 250. Cal wants a little more accuracy from his abilities, so he spends 2 CP's to increase his BCTH with his Psionic Attack to 70. Increasing the total cost of the power to 6... so far. Please note that once a BCTH is determined it CANNOT BE CHANGED.

Step 3: Bring on the Pain: Offensive Powers start with a Damage Number of 10. Like your BCTH, this can be increased by 10 for every CP spent. Unlike BCTH, there is no maximum to how high a DAM# can go, and it can be increased later on if you decide to spend more CP's (same rate). Cal has a few extra CP's that he doesn't mind blowing on damage, so he puts a 8 into the DAM#, bringing it to a massive 90 total, and bringing the total cost of the power to 14.

So there you go, now you know the steps involved in making bad guys fall down!

AAndroidNo, I'm not a robot. *Beep* Um... that was my cell phone. Really!
An Android character is a self-aware construct designed to look and act just like a human. A complete list of bonuses granted by this power is given below:
+20 STR
+20 ADX
+8 CON
120 points of Invulnerability
Speed Increase

Robots and Androids have internal healing mechanisms that repair damage just like a human resting would, with the following exception. After each combat, roll a d100. If this roll is under your CON score, the damage is repaired normally. If this roll fails, than you need to seek a professional mechanic to fix you up, and some functions may not operate properly until you do. (GM discretion)
CP Cost= 11
ArmorIt's armor... what more do you want? Oh, alright.
For every CP spent on you get 500 points of Armor. This acts as a third set of Hit Points that opponents need to get through before they can even get to Invulnerability.
Armor comes in two forms, either Mechanical (Plate Armor, Chainmail, Kevlar, etc.) or Biological Armor (Chitinous skin, scales, etc.)
Both forms MUST have a physical representation. (some examples above) The GM has the right to deny a player either type if it does not fit the character concept.
Biological Armor regenerates at the same rate as the character's Hit Points (Cellular Regeneration applies) Mechanical Armor must be repaired by a trained professional.
Astral AwarenessThis power allows the character to tune in to cosmic forces and ask questions directly to the GM. All questions must be formed so that the answer can be 'Yes' 'No' or 'Maybe'
This power comes with it's hazards! For every question asked there is a cumulative 5% chance to slip into a trance for 1d20 hours which no force in this universe can awaken, and no further questions can be asked for 1d4 days.
Energy cost for this power is special. For the first question the ECU is 1. For each question after that the ECU doubles. By question 6, the ECU is 32. Any character that fatigues himself using this power automatically falls into the trance mentioned above.
CP Cost= 3

BBody ControlA character with this power can control his bodily functions far better than a normal person. He can hold his breath for up to 5 times longer than normal, stop his heart for a short time to fake his death, etc. This also grants him bonuses on CON saves and gives him twice the chance to resist falling unconscious.
CP Cost=4

CCellular RegenerationWith this power, a player can regenerate lost hit points in a single round, rather than an entire day. There are two variations of this power, with two different costs. If a character wishes to regenerate all types of damage, the CP cost is 6. If a character wishes to choose a single common damage source to be unable to regenerate, the CP cost is 5. This power takes no energy to use.
CyberneticsThis power allows you to replace parts of the character's body with artificially constructed substitutes that are better than the original. Each part is purchased separately, has it's own bonuses, and own CP costs.

- Arm - CP Cost= 2 - +10 STR, +40 Invulnerability, +2 CON (can be bought twice, once for each arm)
- Legs (must be a pair) - CP Cost= 7 - +20 ADX, +40 Invulnerability, Speed Increase, +4 CON
- Ear - CP Cost= 2 - Can understand speech up to 150 yards away.
- Eye - CP Cost= 2 - Choose either Infravision (see heat sources) Telescopic vision (zoom in up to 500x) or Night Vision
- Enhanced Brain - CP Cost= +30 Willpower, +20 INT

Character with cybernetic upgrades have internal healing mechanisms that repair most damage taken in combat. If, in combat, a critical hit is scored against a cybernetic part, the damage cannot be repaired automatically until it is fixed by a qualified repairman, and functionality may be lost until you do. (GM discretion)
Unless specifically requested by the character, all parts are designed to look and feel just like their normal counterparts under ordinary conditions.

DDamage ReductionEver wonder how The Hulk can take a beating and shake it off like it was nothing? Because he has Damage Reduction. When you take this power, you select a certain type of damage (or a single PS/DR if you're using those rules) to be almost immune to. Available damage types include but are not limited to: Physical Attacks, Poison, Lasers, Lightning, Fire, Cold.
If attacked with your selected damage type, you'll only take 10% of the damage.
Example: 'Grion' has taken Damage Reduction against Lightning. 'Orion' uses an are of effect lightning attacks again 'Grion' and his buddies. 'Orion' rolls his damage and figures he deals 578 damage against everyone within his range. Grion on the other hand only takes 58 damage. (578/10 rounded up)
This power can be taken more than once but it's effects do not stack. Each time it's taken you select a new damage type to resist.
CP Cost= 5

EEmotion ProjectionThis power allows a character to instill fits of emotion in an opponent. The emotion is decided by the user and is chosen at the time of use. When targeted, a character is allowed a Saving throw vs. INT to resist the effects. If the save is made, there is no effect from the attack, but the intended target is aware of the attempt. If the save is blown, then the target is overwhelmed with the selected emotion and must act accordingly.
This power has a BCTH of 35 rather than 50, and can be increased normally.
CP Cost= 9, ECU= 12 per attempt, Range=INT score in feet, PS/DR= M/M

Flame ProjectionTwo words: Instant. Flamethrower. How cool is that?
CP Cost= 4, ECU= Combat, Range = STR + CON, PS/DR= P/E
FlightFlying is cool. Flying while not in an airplane is WICKED COOL. This power lets you go airborne at a speed of (STR*CON) in mph, with an upper limit of Mach 6 (4,446 mph) Also, if airborne you can ignore the effects of Knock Back by paying the energy cost again for each attack. Activating Flight takes a defensive action.
CP Cost= 6, ECU= 1/round

GGrowth PowerLeap tall buildings? Screw that... be as tall as a building! With this power, one can spontaneously increase their size and mass. This has the following effect for every foot of growth.
+5% Hit Points and Invulnerability
+10% to CC and Weight
+1 to the DAM# of all your powers. Energy costs are not changed.
+5 to opponent's Combat Bonus, making YOU easier to hit.
Maximum height with this power is 100 feet. At this size you'll be nearly impossible to miss and may encounter what we call "Godzilla's Law" which states, "Creatures of massive size cannot move freely, or sometimes at all, without mass urban destruction."
A character can grow to any height desired up to the maximum. It takes an offensive action to grow and a defensive action to return to normal size.
CP Cost= 5, ECU= 1 point for every 2 feet of growth.

HHypermoveThis power lets you move at insane speeds, and in some cases you need to periodically stop to figure out just what it is you passed up a few miles back.
This power REQUIRES you to have Flight and/or Superspeed. When the character uses this power, he creates an aura around him that protects him and his cargo from friction, wind turbulence, and centrifugal force.
In an atmosphere, with Flight or Superspeed he accelerates to 1/10 of his mph speed in MACH speed (times the speed of sound!). Outside of an atmosphere (meaning in space) he accelerates to 1/100 his mph speed cubed times the speed of light.
CP Cost= 6

Ice ProjectionThis is a standard offensive power that allows a character to do hit point damage to his opponents by shooting freezing beams at them. But wait... there's more.
Ice has a nasty tendency to stick around. As a side effect to this damage, this power will also form a block of ice that surrounds the target hindering its effectiveness in battle until it is removed. The hindrance is computed in terms of a DAM# using this formula:

Encumbrance DAM# = (R-Factor x IceDAM#)/20

The Encumbrance DAM# is subtracted directly form the target's Hand To Hand DAM#. If the end result turns out to be zero or a negative number, the target is helplessly encased in a block of ice. If the result is positive, the target can still move and act, but his new HTH DAM# is equal to the result of the subtraction.
Victims of the attack that are still capable of movement may attack the ice that surrounds them to attempt to break free. In order to do so, the amount of damage dealt to the ice must equal or exceed the damage that created it.
Character with this power can also use it to create large ice masses in whatever shape the characters desire. Such ice masses require a defensive action and 1 energy point for every DAM# of ice created. Each DAM# of ice occupies a space of 1 cubic ft. Ice is an non-resisting target and can be hit on any roll that is not an auto miss. If it is not maintained, Ice will melt at the rate of 1 DAM# per round.
A character with this power may also project a protective coating of ice around himself, referred to as Ice Armor. Ice Armor does not provide any passive defense bonuses; however, it does absorb damage. Ice Armor must be removed before any damage can affect the character. Ice armor may be created at the rate of 25 points of Armor for each energy point spent, up to a maximum of 500 at any time; armor may be regenerated as it is destroyed, but you may never have more than 500 points worth. Ice armor takes a defensive action to create.
CP Cost= 13, ECU= Combat/See above, Range= (INT+CON)*2, PS/DR= M/I
Illusions/Holographic ProjectionTwo different names for the same power. Pick one, it doesn't matter.
This power allows a character to project seemingly solid three-dimensional illusions, complete with sound and movement. This attack works by directly affecting the minds of the intended viewers. The intended victim or victims must make a saving throw vs. INT. If the save is successful then they will see the illusion for what it really is. If the save is failed, then the construct will seem solid and believable; the victims will even be able to touch it, because in their mind, it's real. (OMG Matrix!)
It is possible to have the holographic illusion preform attacks against the affected victims exactly as the real article would with the following exceptions:
1) The illusion will act on the controlling character's turn.
2) The illusionary attacks are only half as effective as the real thing in terms of DAM#, but the energy cost for the attack is still as if it was at full power and is payed by the character controlling the illusion.
Victims of attacks from illusionary sources get another saving throw to disbelieve it. Once a character has resisted an illusion, he will be immune to any more illusions from the same source in this battle. Characters may receive circumstance bonuses to their saving throw if the illusion is particularly unbelievable, or if they have some form of improved senses that will help detect such a trick. Characters with Ultravision are immune to illusions all together and can grant allies a +25% to saving throws by helping them disbelieve an illusion.
While controlling an illusion a character can take no other actions. He must stay within sight of his creation and no farther than 50 feet away. Unintended targets (people passing on the street) do not see the illusion and may give accidental clues by their actions that nothing is really there. Once a saving throw is made, the illusion is rendered harmless to that character and can inflict no further damage on him. Illusions are not limited to animate objects; rooms and environments can also be changed.
CP Cost= 6
ECU= 7 per victim. This cost needs to be spent every round to maintain the illusion. Characters may choose to dispel their own creation at any time by not paying the upkeep cost.
ImmortalityYou cannot die. Kind of. For every CP you spend on this power, you get 5 "points" of Immortality. These "points" determine the percent chance you have to survive if your damage exceeds your death level. This power cannot be used if you are reduced to less than 1% of your body mass or if slain directly by a Diety. If you die, but you make your Immortality save, then you'll eventually regenerate to full health. Just be sure you have really good friends that'll watch over you while you're putting yourself back together.
Improved ArmorThis works like D&D style Damage Reduction.
For every CP spent, you gain 10 points of Improved Armor to shrug off any type of damage that comes at you.
Example: 'Puddle Boy' has 50 points of Improved armor and is being attacked by a thug with a baseball bat. He gets hit for 61 damage, but because of his Improved Armor, Puddle Boy only takes 11 damage, which barely even scratches him!
For the record, there was a player named Puddle Boy in an old campaign. He was given this nickname because when he acquired his shape shifting powers, he couldn't control them and shifted into a formless blob. Throughout the entire first session, I had to carry him around in a bucket!

LLycanthropyFirst of all, NO FURRY JOKES! Ok, now that that's over with:
Over the ages, there have been many different views, opinions, degrees of control, and overall stances when it comes to the Lycans. As for views and opinions, whether it be a blessing or an infectious disease, we leave that for the player to decide. But for proposes of using it as a viable power, we present you with Lycanthropy: Enforcers Style.

Character with this power are able to change shape from a normal human into a form that is part animal and part human. This animal form is mostly immune to physical damage (P/I if you are using PS/DR rules) unless the damage is magical or from a silver weapon. Lycans take normal damage from all other forms of attack.
Instead of normal damage from physical sources, they take 'Superficial Damage'. This is an attempt to prevent the suicidal Lycanthrope who decides to chase a someone on the street by jumping off a roof. It doesn't seem to stop them... but we tried.
Superficial Damage cannot kill you, but it can knock you out if the damage exceeds your maximum Hit Points. Lycanthropes are also still affected by things like Knock Back, even though they are immune to the damage... it still affects them.
Lycanthropes must assume their hybrid forms on the nights of the full moon, and may sometimes change involuntarily in times of severe stress (GM discretion). Characters who are Lycanthropes sometimes, but not always, show a tendency toward slightly animalistic behavior in either form - example; a preference for raw meat.
The animal the character becomes must be either mammalian or avian in nature, as well as a predatory type of animal. Wolf is by far the most common type encountered, but is by no means the only choice. If the player and GM agree, other types of animals can be accepted, but the Creation Point Cost should be slightly higher.
[b]CP Cost= 14

PPsionic AttackThis is a standard offensive power with a mental twist. No physical defenses except Force Field can stop this power, or even affect it's chance to hit. The only defense the target has is his INT score; this is a direct subtraction from the power's ABCTH. This attack cannot penetrate or harm a Force Field.
This attack can be used on any part of the body as the damage is caused by the victims own brain. This power can only be used on living creatures with a brain. Robots, Androids and inanimate objects are unaffected by this power. The target need not be intelligent, so it will work on animals.
CP Cost= 4, ECU= Combat, Range= INT*5 in feet, PS/DR= M/M

RRoboticsThis power makes a character a self-aware, mechanical, artificial construct that do not appear at all human. A complete list of bonuses granted by this power is given below:
+20 STR
+20 ADX
+25 CON
140 points of Invulnerability

Robots and Androids have internal healing mechanisms that repair damage just like a human resting would, with the following exception. After each combat, roll a d100. If this roll is under your CON score, the damage is repaired normally. If this roll fails, than you need to seek a professional mechanic to fix you up, and some functions may not operate properly until you do. (GM discretion)
CP Cost= 11

SSolid Energy Creations"My mind can makearrows."

This is the ability to create something from nothing, but only temporarily. It works like a standard offensive power that does hit point damage. The character materializes projectiles in midair that streak forward toward his opponent.
The creator can also do things like make walls, cages, ladders, etc. These temporary objects last only as long as the character pays power to maintain them. The cost to maintain them is the character's first offensive action of the new round and the energy cost of one attack. This will maintain all of the temporary objects the character has in existence. Non-maintained objects will cease to exist at the end of the round in which they were last maintained (or created, if they were not maintained). These creations take 10 points of damage for every DAM# that goes into their construction before they are destroyed. The character can combine up to 5 attacks to create an object. Object creation requires a defensive action.
These creations can be animate and move around if the character takes time to give them verbal orders (1 defensive action). Objects so instructed will continue to follow their last orders until destroyed or re-programmed.
CP Cost=15, ECU=See above
Speed IncreaseFor each time this power is purchased, your running speed is increased by a multiple. x2 for the first purchase, x3 for the second, x4 for the third, etc. With an upper limit of Mach 6 (4,446 mph)
There is no limit to how many times you can purchase this power.
CP Cost= 2
SuperspeedThis is the ability to move at hyper velocities along the ground, across water, or up the sheerest of surfaces. A character's Superspeed is equal to ADX*CON in MPH, with an upper limit of Mach 6 (4,446 mph) (Speed Increases stack with Superspeed)
Characters with this power can use it to compress time: Take the character's Superspeed (including Speed Increase) in mph and divide it by his normal movement rate(including Speed Increase) in mph. This is the fraction of time it takes to accomplish a task. (So if your Superspeed is 100 and your normal speed is 50 than you can accomplish tasks in half the time!)
Characters may also run across water or up and sown walls: The minimum speed needed to run across water is WT*3 mph. To run up a wall is 1/4 the characters speed in mph in height.
Attacks may be carried out using the character's velocity to increase damage; however doing so will receive a penalty to hit.
CP Cost= 5
Super StrengthThis power allows you to temporarily increase your CC and the DAM# of any attack forms you have that are based on CC. The effects of activating this power last for 1 minute. To use this power requires a defensive action to activate. On activation, multiply your STR score by 1d6+1. The ECU for activating the power is the cost of a single Hand to Hand attack with your new STR score. Please note that the ECU for all Hand to Hand based attacks also goes up.
It is highly recommended that players with this power have written out in advance the seven possibilities and related stats. (Should include: What multiplier, STR, CC, DAM#, DAM+, and ECU for each)
CP Cost=10, ECU= See above

TTelekinesis (TK for short)The ability to move things with your mind. What kinds of things? All kinds of things. But every brain has it's limits!
The DAM# you have for this power controls the amount of damage done by the attack when it is directed against another character of an object, and it also controls the amount of material you can manipulate with this power. To pick up objects takes an offensive action and, unless against a non-resisting target, requires a to-hit roll. The energy cost to pick up an object is the same as a single attack. Multiple objects can be picked up at once as long as the following conditions are met:
1) The total number of objects does not exceed your DAM#
2) The total number of objects does not exceed you INT score
3) The total weight of the objects does not exceed your Carrying Capacity
Once objects have been picked up, it is possible to use them like a long-rage melee weapon, dealing damage from your TK as well as damage based on the weight of the object(s). (See rules on Melee Weapons for more information) This does not increase the Energy cost for that attack. Moving or manipulating objects after they are picked up does not require energy or additional actions.
CP Cost= 13. ECU= Combat, Range= INT*4 in feet
TelepathyCharacters with this power are able to broadcast their own thoughts, giving you the ability to hold conversations in private, or listen in on the thoughts of others. Of course, not everyone will want you digging around in their head. Using this power against an unwilling target takes an offensive action and the target gets to attempt a saving throw vs. their INT.
CP cost= 5, ECU= 5 per action, Range= INT*5 feet, PS/DR= M/M
Telescopic VisionWith this power you can extend your sight by up to 500 times normal. This power counts as a Heightened Sense.
CP Cost= 2

UUnobstructed SightThis is the ability to see through walls and other special objects. Depending on how many CP's you wish to spend, your Sight may be more or less obstucted as follows:
Cost=10 - nothing will block your view
Cost=7 - Force Fields will block your view
Cost=5 - Force Fields and lead shields or containers will block your view.
This power can be used in conjunction with other sight enhancing powers such as Telescopic Vision.
Range= ADX*5 in feet

Water ProjectionEver see a guy get hit with one of those super high pressure water hoses that Firemen use? Yeah, it's kinda like that.
CP Cost= 3, ECU= Combat, Range= STR+CON, PS/DR= P/I
WillpowerThis is an optional ability score that starts off as 0 and can only be increased by using CP's. The cost is 1 CP for 10 points of Willpower.
This score comes into play when a character fails a saving throw; he is allowed a second saving throw vs. his Willpower score. If the second save is failed, please be kind and send flowers.
WingsWings come in all varieties, and each serve two purposes. Makes you stand out in a crowd, and takes you up in the air. Flying with wings is slower than flying by telling gravity to shove it, but it's less costly.
Winged flight speed is your normal movement speed times 5.
CP Cost= 4, ECU= None

2007-05-26, 01:40 AM
Combat: Part 2

In progress

Combat is divided into rounds; each round lasts 15 seconds of game time (so one minute is 4 rounds)
Please look at the Combat Chart (http://i16.photobucket.com/albums/b47/nervd0g/combatchart.gif): it is divided into 75 'counts', organized into 5 rows 15 columns wide. This chart determines when characters are allowed to act. In game time, one 'count' represents 0.2 seconds.

Initiative:A character's initiative in combat is calculated by rolling 1d10 and adding this number to the character's Initiative Score (covered in the Stats section)
Once a character's initiative has been determined, the number equal to the character's initiative should be located on the combat chart and marked identifying that character's place on the chart, typically be writing his initials.

Offensive Actions:
When combat begins, the GM will start in row 1, column 1 of the Combat Chart and begin counting columns to the right. When the end of row one is reached, the GM will start counting in row 2, column 1 and continue to the right. This procedure is continues until row 5, column 15 is reached. At this point the round is over, initiatives are re-rolled, between round saving throws and power upkeeps are checked (if any), and the next round begins. (GM's may elect to keep the same initiative rolls for every round to speed combat)
Characters receive offensive actions in the column where their initiative score is plotted, in the row their initiative score is plotted, and in all rows higher. For example, a character with an initiative score of 35 receives an offensive action in column 11 of rows 1, 2, and 3. He does not receive an offensive action in rows 4 or 5 because these rows are below the point where his initiative score is marked.
Character with initiative scores higher than 75 should have their initiative scores marked at the bottom of the chart in the 75+ area. They will receive an offensive action in column 1 of every row. If two characters are due to receive actions at the same time, the one with the higher base initiative score will act first. If Initiatives are the same then the character with the higher ADX will act first. If both of these are a tie then a tie-breaking roll should be made to determine who acts first. (typically 1d10)
All actions taken by a single character must be separated by three unused counts! This is necessary in order to allow others a chance to be effective and to prevent characters with high ADX scores from running away with the show. (translation, it's a balance thing) It is also possible to save an action that you havea chance to use in order to use it at a later thime, but please note that all such saved actions must be used before the end of the round. Any actions not used by the end of the round are lost. No character may use more than one offensive and one defensive action during row 1. Unconscious characters do not earn offensive actions.

Defensive Actions:
Every character is entitled to at least two defensive actions. Characters earn additional defensive actions when their Initiative scores reach 85 or higher. The character earns one defensive action for every 10 points his Initiative score exceeds 75. These defensive actions can be used at any time during the round, provided the following conditions are met:
1) Three counts must have elapsed between the last action the character has taken (either offensive or defensive) and the one he is about to take.
2) If less than three counts will elapse between the current action and an upcoming offensive action to which the character will be entitled, the upcoming offensive action will be delayed until 3 counts have passed.
Defensive Actions are used to activate defenses, use movement between offensive actions, flee combat, etc. They will preempt normal offensive actions which occur on the same count. If two characters wish to take defensive actions at the same time, refer to the rules in the offensive action section to determine who will go first.

Other things you can do with actions.
It is possible to exchange offensive actions for defensive actions and vice versa. If you trade an offensive action, you will receive 2 defensive actions for it. On the other hand, it takes three defensive actions to purchase one offensive actions. Offensive actions purchased by using defensive actions are considered earned as soon as the trade is made. They can be used subject to the same spacing restrictions given in the defensive action section.
"Reserved Actions" are offensive actions that are not used on the same count in which they are earned but saved until later in the round. Reserved actions Preempt all other actions, whether offensive or defensive. If two characters attempt to use reserved actions at the same time. refer to the offensive action rules to determine who will go first. Reserved actions are also subject to the spacing restrictions given in the defensive action section. If you have any unused Reserved Actions at the end of a round, they are lost.

To-Hit Rolls:
Now that we've told you when you can attack, let's go over how to attack.
First of all, figure what your Adjusted Base Chance to Hit is. Usually this is a fairly simple step as it involves adding your Combat Bonus to your Base Chance to Hit. Sometimes though, a player will have skills that can modify Hand to Hand or weapon accuracy, which would involve a little more math.
Second, figure what your target's total defenses are, which are his Defense Bonuses and passive defenses granted by Powers, if any.
You then subtract this number from your ABCTH and that is what your final % chance to hit is! If you roll under this number on a d100 you hit, over and you miss. A roll of 01-05 automatically hits no matter what, and a 96-100 automatically misses.

Damage Determination:
The amount of damage that a character may do with a single attack is determined by his DAM#. This number can be anything from 1 to infinite and in all cases other than Hand to Hand it starts off at 10. The amount of damage dealt done by an attack is calculated by multiplying the DAM# by a number called the R-Factor. The R-Factor is determined by rolling 2d6.
Yes... I know. That was just copied and pasted from the last section on combat. But it is worth repeating because there's more to it!
So far we have: DAM# * R-Factor = Damage
But that's just base damage. Now we're getting a little further into it, and adding DAM+ to the calculation which is added after the R-factor has been rolled. So now you have: DAM# * R-Factor + DAM+ = Damage.
Think we're done yet? THINK AGAIN!

Now we're getting to the good stuff!
During any offensive action a character may elect to take a multi-attack, as long as it does not directly precede movement. (Which means you can't move and make a multi, but you can move, wait three counts, and then unleash the fury!)
A multi-attack is actually an entire series of attacks launched in rapid fire but requiring only one offensive action and one to hit roll to execute. You can do as little as 2 and up to 5 attacks in one turn. The more attacks you execute, the more damage is dealt, but the less accurate you are. The number of attacks in the routine and the to-hit roll modification are thus:
{table]Number of attacks | ABCTH Penalty
2x attacks | -10 ABCTH
3x attacks | -25 ABCTH
4x attacks | -40 ABCTH
5x attacks | -55 ABCTH[/table]
The energy expenditure necessary for such an attack is equal to the energy cost for the power multiplied by the number of attacks in the series. A separate R-Factor should be generated for each attacks in the series. All of the R-Factors are added together and the total multiplied by the DAM# to determine the base damage. The amount of additional damage should be determined, multiplied by the number of attacks in the series, added to the base damage to yield the total damage. So if you do a 5x multi-attack you get;
DAM# * 5 R-factors + (DAM+*5) = Total damage

Optional Rule: For quicker combat, multi-attacks are not determined to be several different attacks in quick succession, but as one attack given a little extra oomph for effect. With this rule determine the total damage normally, and multiply it by the total number of attacks. So a 5x multi would come out;
(DAM# * R-factor + DAM+)*5 = Total Damage

Incidental Knock-Out
Any time an attack does more damage than 10% of a character's total Hit Points, that character has a chance to be rendered unconscious. Divide the hits done by the hits remaining and you get the knock out %. Roll this number or below and you are unconscious, above and you are still awake.

Special Attacks
Special attacks are ones that are aimed at specifically targeted parts or objects, intended to knock out rather than kill, or attacks that are more complex than usual (i.e. grabbing and throwing a person)

An attack aimed at an object a character is holding requires two to hit rolls. One for the character and one for the object. The object has a defense equal to it's holder's Defense Bonus, but not passive defenses from powers. If either of these rolls miss the special attack fails completely. Due to the level of concentration required, this form of special attack cannot be part of a Multi attack.

Attacks can also be targeted at specific parts of the body to eliminate part of the random nature of critical hits, disable rather than eliminate, or do subduel damage. These attacks can be used as Multi attacks with the following to hit penalties:
{table]Number of attacks | ABCTH Penalty
1x attack | -25 ABCTH
2x attacks | -50 ABCTH
3x attacks | -75 ABCTH
4x attacks | -100 ABCTH
5x attacks | -125 ABCTH[/table]

Subduel attacks are made at the head in an attempt to knock a character out. <typing interrupted, I'm going to bed>

Saving Throws
Saving throws are made against a particular stat depending on the situation. If you're trying to not fall off a cliff you'll roll vs. ADX, if you're resisting a poison you'll roll vs. CON, if you are trying to figure something complicated out or resisting a mental based power you'll roll vs. INT.

When you roll a saving throw you typically aim to roll under your ability score. Very rarely do you attempt to roll over a percentage (avoiding Knock-out is the only thing I can think of)

Example: Steve casts a fire spell at Bob (ok, so I'm running out of cool sounding names, sue me) so Bob gets a Saving Throw vs. Magic (covered earlier in the stats section)
Bob's Magic save is 35, so he rolls 1d100 to determine if he saves. He rolls 42, so he fails and takes the full damage.

Early in a hero's career, it is possible he'll be failing a lot of saving throws. But that's why we get stronger, build our stats, and have Willpower!

2007-05-26, 01:48 AM
Shouldn't this be on the recruiting board?

2007-05-26, 02:21 AM
Shouldn't this be on the recruiting board?
I do have a thread in the recruiting board for the game I want to start, there's a link to it in the OP. This whole thread is an explanation of the rules that I did not want to disappear once the recruiting thread expired, that way players can still look back to it when they are unsure, or if other people wanted to try it out they could. It's a system I really like and I wanted to share it with the good folk here in GiTP.

2007-06-11, 02:01 PM


Hey, nobody is perfect. Superman has his Kryptonite, Storm is claustrophobic, Green Lantern has that "yellow" thing... you get where I'm going with this.

Weaknesses are flaws within your character that cause serious complications. Taking a weakness does however grant you extra CP's to be used to create your character, and can only be taken at character creation. Later on these weaknesses can be overcome and removed at double the CP cost of the weakness. (For instance if the Weakness granted you 4 CP's it would take 8 CP's to buy it off)

The CP's gained by taking a weakness must be used IMMEDIATLY. A character with one or more weaknesses cannot have unused CP's at the end of character creation. GMs should restrict players from taking certain powers that would make it so a weakness is no longer a hindrance. (You can't take Extra Damage vs. Physical attacks and then become a Lycanthope for instance)

PLEASE NOTE: The GM has the right to deny a character some an/or all weaknesses at his or her own discretion. At any time a character cannot have more than four weaknesses, and, more reasonably, shouldn't have more than two (That last part is just my opinion) as it can and most likely will make the character unplayable.

Weaknesses can be serious in nature, or more outlandish. For instance: 'Hunter Droid 47' takes Extra Damage from attacks that are electrical based, while 'Clyde' had an uncontrollable urge to devour any and all articles of Denim he came across, even if someone was wearing it at the time.

Here is a list of possible Weaknesses characters can use. New weaknesses can, of course, be created but remember that the GM has final say and you aren't allowed to complain if he says no! (well... not too much anyway)

Extra Damage
With this weakness the character takes double damage from a single type of attack. (or PS/DR) The CP gain for this weakness is based on the how common the type of attack is. (GM discretion as this may change from capaign to campaign, should be no higher than 5)

Description coming soon.

Excessively Violent
Characters with this weakness always go for the kill rather than the take down. Characters cannot make Special Attacks that are aimed to subdue an opponent and will continue to attack enemies even after they are no longer a threat. His companions may try and talk some sense into him, provoking a saving throw vs. INT. If he makes the save he is able to control himself for the duration of the current combat. The GM may give bonuses or penalties to a characters saving throw based on the situation, or during dire circumstances he may even rule that there is no almost no chance for success. (remember, a roll of 01-05 always succeeds!)

The CP bonus for this weakness is 6. (Need Confirmation)

Irrational Fear
Characters with this weakness are afraid of something unusual. The sort of thing that most people will give you funny looks if they knew about it. When a character is exposed to his object of fear they will be unable to use any actions, with the exception of movement to get away. If the object is removed from the character's sight he may then make a saving throw vs. INT to regain his ability to function. Other characters may try and talk him out of his panicked state, provoking an INT save.

The CP bonus for this power is based on how common the object of fear is. This is shows some examples, but should not be taken as a diffinitive list.
(Actual CP Bonuses coming later)
Small Spaces
The Dark

Impaired Sense
Description coming soon.

You've made enemies in the past. Powerful enemies. The kind that hold a grudge, catch my drift? Be it business or personal these guys are out to get you, and usually they typically don't mind using unconventional (or dirty) methods of getting your attention.

The CP bonus for this weakness is figured by a formula based on the average total CP's of who is hunting you and how likely they are to show up to get in your way.

(Formula Coming Soon)

The character with this weakness is allergic to a certain substance, and whenever he is near said substance he loses all powers and is helpless until the substance is removed. Once it is removed, he must wait 1d6 actions before he regains full power.

(Incomplete Entry)