Monday, December 9, 2013

New Advantages

New Advantages!




Note that The World at War sourcebook has a number of advantages on pages 32-36. They are edited and included later on this blog for those who cannot obtain a copy of the sourcebook.






The Magic sourcebook also has a number of Advantages in it as well on pages 28-31. They are edited and included later on this blog for those who cannot obtain a copy of the sourcebook.

Artist (Cost: 10 each)
A character with this advantage has extensive knowledge and ability in an artistic endeavor. It can only be a single art form: painting, comic art, singing, guitar, acting, ballet, gourmet cooking, animation, special effects, writing, journalism, etc.
The character can create works of art in his chosen medium. This is a dice action requiring a lot of time. The AV/EV of the roll is equal to the Artist’s INFL/AURA and the OV/RV is 4. The RAPs gained indicate the quality of the art:
1-2 RAPs: The piece or performance is acceptable, if somewhat unimaginative. The Artist will go on starving.
3-5 RAPs: The piece or performance is creative and well received. The Artist will earn a reasonable amount.
6-9 RAPs: The piece or performance is extraordinary and worthy of accolades and critical acclaim. The Artist will earn very good money for it.
10+ RAPs: The piece or performance is a genuine masterpiece, both innovative and well crafted. No one who sees it will ever forget it. The Artist will never have to work again.
               Art is not a quick process, but it is so variable that giving any sort of timetable for it is impossible. Instead, it’s up to the GM to use his best guess as to how long the creation of a piece or the learning of a performance takes. Simple or straightforward art may take 10-13 APs. More involved or technical art may take 18-20 APs. Some art is extremely time intensive, like novels, movies, or marble statues. These could take 21-23 APs.
               A character may possess more than one Artist advantage, indicating that he is skilled in several techniques, but the advantage may only be purchased once to cover any one particular form of art. Thus, a character could not purchase the Artist (Dancing) Advantage three times to achieve a cumulative modifier.
               This advantage replaces the Artist skill.
 


Brute (Cost: 15)
          A character with this advantage is extremely strong and relies on that strength to win fights. This could represent the fighting ability of a giant or a fantasy barbarian. He may link his Martial Arts skill to his STR. However, he does not receive the +2 to Initiative for Martial Arts. He may also link his Weaponry skill to STR, but only if he does not have the Energy Weapons, Firearms, and Heavy Weapons subskills (If those are desired they must be purchased separately). This advantage is only available when the Martial Artist or Weaponry skills are first purchased. It may not be added later.
A character with this advantage cannot have the Mystic Warrior or Psionic Warrior advantages.
 


Headquarters (revision)
               Not every headquarters needs Security and either a Lab or Workshop rating, but they are desirable features.
Security: HQ can be designed with Security. Security is the safeguards and alarms in place to prevent intruders and disasters.
               Technological Security has a FC of 3 and includes things like pressure plates, cameras, motion and heat detectors, metal detectors, alarms, sprinklers, vacuum sealed doors, hidden doors, pit falls, giant rolling boulders, etc. It can also reflect outdoors security measures such as mines, pits, trip wires, cameras, etc. Security can only be placed in a Technological HQ.
               Mystical Security has a FC of 5 and includes things like illusionary doors and terrain, rooms without exits, guardian spirits, paintings with eyes, animated suits of armor, pass-worded doors, moving staircases, labyrinthine forests, etc. Mystical Security can only be placed in a HQ with a Workshop.
               The Security rating of a HQ is the OV/RV of attempts to notice and locate the security and to move freely about undetected and undeterred.
               Characters with Spy (Surveillance) or Thief (Security Systems) may attempt to notice security that is hidden if it is indoors. If the Security is outdoors, characters with Military Science (Danger Recognition) may attempt to notice it. Characters with Thief (Security Systems) can try to disarm or avoid technological Security, indoors or outdoors.
               Characters trying to notice or avoid mystical Security must rely on powers and ritual spells. It is much harder to notice and avoid Mystical Security, which is why those systems are much more expensive. The OV/RV of spells used to defeat mystical Security is set by the APs.
Laboratories and Workshops: A HQ can be designated a Laboratory or a Workshop. A Laboratory is a scientific shop that makes building gadgets more efficient. A Workshop is an occult shop that makes building artifacts, creating rituals, and casting ritual spells more efficient. Both have a FC of 3.
               The rating of the Laboratory or Workshop is the maximum APs of a Gadget, Ritual, or Artifact ability that may be created there. Attempting an ability greater than the Laboratory or Workshop score incurs a +2 CS to the OV/RV of the skill dice action.
               Due to a clash between magic and science, characters attempting to construct a Gadget in a Workshop receive a +2 CS to the OV/RV of all their Gadgetry and Scientist Checks. The same holds true for characters who attempt to use Occultist or any Mystical power in a Laboratory.
               Once per year, a character must make a Wealth upkeep check for his Laboratory or Workshop. The OV/RV of the check is equal to the Laboratory/Workshop’s APs. RAPs indicate that the check is successful. Failure indicates the lab or shop has fallen into disrepair and cannot be used until repaired. To repair a Laboratory or Workshop the character must pay a number of Hero Points equal to 1/2 the original HP cost.
 


Immortal (Cost: 20)
This character does not grow old and cannot die of old age. Anything else goes. They can catch diseases, be poisoned, get shot, or be killed in a car accident. However, they will never die of old age, grow senile, or lose their beauty or their hair. Enemies attempting to alter the age of an immortal suffer a +4 CS to OV and RV.
 


Indestructible Costume (Cost: 5)
               Some characters are constantly tearing and destroying their costumes. This can compromise a hero’s identity, to say nothing of his modesty. Not so the character with this handy advantage! This character’s costume can not only endure the rigors of the character’s powers without harm, it is practically indestructible. At best, your cape might get ripped up or a sleeve torn, even if blasted with force to kill you!
 


License to Kill (Cost: 20)
          A character with this advantage is authorized by the government to exercise lethal force in certain situations. Thus, the character may not be penalized for using Killing Combat. There are two types of characters given a License to Kill: Law Enforcement and Military. The HP cost for both is the same, but the player must specify which License he has when he purchases the advantage.
               Note that almost no government would give such a license to a powered character except under extremely unusual circumstances. Black ops superhero teams do not count, nor do antiheroes like the Punisher, even if employed temporarily by the government. The drawback with playing these types of characters is that the rewards are few and hard earned- you just have to be contented with the fact that you brought a permanent end to a villain.
               The GM can deny any player this advantage.
Law Enforcement characters include detectives, FBI agents, cops, etc. These characters forfeit no HPs for acting in self defense or the defense of others and lose only a quarter of their HPs for initiating Killing Combat against violent criminals. Killing an innocent or a villain that obviously is not violent (or who has surrendered) still forfeits all of the character’s HPs for the adventure and causes the character to automatically lose their license and suffer legal consequences. In addition, assaulting an innocent or a villain who is not a threat results in the loss of half the character’s HP rewards and will likely result in disciplinary action.
Military characters include soldiers, spies, secret service agents, etc. Military characters are usually only allowed to initiate Killing Combat if ordered to do so by their commanding officer. However, they can engage in Killing Combat against a declared or nationally-recognized enemy if they or the citizens of their nation are attacked, even with no orders issued. They lose no HPs for either situation. Additionally, Military characters in enemy territory are allowed to freely initiate Killing Combat against enemy military targets with no fear of losing HPs. Attacking a civilian target in an enemy land, or attacking unprovoked and without orders anywhere, loses the character all of his HPs and may also result in serious consequences such as imprisonment, dishonorable discharge, demotion, etc.
 



Longevity (Cost: 15)
      The character with this advantage has an extended lifetime. He will still grow old, though slowly, and die, though after many more years than a normal person. Enemies attempting to alter the age of a character with longevity suffer a +2 CS to OV and RV.
 





Mastermind (Cost: 15)
               A character with this advantage is especially cold and calculating when dealing with others. He may have no real emotions, such as an android, or may simply be a ruthless and manipulative soul like Lex Luthor. He may link his Charisma skill to his INT. This advantage is only available when the Charisma skill is first purchased. It may not be added later.
 


Mystic Warrior (Cost: 20)
          A character with this advantage is attuned with mystical energies that flow through himself and the universe around him. He has learned to draw upon those energies to fight. This could be a mystical monk or a Jedi Knight. He may link his Acrobatics, Martial Arts, Vehicles, and Weaponry skills to his INFL. This advantage is only available when the skills are first purchased. It may not be added later.
A character with this advantage cannot have the Brute or Psionic Warrior advantages.
 


Parapsychologist (Cost: 15)
               A character with this advantage is knowledgeable in the Occult, but not particularly spiritual about it. Instead, he approaches it from the point of view of a science. This could be a parapsychologist character, such as a ghost hunter or an archaeologist like Indiana Jones.
This character’s Occult Knowledge subskill extends beyond the magical and occult and into more modern and scientific forms of occult lore like cryptozoloogy, UFOs and abductions, conspiracy theories, and parapsychology and ghost hunting. He may link his Occultist skill to his INT. This advantage is only available when the Occultist skill is first purchased. It may not be added later.
 
Pet (revision)
   Familiars: Magicians who have Pets may designate them as Familiars who share a mystical connection with the character. The two have a telepathic bond that connects them at any distance and allows them the ability to always locate one another. The sorcerer can always use his HPs on his familiar as though they were the familiar’s own.
               When casting spells, any mystical bashing damage taken by the character may be divided as desired between the sorcerer and his familiar. However, Killing damage taken by the familiar is shared in equal measure by the sorcerer. Thus, if the familiar loses 3 BODY to killing combat, then so does the sorcerer.   
To designate a Pet a Familiar adds a +1 FC to the Pet’s Mystical attributes.
 

Psionic Warrior (Cost: 20)
          A character with this advantage has honed his mind to master his nerves and body to a degree that is amazing. Alternately, he could be stunningly brilliant and able to use his mind as a weapon in combat. This could represent a warrior genius like Deathstroke or a psionic warrior like a Bene Gesserit. He may link his Martial Arts, Vehicles, and Weaponry skills to his INT. This advantage is only available when the skills are first purchased. It may not be added later.
A character with this advantage cannot have the Brute or Mystic Warrior advantages.
 

Scholar (revision)
          To help determine the OV/RV of Scholar checks, use the guide lines below:
Very Common [2 OV/RV] High school science or literature, pop culture trivia, television history or politics, literary knowledge revealed in movies
Common [4 OV/RV] College science or literature, history and politics found in easily available books
Uncommon [6 OV/RV] Cutting edge science, occult knowledge, politically unpopular or incorrect theories of theology, history, or politics
Very Uncommon [8 OV/RV] It’s no longer taught or is extremely politically incorrect- such as the rules for ancient art or how Sherman’s war crimes and tactics inspired Hitler’s own
Rare or Complex [10 OV/RV] Knowledge that has been obscured or lost to history, deep occult lore, advanced science, or knowledge that can only be gained by deduction, such as the analysis and comparison of literature
Very Rare or Complex [12 OV/RV] Who shot Kennedy, what landed at Roswell, where the Ark is buried, theoretical science
Suppressed or Dangerous [15 OV/RV] Cthulhu mythos, the names of real leaders of government, the location of the Cross
 

Scholar (Ritual Disciplines) (Cost: 25 each unless otherwise indicated)
               The following new disciplines are available:
         Chaos Magic (Cost: 25): This form of magic deals with the bizarre, the unexpected, and the chaotic. Casters of this type of magic open themselves to channel the wild forces of Chaos, never really knowing what their mystical abilities will render into reality. Approved Powers: Confusion, Mutation, Dumb Luck, Fortean Rain, Hex, and Polymorph.
     Dimensional Magic (Cost: 45): This potent discipline deals with alternate dimensions and planes of existence. Its followers are explorers in other realms of existence with the power to traverse dimensions, channel cosmic energies, and travel the astral realms to point in space, time, or thought. Approved Powers: Awareness, Dimension Travel, Sensitivity, Spirit Travel, Teleportation, Time Travel, and Two Dimensional.
     Druidism (Cost: 25): This form of magic deals with the natural world, with plants and animals. It is the favored magic of the Celtic gods and the repository for their wisdom. Approved Powers: Animal Control, Animal Summoning, Awareness, Eye of the Cat, Life Sense, Plant Animation, Plant Control, Plant Growth, Polymorph, Shape Change, Speak with Animals, Speak with Plants, and Weather Control.
     Elder Magic (Cost: 50): This form of magic deals with the Old Ones and their dread agents. These strange gods are older than creation, twisted, and mad, generally caring nothing for human affairs. In fact, it is unknown whether they even realize that their cultists are calling upon them for aid. The ultimate goal of this insane discipline is to align the stars and open the gateway through which the Old Ones and their minions shall return. Approved Powers: Age Manipulation, Animate Dead, Aura of Fear, Awareness, Control, Dimensional Travel, Fortean Rain, Mental Illusion, Mutation, Necroscope, Personality Transfer, Polymorph, Speak with Spirits, Spirit Travel, Suspension, Swarm, Warp, and Water Freedom.
      Illusionism (Cost: 25): This discipline involves trickery, pranks, mischief, and misdirection. It is the subtlest of the Arts, altering perceptions and fooling the weak minded. Approved Powers: Animate Image, Darkness, Flash, Fog, Illusion, Invisibility, Mental Illusion, Phobia, Sensory Block, Shadow Animation, Truesight, and Two Dimensional.
       Mesmerism (Cost: 25): This form of magic deals with telepathy, hypnotism, and mind control. It enchants and entangles, alters perceptions and plumbs the recesses of memory. Like Alchemy and Elementalism, it has a close affiliation with science. While uncommon in the modern era, in the Golden Age mesmerism was perhaps the most popular discipline. Approved Powers: Charm, Cloud the Mind, Compel Truth, Comprehend Languages, Confusion, Control, Exorcism, Hypnotism, Iron Will, Mental Freeze, Mental Illusion, Mind Probe, Personality Transfer, Shouting, and Telepathy.
      Shamanism (Cost: 25): The world around us is filled with spirits. Spirits of the living that animate all life and fill the universe with energy and spirits of the dead that offer wisdom and guidance. Shamans can speak to these spirits, sing to them, and gains from them assistance and guidance. Approved Powers: Awareness, Animal Mimicry, Animal Summoning, Eye of the Cat, Life Sense, Necroscope, Plant Growth, Shape Change, Speak with Animals, Speak with Plants, Speak with Spirits, Spirit Travel, and Weather Control.
     Spirit Medium (Cost: 25): This form of magic deals with ghosts and spirits of the dead. Mediums, oracles, and sensitives are the practitioners of this ancient art. In the modern day so many frauds have claimed these powers that the real practitioners frequently seek anonymity. Approved Powers: Awareness, Exorcism, Iron Will, Life Sense, Necroscope, Postcognition, Precognition, Sensitivity, Speak with Spirits, Spirit Drain, Spirit Trvael, and Truesight.
     Technomagic (Cost: 25): This cutting edge magic deals with the modern world of machines and computers. It is the modern version of Alchemy, the art of mad science, and the least understood of magical disciplines. Many magicians fear this magic and where its influence could lead the human race. Approved Powers: Animate Object, Cybertelepathy, Energy Control, Fabricate, Pulse, Radio Communication, and Virtual Projection.
     Transformational Magic (Cost: 25): This magic deals with the Metamorphosis, one of the primal forces of reality. It transforms people and things, willingly and otherwise. Approved Powers: Chameleon, Matter Manipulation, Molecular Chameleon, Polymorph, Self Manipulation, Shape Change, and Transmutation.
     White Magic (Cost: 25): This form of magic is the antithesis of Darkness magic, the mysticism of the Light. It exists to help in combating darkness and evil and uncover deceit and falsehood. Approved Powers: Awareness, Compel Truth, Damage Transference, Enchantment, Exorcism, Healing, Iron Will, Magic Resistance, Sensitivity, Truesight, and Turn Undead.
     Witchcraft (Cost: 40): This form of magic is used for a wild variety of things like fertility, crops, sex, love, cures, curses, etc. It is the oldest of all magic and embodies the wisdom of centuries of wise men and women who sought an understanding of the world around them. Approved Powers: Animal Control, Animal Summoning, Aura of Fear, Awareness, Eye of the Cat, Fortean Rain, Healing, Hex, Plague Touch, Poison Touch, Polymorph, Precognition, Postcognition, Remote Sensing, Sensory Block, Shape Change, Sleep, Speak with Animals, Speak with Spirits, Suspension, Systemic Antidote, and Weather Control.

    Super Numerate (Cost: 10)
         A character with this advantage has a mind like a calculator and is capable of adding large numbers or groups of numbers together instantly. He can also instantly calculate precise odds and accurately calculate exact distances. 
        Note that computers and robots do not need to purchase this advantage. It is considered an intrinsic part of their functioning.



 

Vehicle Specialization (Cost: 25 each)
               This advantage functions like Scholar, but applied to specific vehicles, such as jets, motorcycles, starfighters, power armor, etc. When operating or repairing the specialized vehicle, the character receives a -2 CS bonus to all OVs. In addition, the character receives a +2 to Initiative in their favored vehicle.
          This advantage can be taken more than once, with each additional advantage being another vehicle.
 

Weapon Specialization (Cost: 25 each)
               This advantage functions like Scholar, but applied to specific weapons, such as swords, longbows, pistols, power rings, etc. When using or repairing the specialized weapon, the character receives a -2 CS bonus to all OVs. In addition, the character receives a +2 to Initiative when using their favorite weapons.
               This advantage can be taken more than once, with each additional advantage being another weapon.


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