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Power Interaction


Drakeburn

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In this game, there is a possibility to gain superpowers when the opportunity arises. But the effects of super-empowerment are based on how many points the new power costs over the remaining available points. The excess cost is called Burn and remains until the character can pay for it through experience and loot.

To determine the effects of Burn, consult the following table below:

Burn Effect
0 None - The character operates normally.
1-5 Strained: The character's Stamina is reduced by 1. If it is already -5, then reduce another physical attribute (Strength, Agility, Dexterity, or Fighting) by 1.
5-10 Miscibility: The character must take 1 consequence from the Miscibility table.
11-15 Major Strain: The character must halve his Will Defense and lower Toughness by 1. If Tough is at -5, then the character loses a point in an attribute of the player's choice.
16-20 Unstable: The character must take 1 new consequence from the Miscibility table.
21-30 Death Throes: The character's body starts to burn away. The character will die in a manner of hours equal to their current Will defense, with a minimum of 1 hour of time.
31+ System Shock: The character dies from massive internal shock. The character lives for a number of minutes equal to their current Will defense.

All side effects of Burn end when the character loses all burn, and all lost stats are recovered.

Edited by Drakeburn (see edit history)
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Miscibility Consequences

When a character gains enough Burn to take a miscibility consequence, use the following entries:

Minor Consequences: Each minor consequence costs ALL of the character's Hero Points (the character does NOT start the game with any Hero Points, nor can the character earn any)

Cosmetic flaw: The character's appearance changes slightly but noticeably. Hair may change color, voice sounds different, or the character may gain or lose weight. The character still looks approximately the same and will not stand out any more than he has in the past. People familiar with the character will notice the difference the the character takes a -2 penalty when making a social skill against them.

Persistent Stress: The character suffers a -1 penalty to all damage resistance checks.

Weakened Power: One of the character's superpowers loses 1 rank of power.

Weakness: The character gains a new Weakness complication.

Moderate Consequences: Each moderate consequence costs 1 Hero Point per game session. In other words, the player character starts with no Hero Points, but may earn Hero Points during game play normally.

Inefficient Power Mixture: One of the character's Powers becomes dramatically weaker. The character's highest ranked power is reduced to half of its ranks (rounded down).

Major physiological change: The character undergoes a physical transformation that radically changes his or her appearance, to the point where they can no longer pass as a normal human being. They'll look alien or monstrous. If they go out in public, they will be labeled a monster or freak. Police will attempt to arrest or kill them. If this consequence is removed because the character's burn lowers, their appearance reverts back to normal.

Cyclic Power: The character must have two super powers to take this consequence. The GM chooses one of the character's powers and halves its power rank. Once per session, the GM may choose a new power to halve. The other power returns to normal ranks. In other words, the character has to halve the ranks (rounded down) of one of his or her super powers at all times. A super power never goes above its normal rank with this Miscibility Consequence.

Major Weakness: The character becomes debilitated in one ability of the character's choice.

 

Severe Consequences: Each Severe Consequence is free.

Nullified Power: One of the character's other superpowers no longer works. The character may not choose the power that inflicted this Miscibility consequence on him/herself. If the point cost of the nullified power is lower than the new power, the character permanently loses a number of Will and/or Toughness defense equal to the difference in point cost. If the character cannot do this, the character cannot use either power until he/she can lower their burn rating.

Temporary: The power will not last very long, but you don't know when it will end. The GM determines how long the power will last, but it should not last more than 24 hours. The characters follows all rules for this power while it is in effect, including burn. The character takes a -2 penalty to all damage resistance checks. Once the character loses the power he/she regains all the points spent on the power.

Grotesque Physiological Trauma: The character's body rejects the new ability, causing massive trauma. The character survives, but is crippled or deformed in a way determined by the GM. Common traumas are paralysis of a limb, losing sight or hearing, or developing a serious weakness to a common stimulus like sunlight or water. In addition, the character's Toughness, Fortitude and Stamina are reduced by half (rounded down).

Positive Consequences: A character may never have more than 1 positive consequence at any given time.

Additional Power: The newly acquired power awakens a hidden power within the character. The character gains an additional power but must pay for it without gaining any additional burn. The additional power has the same power source as the one that triggered this consequence.

 

 

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