a superhero RPG by jared a.
sorensen
Contents
Introduction | Superhero Teams |
Superhero Characters | Setting Dials
Mechanics | Team Improvement | Character
Improvement
Introduction
In the first
version of The Code, the emphasis was on portraying
"normal" human characters who dressed up like comic
book heroes (and villains). In The Code II, the
tone has shifted to incorporate actual superhumans
(and more to the point, superhero teams). The rules
can still be used to run "no-powered" games but
there are many more bells and whistles that are
used primarily for a more typical superhero game
(most notably, the inclusion of superhuman
powers!).
Now, on with the
show...
Superhero
Teams
Team
Creation
The Code
II is a bit different from other superhero games in
several ways. The major difference is that the
actual team is created using a system, as well
as one used to create individual characters.
Team
Traits
1. Team
Name
2. Roster
3. Agenda
4. Charter
5. Signature
6. Cover
7. Headquarters
8. Popularity
9. Exposure
10. Dial Settings
The basic
superhero team is made with 50 points. There points
are split up among the team's members to purchase
Origins and Objectives. While all characters are
required to purchase Origin scores, Objectives are
not required. Actually, team members with their own
Objectives will degrade the performance of the team
as a whole by reducing the number of points
available to each member.
1. Team
Name:
Some teams have official, formal-sounding names.
Others have the appearance of a social club or a
business. The team's name goes a long way in
establishing its own unique character.
This example
is going to be a solo affair, so I decide to cut
loose and create a team of super-freaks called "The
Oddities."
2.
Roster:
This is just a list of all members of the team.
After each name, be sure to jot down the member's
Origin score to help keep track of the team's
Agenda rating. Remember that only superheroes on
the Roster are allowed to dip into the team's
Agenda Pool.
The Oddities'
members (and their Origin scores) include The
Disconnected Man (8), The Insomniac (6), Camera-Shy
(2), The Duck (2) and Origami (4).
3.
Agenda:
Every team has an Agenda; a reason for its
existence. Common Agendas include "fighting crime
across the country," "defending the earth against
cosmic forces" or "providing training and support
for young superheroes." Your Agenda also has a
numerical rating equal to the Origin scores of its
members. Not that this number can never go above
100. You don't have to spend all of your Agenda
points. Any leftover points are stored in a
communual Agenda Pool that can be used by any
member on the team's Roster (see below).
The Oddities
investigate weird phenomena and provide support for
superheroes that don't quite fit in with normal
society. The Oddities' total Agenda is 21, leaving
them with a very nice Agenda Pool of 29.
Remember that
individual Objective scores reduce the team's
Agenda Pool! We'll assume for now that the Oddities
don't have their own personal agendas for being on
the team.
4.
Charter:
Most superhero teams operate according to certain
guidelines? How does your team work? Is there a
formal code of operations? Is the group a violent
gang of vigilantes? How are villains treated? Does
the group make public appearances and/or contribute
to charities? Does the team not allow certain kinds of
superheroes?
The Oddities
are not a gang of combat bunnies by any stretch of
the imagination. They help other superheroes deal
with especially powers but they're not seeking any
more members. That's enough of the Charter for
now...
5.
Cover: Is
the team a public organization? A members-only
club? A business? A department of the government?
An alien police force? If the team's existence is
secret, then how is this secrecy maintained? It
could have an underground headquarters or operate
through a "front" (like a private academy or a
seedy bar). It could be located far under the sea,
on another planet or even within another
dimension.
The Oddities
are not secretive (you can call them on the phone
and they have public email addresses and a web
site) but they keep their personal lives
personal. They accept private donations and
some funding from grants.
6.
Headquarters: This trait is directly related to
Cover. Where is the team's base of operations? You
might also want to list general information (staff,
security, defenses, etc.).
The Oddities
own a coffeehouse and operate from its third story.
It's no Fort Knox but the inventions of the
Disconnected Man help keep it fairly
secure.
7.
Signature: Some superhero teams have a
rallying cry, a unifying costume design or a
special mode of transportation (some might have all
three). If your team doesn't have a Signature,
that's fine...but most have some kind of signifier
that the group is more than just a bunch of
superheroes who hang out with one another.
The signature
of the group are the ID cards that each member
carries. The "cards" also double as communication
devices. They don't wear formal uniforms and each
member has his or her own style.
8.
Exposure: Exposure is a measure of your team's
visibility in the public eye. A low profile,
secretive team has a lower Exposure than a highly
visible team whose exploits are widely reported.
The Exposure score is set by the players and can be
anything from 0 (unknown and/or just formed) to 10
(established and/or open to public
scrutiny).
Set your Exposure
score between 1 and 10. It has no descriptor other
than what traits are known.
The group's
Exposure is 6. It's name, roster, agenda,
headquarters, cover and signature are public
knowledge.
9.
Popularity: Popularity is a measure of the
team's relationship with the public. Low popularity
teams are hated or feared by the public. High
popularity teams are loved and admired. Popularity
is rated from 1-10 and starts at 5 for a new team.
Add or subtract 2 points depending on the team's
nature. Also, you can adjust the popularity based
upon the team's members. Add 1 point per member
with a Popularity of 8 or higher. Subtract 1 point
per member with a Popularity of 2 or lower.
Popularity of
the team is average. It would be higher but a few
of its members are prone to public displays
of...uncouth behavior.
10. Dial
Settings:
The Dial Settings trait describes the "universe" of
the superhero group.
The Oddities'
world is...odd. Their Dials are set like
so:
Spectra-Analyzer (Monochrome / 4-Color /
True-Color)
Comics
Code Meter (G / PG / R / NC-17)
Killswitch (Off / On)
Weirdness
Tank
(Empty / Low / Half / High / Full)
Laugh-O-Matic (Serious / Satirical / Witty / Wacky /
Insane)
Cliche
Blender
(Pulse/Blend/Puree)
These Dials are
further explained below.
Setting
Dials
The Code II
features some mechanics I call the "World Widgits
& Game Gizmos." You can imagine them as dials
on a kind of mixing board, hence the other name I
use here: Setting Dials.
By altering these
Dials, you and the other players can custom-tailor
your game to your specifications. Now, although
this sounds tres innovative and complex, it's
neither that innovative nor too complex. Check it
out.
Spectra-Analyzer
This dial
controls the "color" of the game.
Monochrome: Black, white and a million shades
of grey. This is a good setting for a dark,
noir-inspired game where even the shadows have
shadows and mysteries lurk behind every corner. The
Monochrome setting usually has implications of
deceit, death and decay...appropriate for a game
set in a dystopian future as well as in a
fog-shrouded scene from the 40's.
4-Color: Names for the colors used in the
printing of early comics, this setting switches the
world from grim and gritty to pulpy and heroic.
Good is Good, Bad is Bad and Right and Wrong are as
sharply defined as the outlines surrounding your
characters on the page. 4-Color is a good setting
for Saturday morning cartoon-style games as
well.
True-Color: The original version of The Code
was locked onto this setting. True-Color games are
all about REALISM. What if superheroes really
existed? What world the world be like? True-Color
stories are often about the personal lives of the
characters, so be prepared to deal with serious
subject matter and real-life issues as much as (if
not more than) major-league brawls with
supervillains.
Comics Code
Meter
The
Comics Code was/is a code of conduct that all the
major publishers adhered to after the US Government
went after some books for being obscene (the most
famous example being EC Comics' "Weird Tales"). The
Comics Code Meter will determine what kinds of
subject matter are allowed in the game. Rather than
just be an off/on toggle, this dial uses movie
ratings to gauge the settings.
G: No objectionable content. Costumes
are tasteful, heroes are forthright and
exclaimations are limited to "Golly" and
"Darn."
PG: If you've read mainstream comics
in the 70's and 80's, you read PG comics. Sometimes
a character will die, but never in gruesome detail.
Language gets a bit more colorful (but not raw) and
those gravity-defying fabrics finally see
production.
R: Full on violence, anti-heroes,
sexual situations and moral ambiguity reign supreme
at this setting. More of the indie/subversive
comics fall into this category.
NC-17: Comics Code? What Comics Code? At
NC-17, the dial has been cranked so far that it's
broken off in your hand. If you can imagine it, you
can do it.
Killswitch
The
Killswitch turns character death on and off. Now,
this being the comics, death is rarely final. But
depending on other switches, be prepared to have
your character's life cut short by reckless
conduct, bad die rolls or poor planning. The
Killswitch is a simple toggle. On means that yes,
characters can and will die, perhaps permanently
(depending on the Spectra-Analyzer setting). Off
means that your characters could get into hairy
situations, but nothing lethal.
Weirdness
Tank
Some
books deal with very "street-level" problems.
Crime, corruption, evil henchmen and sinister
bosses. Others feature aliens, dimension-hopping
and reality bending plots that distort time and
space. The Weirdness Tank shows you how bizarre the
game could get and what to expect.
Empty: No weirdness (other than grown men
and women flying around with their underwear on the
outside of their clothing).
Low: Occassional oddities and aliens
but even these are rare occurrances.
Medium: Standard comic book weirdness.
Expect the unexpected.
High: Appropriate for teams with aliens
and magic-users as characters. Lots of
weirdness.
Full: How weird can this game get?
Full-on weirdness! Chock-a-Block weirdness! Talking
cats! Ambulatory human heads! Bad guys that appear
out of movie screens! Monsters that eat languages!
Surreality is the norm, here.
Laugh-O-Matic
Comedy is
a staple of the superhero genre. Even the most
die-hard, grim anti-hero is known for quipping now
and then. But where do you draw the line? Are Monty
Python quotes okay? Characters with the ability to
turn into furniture? Villains who pun
endlessly? The Laugh-O-Matic gauges your
tolerance for comedic comics.
Serious: No joking around, no "funny"
powers and no witty banter.
Satirical: Comedic situations abound, but the
mood is more ironical than outageous.
Witty: Like a good episode of Buffy the
Vampire Slayer. Funny characters are allowed to
joke around but the game shouldn't degenerate into
Wacky or Insane.
Wacky: People should have fun with their
characters. After all, it's just a game.
Insane: Everything in the game is strictly
for laughs and nothing should be taken
seriously.
Cliche
Blender
The
superhero genre has its own share of cliches and
conventions. Colorful costumes, long-lost
relatives, dead/not dead villains, weird
coincidences and messed-up continuities every other
week. The Cliche Blender will mix these into your
game, or not, depending on its setting.
Pulse: Very little in the way of
cliche/conventions. If used, used to illustrate a
point.
Blend: A healthy dose of cliche, for old
time's sake.
Puree: More cliches than you can shake
a...oh, nevermind.
So there you have
it. Talk it over with the other players and adjust
these dials at the start of your series so that
everyone knows what to expect and what is expected
of them. For some examples from real comic books,
see below.
Examples
The Uncanny
X-Men
Spectra-Analyzer (Monochrome / 4-Color /
True-Color)
Comics
Code Meter (G / PG / R / NC-17)
Killswitch
(Off /
On)
Weirdness
Tank
(Empty / Low / Half / High / Full)
Laugh-O-Matic (Serious / Satirical /
Witty / Wacky / Insane)
Cliche
Blender
(Pulse/Blend/Puree)
Batman: Year
One
Spectra-Analyzer (Monochrome / 4-Color / True-Color)
Comics
Code Meter (G / PG / R / NC-17)
Killswitch (Off / On)
Weirdness
Tank
(Empty / Low / Half / High / Full)
Laugh-O-Matic (Serious / Satirical / Witty /
Wacky / Insane)
Cliche
Blender
(Pulse/Blend/Puree)
The
Watchmen
Spectra-Analyzer (Monochrome / 4-Color /
True-Color)
Comics
Code Meter (G / PG / R / NC-17)
Killswitch
(Off /
On)
Weirdness
Tank (Empty / Low / Half / High / Full)
Laugh-O-Matic (Serious / Satirical / Witty /
Wacky / Insane)
Cliche
Blender
(Pulse/Blend/Puree)
Marshal
Law
Spectra-Analyzer (Monochrome / 4-Color /
True-Color)
Comics
Code Meter (G / PG / R / NC-17)
Killswitch (Off / On)
Weirdness
Tank
(Empty / Low / Half / High / Full)
Laugh-O-Matic (Serious / Satirical / Witty / Wacky /
Insane)
Cliche
Blender
(Pulse/Blend/Puree)
Superman
(1930's)
Spectra-Analyzer (Monochrome /
4-Color / True-Color)
Comics
Code Meter (G / PG / R / NC-17)
Killswitch (Off / On)
Weirdness
Tank
(Empty / Low / Half / High / Full)
Laugh-O-Matic (Serious / Satirical / Witty /
Wacky / Insane)
Cliche
Blender
(Pulse/Blend/Puree)
Doom
Patrol
Spectra-Analyzer (Monochrome / 4-Color /
True-Color)
Comics
Code Meter (G / PG / R / NC-17)
Killswitch (Off / On)
Weirdness
Tank (Empty / Low / Half / High /
Full)
Laugh-O-Matic (Serious / Satirical / Witty / Wacky /
Insane)
Cliche
Blender
(Pulse/Blend/Puree)
Astro-City
Spectra-Analyzer (Monochrome / 4-Color /
True-Color)
Comics
Code Meter (G / PG / R / NC-17)
Killswitch (Off / On)
Weirdness
Tank
(Empty / Low / Half / High / Full)
Laugh-O-Matic (Serious / Satirical /
Witty / Wacky / Insane)
Cliche
Blender
(Pulse/Blend/Puree)
The Tick
Spectra-Analyzer (Monochrome /
4-Color / True-Color)
Comics
Code Meter (G / PG / R / NC-17)
Killswitch
(Off / On)
Weirdness
Tank
(Empty / Low / Half / High / Full)
Laugh-O-Matic (Serious / Satirical /
Witty / Wacky / Insane)
Cliche
Blender
(Pulse/Blend/Puree)
Superhero
Characters
Character
Creation
The first
step is deciding what kind of character you'd like
to play. Don't worry about "power levels" - just
figure out what kind of person your character is
and what he or she does for a living, stuff like
that. During character generation, you'll define
your character's traits. Some traits are
quantifiable attributes rated on a scale of 1-10.
Others are descriptive. Some traits use a numeric
value and a descriptor.
Characters are
created using the following traits:
Traits
1. Code
Name
2. Secret Identity
3. Appearance
4. Origin
5. Power
6. Limitations
7. Objective
8. Motivation
9. Profession
10. Advantage
11. Weakness
12. Modus Operandi (MO)
13. Association
14. Exposure
15. Popularity
We'll now examine
the traits in order and explain what each one does
in the game. To do so, I'll create a sample
character.
1. Code
Name:
Most characters will assume an alternate identity.
This can be as simple as an alias (like John Smith
or Jane Doe) or as weird as a superhero tag (like
Danger-Boy or The Lioness). You don't need to pick
a Code Name but if you don't, there's a chance that
the media will choose one for you!
I'll use a
member of the Oddities as an example character. His
name? The Insomniac.
2. Secret
Identity:
Not every character needs to have a secret
identity. But you probably will start out with one.
Secret Identities are useful for keeping your real
life private and separate from your superhero life.
Secret Identities are invaluable for superheroes
who operate outside of the law or who are otherwise
making enemies. Who are you when you're not wearing
a mask and cape? Do you work at a convenience store
or a forensics lab? Do you have a family or are you
still in school?
The Insomniac is
a former spy with the pseudonym of Erol Rote. He's
single and is self-employed as a private
investigator.
3.
Appearance: This trait is an easy one. What do
you look like? This trait is also used to describe
your costume (if you wear one). Most costumes are
attention-grabbers (like the aforementioned mask
and cape). Others are purely functional (motorcycle
leathers, a bulletproof vest and helmet). What is
your costume like? Remember that if the public and
the media identify you with a particular style of
dress, that style might end up being your
"costume." You can also detail any equipment you
carry, but be warned that weapons or special gear
might have to fall under the realm of your
Profession or Advantage traits.
If you wear a
disguise and someone finds out your Appearance, it
just means they recognize the disguise. If you're
not wearing a mask or some form of disguise and
your Appearance is discovered, then your Secret
Identity is in jeopardy as well.
The Insomniac
dresses in a grey longcoat and matching fedora --
classic noir style. Gloves, shades and a scarf
complete his homage to The Shadow. He carries
investigative tools: a flashlight, lockpicks, voice
recorder, etc. No weapons.
4.
Origin:
The Origin trait defines how your character became
a superhero, or how the hero acquired his or her
powers. This can be a short buzzword (alien,
mutant, robot) or a detailed origin story ("Jack
was just a mild-mannered insurance agent when that
fateful night..."). Your Origin score (purchased
with points from the team's Agenda rating) is a
number from 2 to 10. Low-powered superheroes can
get away with Origins of 4 or less. Truly powerful
characters will have Origins of 8 or higher. If you
want to play a character without any superhuman
powers, you can take an Origin score of 1. After
all, you may not be superhuman but you're still a
superhero!
IMPORTANT: Your Origin rating cannot be
raised once it's been set. Although you can raise
your Power score during the game, you cannot raise
it past your Origin score. So keep this in
mind!
Experimental
serum (6). Erol was part of an experiment to create
a tireless espionage agent. Powerful chemicals were
pumped into his system, giving him his unique
powers. A side-effect of this procedure gave him
his other ability.
5.
Power:
Your Power score is equal to half your character's
Origin score (rounded down). Then it's time to list
your character's superpowers. When it comes to
power details, the sky is the limit -- but no doubt
you want to play in this kind of game because you
already have some cool superpowers in mind.
You can
distribute your Power points among your powers in
any way you see fit. Of course, you can't spend
more points than you have, but don't feel like you
need to put a point in every superpower. Even
though someone with Super-Strength 2 is stronger
than someone with Super-Strength 0, that person can
still triumph by using points from their Motivation
(described below) or their team's Agenda Pool
(described above).
IMPORTANT: Although you don't have to put a
Power point in every power you choose, you may not
have more powers than your Origin score.
The Insomniac
has a Power rating of 3 and the following
powers:
Life-support
(0). He no longer needs to eat, drink or sleep.
Immunity to Mental Attacks (1). The Insomniac is
highly resistant to mental powers.
Psychic Attack (2). He can zap people with his
mind, causing them to fall asleep. This is a
non-lethal attack and can only be used on targets
he can see (two Limitations, covered
below).
The Insomniac
can have a total of 6 powers (6 being his Origin
score). He can also have a maximum Power score of
6, eventually.
6.
Limitations: You can increase your team's
Agenda Pool by adding Limitations to your powers.
For each Limitation you add to your character, add
two points to the Agenda Pool. You may not take a
number of Limitations greater than your Power
score. If a Limitation affects more than one power,
treat each case as a separate Limitation.
The
Insomniac's Limitations are described above (Line
of Sight and a non-lethal Psychic Attack). That
pumps 4 points back into the team's Agenda Pool. I
could add another Limitation but that's good for
now.
7.
Objective: Many superheroes have personal
causes that they fight for. And these causes can
sometimes interfere with their duties to their
teammates. What does your hero personally want to
accomplish? Pick a descriptor to define your
Objective, then rate it as a number between 2 and
10. Low Objectives are easier to accomplish but
result in fewer Reward Points and less Motivation.
High Objectives are difficult to accomplish but the
benefits are much greater because characters
really
cares
about them. Objectives should be fairly broad to
cover a wide array of situations (i.e.: fight
street crime) but not overly specific (put the
Green Street Gang in prison) or overly general
(i.e.: make the city safer).
0. The
Insomniac has no Objective, yet.
8.
Motivation: While Agenda defines why your team
exists and Origin describes how you gained your
unusual abilities, Motivation describes
why you choseto become a superhero in
the first place. Motivations can be just about
anything - altruism, joie de vivre, amusement,
personal gain, boredom, mental illness, revenge,
etc.
Pick a descriptor
to define your Motivation and assign it a rating of
half your starting Objective score (rounded
down).
Ditto on
Motivation. His Motivation score is 0 until he
acquires an Objective.
9.
Profession: Profession is what your character
does when he or she isn't a superhero - their
"second life." Your Profession should read like a
job description - student, police officer, shoe
salesman, vagrant, etc.
Note: You may opt
to play a character whose profession is "Superhero"
- but when bidding during a challenge, you must bid
twice the number of dice you actually get to
roll.
Profession has no
score and is defined simply as a descriptor.
Private
Investigator.
10.
Advantage: Advantage is that special talent,
skill or area of excellence that your character
brings to his or her role of superhero. Advantages
can be almost anything but are usually focused on
those things that a superhero would find beneficial
- wealth, hi-tech knowledge, underworld or media
contacts, marksmanship, martial arts ability, etc.
Note that Advantages are not superpowers and
superpowers aren't Advantages. If you want to play
a normal human who is highly skilled in an area,
you might want to limit yourself to a low Origin
score and just take an appropriate Advantage. Be
aware that an untrained character with a superpower
(such as "Perfect Aim") will almost always beat a
normal human with an Advantage of Marksmanship
(Motivation and Agenda Pools could alter the
outcome but the super-powered guy always wins
unless those points are spent!).
Advantage has no
score and is defined simply as a descriptor.
Former
Espionage Agent. Erol still remembers his training
and (sometimes) gets a chance to use it.
11.
Weakness:
Everyone has a Weakness, even superheroes. When
faced with your Weakness, you're one considered to
be step lower on the Ability Sequence. Weaknesses
can be almost anything - blindness, alcoholism,
poverty, clumsiness, an irrational fear or
compulsion, etc.
Weakness has no
score and is defined simply as a descriptor.
Erol is
claustrophobic due to two stressful events in his
past. The first was the procedure that gave him his
powers (he was placed into a steel cannister and
bathed in the serum). The second was being buried
alive by an adversary (who thought this would kill
him, I guess).
12. Modus
Operandi (MO): Modus Operandi (or MO) is Latin
for "a method of procedure." It's used to describe
the way characters carry out their missions or
something that the character does when living the
life of a superhero. A Modus Operandi could be
anything from "stalks the night as a gun-toting
vigilante" to "always hands out balloon animals to
kids." When a character follows their MO, they
regain Motivation but they also run the risk of
Exposure.
MO has no score
and is defined simply as a descriptor.
The Insomniac
has no Modus Operandi.
13.
Association: This is just the name of the
super-hero team (or teams) with your character on
their Roster.
He's a
card-carrying member (literally!) of the
Oddities.
14.
Exposure:
Exposure is a measure of your character's
visibility in the public eye. A low profile,
secretive hero has a lower Exposure than a highly
visible hero whose exploits are widely reported.
The Exposure score is set by the player and can be
anything from 0 (unknown and completely new at
being a superhero) to 10 (everyone knows about the
character including his or her secret identity).
Certain traits may be known to the public, media or
authorities depending on how high your Exposure is.
See the section on Dealing with Exposure for more
details.
Set your Exposure
score between 1 and 10. It has no descriptor other
than what traits are known.
Erol is very
secretive. His real name is a mystery to everyone
and only one person on the team knows him as Erol
Rote. Beyond his name and powers, not much is
known. We'll give him a rating of 3.
15.
Popularity: Popularity is a measure of your
character's relationship to the public. Low
popularity heroes are hated or feared by the
public. High popularity heroes are loved and
admired. Popularity is rated from 1-10 and starts
at 5 for a new character. Characters who are
violent or secretive (Exposure is less than 4) lose
2 points of Popularity (4 points if they're both
violent and secretive). Characters who are friendly
or well known (Exposure is greater than 7) gain 2
points of Popularity (4 points if they're both
friendly and well known).
Set your
Popularity score to 5. Reduce or increase this
score depending on your character's temperament and
nature.
The Insomniac
isn't very exciting or heroic, and his secretive
nature gives him a sinister edge that he can't
quite shake. His Popularity is 3.
Mechanics
The Ability
Sequence
The
Ability Sequence is a simple way of determining
success when your hero comes under opposition. To
find out how your character stands, determine if
their Power, Profession, Advantage or Weakness is
relevant to the task at hand. The Ability Sequence
runs "best" to "worst," with tied abilities running
on the same level.
You'll see that
Weaknesses bump you down one level on the
chart.
|
Power
Profession
Advantage
|
|
|
Power
Profession
Advantage
Weakness
|
Power
Profession
|
|
Power
Profession
Weakness
|
Power
Advantage
|
|
Power
Advantage
Weakness
|
Power
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Power
Weakness
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Profession
Advantage
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Profession
Advantage
Weakness
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Profession
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Profession
Weakness
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Advantage
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Advantage
Weakness
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No
Profession
No Advantage
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No
Profession
No Advantage
Weakness
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Unopposed
Challenges
Unless
under especially good or bad conditions, assume
that characters can accomplish any unopposed action
(such as scaling a wall) provided they have the
proper equipment, a suitable Power, Profession
and/or a relevant Advantage. If the situation calls
for a specific Advantage or Professions that is not
possessed by the character, then he or she may have
to use Motivation to accomplish the task. See the
next section for more on Motivation. If the task
requires a Power that the hero doesn't possess
(like breaking down a foot-thick steel door with
her bare hands, for example), he or she may not
spend Motivation or points from the team's Agenda
Pool to accomplish the task.
Using
Power
Whenever
a character uses a power, it automatically works
(unless a Limitation says otherwise).
Using
Motivation and Agenda Pool Points
Whenever
a player uses Motivation or points from their
team's Agenda Pool, they should roll a number of
dice between one and their current Motivation score
(or one die per Agenda Pool point spent). If
uncontested, the player needs to roll at least one
5 to succeed. All dice rolled above 5 are
subtracted from the character's Motivation score.
Ditto for Agenda Pool points.
Contested
Challenges
If two
characters are opposing one another, the person
with the higher aptitude wins unless one of the
characters uses Motivation.
Characters on the
same step of the Ability Sequence must settle the
contest using Motivation. Of course, "must settle
the contest" only applies if neither character will
back down.
In a contested
challenge, where one character is opposing another,
Motivation is rolled as normal and the person with
the highest roll wins the contest. If the players
are tied for the highest number, remove those dice
(and subtract them from their owners' Motivation
scores) and compare the remaining dice. Continue to
do this until all the dice are removed (in which
case the result is a stalemate) or there is a clear
winner (one character has a higher die roll than
the other).
After a contested
challenge, all "winning" dice (those higher than
the highest die of the opposing player) are also
subtracted from the winning character's
Motivation.
If a player loses
the contest because they're on a lower step of the
Ability Sequence, that player may bid their
Motivation to try and make up for their lack of
aptitude.
The player bids a
number of dice up to his Motivation score and
attempts to score higher than his or her opponent
(per the usual rules). But because they are facing
a skilled opponent, the player must bid at least
twice the number of points from his Motivation to
roll half that amount.
The greater the
distance on the Ability Sequence between
characters, the more Motivation points you have to
spend to roll your dice. One step difference costs
x2, two steps cost x3, three steps cost x4 and four
steps difference costs x5. If you're facing an
opponent who is 5 or more steps above you on the
chart, you cannot win the challenge.
If facing off
against a person without any dice to roll
(Motivation or Agenda Pool), you can only fail if
your highest die roll is a 1.
Contested
Challenges Using Powers
If the
characters are on the same step of the Ability
Sequence, the one who rolls highest wins. Treat the
ratings of powers as "free dice" to roll (you don't
lose these). If either character wants to increase
the number of dice they can roll, they may do so
using either Motivation or dice from their team's
Agenda Pool.
Team
Improvement
Restoring the
Agenda Pool
Restoring
points spent from the Agenda Pool is actually quite
easy. At the end of the game, each character may
roll a die and add that number of points back into
the Pool or may take the points as Personal
Reward Points (see below). You should decide before
you roll whether to give away the points or not. Of
course, characters who continually take points from
the Pool and never pay them back risk ejection from
the team.
Raising the
Agenda Rating
You can
move Pool points back into the team's Agenda rating
in order to increase the power levels of its
members. To do this, move at least 10 Pool points
(or a number of points evenly divisible by 10) into
the Agenda rating. Then, once these points are back
in the Agenda rating, you can distribute those
points into the Power ratings of the team's
members. Remember that spending these points
doesn''t change the Agenda rating (the limit of 100
still stands) and no Power may be higher than its
corresponding Origin rating.
Character
Improvement
Regaining
Motivation
Characters regain Motivation by
taking a break from their duties as a superhero.
Every day off returns one die of Motivation (up to
their maximum).
Characters also
regain Motivation whenever they accomplish their
Objective (see the section on Accomplishing an
Objective). Characters who accomplish their
Objective despite their Weakness coming into play
gain a bonus die to their Motivation roll.
Characters who
accomplish their Objective and follow their MO also
receive a bonus die to their Motivation roll but
run the risk of gaining Exposure. If the bonus die
rolled is even, they gain a point of Exposure. If
it's odd, they don't gain Exposure.
Characters
increase their Motivation score by spending Reward
Points (see the section on Reward Points).
Altering
Objectives
If at any
time the player changes their Objective (either the
score itself or the Objective's description), their
Motivation score will change as well to equal half
their Objective. Motivation gained from spending
Reward Points is lost.
Accomplishing
an Objective
Whenever
characters accomplish their Objectives, they have a
chance of receiving Reward Points. To do this, roll
all of your Motivation dice and gain a number of
Reward Points equal your Objective score for every
die that is equal to or greater than your Objective
score.
Also, regain one
point of Motivation (up to your maximum) for every
die that is equal to or greater than your Objective
score.
Personal
Reward Points
Personal
Reward Points are an abstract way of measuring your
character's effectiveness. Reward Points are used
in the following way:
Spending 25
Reward Points enable you to solve a minor problem
relating to your character's Objective. A "minor
problem" is something that affects a small area
(like a park or a certain street). Doing so
increases your Exposure and Popularity by 1
point.
Spending 50
Reward Points enable you to solve some general
problem. Doing so increases your Exposure and
Popularity by 2 points.
Spending 100
Reward Points enables to you solve a major problem.
Doing so increases your Exposure and Popularity by
3 points.
You can also
spend your Reward Points to increase your
Motivation score. Spending 25 points allows you to
roll one die. If the roll is even, your maximum
Motivation score goes up by one. If the roll is
odd, you gain nothing.
When a problem is
solved, the solution is rarely permanent. Regular
upkeep (by you or others) may be necessary.
Critical problems (such as AIDS, child welfare, and
organized crime) cannot be stamped out using Reward
Points. These problems are too large and their
roots too many to be solved by any one
person.
Dealing with
Exposure
At the
end of each session, roll a number of dice equal to
each character's Exposure score. Add a die if the
character followed his MO during the session. If
any die is even, they gain an Exposure point. If
the result is odd, nothing is gained. Characters
with public identities gain 2 Exposure points if
the any of the dice are even. If no Exposure has
been gained at all during the session, the
character's Exposure score drops by 1 point.
For each Exposure
point above 1, one detail is revealed to the
public-at-large. You don't have to follow this
progression, but it's a good way to figure out what
the public knows about your character.
Exposure 0: The
character's existence is not even known
Exposure 1: The character's existence is known but
no details have been revealed
Exposure 2: The character's physical
description
Exposure 3: The character's code name
Exposure 4: The character's Modus Operandi
Exposure 5: The character's Objective
Exposure 6: The character's Advantage
Exposure 7: The character's Weakness
Exposure 8: The character's Profession
Exposure 9: The character's Motivation
Exposure 10: The character's Secret-Identity
You can
purposefully lower your Exposure by reducing your
Popularity by 1 point (in which your Exposure also
drops by 1 point). However, once a piece of
information is revealed, it cannot be "unrevealed."
If you take the session off from your exploits, you
do not roll at all and may reduce your Exposure by
1.
If you
purposefully reveal any of your traits to someone
and that person blabs, you'll automatically gain an
Exposure point for each detail revealed.
Dealing with
Popularity
Popularity is used to gauge public
opinion of the character. Popular superheroes are
well liked and given more leeway when undertaking
their duties. Unpopular heroes are harassed by the
police, disliked by the public and suffer attacks
by the media.
The Ability
Sequence is not used when judging reactions. If the
character has to deal with the public-at-large, the
media or the authorities, they must roll one
ten-sided die and score equal to or under their
Popularity.
Characters with a
Popularity score of 10 always have a favorable
reaction unless they face extreme personality
conflicts (i.e.: a city councilman has vowed to
crush the hero). Characters with a Popularity of 0
always have an unfavorable reaction.
Characters can
augment their Popularity roll by spending
Motivation (gaining them additional dice to roll),
but only if their Profession or Advantage can offer
some kind of assistance to them. Motivation spent
to augment a Popularity roll is always lost,
regardless of the roll's outcome.
Gaining (and
losing) Popularity
Whenever
the character accomplishes their Objective or
spends Reward Points to solve a community problem
in the course of a session, roll a number of dice
equal to the character's Popularity score. If any
evens are rolled, one point is added to their
Popularity. If no evens are rolled, nothing is
gained.
Characters who
are violent or secretive lose one point of
Popularity if they roll no even dice.