Character Creation Reference Sheet

Transcription

Character Creation Reference Sheet
Character Creation Reference Sheet
Version 1
1
All content ©2013 LakeSide Games, Inc. All rights reserved
Document compiled by Nestor D. Rodriguez. Art by Jerry Gaylord
STEP 1. CONCEPT
Come up with a basic idea of the hero you want to play. GM determines the power level for your character.
POWER LEVEL
Mundane
Pulp
Street
Low
Standard
High
Very High
Extreme
Iconic
Iconic+
HERO DICE
12
18
24
30
36
42
48
54
60
+6 per tier
HEALTH
4
6
8
10
12
14
16
18
20
+2 per tier
MAX. TRAIT RANK
6d
7d
8d
9d
10d
11d
12d
13d
14d
+1d per tier
STEP 2. TRAITS AND PERKS
Purchase traits with hero dice on a one-for-one basis. A hero can only have up to 3 traits at maximum rank. Whether
mundane or super, the first hero die put into a trait raises it to 3d and every subsequent hero die raises it another 1d.
Regardless of cons, no trait can ever cost less than 1 hero die. Pros () in italics can be purchased multiple times.
Mundane Traits
All heroes automatically have 2d in all mundane traits. A weak trait has 1d in rank.
ACADEMICS
 Languages (+1d)
PROFESSIONAL
 Experienced (+1d)
ATHLETICS
 Martial Arts (+1d)
 Weaponry (+1d)
RIDING
CHARM
 Disguise (+1d)
 Gambling (+1d)
 Ventriloquism (+1d)
STEALTH
COMMAND
TECHNOLOGY
MEDICAL
THIEVERY
MIGHT
 Shockwave (+2d) – Requires at least 12d Might
 Tremor (+2d) – Requires at least 12d Might
TOUGHNESS
SCIENCE
STREETWISE
SURVIVAL
PERCEPTION
 Acute Sense (+1d)
 Investigation (+1d)
MIGHT RANK
1d
2d
3d
4d
5d
6d
7d
8d
9d
VEHICLES
 Aircraft (+1d)
 Spacecraft (+1d)
 Watercraft (+1d)
WILLPOWER
MAX. LIFT
100 lbs.
250 lbs.
500 lbs.
1,000 lbs.
1 ton
2 tons
5 tons
10 tons
20 tons
MIGHT RANK
10d
11d
12d
13d
14d
15d
16d
17d
18d
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All content ©2013 LakeSide Games, Inc. All rights reserved
Document compiled by Nestor D. Rodriguez. Art by Jerry Gaylord
MAX. LIFT
50 tons
100 tons
200 tons
500 tons
1 kiloton
2 kilotons
5 kilotons
10 kilotons
25 kilotons
Super Traits
A super trait is available only if you put hero dice into it. A Strong trait, indicated with a “(x2)” is twice as expensive as
normal traits.
MOVEMENT RANK
3d
4d
5d
6d
7d
8d
9d
10d
SPEED
8 mph
15 mph
30 mph
60 mph
120 mph
250 mph
500 mph
1,000 mph
ABSORPTION
 Siphon (+1d)
ANIMATE OBJECTS (X2)
FORCE FIELD
 Psychic (+0d)
ARMOR
 Impenetrable (x2)
 Psychic (+0d)
 Active (-1d)
GROWTH (X2)
BANISH
BLAST
 Blocking (+2d)
 Penetrating (x2)
 Marksmanship (-1d)
BOOST
CONSTRUCTS
 Absolute (+2d)
DAZZLE
 Deafening (-1d)
DEFLECTION
DISPEL
DRAIN
ENERGY FIELD (X2)
 Defensive (+3d)
 Energy Form (+6d)
ENSNARE
 Capture (+1d)
 Immobilize (-2d)
SPEED
2,500 mph
5,000 mph
10,000 mph
25,000 mph
50,000 mph
100,000 mph
250,000 mph
500,000 mph
FLIGHT
 Spaceflight (+1d)
 Gliding (-1d)
 Levitation (-2d)
 Wings (-1d)
ANIMATE IMAGES (X2)
CONSTRUCTS RANK
3d
6d
9d
12d
15d
18d
MOVEMENT RANK
11d
12d
13d
14d
15d
16d
17d
18d
AREA
large room
football field
stadium
city block
one-mile radius
ten-mile radius
GROWTH RANK
3d
4d
5d
6d
7d
8d
9d
10d
11d
12d
13d
14d
15d
16d
17d
18d
HEIGHT
7½ ft.
10 ft.
12 ft.
15 ft.
20 ft.
25 ft.
30 ft.
50 ft.
75 ft.
100 ft.
120 ft.
150 ft.
200 ft.
250 ft.
300 ft.
500 ft.
HEALING/REPAIR (X2)
 Cure (+2d)
ILLUSIONS
IMAGES
IMAGES RANK
3d
6d
9d
12d
15d
18d
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Document compiled by Nestor D. Rodriguez. Art by Jerry Gaylord
AREA
large room
football field
stadium
city block
one-mile radius
ten-mile radius
SOLID FORM (X2)
 Dense (-2d)
LEAPING
LIFE DRAIN (X2)
 Slay (-4d)
SPECIAL ATTACK
STRIKE
 Blocking (+2d)
 Penetrating (x2)
 Fighting (-1d)
MACHINE CONTROL
 Cables (-1d)
 Interface (-1d)
MATTER CHAMELEON (X2)
STUN
 Slow (-2d)
MIND BLAST
MIND CONTROL
 Animal Control (-1d/-2d/-3d)
 Confusion (-2d)
 Emotion Control (-1d/-2d)
 Hypnotism (-2d)
 Pheromones (-2d)
SUPER SPEED (X2)
SWIMMING
SWING LINE
NULLIFICATION
NULLIFICATION RANK
3d
6d
9d
12d
15d
18d
AREA
contact
small area
large room
football field
stadium
city block
TELEPATHY
 Alter Memory (+6d)
 Cloak Mind (+1d)
 Dream Travel (+1d)
 Sense Minds (+2d)
 Empathy (-2d)
TELEPORTATION (X2)
 Blind Porting (+2d)
 Combat Porting (+2d)
 Gate (+2d)
OMNI POWER (X2)
PLASTICITY (X2)
PORT OTHER
NET SUCCESSES
1 or less
2 to 3
4 to 5
6 or more
MAX. DISTANCE
no effect
close range
distant range
visual range
POSSESSION
POWER SLIDE
RUNNING
SHRINKING (X2)
 Micro-Universe (+1d)
 Proportional Strength (-2d)
SHRINKING RANK
3d
4d
5d
6d
7d
8d
9d
10d
11d
12d
TELEKINESIS (X2)
 Focused (-2d)
 Tendrils (-2d)
 Weak (-4d)
TELEPORTATION RANK
3d
4d
5d
6d
7d
8d
9d
10d
12d
15d
TRANSFORM OTHER
HEIGHT
4 ft.
2 ft.
1 ft.
6 in.
3 in.
2 in.
1 in.
½ inch
fly-sized
flea-sized
TRANSMUTATION (X2)
TUNNELING
 Disturbance (-1d)
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All content ©2013 LakeSide Games, Inc. All rights reserved
Document compiled by Nestor D. Rodriguez. Art by Jerry Gaylord
DISTANCE
5 ft.
50 ft.
500 ft.
1 mi.
10 mi.
100 mi.
1,000 mi.
Planetary
Moon
Solar System
Perks
Perks are purchased by spending a flat number of hero dice, as indicated in parentheses. Pros and cons are
purchased once for a perk, even if the perk is purchased multiple times. Perks in italics can be purchased multiple
times. Perks with an asterisk (*) represent social advantages, as opposed to powers or abilities.
ALLY* (2D)
 Boss (+2d) – must be bought separately for
each ally.
 Summoning (+2d)
AMBIDEXTERITY (1D)
HEADQUARTERS* (1D)
HIBERNATION (1D)
IMMORTALITY (1D)
ANIMAL EMPATHY (2D)
IMMUNITY (1D/3D)
 Environmental (+2d)
ANIMAL FORMS (6D)
 Xenomorphic (+6d)
INVISIBILITY (6D)
 Make Invisible (+2d)
ASTRAL PROJECITON (6D)
KNOCKDOWN (1D)
AUTHORITY* (1D)
 Supreme (+2d)
LEADERSHIP (1D)
BLENDING (2D)
LIGHTNING REFLEXES (1D)
BLIND FIGHTING (1D)
LIQUID FORM (9D)
COMMUNICATOR (1D)
LUCK (2D)
CONTACT* 1D)
 High Level (+2d)
MORPH (4D)
 Doppelganger (-1d)
COSMIC AWARENESS (2D)
PATRON* (1D)
 Clout (+2d)
DIMENSIONAL TRAVEL (2D)
 Gate (+2d)
DUPLICATION (6D)
 Legion (+12d)
LIFE SUPPORT (1D)
PHASING (4D)

ENHANCED DEFENSE (4D)
PHOTOGRAPHIC MEMORY (2D)
 Recording (+1d)
EXTRA LIMBS (1D)
POWER MIMICRY (12D/24D)
FAME* (1D)
 Crazy (+2d)
POWER THEFT (12D/24D)
GASEOUS FORM (3D)
PSI-SCREEN (1D)
PRECOGNITION (6D)
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Document compiled by Nestor D. Rodriguez. Art by Jerry Gaylord
PSYCHOMETRY (2D)
Ultra Vision (1d)
X-Ray Vision (4d)
QUICK CHANGE (1D)
SUPER TRANSLATION (3D)
REACH (2D)
REGENERATION (3D/6D/12D)
 Weakness (-1d)
TIME STOP (12D)
RELENTLESS (1D)
TIME TRAVEL (4D)
 Gate (+2d)
 Waypoints (-2d)
SCRYING (4D)
TRACKLESS (1D)
SEPARATION (2D)
SPEAK WITH DEAD (2D)
TRANSFORMATION (4D)
 Weak Form (-2d)
SPECIAL VEHICLE* (1D)
TWO-DIMENSIONAL (2D)
SUPER SENSES (VARIES)
Astral Sight (1d)
Attuned (1d)
Circular Vision (1d)
Danger Sense (1d)
Detection (1d)
Lie Detection (1d)
Microscopic Vision (1d)
Night Vision (1d)
Radar (2d)
Radio Hearing (1d)
Sonar (1d)
Telescopic Vision (1d)
Thermal Vision (1d)
Trace (1d)
Tracking Scent (1d)
True Sight (4d)
Ultra Hearing (1d)
UNCANNY DEFENSE (2D)
UNKILLABLE (2D)
UNLIVING (9D)
 Automaton (+6d)
VANISH (1D)
WALL-CRAWLING (2D)
 Wall-Running (-1d)
WARP POCKET (1D)
WEAKNESS DETECTION (6D)
WEALTH* (1D)
 Great (+2d)
Pros & Cons
Pros and cons can be applied to traits (both mundane and super) and perks.
 ADJUSTABLE (+1D/+2D)
 INHIBITED (-1D/-2D)
 AFFECT INANIMATE (+2D)
 ITEM (-1D)
 ALWAYS ON (-1D)
 LIMITED (-1D/-2D)
 AREA/BURST (+1D/+2D)
 MENTAL (+2D)
 AUTOMATIC (-1D)
 OVERLOAD (+1D)
 BUILD UP (-2D)
 RANGED (+2D)
 CASTING (+2D)
 REQUIREMENT (-1D/-2D)
 CHARGES (-1D/-2D/-3D)
 RICOCHET (+1D)
 CONCENTRATION (-2D)
 SELECTIVE (+2D)
 CONTACT (-2D)
 SIDE EFFECT (-1D/-2D)
 CONTAGIOUS (+2D)
 SIGNATURE (-1D)
 DELAY (-1D)
 SUBTLE (+1D)
 DEMANDING (-2D)
 TRAPPING (+2D)
 ETHEREAL (+2D)
 UNDERPOWERED (-2D)
 FADING (-1D/-2D)
 VARIANT (+2D)
 IMPRECISE (-2D)
 VISUAL RANGE (+2D)
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All content ©2013 LakeSide Games, Inc. All rights reserved
Document compiled by Nestor D. Rodriguez. Art by Jerry Gaylord
STEP 3. FLAWS
Select up to three flaws.
Absentminded
Alter Ego
Amnesia
Aversion/Fear
Beast
Blind
Broke
Code of Conduct
Color Blind
Compulsion
Creepy
Deaf
Disabled
Emotionless
Enemy
Flashbacks/Guilt
Frenzy
Frightening
Illiterate
Impaired Sense
Insane
Light Sensitive
Mute
Night Blind
Nocturnal
Notoriety
Outsider
Power Limits
Quirk
Reaction
Repair
Requirement
Responsibility
Restriction
Secret
Slow
Unlucky/Jinx
Unusual Looks
Unusual Shape
Unwanted Power
Vulnerability
Wanted
7
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Document compiled by Nestor D. Rodriguez. Art by Jerry Gaylord
STEP 4. GEAR
Select appropriate gear for the character to possess.
ARMOR
Ancient, Leather
Ancient, Mail
Ancient, Plate
Modern, Biker Leather
Modern, Bulletproof Cloth
Modern, Military/Riot Gear
Sci-Fi, Padding
Sci-Fi, Plate
Sci-Fi, Powered
Shields – add +1d Defense
DEFENSE
+1d
+2d
+3d
+1d
+2d
+3d
+2d
+4d
+6d
SPECIAL
—
—
—
—
Limited (only vs. firearms)
—
—
—
Impenetrable
WEAPON
Bow/Crossbow
Energy Grenade
Energy Pistol
Energy Rifle
Energy Rifle, Assault
Energy Rifle, Heavy
Grenade, Explosive
Grenade, Flash-Bang
Heavy Machinegun
Heavy Rocket Launcher
Melee, Blunt
Melee, Edged/Exotic
Melee, Energy
Pistol
Rifle, Assault
Rifle, Sniper
Shotgun
Submachine Gun
Thrown, Blunt
Thrown, Edged/Exotic
Thrown, Sling
DAMAGE
+3d
+4d
+4d
+5d
+5d
+6d
+3d
—
+5d
+6d
+2d
+3d
+3d
+3d
+4d
+4d
+4d
+3d
+1d
+2d
+2d
SPECIAL
Ranged
Area, Ranged
Ranged
Ranged
Area, Ranged
Area, Ranged
Area, Ranged
Area, Dazzle 6d, Ranged
Area, Ranged
Area, Ranged
—
—
Penetrating
Ranged
Area, Ranged
Ranged, Visual Range
Ranged, Limited (short range)
Area, Ranged
Ranged
Ranged
Ranged
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EQUIPMENT
Binoculars
Bug Detector
Caltrops
Camera
Cellphone
Climbing Claws
Climbing Gear, Ice
Climbing Gear, Urban
Computer
Communicator
Crowbar
Explosives
Flashlight
Gas Mask
Geiger Counter
Handcuffs, Metal
Handcuffs, Plastic
Lantern
Light Stick
Lockpick Gun
Night Vision Goggles
Parabolic Microphone
Parachute
Radio
Rappelling Gear
Scuba Gear
Scope
Silencer
Space Suit
Telescope
Tracer Bug
Transmitter
Wiretap
DESCRIPTION
Grants the user Telescopic Vision; possibly Night Vision as well.
Adds +4d bonus to trait when searching for bugs and transmitters.
Floor spikes that slow or stop pursuers; can also be poisoned.
An advanced camera; could have Night Vision and Telescopic Vision.
Ubiquitous means of communication, probably not traceable.
Adds +2d bonus to trait when climbing natural surfaces.
Adds +4d bonus to trait when climbing ice (3 Difficulty).
Adds +4d bonus to trait when climbing glass (3 Difficulty).
Small and wireless top-of-the-line system worthy of a hero.
High-tech version of a cellphone common in sci-fi games.
Adds +4d bonus when forcing things open—hey, we can’t all lift cars.
Material and detonators for controlled demolitions.
A small but powerful flashlight with a variable-width beam.
Protects the wearer against inhaled diseases, drugs, and poisons.
Detects and displays the level of environmental radiation.
Used to bind villains; 4 Difficulty to break.
Used to bind villains; 3 Difficulty to break but easy to cut.
Gives off light by burning oil; lasts for a few hours.
Chemical stick that glows for a few hours when activated.
This device will quickly open most normal mechanical locks.
Grants the user Night Vision.
Grants user 8d Perception for hearing things in one direction.
Allows safe falls from great heights; must be repacked after use.
An advanced, multi-channel, and very probably hands-free walkie-talkie.
Allows rapid descent from heights with an Athletics roll.
Allows the user to operate underwater for up to 1 hour.
Mounted on a firearm; modern versions work like binoculars.
More properly called a suppressor, it muffles the sound of a firearm.
Essential sci-fi gear that lets you operate in outer space for several hours.
Primitive means to grant the user limited Telescopic Vision.
Small transmitter that emits a periodic signal identifying its location.
Transmits audible sounds to a predetermined receiver.
A transmitter affixed to a telephone line or fiber optic cable to tap calls.
9
All content ©2013 LakeSide Games, Inc. All rights reserved
Document compiled by Nestor D. Rodriguez. Art by Jerry Gaylord
AIR VEHICLES
BODY
SPEED
HANDLING
Attack Helicopter
7d
8d
6d
Gravity Car
6d
8d
6d
Gravity Bike*
5d
8d
7d
Helicopter
6d
8d
6d
Jet Fighter
7d
10d
8d
Jumbo Jet
9d
9d
2d
Lear Jet
7d
9d
4d
Mini-copter*
4d
8d
7d
Prop Plane
6d
8d
5d
Space Shuttle
10d
11d
0d
Starship, Cruiser**
18d
12d
—
Starship, Destroyer**
16d
12d
—
Starship, Frigate**
14d
12d
—
Starship, Star Fighter
8d
13d
8d
Starship, Transport
10d
12d
6d
WWI Biplane
5d
7d
5d
WWII Bomber
7d
8d
4d
WWII Fighter
6d
9d
6d
Zeppelin
6d
6d
—
* Body can’t be used to defend this vehicle’s passengers because it has an open cockpit.
** This is a tactical vehicle and its weapons are considered tactical weapons.
WEAPONRY
8d
—
—
—
8d
—
—
—
—
—
16dx8
14dx6
12dx4
8d
8dx2
5d
6dx2
6d
—
WATER VEHICLES
BODY
SPEED
HANDLING
Battleship**
16d
6d
—
Carrier**
16d
6d
—
Destroyer**
15d
6d
—
Frigate**
12d
6d
—
Mini-Sub
8d
6d
1d
Nuclear Sub**
16d
6d
—
Ocean Liner
15d
6d
—
Sailboat*
6d
5d
0d
Sailing Ship
10d
4d
0d
Speedboat*
5d
7d
2d
Submarine**
12d
5d
—
Tanker**
15d
5d
—
Wave Runner*
4d
6d
2d
Yacht
8d
6d
1d
Yacht, Huge
10d
6d
0d
* Body can’t be used to defend this vehicle’s passengers because it has an open cockpit.
** This is a tactical vehicle and its weapons are considered tactical weapons.
WEAPONRY
16dx4
12dx4
14dx4
12dx2
—
14d
—
—
8dx2
—
12d
—
—
—
—
10
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Document compiled by Nestor D. Rodriguez. Art by Jerry Gaylord
LAND VEHICLES
BODY
SPEED
HANDLING
APC
9d
6d
2d
Armored Car
8d
6d
1d
Big Rig
9d
7d
0d
Bus
8d
7d
0d
Car, Sedan
6d
7d
2d
Car, Sports
6d
8d
3d
Car, SUV
7d
7d
1d
Dune Buggy*
5d
6d
2d
Limousine
6d
7d
1d
Mecha
12d
7d
4d
Motorcycle*
5d
8d
3d
Scooter*
4d
6d
2d
Tank
10d
6d
2d
Train Engine
9d
7d
—
Truck
7d
7d
0d
*Body can’t be used to defend this vehicle’s passengers because it has an open cockpit.
11
All content ©2013 LakeSide Games, Inc. All rights reserved
Document compiled by Nestor D. Rodriguez. Art by Jerry Gaylord
WEAPONRY
6d
—
—
—
—
—
—
—
—
10d
—
—
8d
—
—
STEP 5. FINISHING TOUCHES
Determine the additional information that describes the character.
NAME AND IDENTITY
DESCRIPTION
MOTIVATION
Acceptance
Fame
Justice
Responsibility
Wealth
Coercion
Guardian
Peace
Thrills
Exploration
Idealism
Redemption
Virtue
QUOTE
Make up a quote or tag line that says it all about your hero.
DETAILS
Make up at least three details: one about you, one about one of the other heroes in the group, and one about
someone or something out there in the game world.
CONNECTIONS
Describe at least 3 NPCs who play an important role in the character’s life.
ORIGIN
Describe how and why your hero became a hero.
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All content ©2013 LakeSide Games, Inc. All rights reserved
Document compiled by Nestor D. Rodriguez. Art by Jerry Gaylord