It has rules to help determine what happens in your stories and to resolve conflicts between characters and the challenges they face. With it, you can experience adventure as a hero fighting against the forces of evil!
Any adventure you can imagine is possible. This chapter looks at the basic rules of the game and how they work, giving you the foundation upon which the rest of the game is built. As a player, you create your hero following the guidelines in this book with the guidance of your Gamemaster. There are several components to creating a hero, described in detail in the following chapters, and outlined here.
Roll a twenty-sided die or d Abilities tell you how strong, smart, and aware a character is, among other things. If the result is lower than the difficulty class, it fails. The Gamemaster is responsible for running the game—a combination of writer, director, and referee. A rank of 0 is unremarkable or average, applying no modifier. Rank 2 is pretty well above average. Beyond that is superhuman, and a rank of 20 is cosmic-level, far beyond the ability of mere mortals and even most heroes.
Abilities can even have negative ranks, for those well below average, as low as —5. For more about abilities, see the Abilities chapter. Skills are a refinement of those basic abilities into specific areas of endeavor. For example, Agility defines how quick and agile your hero is, but the Acrobatics skill focuses on specific feats of agility like gymnastics, doing back flips, and so forth.
Think of abilities as providing a certain baseline, while skills focus in on a particular area of expertise. Characters are said to have training in a skill if they have a rank in that skill. Trained characters have a skill rank that adds to the basic ability when making checks. In the previous example, we said Acrobatics skill applies to specific feats of agility. Obviously, training in a skill makes characters more effective at checks involving that skill, often much more.
Powers are special abilities beyond those of ordinary human beings. Whereas an advantage might give your hero a minor special ability, powers grant truly superhuman abilities. The availability of things like chemical sensors or brain scanners or the like within range of your power is generally rare enough to not increase its cost per rank to account for them. Technomorph You are able to transform yourself—or parts of yourself— into different machines, giving you various capabilities, from turning your hands or arms into weapons, your feet or legs into rockets or wheels, or treads or your skin into armor.
Each rank gives you 5 power points to apply to different tech powers. You can reallocate these points as a move action once each round and allocated points remain fixed until you change them. Technomorphs with the Slow modifier may need modification in a lab.
You might be made up of nanotechnology, microscopic machines able to reorganize themselves into different forms, or simply able to alter your molecular structure in different ways to mimic machines and technology. Your potential powers could include any of those given in this profile, as well as other powers with the technology descriptor found in other profiles.
Some tech savants couple extraordinary inventive abilities with their insights, making them Tech Geniuses able to take otherwise ordinary technological components and cobble them together into amazing—albeit temporary—devices. Especially brilliant Tech Geniuses might have the Computer Mind power speeding up the time of the design check for inventing or ranks of Quickness added to Tech Genius, Limited to Design Checks and therefore costing 1 power point per 3 Quickness ranks.
This profile distinguishes between Power Profile: Tech Powers 7 power over technology and powers provide by technology. Tech characters often have a measure of both: supplementing their tech powers with various devices, equipment, and inventions, often of their own making. Gamemasters should be on the lookout for attempts to circumvent the built-in limitations of tech powers by having certain technology always available to the character.
In those cases, flaws like Limited might become little more than Quirks or the occasional Power Loss complication. Tech Complications The primary complications of tech powers are their reliance upon technology and the gulf between tech and the often more complex and variable nature of living, intelligent beings, whether they are organic or not. Accident Accidents happen, especially when dealing with experimental prototypes and cutting-edge technology tested for the first time in the field.
It deals primarily with unexpected side-effects of technology, or accidents involving it: a hypersonic commlink that accidentally shatters all glass in a two-mile radius, for example, or the dimensional viewing-scope that also unleashes an interdimensional invasion. Gamemasters can use tech accidents as story hooks that immediately involve the heroes, especially if their tech caused the problem!
Disability Tech powers are sometimes associated with characters with various disabilities, such as the networked tech savant who is a force to be reckoned with in cyberspace and able to operate through remote control of machines, but trapped in a crippled body, or the technopath who understands machines far better than people, and prefers them, in fact.
A robot or android character might be lacking certain human capabilities, from emotion to a sense or taste or touch, which can cause problems from time to time.
Identity An artificial character might seek to maintain a secret identity as an ordinary human being, to experience human life firsthand or to conceal the truth in which case an additional Secret complication may come into play. Tech characters are effective at keeping their secrets even in the modern interconnected age, using Technology skills and influence with computer database and networks to create false identities and even whole histories.
Power Profile: Tech Powers Jonathan Lotzer order Power Loss Tech powers all depend on various machines, and machines break down, suffer from power losses, or simply get smashed up in super-battles.
As with other complications, exact application is situational and guided by the Gamemaster. Prejudice Artificial heroes like androids, robots, artificial intelligences, or cyborgs particularly those that are a brain in a fully robotic body may face societal prejudices. Responsibility In addition to the various responsibilities to friends, family, and employers maintained by other characters, artificial characters might deal with a responsibility to their creators or even owners, if they are treated as property rather than people see Prejudice, previously.
Rivalry Rivalry amongst tech-types is fairly common, with inventors trying to out-do each other with their latest contraption, or pitting their technical skills against one another in various contests, both online and IRL in real life. Weakness While immune to many mortal concerns, tech does have weaknesses and vulnerabilities, and so, too, may tech users and controllers.
Artificial characters may be vulnerable to electricity, magnetic fields, immersion in water, or other interference with their systems. Tech powers reliant upon transmissions could be jammed or even suffer from painful or debilitating feedback. While a machine mind might be immune to telepathy, it is vulnerable to being hacked, perhaps even hijacked by someone who knows the right passcodes! All rights reserved. This puts the people in the building above at risk as Tellax carelessly rips the building from the ground and tosses it aside.
In addition, Tellax sends another group of mind-controlled stormers to the MarsTech complex to battle the heroes and capture Mars. The heroes fight back and, just as they are turning the tide, there is a bright flash and it quickly becomes clear Tellax has transported them someplace very, very far away There is a state of emergency, as a Lor fleet is confronting a threat in space near the planet, and Republic soldiers are on alert for a possible invasion. They naturally take the heroes to be invaders and attempt to arrest them.
Whether they go quietly or not is up to them. In either case, the heroes appear before the Supreme Praetor of the Lor Republic and gathered members of the Senate, and learn of the threat looming in the outer reaches of the MagnaLor system. They also have the opportunity to prevent the assassination of the Praetor at the hands of a spy, a Grue shapeshifter, ancient enemies of the Lor.
Before the heroes can deal with this revelation, a figure appears in the Lor Senate chamber: Orizon, the Voice of Collapsar the Devourer, heralds the arrival of his master and the imminent doom of Magna-Lor. The heroes have the opportunity to confront Orizon, but his vast cosmic powers make him a formidable opponent.
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