Chaos In The Hills: Difference between revisions
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Legally distinct setting about short anthropomorphic characters and there fight against the evil Doctor Egbert Benedict. Heroes will face his | Legally distinct setting about short anthropomorphic characters and there fight against the evil Doctor Egbert Benedict. Heroes will face his army of robots, and save the world from his terrible contraptions. | ||
Also works for Sonic if you need it to. Just replace Entrophy with Chaos | |||
= Important Characters = | = Important Characters = | ||
Line 184: | Line 186: | ||
bruh I ain't got any OCs. So its just MR. Egbert up there. | bruh I ain't got any OCs. So its just MR. Egbert up there. | ||
== Archetypes == | == Archetypes == | ||
=== The Hero === | === The Hero === | ||
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{{Statblock|name=The Faithful|brawn=2|agility=2|cunning=1|willpower=3|intellect=2|presence=2|Skill_Text=You gain 1 Rank in Divine.|Talent_Name=A Quick Prayer|Talent_Text=You can Sacrifice 1 rank in Divine to achieve one of the following. | {{Statblock|name=The Faithful|brawn=2|agility=2|cunning=1|willpower=3|intellect=2|presence=2|Skill_Text=You gain 1 Rank in Divine.|Talent_Name=A Quick Prayer|Talent_Text=You can Sacrifice 1 rank in Divine to achieve one of the following. | ||
-Heal | -Heal 4 Wounds + Strain | ||
-Upgrade the Next players roll | -Upgrade the Next players roll | ||
-Upgrade the difficulty of the Next Enemies roll | -Upgrade the difficulty of the Next Enemies roll | ||
Line 219: | Line 220: | ||
{{Statblock|name=The Slyful|brawn=2|agility=2|intellect=2|cunning=3|willpower=1|presence=2|Skill_Text=Gain 1 rank in Stealth|Talent_Name=Must Have Been the Wind.|Talent_Text=During a stealth check, You can spend 2 strain to negate a failure you generated in a stealth roll. | {{Statblock|name=The Slyful|brawn=2|agility=2|intellect=2|cunning=3|willpower=1|presence=2|Skill_Text=Gain 1 rank in Stealth|Talent_Name=Must Have Been the Wind.|Talent_Text=During a stealth check, You can spend 2 strain to negate a failure you generated in a stealth roll. | ||
Each additional failure cost and additional strain to negate.}} | Each additional failure cost and additional strain to negate.}} | ||
=== | === The Speaker === | ||
Instead of Sword and guns, you studied the real blade. THE TONGUE.{{Statblock|name=The Speaker|brawn=1|agility=2|intellect=2|cunning=2|willpower=2|presence=3|Skill_Text=You gain One rank in any Social Skills|Talent_Name=Encouraging Speech|Talent_Text=Once per encounter, you can give the party a rousing speech. Doing so gives all party members an extra skill die they may roll at any time to add to the results of their roll.}} | |||
You can take any Archetype and swap its weakness around. | |||
{{ | |||
== OC Maker == | == OC Maker == | ||
Line 299: | Line 229: | ||
=== Hedgehog === | === Hedgehog === | ||
[https://pbs.twimg.com/media/DHYBwgeU0AE_l6Y?format=jpg&name=small THE ULTIMATE SURFER] | [https://pbs.twimg.com/media/DHYBwgeU0AE_l6Y?format=jpg&name=small THE ULTIMATE SURFER] | ||
{| | |||
| | {{Ancestry | ||
| | | name = Hedgehog | ||
| | | strain_threshold = 10 | ||
| wound_threshold = 10 | |||
| Talent1_Name = Cool Under Pressure | |||
|when a Cool roll is required you can spend 1 strain to add a Bonus Die, this can be used after the roll is made. | | Talent1_Text = when a Cool roll is required you can spend 1 strain to add a Bonus Die, this can be used after the roll is made. | ||
| | | Talent2_Name = Spin Dash | ||
| Talent2_Text = You can curl up into a ball and charge at an enemy. Dealing damage equal to 2+brawn. You can hit a number of enemies in a row equal to your agility, each requiring their own melee skill check. | |||
|You can curl up into a ball and charge at an enemy. Dealing damage equal to 2+brawn. You can hit a number of enemies in a row equal to your agility, each requiring their own melee skill check. | | ExpMod = +0 | ||
|} | }} | ||
=== Cat === | === Cat === | ||
[https://i.kym-cdn.com/photos/images/original/000/008/190/ren08.jpg ITS A CAT] | [https://i.kym-cdn.com/photos/images/original/000/008/190/ren08.jpg ITS A CAT] | ||
{| | |||
| | {{Ancestry | ||
| | | name = Cat | ||
| | | strain_threshold = 8 | ||
| wound_threshold = 12 | |||
| Talent1_Name = Cat Like Grace | |||
|When hit by the Knock down effect, you can spend a story point to negate the effect. | | Talent1_Text = When hit by the Knock down effect, you can spend a story point to negate the effect. | ||
| | | Talent2_Name = 9 Lives | ||
| Talent2_Text = When you are either knocked unconscious from breaking the Strain threshold or from wounds. You can remain standing an amount of turns equal to your Willpower. | |||
|When you are either knocked unconscious from breaking the Strain threshold or from wounds. You can remain standing an amount of turns equal to your Willpower. | | ExpMod = -10 | ||
|} | }} | ||
=== Bat === | === Bat === | ||
[https://www.youtube.com/watch?v=j5gDiXNjhEc haHA] | [https://www.youtube.com/watch?v=j5gDiXNjhEc haHA] | ||
{| | |||
| | {{Ancestry | ||
| | | name = Bat | ||
| | | strain_threshold = 12 | ||
| wound_threshold = 10 | |||
| Talent1_Name = Flight | |||
|As a bat you have two perfectly working wings to use. Getting hit while in the air requires a hard coordination check to remain in the air. | | Talent1_Text = As a bat you have two perfectly working wings to use. Getting hit while in the air requires a hard coordination check to remain in the air. | ||
| | | Talent2_Text = You can Cling to any surface using an Easy Athletic roll. While Hanging from a wall you can fire any weapon with two Setback Dice added to the pool. Getting hit requires a Hard Athletics roll to stay on the wall. | ||
| ExpMod = -10 | |||
| Talent2_Name = Wall Cling | |||
|} | }} | ||
=== Dog === | === Dog === | ||
Knuckles’ True Form, according to his hit single,"[https://youtu.be/beNfj2tlQ1o '''Unknown From M.E (OST Version) feat. SiivaGunner''']'''"''' | Knuckles’ True Form, according to his hit single,"[https://youtu.be/beNfj2tlQ1o '''Unknown From M.E (OST Version) feat. SiivaGunner''']'''"''' | ||
{| | |||
| | {{Ancestry | ||
| | | name = Dog | ||
| | | strain_threshold = 10 | ||
| wound_threshold = 10 | |||
| Talent1_Name = Best Friend | |||
|When supporting another person on their roll, the other person can add an additional Bonus die to the roll. | | Talent1_Text = When supporting another person on their roll, the other person can add an additional Bonus die to the roll. | ||
| | | Talent2_Name = Ready For Anything | ||
| Talent2_Text = Once per session as an out of turn incidental, you may move one Story Point from the GM’s pool to the Player’s Pool | |||
|Once per session as an out of turn incidental, you may move one Story Point from the GM’s pool to the Player’s Pool | | ExpMod = +0 | ||
|} | }} | ||
=== Wolf === | === Wolf === | ||
[https://youtu.be/ | [https://youtu.be/iKPd5ML64n0 AWWWWWWOOOOOO] | ||
{| | |||
| | {{Ancestry | ||
| | | name = Wolf | ||
| | | strain_threshold = 14 | ||
| wound_threshold = 8 | |||
| Talent1_Name = Alert | |||
|When rolling initiative you can roll either Cool or Discipline. Even if you are ambushed. | | Talent1_Text = When rolling initiative you can roll either Cool or Discipline. Even if you are ambushed. | ||
| | | Talent2_Name = Hecking Mad | ||
| Talent2_Text = You can go hecking mad at the cost 2 stain per turn. While Hecking Mad you upgrade the difficulty of ALL Cool and Discipline checks BUT increase your Brawn by 2, this can break the cap. After that it cannot be used till the next encounter. | |||
|You can go hecking mad at the cost 2 stain per turn. While Hecking Mad you upgrade the difficulty of ALL Cool and Discipline checks BUT increase your Brawn by 2, this can break the cap. After that it cannot be used till the next encounter. | | ExpMod = -10 | ||
|} | }} | ||
=== Rabbit === | === Rabbit === | ||
[https://www.youtube.com/watch?v=82BLR4zdJZQ So Zetta Slow] Wait what? | [https://www.youtube.com/watch?v=82BLR4zdJZQ So Zetta Slow] Wait what? | ||
{| | |||
| | {{Ancestry | ||
| | | name = Rabbit | ||
| | | strain_threshold = 8 | ||
| wound_threshold = 12 | |||
| Talent1_Name = Lucky Foot | |||
|After rolling a check, a Rabbit can spend 1 SP to remove one negative die from the pool. | | Talent1_Text = After rolling a check, a Rabbit can spend 1 SP to remove one negative die from the pool. | ||
| | | Talent2_Name = Combat Leap | ||
| Talent2_Text = While in combat you can jump into the air, or over your enemy to gain the upper hand. This cost 2 strain and cost a maneuver to perform, but after doing this you can upgrade your next combat checks against the target by 2. | |||
|While in combat you can jump into the air, or over your enemy to gain the upper hand. This cost 2 strain and cost a maneuver to perform, but after doing this you can upgrade | |||
(Don't worry about the ceiling. Just assume all rooms are big enough) | (Don't worry about the ceiling. Just assume all rooms are big enough) | ||
|} | | ExpMod = +0 | ||
}} | |||
=== Bird === | === Bird === | ||
[https://youtu.be/U2ePo9xpkjs Here I'll show you.] | [https://youtu.be/U2ePo9xpkjs Here I'll show you.] | ||
{| | |||
| | {{Ancestry | ||
| | | name = Bird | ||
| | | strain_threshold = 10 | ||
| wound_threshold = 12 | |||
| Talent1_Name = Keen Eye | |||
|When performing a Perception check, You can add 1 | | Talent1_Text = When performing a Perception check, You can add 1 Success to your pool. During a structured encounter, you can spend 1 Strain to add Pierce 1 to your attack. You can spend additional strain to increase the rank of Pierce. | ||
| | | Talent2_Name = Glide | ||
| Talent2_Text = While falling you can use your arm and leg feathers to glide. Gliding requires an average coordination check. Doing so will stop any fall damage, you can also travel one range band while falling. | |||
|While falling you can | | ExpMod = -20 | ||
|} | }} | ||
=== Rat === | === Rat === | ||
[https://i.kym-cdn.com/photos/images/original/001/878/798/8e9 Horny Jail Enforcer Supreme], but also, don't forget [https://youtu.be/M846OLWu5Kk?t=2 IT] | [https://i.kym-cdn.com/photos/images/original/001/878/798/8e9 Horny Jail Enforcer Supreme], but also, don't forget [https://youtu.be/M846OLWu5Kk?t=2 IT] | ||
{| | |||
| | {{Ancestry | ||
| | | name = Rat | ||
| | | strain_threshold = 10 | ||
| wound_threshold = 10 | |||
| Talent1_Name = Plague Rat | |||
|When rolling a Resilience Check. You can add one Success to the result | | Talent1_Text = When rolling a Resilience Check. You can add one Success to the result | ||
| | | Talent2_Name = Scurry | ||
| Talent2_Text = You can move 3 range bands instead of 2 at the cost of 1 strain. | |||
|You can move 3 range bands instead of 2 at the cost of 1 strain. | | ExpMod = +0 | ||
|} | }} | ||
=== Echidna === | === Echidna === | ||
Entire race got dabbed on by angry water. but at least you get a [https://pbs.twimg.com/media/Dbqom77XcAA4FMq?format=jpg&name=small cool hat.]. | Entire race got dabbed on by angry water. but at least you get a [https://pbs.twimg.com/media/Dbqom77XcAA4FMq?format=jpg&name=small cool hat.]. | ||
{| | |||
| | {{Ancestry | ||
| | | name = Echidna | ||
| | | strain_threshold = 12 | ||
| wound_threshold = 10 | |||
| Talent1_Name = Dig | |||
|As a maneuver You can dig underground. While underground you can move one range band. Coming out of the ground can be used as an attack with an upgrade to | | Talent1_Text = As a maneuver You can dig underground. While underground you can move one range band. Coming out of the ground can be used as an attack with an upgrade to your dice pool. You can only dig in dirt, though some gear can let you dig into stone. | ||
| | | Talent2_Name = Allowed to Feel | ||
| Talent2_Text = You can sense any nearby Chaos Emeralds, Chaos Drives , and Master Emerald Shards. This ability lets you vaguely sense nearby things being powered by any of the three. | |||
|You can sense any nearby Chaos Emeralds, Chaos Drives , and Master Emerald Shards. This ability lets you vaguely sense nearby things being powered by any of the three. | | ExpMod = -10 | ||
|} | }} | ||
=== Robot === | === Robot === | ||
[https://youtu.be/6LXD8BaCVPU '''OK 1 2 3 4 5 6 7 8 9 10'''] | [https://youtu.be/6LXD8BaCVPU '''OK 1 2 3 4 5 6 7 8 9 10'''] | ||
{| | |||
| | {{Ancestry | ||
| | | name = Robot | ||
| | | strain_threshold = 10 | ||
| wound_threshold = 14 | |||
| Talent1_Name = Built to Last | |||
|Unlike the meatbags of the world, a couple of stabs isn’t going to put you down so quickly. When rolling for Critical wounds, your roll takes a -10 to the total. | | Talent1_Text = Unlike the meatbags of the world, a couple of stabs isn’t going to put you down so quickly. When rolling for Critical wounds, your roll takes a -10 to the total. | ||
| | | Talent2_Text = You do not need any help traversing dangerous environments. You take no penalty for being in a bad environment and do not need any items to travel in space. | ||
| ExpMod = -20 | |||
| Talent2_Name = Machine | |||
|} | }} | ||
=== Salamanders === | === Salamanders === | ||
{{Ancestry | |||
| name = Salamanders | |||
| strain_threshold = 8 | |||
| wound_threshold = 12 | |||
| Talent1_Name = Regenerative Limbs | |||
| Talent1_Text = Once per day/Once per Session you can spend a story point to instantly recover from any critical wound. This can be done as an Action while in a structured encounter. | |||
| Talent2_Name = Toxic Spit | |||
| Talent2_Text = You can spit a ball of poison at your enemies, unless you can’t open your mouth. | |||
| ExpMod = -10 | |||
}} | |||
Spit Weapon | |||
{| class="wikitable" | {| class="wikitable" | ||
|'''Name''' | |'''Name''' | ||
|'''Skill''' | |'''Skill''' | ||
Line 464: | Line 394: | ||
|Short | |Short | ||
|'Burn' 2 | |'Burn' 2 | ||
|} | |} | ||
=== Lizard === | === Lizard === | ||
'''Not to be confused with [https://tgstation13.org/wiki/Critters#Neutral The Little Lizard]''' | '''Not to be confused with [https://tgstation13.org/wiki/Critters#Neutral The Little Lizard]''' | ||
{| | |||
| | {{Ancestry | ||
| | | name = Lizard | ||
| | | strain_threshold = 10 | ||
|- | | wound_threshold = 10 | ||
| | | Talent1_Name = Rough Hide | ||
|Your scales offer you good protection from most hits, giving you 1 Additional SOAK | | Talent2_Text = You always have a Fire breath weapon...well unless you can’t open your mouth. | ||
| ExpMod = -10 | |||
| Talent2_Name = Fire Breath | |||
| Talent1_Text = Your scales offer you good protection from most hits, giving you 1 Additional SOAK | |||
}} | |||
Fire Breath | |||
{| class="wikitable" | {| class="wikitable" | ||
|- style="background-color:#17569b;color:white;text-align:center;" | |- style="background-color:#17569b;color:white;text-align:center;" | ||
Line 495: | Line 427: | ||
|Blast 1,Burn 1 | |Blast 1,Burn 1 | ||
|} | |} | ||
== Team Actions == | |||
When you need to really make sure something happens, or you want to work as a team to achieve your goals. You can perform a Team action! | |||
No Matter what performing a Team Action cost each participant 2 Strain, or 1 Story Point. Each player then rolls the same difficulty pool, but with their own Skills. Once everything is cancelled the party adds up the final results. From there the DM figures out how hard they achieved for somehow failed. | |||
Of course if you really wanted to make sure something was really really done you can perform a | |||
=== Team Blast === | |||
A Team blast cost as many story points on the players side. If the players have 4 Story Points, A Team Blast cost 4 story points. The players all roll against a single difficulty pool instead of each rolling against their own difficulty pool. This action involves all players that participate, and is completely overkill. | |||
== Going Super == | |||
You have all 7 Chaos emerald and need to face a SUPER. | |||
Supers are Nemesis who go above and beyond the power of Genesys. They have stats above 5 and skills that are equally as high, their wounds and Strain are massive and you shouldn't try to fight one alone. | |||
Of course, the players can go Super to, doing so requires something super important to the plot and could be anything. But we'll assume its the Chaos Emeralds. | |||
Once you have them, all players treat their attributes as +3 Higher than they currently, all Career skills with +3 ranks, and all story points flip to the player side. (If there is less than 5 Story points. Increase the count to 5) | |||
==== Super Form ==== | |||
Super form is extremely draining to be in. At the end of the initiative order, players will be forced to spend a story point if they have not yet. (The DM should be using these frequently but should still let the timer go down a bit). If the players run out of Story PointsDuring these battles, players who break their Wound threshold will simply be knocked out for 1 round, and will wake up with half their wounds removed. | |||
Critical injuries inflicted simply launch them to an extreme distance. | |||
Noted: Players can do a Team Blast while supered. It should be seen as a final major move since it cost all SP |
Latest revision as of 06:21, 6 April 2023
Summary
General | Social | Combat | knowledge | Magic | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Legally distinct setting about short anthropomorphic characters and there fight against the evil Doctor Egbert Benedict. Heroes will face his army of robots, and save the world from his terrible contraptions.
Also works for Sonic if you need it to. Just replace Entrophy with Chaos
Important Characters
Doctor Eggman Egbert
This Mad man wants to take over the world using his powerful contraptions ,and MACHINES. He will DO ANYTHING TO TAKE OVER THE WORLD. ANYTHING
Uhhhhhhh Nothing else
bruh I ain't got any OCs. So its just MR. Egbert up there.
Archetypes
The Hero
When shit got crazy, you took the call of action to heart. You aren't amazing at any single thing, BUT DAMN you got heart.
The Hero | |||||
Wounds | {{{wounds}}} | Strain | {{{strain}}} | ||
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
2 | 2 | 2 | 2 | 2 | 2 |
Skill | |||||
1 Skill from the Combat Section, or 1 Skill With Willpower as its Core Attribute |
The Techie
You rely on Technology to deal with your problems. Broken door? Make a machine to force it open. Need to go over a wall? Build Rocket boots
The Techie | |||||
Wounds | {{{wounds}}} | Strain | {{{strain}}} | ||
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
1 | 2 | 3 | 2 | 2 | 1 |
Skill | |||||
You gain a Rank in Mechanics. |
The Mystic
Touched by the arcane, You use spells and runes to fix your problems
The Mystic | |||||
Wounds | {{{wounds}}} | Strain | {{{strain}}} | ||
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
2 | 1 | 3 | 2 | 2 | 2 |
Skill | |||||
1 Rank in Arcane (or Mystic) |
The Faithful
In these times your faith has guided you to victory.
The Faithful | |||||
Wounds | {{{wounds}}} | Strain | {{{strain}}} | ||
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
2 | 2 | 2 | 1 | 3 | 2 |
Skill | |||||
You gain 1 Rank in Divine. |
The Sly
You focused on staying out of the limelight. Sneaking your way out of problems.
The Slyful | |||||
Wounds | {{{wounds}}} | Strain | {{{strain}}} | ||
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
2 | 2 | 2 | 3 | 1 | 2 |
Skill | |||||
Gain 1 rank in Stealth |
The Speaker
Instead of Sword and guns, you studied the real blade. THE TONGUE.
The Speaker | |||||
Wounds | {{{wounds}}} | Strain | {{{strain}}} | ||
Brawn | Agility | Intellect | Cunning | Willpower | Presence |
1 | 2 | 2 | 2 | 2 | 3 |
Skill | |||||
You gain One rank in any Social Skills |
You can take any Archetype and swap its weakness around.
OC Maker
Hedgehog
Hedgehog | |||||
{{{RaceDesc}}} | |||||
Cool Under Pressure | Spin Dash | ||||
when a Cool roll is required you can spend 1 strain to add a Bonus Die, this can be used after the roll is made. | You can curl up into a ball and charge at an enemy. Dealing damage equal to 2+brawn. You can hit a number of enemies in a row equal to your agility, each requiring their own melee skill check. |
Cat
Cat | |||||
{{{RaceDesc}}} | |||||
Cat Like Grace | 9 Lives | ||||
When hit by the Knock down effect, you can spend a story point to negate the effect. | When you are either knocked unconscious from breaking the Strain threshold or from wounds. You can remain standing an amount of turns equal to your Willpower. |
Bat
Bat | |||||
{{{RaceDesc}}} | |||||
Flight | Wall Cling | ||||
As a bat you have two perfectly working wings to use. Getting hit while in the air requires a hard coordination check to remain in the air. | You can Cling to any surface using an Easy Athletic roll. While Hanging from a wall you can fire any weapon with two Setback Dice added to the pool. Getting hit requires a Hard Athletics roll to stay on the wall. |
Dog
Knuckles’ True Form, according to his hit single,"Unknown From M.E (OST Version) feat. SiivaGunner"
Dog | |||||
{{{RaceDesc}}} | |||||
Best Friend | Ready For Anything | ||||
When supporting another person on their roll, the other person can add an additional Bonus die to the roll. | Once per session as an out of turn incidental, you may move one Story Point from the GM’s pool to the Player’s Pool |
Wolf
Wolf | |||||
{{{RaceDesc}}} | |||||
Alert | Hecking Mad | ||||
When rolling initiative you can roll either Cool or Discipline. Even if you are ambushed. | You can go hecking mad at the cost 2 stain per turn. While Hecking Mad you upgrade the difficulty of ALL Cool and Discipline checks BUT increase your Brawn by 2, this can break the cap. After that it cannot be used till the next encounter. |
Rabbit
So Zetta Slow Wait what?
Rabbit | |||||
{{{RaceDesc}}} | |||||
Lucky Foot | Combat Leap | ||||
After rolling a check, a Rabbit can spend 1 SP to remove one negative die from the pool. | While in combat you can jump into the air, or over your enemy to gain the upper hand. This cost 2 strain and cost a maneuver to perform, but after doing this you can upgrade your next combat checks against the target by 2.
(Don't worry about the ceiling. Just assume all rooms are big enough) |
Bird
Bird | |||||
{{{RaceDesc}}} | |||||
Keen Eye | Glide | ||||
When performing a Perception check, You can add 1 Success to your pool. During a structured encounter, you can spend 1 Strain to add Pierce 1 to your attack. You can spend additional strain to increase the rank of Pierce. | While falling you can use your arm and leg feathers to glide. Gliding requires an average coordination check. Doing so will stop any fall damage, you can also travel one range band while falling. |
Rat
Horny Jail Enforcer Supreme, but also, don't forget IT
Rat | |||||
{{{RaceDesc}}} | |||||
Plague Rat | Scurry | ||||
When rolling a Resilience Check. You can add one Success to the result | You can move 3 range bands instead of 2 at the cost of 1 strain. |
Echidna
Entire race got dabbed on by angry water. but at least you get a cool hat..
Echidna | |||||
{{{RaceDesc}}} | |||||
Dig | Allowed to Feel | ||||
As a maneuver You can dig underground. While underground you can move one range band. Coming out of the ground can be used as an attack with an upgrade to your dice pool. You can only dig in dirt, though some gear can let you dig into stone. | You can sense any nearby Chaos Emeralds, Chaos Drives , and Master Emerald Shards. This ability lets you vaguely sense nearby things being powered by any of the three. |
Robot
Robot | |||||
{{{RaceDesc}}} | |||||
Built to Last | Machine | ||||
Unlike the meatbags of the world, a couple of stabs isn’t going to put you down so quickly. When rolling for Critical wounds, your roll takes a -10 to the total. | You do not need any help traversing dangerous environments. You take no penalty for being in a bad environment and do not need any items to travel in space. |
Salamanders
Salamanders | |||||
{{{RaceDesc}}} | |||||
Regenerative Limbs | Toxic Spit | ||||
Once per day/Once per Session you can spend a story point to instantly recover from any critical wound. This can be done as an Action while in a structured encounter. | You can spit a ball of poison at your enemies, unless you can’t open your mouth. |
Spit Weapon
Name | Skill | DAM | CRIT | RANGE | SPECIAL |
Spit, Poison | Ranged | 4 | 5 | Short | 'Burn' 2 |
Lizard
Not to be confused with The Little Lizard
Lizard | |||||
{{{RaceDesc}}} | |||||
Rough Hide | Fire Breath | ||||
Your scales offer you good protection from most hits, giving you 1 Additional SOAK | You always have a Fire breath weapon...well unless you can’t open your mouth. |
Fire Breath
Name | Skill | DAM | CRIT | RANGE | SPECIAL |
Breathe, fire | Ranged | 4 | 5 | Short | Blast 1,Burn 1 |
Team Actions
When you need to really make sure something happens, or you want to work as a team to achieve your goals. You can perform a Team action!
No Matter what performing a Team Action cost each participant 2 Strain, or 1 Story Point. Each player then rolls the same difficulty pool, but with their own Skills. Once everything is cancelled the party adds up the final results. From there the DM figures out how hard they achieved for somehow failed.
Of course if you really wanted to make sure something was really really done you can perform a
Team Blast
A Team blast cost as many story points on the players side. If the players have 4 Story Points, A Team Blast cost 4 story points. The players all roll against a single difficulty pool instead of each rolling against their own difficulty pool. This action involves all players that participate, and is completely overkill.
Going Super
You have all 7 Chaos emerald and need to face a SUPER.
Supers are Nemesis who go above and beyond the power of Genesys. They have stats above 5 and skills that are equally as high, their wounds and Strain are massive and you shouldn't try to fight one alone.
Of course, the players can go Super to, doing so requires something super important to the plot and could be anything. But we'll assume its the Chaos Emeralds.
Once you have them, all players treat their attributes as +3 Higher than they currently, all Career skills with +3 ranks, and all story points flip to the player side. (If there is less than 5 Story points. Increase the count to 5)
Super Form
Super form is extremely draining to be in. At the end of the initiative order, players will be forced to spend a story point if they have not yet. (The DM should be using these frequently but should still let the timer go down a bit). If the players run out of Story PointsDuring these battles, players who break their Wound threshold will simply be knocked out for 1 round, and will wake up with half their wounds removed.
Critical injuries inflicted simply launch them to an extreme distance.
Noted: Players can do a Team Blast while supered. It should be seen as a final major move since it cost all SP