Chaos In The Hills: Difference between revisions
Line 184: | Line 184: | ||
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 === |
Revision as of 16:55, 8 June 2022
Summary
General | Social | Combat | knowledge | Magic | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|
|
|
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.
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 j 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 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 |