Chaos In The Hills

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(Redirected from Sonic Genesys)

Summary

Chaos In The Hills
General Social Combat knowledge Magic
Name Attribute Source
Alchemy Intellect Core Rulebook
Athletics Brawn Core Rulebook
Computers(Hacking) Intellect Shadow of the Beanstalk
Computers(SysOps) Intellect Shadow of the Beanstalk
Cool Presence Core Rulebook
Coordination Agility Core Rulebook
Disclipline Willpower Core Rulebook
Driving Agility Core Rulebook
Mechanics Intellect Core Rulebook
Medicine Intellect Core Rulebook
Operating Intellect Core Rulebook
Perception Cunning Core Rulebook
Piloting Agility Core Rulebook
Resilience Brawn Core Rulebook
Skullduggery Cunning Core Rulebook
Stealth Agility Core Rulebook
Streetwise Cunning Core Rulebook
Survival Cunning Core Rulebook
Vigilance Willpower Core Rulebook
Name Attribute Source
Charm Presence Core Rulebook
Coercion Willpower Core Rulebook
Deception Cunning Core Rulebook
Leadership Presence Core Rulebook
Negotiation Presence Core Rulebook
Name Attribute Source
Brawl Brawn Core Rulebook
Melee Brawn Core Rulebook
Ranged Agility Core Rulebook
Gunnery Agility Core Rulebook
Name Attribute Source
Knowledge Intellect Core Rulebook
History Intellect Echoes of the Past
Name Attribute Source
Mystic Intellect Core Rulebook
Entrophy Willpower Core Rulebook

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

THE ULTIMATE SURFER

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

ITS A 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

haHA

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

AWWWWWWOOOOOO

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

Here I'll show you.

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

OK 1 2 3 4 5 6 7 8 9 10

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