Golden Heroes Rules Amendments

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Golden heroes rules amendmentsGolden heroes rules amendmentsCharacter creationNew statsPerception and Intelligence created in the same way as the others. Bonus to perception if player receives appropriate super power. Use same principle as super strength/vigour.Both should be used on the roll under on a d20 principle with appropriate modifiers for darkness/powers/easy or difficult problems.Ignore damage dividers for high strength.CashConvert GPs into $.If financial resources not determined by advantageous background or roll on the following table applying modifiers for skill (see later).RollFinancial resource01 10111 35236 65366 90491 005 SkillsPlayers can exchange a power role for one on the skill table.Selecting PowersA Player MAY select powers, however this is at an exchange rate of 2 for 3. I.e. for every 3 power rolls a player gives up he can select 2 powers/skills/ABs. A player cannot select any power that costs 2 or 1 power at level 2. ContactsThe contacts advantageous background gives you a contacts rating of 8, made up as you see fit (see contacts spreadsheet).DUPsAssume 1 DUP = 8 hoursAdvancementHigh or low intelligence will provide a modifier to the time it takes for advancement. The % modifier is the amount above 12 or below 9. A character with an IQ of 17 would receive a 5% reduction in the time taken to learn new skills or powers.EquipmentUse costs in Heroes unlimitedThe Growth Power Growth as listed in the rules, does not have any grades above 1. In fact, there are multiple grades, and they work similarly to multiple grades of the "Larger/Taller" power. The Intangibility Power As an option for Grade 2 Intangibility, the character may choose to be able to affect more mass including other characters. They must be in physical contact with the person or mass, which means either a willing accomplice or a successful grab. The other Grade two options (full immunity, solidification attack, ec.) are not gained if this option is taken. The character can "phase" 25 kg without difficulty, allowing them to carry their clothes and so forth. Larger masses cost 1d6 HTC/+50 kg, and the cost is applied each turn after the first full turn of "phasing." Most humans can therefore be carried for 1d6HTC/turn since they mass less than 75 kg. The Shrinking Power Shrinking as listed in the rules, does not have any grades above 1. As an option, the following is presented. Grade 1:About 1/2 size (aka Mini-Me) Foes at -1 to hit Ground movement is 1/2 unless other powers would affect it Physical Damage is full Energy attacks and the like are at full damage Push back threshold is reduced by 5Grade 2Doll size (or Action figure, about 12") Foes at -2 to hit Ground movement is 2 meters unless other powers would affect it Physical Damage is 1/2 (including Strength bonus) Energy attacks and the like are at full damage Push back threshold is reduced by 8 Grade 3Insect size Foes at -3 to hit Ground movement is 1 meter unless other powers would affect it Physical Damage is 1/4 (including Strength bonus) Energy attacks and the like are at 1/2 damage Push back threshold is reduced by 10 The Amphibious PowerGrade 1: The character can breathe underwater unimpaired and is more "at home" in the water than on air. The character can move and manoeuvre in water at their original movement rate. (Not reduced to 1/5 for normal swimmers.) Grade 2: In addition, the character's body is built to withstand the pressures of the deep. so they can dive to any depth without impairment. This grants the character +1d6+3 Strength and +1d6 Vigour. However, the character must regularly be in contact with water or their amphibious body dries out, causing them problems. After 1 hour without contact with water, the character may not recover HTC or HTK. After two hours, 1d6 HTC per minute is taken. After unconsciousness, it becomes 1d6 HTK. This effect is stopped by either immersion in water or water being poured onto the hero (A minute in the shower would do.) As an option, a character who rolls this power may upgrade to Grade 2 without an additional power roll, but must take the following limitiation in addition to the regular Grade 2 limitation: the character can only breathe water ... on the surface, he must have some sort of "respirator" to function. Grade 3: No extra contact with water is required, though generally they will drink significantly more water than anyone else!The Weapon Creation Power Grade 1: Character can create any muscle powered weapon out of "Thin Air." An action is taken to create the weapon. Ammunition for weapons can be created as well, in another action. Ammunition usually comes in batches of about 10 for small items such as sling stones, 5 or so for medium sized items like arrows, and perhaps only one or two for large items such as javelins or atl-atl spears. The weapons persist for as long as they are directly held/used by the creator. If they leave his possession, including firing ammunition, they disappear 1 round later. Likewise, if the character is knocked out, the weapons disappear 1 round later. Obviously this power requires a good deal of GM oversight. Grade 2: Character can create simple mechanical weapons up to the technology base of the campaign out of "Thin Air" Grade 3:(Experienced Players Only) Character can create advance technological weapons out of "Thin Air." Effects of weapons determined by players and GM. The player will need the appropriate scientific skill to be able to visualize such weapons. Physicist/mechanic/electrical engineering dependant on weapon.Amendment to powers/advantageous backgroundsCan select to roll on Advantageous background table as normal any Brilliant Scientist result has to be re-rolled. If get the skills power roll on the following table. Players also get (8 number of powers) rolls on this table for free. This is to compensate anyone who did not get a good roll.Roll (d100)SkillEffectMod to Fin Resource roll1 4 Quick Learner-10% from learning times05 8Brilliant Chemist+5 to IQ for related problems.Forward thinking able to make leaps forward in current technology/awareness.409 12Brilliant Geologist4013 16Brilliant Geneticist4017 20Brilliant Physicist4021 24Brilliant Mechanic4025 28Brilliant Electrical Eng4029 32Brilliant Biologist4033 36LawLawyer/practice law4037 40Law EnforcementLicence to carry gun - Police/FBI etc1041 44CriminologySee Brilliant Chemist.2545 48PsychiatryAs above2549 52Occult+5 to IQ for related problems.553 56Resist DominationFurther +5 to resist if concentrate057 60Resist Magic+5 to resist magic if concentrate061Artist062Additional Language563PerformerIncludes Vocal Skills (see GH)564 67Computers+5 to IQ for related problems.Forward thinking able to make leaps forward in current technology/awareness.4068 71DisguiseSee GH072 75EscapologySee GH076 79GymnasticsSee GH080 83Hide in ShadowsSee GH084 87ThiefIncludes locksmith from GH as well as picking pockets.088 91PilotSee GH1592 95MedicineSee surgeon in GH1596 00Players choice/Create your ownCombatNew initiative ruleInitiative is now calculated as follows:D10 +DEX The following modifiers apply:PowerModifierAgility+2 per levelReactions+5Superspeed+10 per levelIntuition+5Weapon ClassDouble it and add to initiativeMass increase-5 if mass doubledFor every 10 above your opponent you get an additional frame before they act.Hit location chartRoll (d20)Location1 2Lower Leg (1 3 right, 4 6 left)3 4Upper Leg (1 3 right, 4 6 left)5Privates (+1d6 HTC)6 10Stomach11 12Forearm (1 3 right, 4 6 left)13 14Upper Arm (1 3 right, 4 6 left)15 19Chest20Head (+2d6 HTC, +1d6 HTK)Modifiers+3 for height advantage+1/-1 for every 3 above difficulty number+2 when HTHAimingLocation+ to DiffLocation+ to DiffStomach/Chest+2Legs/Arms+4Head/hands/feet+6Forearm/lower leg etc+5Postage stamp size+10Parries Characters using martial arts or weapon skill have their die roll doubled when parrying. Damage bonuses are unaffected Characters using Weapon Skill: Shield, have their die roll tripled. This could be further increased as a power refinement, of course. ChargingFrame One -- move Frame Two -- attack & recover.ActionsIf a combat option takes 2 frames (i.e. an action) it does not take place until the second frame. The only time it is interrupted and prevented from happening is if someone is knocked back.Magic Energy StrikeStrike roll is against unarmoured DC (probably 6. 7 or 10 12) .Magic and Mental attacks are unaffected by Armour or Tough Skin (unless they are magical in origin) and therefore ignore normal dividers. Cover, also provides no protection as long as the attacker can see the individual. However, they do receive an EGO divider consult the Strength divider table but apply EGO instead to determine their mental/magical dividers. Against other magic/psychic users the individual receives a +5 bonus to their EGO (if they spend 1 power point {lasts 5 rounds} plus a further +5 if they have magic/mental resistance) for the purposes of calculating their dividers. Magical or Psychic attacks cannot target specific areas and therefore cannot receive a bonus to damage.Cannot be parried unless by magic/magical object, but it can be dodged (use dex vs magic and ego vs mental). Neither can affect anything non-sentient (robots for example). Magical attacks generally concentrate on causing pain to the soul whilst mental attacks focus on causing pain to the mind.There is no physical affect to the individual other than those caused by extreme stress i.e. the physical reaction to pain (adrenaline etc). Every attack varies slightly between individuals in the way it looks and affects others. For example some magicians attacks resemble fire or lighting. On occasions the pain that individuals feel has been sufficient to manifest itself with physical symptoms burns etc, though this is generally unusual.