rsanford Posted July 17, 2016 Share Posted July 17, 2016 Paola I have backed Revolution D100 but have not yet read the beta stuff. Will it have some rules for players wanting powers or special abilities? I am thinking specifically of the powers section in the BGB as an example. Thanks! 1 Quote Check out our homebrew rules for freeform magic in BRP -> No reason for Ars Magica players to have all the fun! Link to comment Share on other sites More sharing options...
RosenMcStern Posted July 17, 2016 Share Posted July 17, 2016 (edited) 9 hours ago, rsanford said: Paola I have backed Revolution D100 but have not yet read the beta stuff. Will it have some rules for players wanting powers or special abilities? I am thinking specifically of the powers section in the BGB as an example. Thanks! The answer to you and to Archivist is below. Aaaaaaand since you demanded them, ladies and gentlemen... The AVENGERS (Joss Whedon version) The Avengers are a Trademark of Marvel. The version of the Avengers provided here is inspired by the first movie by Joss Whedon. Powers and stunts in Italics have been devised specifically for these characters. The rest is as in normal Revolution Rules. Captain America Steven Rogers Characteristic Attribute D6/D8 Location AP/Cv AP/Cv Tough STR 20 Size Class M 1 R Leg -/- 3/0+ 9 CON 20 Might +2 2 L Leg -/- 3/0+ 9 DEX 20 Strike Rank 20 3,7,8 Torso -/- 3/0+ 10 INT 15 Encumbrance 4 4 R Arm -/- 3/0+ 8 WIL 15 Life Points 35 5 L Arm -/- 3/0+ 8 CHA 18 Move 5 6 Head -/- 3/2+ 9 Weapon SR Cost Damage Parry/Rng Special Brawl 20 3/2 1d8+1d2 2 Shield 22 4/2 1d10+1d2 4 block Thrown Shield 40 6/- 1d10+2d2 C (20) see stunts Pistol 40 10/- 1d8+2d2 S (50) impale (effect) Skills: Athletics [Acrobatics, Balance, Brawn, Climb, Dodge, Jump, Take Cover (Stunt: Roll), Swim, Throw] 140%, Close Combat [Brawl (Stunts: Deflect, Evade, Read Intentions)] 150%, Communication [Language (English), Captain Rank, Command, American Symbol Status] 73%, Drive [Car, Motorcycle] 65%, Knowledge [Military] 60%, Perform [Oratory] 66% 66%, Perception [Hearing, Vision] 60%, Ranged Combat [Shield (Stunts: Cover, Return, Anticipate, Coup de Grace, Daze, Stun, Take Initiative), Pistol] 110%, Stealth [Hide, Sneak] 65%, Survival [First Aid, Endurance] 65%. Armour: protective suit (3/1+) Powers: physically enhanced up to the human limit; shield (gadget). Equipment: Vibranium Shield; if the shield is hit by an attack, it provides an extra Absorb Kinetik 10, Absorb Lightning, Heat, Cold, Radiation, Light, 20, Absorb Sound 100. The shield allows the following extra stunts: Cover (add +4 instead of the usual +2 to a Coverage roll when Dodge is used – allowing to use its Resist effects on Coverage roll above 10), Return (recover thrown shield with a Ready Action if Cap spends a Combat Effect for this specific purpose on a successful hit). The other stunts allow to apply the similarly named melee Combat Effects on a successful ranged attack. Iron Man Anthony Stark Characteristic Attribute D6/D8 Location AP/Cv AP/Cv Tough STR 13 Size Class M 1 R Leg -/- 20/0+ 5 CON 11 Might +3 2 L Leg -/- 20/0+ 5 DEX 12 Strike Rank 13 3,7,8 Torso -/- 20/0+ 7 INT 17 Encumbrance - 4 R Arm -/- 20/0+ 5 WIL 12 Life Points 23 5 L Arm -/- 20/0+ 5 CHA 15 Move 5 6 Head -/- 20/0+ 6 Weapon SR Cost Damage Parry/Rng Special Fist 13 3/2 1d2+3d2 4 Repulsor Beam 24 6/- 15d2 C (20) kinetik Might 15, stun (effect), bash (effect) Rockets 24 6/- 20d2 L (300) explosive Might 20 Skills: Athletics [Dodge, Fly] 84%, Close Combat [Brawl] 75%, Communication [Language (English), Seduction, Impossibly Rich] 62%, Craft [Avionics, Cybernetics] 97%, Knowledge [Engineering (Stunt: Exoskeletons, Rocket Engines, Weaponry), Finance, Physics (Stunt: Energy Sources)] 99%, Operate [Electronics (Stunt: Iron Man Suit), Cybernetic Companion: Jarvis AI] 59%, Perception [Hearing, Vision, Stunt: Radar] 59%, Pilot [Helicopter, Aircraft] 59%, Survival [First Aid] 58%. Armour: the suit (20/0+). Powers: (gadgets, everything is in the suit) Absorb Kinetik, Radiation, Heat, Cold, Sound, Lightning 10; Flight 28 (Move 25, can carry passengers); weaponry (can mount more varied weaponry); Radar (includes Dark Vision). Equipment: Iron Man Suit, various gadgets included in the suit. Thor Thor Odinsson Characteristic Attribute D6/D8 Location AP/Cv AP/Cv Tough STR 28 Size Class M 1 R Leg -/- 6/0+ 15 CON 17 Might +13 2 L Leg -/- 6/0+ 15 DEX 15 Strike Rank 22 3,7,8 Torso -/- 6/0+ 16 INT 14 Encumbrance - 4 R Arm -/- 6/1+ 14 WIL 13 Life Points 30 5 L Arm -/- 6/1+ 14 CHA 17 Move 5 6 Head -/- -/- 15 Weapon SR Cost Damage Parry/Rng Special Fist 22 3/2 1d2+13d2 2 Hammer 25 6/3 1d4+15d2 10 Thrown Hammer 30 6/- 1d4+13d2 C (20) bash (effect), stun (effect) Lightning Bolt 14 5/- 10d6 S (50) electric Skills: Athletics [Brawn, Dodge, Swim, Throw] 75%, Close Combat [Brawl, Hammer, Sword] 103%, Communication [Language (Asgardian, English, Norse), Command, God Status] 71%, Concentration [Cause Storm, Control Storm, Project Lightning 10] 97%, Knowledge [Magic] 58%, Perception [Hearing, Vision] 55%, Ranged Attack [Hammer (Stunts: Anticipate, Daze, Stun, Take Initiative)] 90%, Ride [Horse] 58%, Survival [First Aid, Arctic] 88%. Armour: enchanted scale mail (6/2+). Powers: Might +10; Toughness +10; Absorb Kinetik, Radiation, Heat, Cold, Light, Sound 5; Absorb Electricity 10; Flight 13 (Move 10, can carry passengers). Equipment: Mjollnir; the hammer returns to the Thor’s hand with a Concentration action, or with a simple Ready Item action if Thor spends a Combat Effect for this purpose on scoring a successful hit. The hammer stunts allow to apply the similarly named melee Combat Effects on a successful ranged attack. Note: the Lightning Bolt Attack is in fact a spell. Lightning and Flight require the presence of the hammer to activate. No one else can use Thor’s hammer. The Hulk Robert Bruce Banner Characteristic Attribute D6/D8 Location AP/Cv AP/Cv Tough STR 30 Size Class XL 1 R Leg -/- 2/0+ 18 CON 24 Might +14 2 L Leg -/- 2/0+ 18 DEX 12 Strike Rank 21 3,7,8 Torso -/- 2/0+ 20 INT 7 Encumbrance - 4 R Arm -/- 2/0+ 16 WIL 11 Life Points 34 5 L Arm -/- 2/0+ 16 CHA 12 Move 7 6 Head -/- 2/0+ 18 Weapon SR Cost Damage Parry/Rng Special Fist 21 3/2 1d2+14d2 2 Shockwave 24 5/- 14d2 S (50) bash (effect), stun (auto) Skills: Athletics [Brawn (Stunt: Incredible Strength), Climb, Jump (Stunt: Incredible Leap), Throw] 84%, Close Combat [Brawl] 92%, Communication [Language: (English, German, Russian)] 63%, Concentration [Willpower] 62%, Craft [Electronic Equipment] 73%, Drive [Car, Motorcycle] 63%, Knowledge [Biology, Chemistry, Mathematics (Stunt: Wave Functions), Physics (Stunts: Atomics, Dimensional, Quantum, Radiation)] 142%, Perception [Hearing, Vision] 48%, Ranged Combat [Projection (Stunt: Hulk Smash)] 64%, Survival [First Aid, Endurance] 59%. Armour: skin (2/0+). Powers: Shapechange (the stats are for the green form, when in human form divide STR and CON by three, multiply INT by three, reduce Size class to M and ignore armour and all powers); Toughness +6; Might +6; Absorb Kinetik, Heat, Cold, Light, Electricity, Radiation 8; Absorb Sound 4; Incredible Leap (jump hundreds of metres vertically, and kilometres horizontally); Incredible Strength (the Hulk can lift or arm-wrestle anything and stop any kind of vehicle with brute force); Hulk Smash (shockwave with the same effect of an explosive attack centred on the Hulk himself). Notes: When in the green form, the Hulk loses access to Banner’s scientific skills: all skills related to INT and their traits, except Endurance, become unusable. The physical skills listed are calculated on the Hulk’s characteristics. A normal humanoid in melee with the Hulk loses 4 from Strike Rank. Hawkeye Clint Barton Characteristic Attribute D6/D8 Location AP/Cv AP/Cv Tough STR 15 Size Class M 1 R Leg -/- 1/0+ 7 CON 13 Might +1 2 L Leg -/- 1/0+ 7 DEX 18 Strike Rank 16 3,7,8 Torso -/- 1/0+ 8 INT 13 Encumbrance 2 4 R Arm -/- -/- 6 WIL 11 Life Points 24 5 L Arm -/- -/- 6 CHA 12 Move 5 6 Head -/- -/- 7 Weapon SR Cost Damage Parry/Rng Special Brawl 16 5/3 1d2+1d2 2 Dagger 18 3/2 1d3+1d2 2 impale (effect), slash (advantage) Bow 36 10/- 1d6+3d2 1 impale (effect) Skills: Athletics [Acrobatics, Climb, Dodge, Jump, Take Cover, Swim] 98%, Close Combat [Brawl] 81%, Communication [Language (English)] 57%, Craft [Fletcher, Bowyer] 71%, Drive [Car, Motorcycle] 61%, Knowledge [Tactics] 56%, Perception [Hearing, Acute Vision] 74%, Pilot [Helicopter, Aircraft] 61%, Ranged Combat [Bow (Stunts: Anticipate, Coup de Grace, Daze, Fast Reload, Marksmanship, Stun, Take Initiative), Dagger] 146%, Stealth [Hide, Sleight, Sneak] 61%, Survival [First Aid, Endurance, Jungle, Streetwise] 74%. Armour: leather vest (1/4+). Powers: (Science Gadgets, all in arrowheads) Grapple (used for climbing), Entangle (yields entangle (effect) attribute), Explosive (treat as grenade Might 10), Incendiary (Fire damage Might 5), Electric (Lightning damage Might 5) … and so on, many others can be devised. The Marksman Stunt grants +30% to all Bow attacks. The other stunts allow the application of the similarly named Melee Combat Effect with a bow (not with other ranged weapons). Equipment: Modern Composite Bow, quiver with arrows, gadget arrowheads. Black Widow Natasha Romanova Characteristic Attribute D6/D8 Location AP/Cv AP/Cv Tough STR 13 Size Class M 1 R Leg -/- 1/0+ 7 CON 17 Might +1 2 L Leg -/- 1/0+ 7 DEX 21 Strike Rank 17 3,7,8 Torso -/- 1/0+ 8 INT 15 Encumbrance 1 4 R Arm -/- 1/0+ 6 WIL 16 Life Points 33 5 L Arm -/- 1/0+ 6 CHA 18 Move 5 6 Head -/- 0/0+ 7 Weapon SR Cost Damage Parry/Rng Special Fist 17 3/2 1d3+1d2 3 Kick 20 5/- 1d3+2d2 - bash (effect) Taser 42 6/- 2d6 C (20) electric, stun (effect) Pistol 42 10/- 1d8+2d2 S (50) impale (effect) Skills: Athletics [Acrobatics, Balance, Catch, Climb, Dodge, Jump, Take Cover (Stunt: Roll), Swim] 140%, Close Combat [Grapple, Karate (Stunts: Acrobatics, Deflect, Evade, Focus, Kickboxing, Read Intentions)] 144%, Communication [Language (English, French, Russian, Chinese), Insight (Stunt: Interrogation), Persuasion, Seduction] 133%, Drive [Car, Motorcycle] 66%, Knowledge [Espionage, Politics] 58%, Operate [Lockpicking, Mechanisms, Electronics] 96%, Perception [Acute Hearing, Acute Vision] 62%, Ranged Combat [Dagger, Pistol (Stunt: Dual Wield), Projection] 132%, Stealth [Hide, Sleight, Sneak] 136%, Survival [First Aid, Endurance, Streetwise] 62%. Armour: leather catsuit (1/1+). Equipment: Two 9mm handguns, Widow Bite (taser). Edited July 17, 2016 by RosenMcStern Fixed caliber for Widow's guns 3 Quote Proud member of the Evil CompetitionTM Link to comment Share on other sites More sharing options...
Belgath Posted July 17, 2016 Share Posted July 17, 2016 (edited) Looks real good. Iron man, i've always thought of having olmost supernatural intelligence. Now I am by no means Any kind expert in this area. But to pull off what he's developed and created in the movies wouldn't a INT of 19 or 20 be more appropriate for him? Edited July 17, 2016 by Belgath Quote Link to comment Share on other sites More sharing options...
rsanford Posted July 17, 2016 Share Posted July 17, 2016 Paola, This looks AWESOME but I wasn't thinking so much of superhero characters. How would you model the following (Urban Fantasy): - A bracelet that teleports the character 5 feet away after every attack? Sort of a blink attack... - A cybernetic arm that has triple normal strength? - Bio-engineered eyes that allow the user to see radiation? Would the first and last one be done with spells? Will there be rules for cybernetics and bioengineering at some point? Perhaps in a supplement? Quote Check out our homebrew rules for freeform magic in BRP -> No reason for Ars Magica players to have all the fun! Link to comment Share on other sites More sharing options...
RosenMcStern Posted July 17, 2016 Share Posted July 17, 2016 41 minutes ago, Belgath said: Iron man, i've always thought of having olmost supernatural intelligence. Now I am by no means Any kind expert in this area. But to pull off what he's developed and created in the movies wouldn't a INT of 19 or 20 be more appropriate for him? Hmm, there is room for debate about this. I assigned INT 17 to Stark and 21 to Banner, as the latter is a typical bookworm who specialises in theoretical matters and the former takes care of every aspect of the creation of devices - possibly by assembling components created by someone else. And he also takes care of cute ladies. But it might be the opposite, depending on how you define INT. 30 minutes ago, rsanford said: How would you model the following (Urban Fantasy): - A bracelet that teleports the character 5 feet away after every attack? Sort of a blink attack... - A cybernetic arm that has triple normal strength? - Bio-engineered eyes that allow the user to see radiation? Would the first and last one be done with spells? Will there be rules for cybernetics and bioengineering at some point? Perhaps in a supplement? The core principles in Revolution is that effects work similarly but can have multiple sources. So if a cybernetic implant provides an effect that works like a spell, the fact that it is a cybernetic implant is only relevant when you need to create or repair the item, not when determining its effect. Example #1 sounds like a thiefly power for 13th Age to me. I would not recommend such a power in a d100 game. Besides, the Revolution rules say that if you are up to 5 metres away your foe can still attack you in melee by simply increasing the SR cost of the attack to 5, so this power would be useless in RD100. Examples #2 and #3 are perfectly doable with the core rules: the procedure to invent or build them is already defined in Chapter 6d - Weird Science. This chapter is oriented towards Steampunk, not Cyberpunk, so you will find artifacts rather than implants, but it is rather easy to make the switch. Now that you suggested it, we might add more cyberpunk examples in this chapter. Example #2 is illustrated by the Robocop and Iron Man examples. Such an implant will provide the Enhance STR power, with Might chosen as the attribute influenced by the power. For example #3, the power is Detect Radiation. It is not listed as usually available with scientific gadgets, but the "available for power system" list of each power is merely a guideline. If you want bionic eyes that "see" radiation, use the Goggles gadgets as a template for eye implants. 1 Quote Proud member of the Evil CompetitionTM Link to comment Share on other sites More sharing options...
rsanford Posted July 17, 2016 Share Posted July 17, 2016 Thanks Paolo! Quote Check out our homebrew rules for freeform magic in BRP -> No reason for Ars Magica players to have all the fun! Link to comment Share on other sites More sharing options...
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