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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!

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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 by RosenMcStern
Fixed caliber for Widow's guns
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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 by Belgath

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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?

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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.

 

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