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ADVENTURES

SKILLS - AMENDMENTS
EXPERTISE - CLARIFICATION
The Expertise Skill uses the listed types of expertise. However, this only provides general knowledge. To get knowledge in a particular Field, you suffer a -2 penalty. To get knowledge of a Discipline within that Field, you suffer a -5 penalty. Extremely rare knowledge such as a Specialty within a Discipline would warrant a -10 penalty. For example, a person with Expertise: Science can get general science knowledge with no modier, knowledge about specic Physics questions at -2, about quantum physics at -5, and about cutting-edge quantum physics research at -10. For 1 point, the character can add a Field (physics, for example) and a discipline (like quantum physics), or two elds. If you already have a Field, for an extra point you can add two disciplines or one discipline and one specialty (cutting edge research in that eld). Each addition reduces the penalty by one level. For example, Symphony has Expertise: Science 5 (+8), with Field: Physics and Specialty: Sonics. Within her eld and specialty, she does not suffer any penalties. For physics specialties other than Sonics, she suffers a -2 rather than a -5. Outside the realms of physics, she suffers the normal penalties.

JAYSONS HOUSE RULES


(agreement), and an Argument represents why your target should give it to you. " Before your character can make his Conclusion Persuasion Check, he must make some number of Argument Persuasion Checks. These serve like a Team Attack to benet the Conclusion, with a +2 Circumstance Bonus for each Argument that garners one total degree of success, a +5 Circumstance Bonus for each Argument that garners three or more total degrees of success, and a -2 Circumstance Bonus for each Argument that garners two or more total degrees of failure. " How much Argument you have to provide in order to reach your Conclusion depends on the weight of the Conclusion and the opponents Attitude towards it. The Argument Table shows the average number of Arguments you typically need to have in order to convince your target based on the weight of the request. " " ARGUMENT TABLE Weight Light Moderate Heavy Very Heavy Nearly Unsupportable Arguments 0 2 5 10 20+

PERSUASION SKILL
Changing a Persons Attitude " The DC for changing a persons attitude is the targets Awareness Rank +10, not a at 15. Different people are harder to persuade than others. Also, their current attitude inuences the roll. " Use the Attitudes chart not just for attitudes towards a character, but towards an idea or a course of action. When making a Persuasion Check, use both the targets attitude towards you and towards the topic as modiers in the roll. " For example, Batman tries to convince Superman to trust Lex Luthor. Superman feels Helpful (+5) towards Batman in general, but Hostile (-5) towards trusting Luthor. Thus, Batmans roll is unmodied. He makes a Persuasion roll at 1d20+12 vs Supermans Will of 15 plus 10, for a DC of 25. Batman rolls an 11, for a total of 23; a miss. Batman will have to work a little harder to convince Superman to trust Lex. Persuasion Checks " First, the basic rule for Persuasion Checks have not changed: the participants make opposed Persuasion Checks, highest roll wins. This remains true in bartering, negotiations with a third party mediating, issuing commands, etc. " Convincing someone to give you a cup of coffee is a Persuasion Check. Convincing someone to lay down his life is also a Persuasion Check. However, it takes more to convince someone of the second request than the rst. By a lot. " To convince someone to do, say or believe something, you need good arguments. Sometimes lots of them. An Argument, in game terms, is any statement which a character uses to build his case for a Conclusion. You can usually sum it up in one sentence, though a character may be more long-winded. " A Conclusion is the main thrust of the Persuasion check. In other terms, a Conclusion represents what you want

" You will nd a description of each Conclusion weight below. Use these examples to help you determine the number of Arguments your target will have to accept before your character can attempt to get the target to accept the conclusion. Light: Any simple request that requires minimal threat to a persons happiness or well-being. Asking a stranger for directions is a Light Persuasion Check. Moderate: Any request that requires some threat to a persons happiness or well-being. Asking a guard to turn a blind eye as you walk past might be a Moderate Persuasion Check, depending on the circumstances. Heavy: Any request that requires serious threat to a persons happiness or well-being. Asking an honest man to risk ruining his reputation by framing his best friend for a crime, or asking a member of a community to stand up to that community to right some injustice at the risk of getting ostracized might count as Heavy Persuasion Checks, depending on the circumstances. Very Heavy: Any request that requires certain threat to a persons happiness or well-being. Asking a stranger to ght someone to the death to protect you, or to give up their deeply-held faith to ght for a cause that faith opposes might count as Very Heavy Persuasion Checks, depending on the circumstances. Nearly Unsupportable: Any request that requires someone to risk everything they hold dear. Convincing Captain America to run a suicide mission to steal and activate the United States arsenal of nuclear missiles and aim them at US targets would require a Nearly Unsupportable Persuasion Check.

ADVENTURES
" You can alter the number of needed arguments in one of three ways. First, if you have Fascinate with Persuasion, you can reduce the number of arguments by one level of weight. Second, if you have Expertise in a related topic, you can reduce the number of arguments by one weight level. Finally, an attitude of Hostile increases the number of arguments by one weight, while an attitude of Helpful reduces it by one weight.

JAYSONS HOUSE RULES

VEHICLE
" The character must specify the type of craft that he can drive / pilot. The categories are Riding, Ground, Water, Air, Space and Exotic. This covers the use of common vehicles (common, that is, to everyday characters in that campaign). Uncommon vehicles suffer a -2 Circumstance modier, while Rare vehicles suffer a -5 Circumstance Modier. " To offset these Circumstance Modiers, I have added a new Advantage: Improved Vehicle. See the Improved Vehicle Advantage below for more information. " Riding covers all beasts of burden which a character can ride. The character must choose the species of animal at character creation. Riding does not include the ability to tame an animal, only to control a tame animal. " If the animal is agitated (Unfavorable), the roll has a -2 Circumstance. If panicked or otherwise in extreme emotion (Hostile), the roll has a -5 Circumstance. Likewise, if the animal has a Favorable or Helpful attitude, you get a +2 or a +5 Circumstance modier to your roll. This is on top of the Circumstance modiers for riding unusual or rare animals. You can use the Persuasion Skill to calm the animal down (at -5 Circumstance if you do not understand the animals language and do not have the correct form of Expertise: Animal Husbandry, and -2 if you have one but not the other). " For taming animals, take Expertise: Animal Husbandry for the appropriate species of animal. You suffer a -2 unless you can speak the animals language.

TREATMENT: Using Treatment to Heal Stamina


" The use of Treatment can heal back one Stamina per attempt. The DC equals the amount of time by which the user wants to speed the recovery; if the user wants to treat the patient within an hour of taking the injury, the DC is (Rank 17 minus Rank 9) Rank 8, while doing so the same Round (within 6 seconds) is DC 17. The user can make one attempt per day.

ADVENTURES
NEW ADVANTAGES
EXTRA ACTION! ! COMBAT-RANKED

JAYSONS HOUSE RULES


EXOTIC TECHNOLOGY ! ! SKILL-RANKED [4]
" The character has familiarity with or intuitive understanding of exotic or archaic technology. For one Rank, the character can reduce the penalty for either archaic or futuristic / exotic technology by one level (bring a -5 to a -2 or a -2 to a 0). At Two ranks, he can either eliminate both penalties (reduce a -5 to a 0) for either archaic or future tech or he can reduce both types of tech by one level. At Rank three, he can totally eliminate the penalty for one type, and reduce the effect for the other. At Rank four he suffers no penalties for either type of technology.

" The character can trade in 1 Rank of Improved Initiative or 5 Ranks of Quickness for one extra Standard Action on his turn in a Round per Rank in this Advantage. As usual, he can trade this for a Move Action or a Free Action. He can Hold this Action until later in the Initiative Order without holding his other Actions. The character must choose whether he pulls from Initiative or Quickness at the time he purchases this Advantage. " If using Initiative as his source, the character must have at least one Rank of Improved Initiative or at least a natural +4 Initiative due to Agility in order to use this Advantage. If using Quickness rather than Initiative, each use of this Advantage tires the character; he is Fatigued, then Exhausted, then Incapacitated at the end of the Round in which he used this Advantage. Whatever the source, the character must declare his intention to use Extra Action, and to what extent, prior to rolling for Initiative that round. " For example, Superman has Quickness 15. If he purchased two Ranks of Extra Action, he could choose to reduce his Quickness to 10 and get one extra Standard Action, or to 5 and get two extra Standard Actions. If he chooses the former, he is Fatigued at the end of the Round. If he chooses the latter, he is Exhausted at the end of the Round. " If the Flash, with a total Initiative of +44, purchased Extra Effort at, say, four Ranks, he could reduce his Initiative by 4 Ranks to a mere +28, enabling him to take 4 extra Standard Actions that Round. Since he reduced Initiative rather than Quickness, he does not suffer the tiring effects that Superman would encounter. " Using Extra Action for Quickness tires where for Initiative does not due to the fact that Quickness has no combat effect, and would thus unfairly advantage its character in combat otherwise.

NEW POWER
INTANGIBLE Action: Free Duration: Sustained GENERAL Range: Personal Cost: 2 Points per Rank

This Power replaces Insubstantial; you cannot have Intangible and Insubstantial at the same time. The Power Rank represents the maximum Rank of Toughness through which the character can pass. So a Rank 7 Intangible can pass through Iron (Toughness 7) but not Reinforced Concrete (Toughness 8). A targets Toughness to defend against Intangible refers to Always On Toughness like armor or natural Toughness. It does not refer to Toughness gained through Active Defenses like Defense Roll. Movement through an object slows the character down. The difference in the Ranks -5 equals the distance per Round that the character can move. So a difference of 0 Rank means the character has -5 Speed (6 inches per round), while a difference of 6 means the character can move 30 feet per Round. The character uses the Intangible Rank instead of his Toughness to defend against attacks, even if the Intangible Rank is lower. The Rank of Intangible also subtracts from the Ranks of any attacks (including Strength) unless that attack has the Affects Corporeal Extra. If the attacker has an attack with the Effect Affects Incorporeal, the attack ignores the Ranks of Intangible and applies to Toughness instead. You must hold your breath while passing through solid objects unless you have Immunity to Suffocation, or else you suffocate. All rules that apply to solidifying within a solid object for the Incorporeal Insubstantial power apply to Intangible. Unlike Insubstantial, Intangible does not require the character to take a vulnerability to a form of attack. If the character does have such a vulnerability, that Flaw has a -1 / Rank reduction to the cost of the power.

IMPROVED VEHICLE!

SKILL-RANKED [2]

# You are able to operate unusual vehicles. For one Rank, you can operate Uncommon vehicles of a given category with no penalty, and Rare vehicles at -2 Circumstance Modier. For a second Rank, you can operate both Uncommon and Rare vehicles in that category at no penalty. You must purchase this Advantage separately for each category of vehicle.

ADVANTAGES - AMENDMENTS
MINIONS Amendment You get x2 Minions for each +1 Power Point. If you buy 3 Ranks of Minion, you can have one minion at 45 Power Points, two Minions at 30 Power Points, or 4 minions at 15 Power Points. SIDEKICKS Amendment You get x2 Sidekicks for each +1 Power Point. If you buy 3 Ranks of Sidekick, you can have one Sidekick at 15 Power Points, two Sidekicks at 10 Power Points, or 4 Sidekicks at 5 Power Points.

ADVENTURES
GROWTH TABLE Rank 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Strength +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 Stamina +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 Mass +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 Intimidation +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10

JAYSONS HOUSE RULES


Active Defense N/A -1 -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6 -7 -7 -8 -8 -9 -9 -10 Size +0 +0 +0 +1 +1 +1 +1 +2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 Ground Speed +0 +0 +0 +0 +0 +0 +0 +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 +2 +2 +2

SHRINKING TABLE Rank 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Strength 0 0 0 -1 -1 -1 -1 -2 -2 -2 -2 -3 -3 -3 -3 -4 -4 -4 -4 -5 Mass -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -11 -12 -13 -14 -15 16 -17 -18 -19 -20 Intimidation N/A +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 Stealth +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 Active Defense N/A +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 Size 0 0 0 -1 -1 -1 -1 -2 -2 -2 -2 -3 -3 -3 -3 -4 -4 -4 -4 -5 Ground Speed 0 0 0 0 0 0 0 -1 -1 -1 -1 -1 -1 -1 -1 -2 -2 -2 -2 -2 Mass 25 12 6 3 1.5 12 6 3 1.5 0.75 0.375 0.1875 0.09375 0.046875 0.023438 0.011719 0.005859 0.00293 0.001465 lbs lbs lbs lbs lbs ounces ounces ounces ounces ounces ounces ounces ounces ounces ounces ounces ounces ounces ounces 0

ADVENTURES
REVISED POWERS
" below. You will nd changes and additions to the lists of Powers

JAYSONS HOUSE RULES


Stamina lost equals difference between DC and Check Result. Thus, DC 35 and Check Result 15, Stamina lost 20. " " Should a character suffer sufcient damage to reduce his Stamina to -5 or worse, he gains a Dying condition. If the character stabilizes and then suffers further injury before healing back to above -5 Stamina, he destabilizes and gains the Dying condition again. " Stamina checks are at the current Stamina Rank (the rank after damage or that already healed). They count as a Standard action at no penalty, a Move action at a -2 penalty, and a free action at a -5 penalty. " Injure differs from Weaken in three aspects. First, Injure can only affect Stamina, while Weaken can affect any Trait. Second, Injure reduces Stamina at a far slower rate than Weaken. Third, while Weaken recovers at 1 point per Round, Injure recovers much more slowly; at a rate of 1 point per week. HEALING Healing acts as a Team Attack bonus to Stamina Checks to recover conditions. It also serves as a replacement Stamina Roll for healing Stamina in between weekly Stamina checks, or as a Team Attack for that check. Using Healing can fatigue the healer; make a Stamina check each time the healer makes a Healing check after the rst per scene with a DC equal to the number of attempts (not successes), with each degree of failure resulting in Fatigued/ Exhausted/Incapacitated. REGENERATION Regeneration increases the number of times you can heal Stamina. Each Rank of Regeneration reduces the time to heal by 1 Rank. When you go below 0 APs of time (one round), each additional Rank of Regeneration guarantees 1 STA recovery on top of your Stamina Check per Round. Regeneration also helps recover from Conditions taken by the Damage power. Make a Regeneration check against DC 10 and treat this as a Team Attack modifying the Stamina Roll to recover the condition.

DAMAGE - KNOCKOUT AND INJURE " I have replaced the Damage Power with two new Powers: Knockout and Injure. Each of these Costs 1 point per Rank. Typically, a character who wants to simulate a knife or gun will take Injure and link it to a lower level of Knockout, while a person who wants to simulate a stun gun would take Knockout and perhaps link it to a lower level or Injure. A club might have both Powers at varying levels. " Normal Strength can do both Knockout and Injure damage. KNOCKOUT " Knockout most closely resembles the effect of the Damage Power. With it, the character can impose one or more conditions upon a target, leaving the target more vulnerable to further attack.

KNOCKOUT RESISTANCE CHECK


TOUGHNESS VS [DAMAGE RANK +15] Success Failure (One Degree) Failure (Two Degrees) Failure (Three Degrees) Failure (Four Degrees) Damage has no effect. Dazed [Until end of next Turn] Staggered Dazed / Hindered Punch-Drunk Stunned / Vulnerable / Immobile Incapacitated Defenseless / Stunned / Unaware/ Immobile /Prone

" If a person sustains a degree of failure equal to or above his current Condition while still suffering that Condition, he attains the next lowest Condition. For example, a Staggered hero who gets either Dazed or Staggered again moves to Punch-Drunk. " Five or more Degrees of Failure simply increases the recovery time necessary to get out of an Incapacitated state. Thus, if a character somehow suffers ten Degrees of Failure, it takes him 7 minutes to go from Incapacitated to Punch-Drunk. Any Stamina Check to restore a condition face a DC of 10. The check to remove these conditions removes one condition per degree of success. INJURE " Injure represents the ability to actually cause harm to a target. A target who fails a Resistance Check against Injure suffers Stamina loss according to the following formula:

D20+Toughness vs. DC [15 + Injure]

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