Post by Fedifensor on Apr 13, 2021 11:03:02 GMT -7
Character Creation
Character Types:
Most characters will be one of three types - Pures, Muts, or Beasts. There is a fourth type, Weeds, that should only be used if the gamemaster and players are comfortable with including them in the campaign.
Pures
Descendants of the survivors of the Final War, Pures have remained unchanged despite the perils of disease, poison, glow spots, and countless other dangers. Some say the Pures were gifted with ancient tech that was woven into their bodies and passed along to their descendants. Others believe it to be a natural adaptation to the harsh environment - given the trillions that existed before the Final War, some small percentage would have the necessary traits to thrive despite the hazards. Several religions claim that Pures are the Blessed - not virtuous enough to have been taken into the Heavens, but still favored by the divine.
Regardless of the reasons for their purity, the Pure share several traits that protect them. Pure characters are required to purchase the following:
- Bloodline of Purity (3 points Power Defense, Hardened, Resistant) - 6 points. In the Starfall campaign, this is the only way for a character to gain Power Defense without restrictions (Radiation only, Poisons only, etc) at character creation. This applies to all types of Drains, Transfers, Transforms, and related attacks. At the GM's discretion, it may even provide some resistance against NND attacks based on radiation, biological attacks, nanoviruses, or poisons.
- Accelerated Healing (Regeneration, 1 BODY per Day, increased food intake) - 4 points. Pures who survive injuries will eventually return to full health. While they cannot heal back lost limbs or destroyed organs, the Pure can recover as long as they survive the initial injury and bloodloss. Pures healing from such injuries gain a vastly increased appetite. A lack of food can hinder their healing, possibly resulting in the injuries becoming permanent.
- Stat Minimums (special) - Pures are the best of humanity, the ones who have survived and prospered in a harsh world. Barring illness, injury, or age, they are in excellent condition both physically and mentally. Pures may not buy down any of their stats unless there is an associated injury (reduced Running for having one leg, etc) and should have above average stats in most areas.
- Tech Access (special) - Several devices of the ancients, particularly death-dealing weapons, will only function in the hands of a Pure. The few guardians of ancient tech that survived the Final War will recognize a Pure on sight. While this doesn't necessarily protect the Pure from harm, it will usually give the Pure a chance to negotiate or depart the area before being attacked. This is represented by the character not taking one of the Distinctive Features required by the other character types. In addition, Pures may choose to buy items of tech (limit of 30 Active Points at character creation), and are the only characters who have the option of acquiring tech via character points at the beginning of the game.
Sample tech item: Solar-Powered Civilian Laser Pistol - 1d6+1 AP RKA, OAF, 8 charges. 30 Active Points, 12 Real Points. This weapon has been passed down through the generations to the eldest child. Each new wielder receives the weapon in an elaborate ceremony, that ends with the current wielder placing the weapon in the recipient's hand and intoning the ancient incantation, "Transfer authorization to new user". The weapon runs out of power after 8 shots, but recharges after sitting in sunlight for a full day. [Note that weapons bought with points do not take limitations like Real Weapon.]
Muts (can be pronounced as either 'Mutts' or 'Mutes')
Muts are humans that have been changed in the aftermath of the Final War. Most muts show some physical sign of their mutations, and some have suffered massive alterations.
Mut characters must take the following:
- Distinctive Feature: Mutated Human - 5 points. All muts must take this disadvantage, even if they have no physical signs of mutation. Many devices of the ancients can see past appearance to the true nature of a being.
- Distinctive Feature: Mut - 5+ points. Muts with physical signs of their mutation may take this disadvantage. This may also be the basis for taking certain hunteds, as there are groups in the wasteland who hunt down muts.
- Mutant Powers - Varies. The changes wrought by the Final War have given some (but not all) muts special abilities. Examples of such abilities can be found in the Post-Apocalyptic HERO book, pages 112-128. Powers have a limit of 30 Active Points at character creation, and all proposed powers will be carefully scrutinized for balance.
- Sample mutant power: Kinetic Fist - +3d6 hand-to-hand attack, Double Knockback (up to 5d6 Double Knockback with STR). Note: This changes the default of the attack from Knockdown to Knockback. 26 Active Points, 17 Real Points. The mut has the power to magnify the force of a punch and distribute it along the foe's entire body, catapulting them backward.
Beasts
Legends say that before the Final War, the only creatures capable of thought and reasoning were humans. However, part of the changes wrought upon the land changed many of the animals. Many became larger and more aggressive than their pre-War counterparts, and several became sentient. A rare few developed mutations unrelated to their form.
Altered animals, whether sentient or not, are known as beasts. Beast characters must take the following:
- Distinctive Feature: Mutated Animal - 10 points. All beasts must take this disadvantage, regardless of form or level of sentience. Many devices of the ancients can detect them, and beasts are more likely to suffer an adverse reaction when interacting with the ancient tech.
- Distinctive Feature: Beast - 10+ points. Beasts have significant physical differences from Pures and Muts, and are hard to disguise from those who hold prejudices against them. This may also be a basis for taking certain Hunteds, as several groups in the wastelands fear beasts and may attack them on sight.
- Altered Form - Most beasts have special powers related to their form. These are similar to the mutant powers possessed by muts, save that beasts generally have physical mutations and almost never have purely mental powers. Examples of such abilities can be found in the Post-Apocalyptic HERO book, pages 112-128. Powers have a limit of 30 Active Points at character creation, and all proposed powers will be carefully scrutinized for balance.
Sample altered form power: Carapace - 6 PD, 4 ED armor plus Hardened advantage for Armor PD plus Hardened advantage on base PD (up to 8). 19 Active Points, 19 Real Points. Several beasts have developed natural protection from the rigors of the wasteland. The carapace is tough enough to blunt the force of even high-velocity piercing weapons. In addition, the beast has a limited resistance to energy-based hazards of the wasteland like fire and electricity. However, lasers have an easier time cutting through the carapace.
Weeds
No one is sure how some of the plants of the Wasteland gained sentience. The most common legend is that a mut with the ability to control plants pushed her powers too far, and died. At the moment of death, her consciousness fragmented and was imbued into the many plants under her control, and passed along to the seedlings. Another legend states that in the last days of the Final War, desperate men tampered with plants to create guardians for their fading civilization. Several of these plants are hostile and/or insane by human standards, and the Pures have nicknamed them 'Weeds'.
Players interested in playing a Weed should work out the details with the gamemaster.
Other Character Guidelines:
Characters are built using the Hero System 5th Edition Revised rulebook (5ER) at the Heroic level (75+75). Power Frameworks are not allowed. Aside from the tech item allowed to a Pure, equipment is not bought with points. Starting equipment is based on character background, and should fit within the pseudo-medieval tech level. Firearms are not available at character creation, but may be bartered for if a supplier can be found. Specific notes on skills, powers, and disadvantages are listed below:
Characteristics
Normal Characteristics Maxima is a standard disadvantage for characters, though permission can be given to avoid taking it (due to an excessively nonhuman form, cybernetics, or similar circumstances). Characters with NCM get 20 points for the disadvantage, as per 5ER page 329.
Skills
Combat Driving, Combat Piloting, and Transport Familiarity with vehicles are allowed, but most characters will not have access to a vehicle at the start of the game. It will be possible to acquire vehicles during the course of the campaign.
Concealment is also used for scavenging, as per the Post-Apocalyptic HERO book (pg 36).
Inventor can be used in conjunction with other skills to create primitive guns and other devices, but ancient tech requires resources far beyond what is available to the characters. The skill can also be used to figure out basic uses of ancient tech.
The language list for the game is as follows: Amrikana (default), Mexikana, Trade Sign (gestures, no spoken component), and Ancient (Pre-Apocalypse English). In addition, individual species may have their own languages (such as the Ggaru) or dialects (Aiogs speak a hard-to-understand version of Amrikana). Characters may purchase Literacy, and those who do are literate with all languages known to them (if those languages have a written version). Characters with at least 1 point in a language can make INT rolls to figure out the basics of more complicated conversation than their skill level normally allows.
The language of the ancients is both familiar and strange to the denizens of the wasteland. Some scholars have taken the language Pre-Apocalypse English, and it is possible for characters to figure out some words with INT rolls, due to similarities between it and Amrikana (the “common” language). Starting characters can purchase Pre-Apocalypse English at no higher than the 1 point level (Basic Conversation) unless it is a core part of their background.
Survival must be bought with adders for different environments. There is one new environment - Post-Apocalyptic Wasteland, which allows characters to survive in areas with Bad Water and Glow Spots. Those without an adder for their current environment can still roll Survival, but take a -3 or greater penalty.
Weapon Familiarity may be taken with weapons the character doesn't have access to, if their background justifies the purchase. For example, a character who originally came from Lo may have used firearms in the past, even if they currently don't have a gun.
Perks
The Money perk is very rare in the wasteland. The few that have it generally derive their wealth from control of resources, either directly or indirectly. For example, a character who knows how to make weapons may have the Money perk, representing the bartering power of trading assembled weapons for raw materials or other supplies.
Reputation generally isn't appropriate beyond the starting area of Fedrex, as there is no widespread communications to carry the tales of the character throughout the wasteland.
Powers
LS: High Radiation only protects against environmental effects, not radiation attacks. It has the prerequisite of at least 3 points of Power Defense that applies versus radiation.
Power Defense must be bought versus a specific effect (radiation, poison, etc), with the exception of the Power Defense possessed by Pures. Power Defense bought versus radiation only applies to low-level radiation effects. Stronger radiation requires that the Power Defense be bought as resistant (via Damage Resistance), and some lethal radiation effects may require that the Power Defense be bought with the Hardened advantage. All purchase of Power Defense versus radiation requires approval, as radiation is one of the major hazards of the wasteland. Pures start with 3 points of Hardened and Resistant Power Defense, and can buy more after character creation.
The rules for classes of minds are slightly changed. Pures and Muts are considered to be part of the Human class of minds. Beasts are considered to be both Human and Animal for this purpose...but can also buy mental powers that affect both without purchasing an Adder. Weeds are thier own class of minds unless they specifically choose to be under the Human class of mind instead. Most technology of the Ancients falls under the Machine class of minds.
Disadvantages
Dependent NPCs in the Starfall campaign are often bought as 'floating' DNPCs. Examples include the "girl in every town", the "child in trouble", etc. While the DNPC changes from adventure to adventure, the standard rules about the character being obligated to protect the DNPC applies. Most DNPCs are only bought at the 8- level.
Hunteds only apply if the Hunted knows you personally. Simply being a mut or beast isn't enough to have the Order of the Pure as a Hunted - they have to have some reason to seek you out specifically. Hunteds work best as organizations, as most conflicts between a Hunter and a PC end up with one or the other dying. Hunteds are limited to an 8- roll except in exceptional circumstances.
Reputation requires special permission to take as a disadvantage, since the lack of communication between areas makes it difficult for a reputation to be sufficiently widespread to be worth points.
Sample Hunteds
- Order of the Pure (More Powerful, 8 - ): 15 points. A group dedicated to rebuilding the ancient tech, and the ascension of the Pure over the aberrations created by the Apocalypse.
- Stargazers (As Powerful, NCI, 8 - ): 15 points. A religious cult that believes the tech of the ancients to be responsible for the Apocalypse.
- Gang of 70 (More Powerful, Limited Area, 8 - ): 10 points. A gang that limits its active membership to 70 people (this does not include recruits seeking a spot in the gang). They are normally seen on the ancient road near the Great Var, but they have been spotted as far north as Unirad and as far south as Cassrock. Their core members often have access to vehicles that travel along the ancient road they are named after.
- Darwinists (As Powerful, 8 - ): 10 points. A group that believes that the fall of the ancients is the result of evolution, and that Pures have been surpassed by the new races that arose after the Apocalypse.
- Wasteland Gang (As powerful, Limited Area, 8 - ): 5 points. Any one of a number of small gangs that dwell in the Wasteland.
Everyman Skills (Fedrex)
Acting 8-, Climbing 8-, Concealment 8-, KS of player's choice 8-, Native Language (4 pts of Amrikana, no literacy), Paramedics 8-, PS of player's choice (job, hobby, or other area of interest) 11-, Shadowing 8-, Stealth 8-, Survival (mountains) 8-. In addition, Pures and Mutes get TF: one subset of Riding Animals, while Beasts get 4 points of the Language of their base animal (if they are a hybrid of multiple animals, one should be chosen as primary).
Guidelines and Character Balancing
Character Level: Standard Hero
Points: 100 Base / 75 Disads (no more than 25 points of disads in a category), Total = 175
Characteristics: 10 -20 (Normal Char Max applies)
SPD: 2 - 4
CV: 3 - 7
DCV: 3-8
Active Points: 15-50 (limited to 30 Active Points at character creation). Powers marked with a Stop Sign or Exclamation are off limits (as per p. 87 in Hero 5E). These limits can be adjusted with GM permission
Skill Points: 30-75, martial arts and combat levels do not count toward this skill point total
Skill Roll: 8-14 (15+ requires approval)
Def / rDef: 8-12 / 3-7, the max armor level should be around Chainmail (6).
Character balancing is as much of an art as it is a science. The 5E guidelines are a starting point, but certainly not a hard and fast rule. For example, you could create a character with a 20 DEX, 4 SPD, a 2d6 Ranged Killing Attack, 12/12 PD/ED, with 7/7 of the PD/ED resistant, and 1 combat level with DCV. The character falls within all the listed guidelines...but the character is at the maximum for every guideline related to combat, and would be unbalanced compared to the other characters. The guidelines are a starting point, not hard and fast rules. A character with a 2 1/2 d6 killing attack would violate the limits...but if they only have a 2 SPD, they're going to need to be above the limits to match the damage output of the average character (who attacks 50% more often). Likewise, a character with a 4 SPD is going to be under tighter limits, because they have a third more actions than the average character. 2 SPD characters have some leniency with the Active Point limits of attacks and/or defenses, while 4 SPD characters may need to lower attacks or defenses to be in line with the other characters.
Attacks are going to top out around what a strong Pure can do with a greatsword (2d6 killing, or 6 DC). Many weapons are killing attacks, and Hit Locations will be optional - defaulting to the Chest location if Hit Location isn't used. Starting weapons are normally medieval-level technology, though a select few (usually Pures) have heirlooms of ancient tech, and the village stockpile of Cargo includes weapons.
Characters have access to armor up to chainmail, though chain may not be practical in certain situations (especially with the temperature fluctuations in the wastelands). All characters should have some level of resistant defenses (even if it is a cinematic defense like Combat Luck), but no more than 6 resistant DEF at the start of the game. Also, innate armor and worn armor overlap instead of stack, which means a mut or beast with armored scales won't benefit from wearing light armor. The exception is if both armors are bought with character points. For example, a Pure with 2 rPD/2 rED from the Combat Luck talent who also pays for Sports Padding (3 DEF) as a tech item can have a total DEF of 5 (on locations protected by the Sports Padding).