Antihero

CONVERT CONVERT OK
5 old points = 2 new points
old 125+125 = new 50+50
old 50+50 = new 20+20

DICE
Active Value + 1d8 - 1d8 vs Defending Value

STATS
(all base 3, human max 7)
Agi cost 3   (Agility: whole-body movement, dodging)
Dex cost 3   (Dexterity: hand-eye coordination, attack accuracy)
Con cost 3   (Constitution: endurance, pain threshhold, disease/poison resistance)
Wit cost 2   (Wits: quick thinking, perception)
Pre cost 3   (Presence: influence other people)
Spi cost 2   (Spine: resistance to Presence)
Psy cost 2-4 (Psyche: psionic/magical power) [1]

Body = 5+(Con*2), cost 1/2, human max 20
Soul = 5+(Psy*2), cost 1/2, human max 20 [1]
Init = Wit+Spi, cost 1, human max 20 (Initiative)
Armor = 0, cost 1, human max 0
Res = (Con/2)+3, cost 1/2, human max 6 (Resilience)
Str = 2 DC, cost 3, human max 4 (Strength)
Running = 3", see powers for cost, human max 4"
Swimming = 1", see powers for cost, human max 2"

[1] Not used in "mundane" games

SKILLS
Major skill: 1 pt for stat+0, 1pt for +1
Minor skill: 1 pt for stat+0, 1pt for +2
Intelligence-based skills: no stat, base 3, use skill levels

Skill levels
  2 pt: up to 5 skills
  3 pt: all skills
  4 pt: overall level (includes combat)

Combat skill levels:
  1 pt: OCV or DCV for one weapon/power
  2 pt: all ranged, all melee, all OCV, or all DCV
  3 pt: all combat
  4 pt: overall level (includes noncombat skills)

Languages:
  1 pt: can get by
  2 pt: completely fluent

CLOBBERIN' TIME
Roll Init to determine order of action
Everyone gets one combat action and one move action per round
Combat action can be used as a second move action
Combat and move actions can be taken in either order, or even
 interspersed (eg, move-by)

MANEUVERS
Move Action
  Move up to movement rate
  Dodge: +2 DCV
  Protect bystander: give own DCV to bystander, if attack still hits,
   hits protector unless hit by 7 or more
  Move and protect bystander: as above but -2 DCV

Combat Action
  Move action
  Attack!
  Defend: +2 DCV
  Use skill

Full Action (Move action + Combat action)
  As Combat action at +2 OCV/skill

MULTIACTIONS
Each additional target: -2 OCV/skill, -1 DCV
Each additional type of action: -2
Full round action: +2 (reduces penalty by 2)
Maximum total penalty: Init result for current phase

Charge (Move action + multiaction of Move action and Combat action)
  -1 DCV, -2 OCV/skill in addition to combat action modifiers

ABORTING
Refreshes DCV (negates previous maneuver modifiers)
Execute one move action, with all DCV modifiers
Lose next action
Can't abort again until after phase/init count of next action
  (If already acted this phase, roll init next phase)

CLOBBERIN'
OCV is normally Dex + levels
DCV is normally Agi + levels

Damage = DC * 2 + 1d8 - 1d8
  If hit by 0, treat positive modifer as negative (-7 to 0)
  If hit by 7 or more, treat negative modifier as positive (0 to +7)
Armor subtracts directly from incoming damage
Each point of resilience converts one point of damage to stun
If attack has more levels of piercing than armor has levels of hardness,
 armor & resilience are halved.
If inflicted damage (normal+stun) of attack > Body/2, stunned for 1 round
When accumulated damage (normal+stun) > Body, unconscious
When accumulated normal (non-stun) damage > Body, dying

Knockback
  Damage/2, -5, -size (default 2)
  Each level of piercing reduces knockback by 2"
  

POWERS
Advantages & Limitations
  Most advantages increase active cost, but ones that don't make the
    power more effective only increase real cost
  Most limitations reduce real cost, but ones that make the power less
   effective reduce active cost
  Active cost = base cost * (1 + active advantages / 1 + active limitations)
  Real cost = active cost * (1 + real advantages / 1 + real limitations)

Attacks
  Ranged Attack: costs 2 per DC, ranged
  Melee Attack: costs 2 per DC, Str stacks
  Strength: costs 3 per DC
  KO Attack:
    KO or nothing: costs 1 per 2 DC, no range, no Str
    stun, KO, or nothing: costs 1 per DC, no range, no Str

  Transformation: FIXME based on number of active points changed

  Drain: costs 6 per 2 active points drained (+1d8-1d8, as for damage)
  Neutralize: costs 3 per 2 active points neutralized (+1d8-1d8)
  Suppress: FIXME continuous

  ranged/not ranged [+/-1/2] (a)
  Str does/doesn't stack [+/-1/2] (a)
  piercing [+1/2] per level, -2" KB per level, see above
  autofire: 2pt levels vs multitarget penalties (reduce to -1 OCV & -0
   DCV for each additional target up to number of levels),
  reduced lethality [-1/2], target's Res counts double (a)
  reduced penetration [-1], target's Armor counts double (a)
  gradual: FIXME

  Mental/magical attacks:
    OCV not based on Dex [+1/2] 
    DCV not based on Agi [+1/2]
    bypasses barriers: FIXME as indirect
    extended range [+1/4 per 10x range]

  Entangle: FIXME

Defenses
  Armor: costs 1 per pt
  Resilience: costs 1 per 2pts
  hard [+1/4], see above

Movement
  Automatically multipowered: full price for most expensive movement
   power, 1/5 price for each other movement power (minimum cost 1)
  Human normal: 3" Run [3] + 1" Swim [1/2 * 1/5 = 1]

  Running: costs 1 per 1"
  Clinging: costs 2 per 1"
  Swimming: costs 1 per 2"
  Flight: costs 2 per 1"
  Gliding: costs 1 per 1"
  Superleap: costs 1 per 2"
  Swinging: costs 1 per 2"

  Teleportation: costs 2 per 1", note that double move is two jumps
    farjump [+1/4], double move as one full-phase action


  Noncombat movement: FIXME

Senses
  Scan: FIXME
  Analyze: FIXME
  Detect: FIXME
  Perception bonuses: costs 1 per +2

Chrome
  Create: FIXME
  Shapeshift: FIXME
  Images: FIXME
  Darkness: FIXME
  Invisibility: FIXME
  Change Environment: FIXME
  Life Support: FIXME
  Restoration: FIXME
  Regeneration: FIXME balance with restoration continuous persistent etc
  Aid: FIXME multiplier on active points added (balance with usable by others)

DISADVANTAGES
  Psychological Limitation
    rare 2, uncommon 4, common 6
    weak (Spi vs 0 to resist) +0, moderate (Spi vs 3) +2, strong (Spi vs 6) +4
  Physical Limitation
    rare 2, uncommon 4, common 6
    minor +0, major +2, overwhelming +4
  Social Limitation
    FIXME
  Enemy
    FIXME
  Vulnerability
    FIXME
  Susceptibility
    FIXME
  Accidental Activation
    FIXME
  Berserk
    FIXME


This file was last modified at 1626 on 11May07 by trip@idiom.com.