Monday, August 27, 2007

Markus' Files

The following are Markus' notes on the missing altered citizens -















Issue #2 SYNOPSIS

After a hard-fought battle against the giant darkness monster, during which the three previously defeated assailants were resurrected and somehow possessed by the dark that fueled the main adversary, the characters learned that the man who had called Maritano out of the darkness was the source of the monster's power - against his will. Dr. Sebastian Markus (as he was called) explained that as an altered empath and mundane psychologist, he and his benefactor Lyons (who the characters held captive) had begun to assemble those affected by the alteration, as they had noticed a trend that led to madness in those who gained powers. While Markus' intentions were apparently altruistic, Lyons had begun developing powers and devices with more insidious motives. Eventually, Dr. Markus was held captive and forced to assume the powers of a ward he had been trying to help.

The mansion, now empty, included a laboratory where characters submitted their blood for analysis (all except Jackson's character, whose sheet I apparently don't have, and whose name I will add later, who had a small problem giving blood, and had to provide a skin sample). While they waited for the results, the characters were set to review the files on the wards now missing from Dr. Markus' estate.

Dr. Markus asks for the characters' collective help to find the other missing altered wards.

Issue #1 SYNOPSIS

Each character had been slowly come to terms with their new abilities, and adjusting to an altered life.

Gradually, each character began to feel a sense of foreboding, which ultimately culminated in visits from thugs made of darkness. Each character (with the exception of Vinnie Maritano, who has an affinity with darkness and was simply overwhelmed with his own power) was captured and awoke some time later in a glass box. There, they were pitted against other super-powered beings (a man with the ability to cause earthquake-like effects, a woman with banshee powers, and another man with some sort of super-powered gauntlet) at the behest of a man named Victor Lyons. Lyons, who famously runs a scientific foundation in his mundane life, had developed the power to create and manipulate the glass-like substance in which the characters were trapped.

As the fight began, Maritano was drawn from the darkness by a cry for help from a man who proved to be incommunicado when he was finally reached. Vinnie joined the fight, and after defeating the initial threat, the characters were set upon by a giant dark creature, not unlike the thugs that had captured them.

With a brief warning from Maritano (who appeared in his pajamas), the characters braced themselves for another fight...

Classes

First, a couple of explanations:
- "Skill Factor" is the numeral used to determine skill points at character creation and with each level. At creation, the number of skill points is determined by the formula (SK + Int Modifier) X SK. At each level, skills are increased by the formula SK + Int Modifier.

- The progression formulas are slightly confusing, I'll update this post with tables as soon as I can. For now, use them as reference and we'll hash out anything that's not clear if it comes up in the meantime.

- For character progression, I'll be assigning "build points". Build points can be spent as follows: 2 BP per 1 Attribute Point, 4 BP per 1 Power Rank, 1 BP per 1 Skill Rank. Note that certain classes have these costs cut in half for appropriate abilities.

And here are the classes -

TANK
These characters are uncanny at soaking damage. Either through supernatural forms, acquired armor, or simply by being ultra-tough, these are the characters that should run in the room first, and do their best to attract all the nasty attention.
Skill Factor - 4
Hit Dice - d12
Attack Bonus - +1 every other level (extra attack @ level 12)
Ref Bonus - +1 every third level
Will Bonus - +1 every other level
Fort Bonus - +1 every other level
+1 BP per level, +6 every five levels (cost for defensive skills & powers is half)


EGGHEAD
Gadgeteers, computer savants, psychics, mad chemists... this class of characters are most likely to laugh maniacally in a dungeon, but they're also most likely to discover an antidote or derive the bad guy's true intentions.
Skill Factor - 8
Hit Dice - d8
Attack Bonus - +1 every other level (extra attack @ level 12)
Ref - +1 every third level
Will - +1 every other level
Fort - +1 every three levels
+2 BP per level, +7 every five levels (cost for int skills & powers is half)


CLASSIC HERO

An all-around butt kicker. Not especially anything, but exceptionally everything, this character will not be defined by any one power... rather a combination that works together to create the team member who is most likely to succeed.
Skill Factor - 4
Hit Dice - d10
Attack Bonus - +1 each level (extra attack @ level 6)
Ref - +1 every third level, then every other (2,2,2,3,3,4,4,4,5,5...)
Will - +1 every three levels
Fort - +1 every third level, then every other (2,2,2,3,3,4,4,4,5,5...)
+1 BP per level, +6 every five levels (cost for attributes and improving current powers is half)


SKULKER
This is the sneaky lot. Either very quick, unusually nondescript, invisible, or otherwise - these characters make their business by not being seen. Typically coupled with a skill set in espionage or theft, these characters make for very useful teammates on both sides of the law.
Skill Factor - 6
Hit Dice - d6
Attack Bonus - +1 each level for two levels, then every other [1,2,3,3,4,5,6,6...] (extra attack @ level 6)
Ref - +1 every other level
Will - +1 every third level, then every other (2,2,2,3,3,4,4,4,5,5...)
Fort - +1 every third level, then every other (2,2,2,3,3,4,4,4,5,5...)
+1 BP per level, +8 every five levels (cost for stealth skills & powers is half)


MOUTH
The face, the talker, the negotiator, the bait. Either through an amazing set of communication skills, or supernatural charisma, or both, these characters are adept at convincing you that they're adept (or anything else).
Skill Factor - 6
Hit Dice - d6
Attack Bonus - +1 each level for two levels, then every other [1,2,3,3,4,5,6,6...] (extra attack @ level 6)
Ref - +1 every third level
Will - +1 every other level
Fort - +1 every third level
+1 BP per level, +6 every five levels (cost for charisma skills & powers is half)


Rules Clarifications

COMBAT:
Initiative = 1d20 + dexterity modifier + other applicable bonuses (powers, etc)

One initiative phase, from highest to lowest, is a "round". Each round, a character is afforded one complex action (power use, skill check, or appropriate/allowed number of attacks).

Actions can be held and used at any time during the initiative phase.

Holding an action for an entire round gives a bonus of +6 to the action roll. The character cannot be distracted or interrupted from this phase of concentration.

SKILL CHECKS:
When a character is attempting to do something difficult, a skill check may be required. Skill checks are made by rolling 1d20 + Skill Level + Appropriate Ability Modifier and comparing the results to a difficulty (set by GM).

A base standard for difficulties is as follows:
10 - EASY
20 - DIFFICULT (human range)
30 - REALLY HARD
40 - ALMOST IMPOSSIBLE

Contested actions are judged by greatest degree of success.