World of Freedom Setting:
Well, I figured I should at least get a starting point up & running so to speak...
Anyways, this is the setting used for the PbP games I run here in the Game Room, it's mostly straight from the 3E book with some minor House Rules I’ve come up with. I'm using characters from several different sources (different games like Heroes Unlimited, different versions of the Champions games, CROOKS!, as well as ideas from posters here on the ATT), so it's a bit of a mish-mash and hopefully an interesting read for all.
Any comments and critiques from people would be more than welcomed and appreciated.
Index:
WOF Original Builds
World of Freedom Criminals (by team)
World of Freedom Criminals (solo)
World of Freedom Heroes
World of Freedom NPCs
World of Freedom Races
Places & Things of Interest
Artifacts & Devices of Interest
Organizations
House Rules:
Skills:
-Skill points are 3/pp rather then 2/pp except for Close Combat and Ranged Combat, those two skills will remain 2/pp.
-Expertise [Criminal]: You know the local gangs, symbols, slang, and the various bosses, and possibly ones in other cities (it wouldn't take you too long to find out). You know where drugs are made, distributed and sold. You know how to disable an alarm system, break into a car, hotwire something (normally a Tech-skill), and probably how to recognize the signs of an easy "mark". Most super-villains with this Skill are the thuggish types who know where the money is in the bank, and knows how to safe-crack a little bit.
-Expertise [Streetwise]: You know crime from an outsider's point of view, which lets you step back and view things as a whole better than someone "in the mix". You know most of the above stuff (recognizing gangs, their symbols mostly but perhaps their slang as well), or at least the signs of it. Criminologists and the like are up here.
-Vehicles is divided into four sub-skills; Air, Exotic, Land, and Sea. As each set requires a different understanding of the basic operation of the various vehicles.
-Air: This sub-skill applies to planes, jets and helicopters.
-Exotic: This sub-skill applies to vehicles like tanks, space ships, hovercrafts, and APCs (Assault Personnel Carriers). Unique crafts that call for specialized training to operate, it also applies to any on-board weapon systems the vehicle might be equipped with as well.
-Land: Most people can operate cars without need of this skill. It mostly applies only when under a stressful or dramatic situation like taking part in a chase, being attacked while operating or trying to reach a destination at higher than normal speeds. This sub-skill also applies to most other vehicles similar to cars in operation as well as motorcycles and 18-wheeler trucks.
-Sea: This sub-skill applies to any motorized water craft like speed boats, yachts, subs, and jet-skis.
Advantages:
Clean (ranked): Checks to connect you with a crime increase by DC5 per rank.
Conceal Efforts: Anyone who inspects your bindings during a Sleight of Hand escape check must make a Perception check with a DC equal to your Sleight of Hand result to notice your escape attempt.
Cunning Fighter: Use Attack instead of Deception to feint an opponent.
Damaging Escape: When you escape from a grab, you get an unarmed attack against the opponent as a free action. You still have to roll to hit.
Defensive Strike: Get a +2 to hit enemy that misses you in melee combat, a second rank increases the bonus to +5.
Durable Lie: The target believes your Deception for an additional round.
Follow-Up Strike: Additional melee attack after Critical Hit is scored.
Hide Tampering: You can conceal any tampering done to a device. Anyone who inspects the device must make a Technology check against your Sleight of Hand check to notice your tampering.
Improved Daze: Allows a character to make a Daze attempt as a move action.
Improved Feint: Allows a character to Feint an opponent as a move action.
Improved Demoralize: Allows a character to Demoralize an opponent as a move action.
Improved Taunt: Allows a character to make a Taunt attempt as a move action.
Improved Trick: Allows a character to make a Trick attempt as a move action.
Last Stand: Spend an HP to ignore all Damage Conditions for one round.
Lionheart: Grants a +5 to saves against fear that is not limited to PL caps.
Multilingual: By spending an HP a character can speak a certain language for the remainder of a scene.
Online Research: Allows a character to use the Expertise [Computers] skill instead of the Gather Information sub-skill of Investigation when looking for anything that would normally be acquired by talking to people and buy them drinks and such. This feat can be used with the Well-Informed advantage also.
Speed of Thought: Allows a character to use their Intellect modifier for Initiative.
Task Focus (Ranked): Choose a specific task or situation that can be performed with a skill check, such as keeping watch at night for Notice. When making checks that involve your chosen specialization, you gain a bonus +2 bonus that can exceed PL caps. You can buy additional ranks, these can either increase the bonus to +5 or apply to a new task.
Unbalancing Strike: When you hit an opponent with a close attack, you can choose to throw him off balance rather than inflicting damage (a hit means he is Vulnerable on defense for the next round).
Withstand Damage: Trade-Off Defense for Toughness- I would allow this for either Parry or Dodge.
Languages: Are way too expensive in the RAW for my taste, so my rule is that Languages rank 1 gives you 1 additional language, 2 ranks gives you 2 additional languages, 3 ranks gives you 4 additional languages, 4 ranks gives you 8 additional languages and so on (though at that point it might be simpler to use the Multilingual Advantage mentioned above).
Combat Maneuvers: I'm fairly sure that Jon L has said that characters are not supposed to use maneuver combos like All-Out/Power Attack at the same time, but I think it fits for certain moments in a scene. That said the character must have both Advantages (and not just using the -/+2 bonus everyone is now allowed to use) and must spend an HP to use the full -/+5 bonus together.
The Luck Advantage:
The maximum amount rank of this feat is half the Power Level of the game; a PL 8 can only have 4 total ranks of the Luck feat, while a PL 10 can have a total of 5 ranks. Purchasing the Luck feat allows one of the following:
- Determination: Lets the character re-roll any die roll made and take the better of the two rolls.
- Edit Scene: You can “edit” a scene to grant your hero an advantage by adding or changing certain details.
- Inspired: Lets the character gain the benefits of one advantage the character doesn’t already possess.
- Inspiration: You can spend a hero point to get sudden inspiration in the form of a hint, clue, or bit of help from the GM.
- Instant Counter: You can spend a hero point to attempt to counter an effect used against you as a reaction.
- Recovery: You can spend a hero point to recover faster; immediately remove a dazed, fatigued, or stunned condition, without taking an action (this option allows you to use Extra Effort without suffering from fatigue). Instead you can convert an exhausted condition into a fatigued condition.
- Skillful: Lets the character use the Beginner's Luck feat.
Powers:
-All "Flat +1 Extras" are called "Feats" because it's ridiculous to change it to something more confusing.
-Impervious works just as it did in 2nd Edition.
-Penetrating works just as it did in 2nd Edition.
Extras & Feats:
~Independent (Extra +0 per rank): Applied to a sustained effect, this modifier makes its duration independent of the user and based instead on the number of power points in the effect. The effect occurs normally and then fades at a rate of 1 power point of effectiveness per round until it is gone. While it lasts, it requires no attention or maintenance from the user, like a continuous duration effect, although it can still be countered or nullified (also like a continuous effect). This is like a combination of the Duration (continuous) and Fades modifiers. An Independent Alternate Power continues to function even when the Array is switched to a different configuration. If an effect is not sustained, modify its duration before applying this modifier. Independent is useful for effects like Create (for objects that fade or melt away), Environmental (for changes to the environment that slowly return to normal), or Concealment (for obscured areas that slowly shrink and disappear, like the effects of a smoke or gas grenade).
~Total Fade (Extra +1 per rank): Effects with this extra don’t fade gradually, at the normal at a rate of 1 power point per round. Instead, when the total fade time is up, the trait returns to its normal level. For example, an ability score receives an adjustment of 10 points. This would normally fade in a minute, or ten rounds (at a rate of 1 point per round). With total fade, the ability score retains the 10-point adjustment for one minute, and then loses the entire amount at once, back to its original value. GMs should be cautious about allowing this modifier in conjunction with more than one or two ranks of the Slow Fade power feat; it can be an easy way to create long-lasting effects requiring no effort from the user.
~Slow Fade (Feat +1 total): An effect that fades over time, such as a trait effect or an effect with the Fades modifier, does so slower with this power feat. Each application moves the time interval one step down the following table;
- 1 rank: 5 rounds
- 2 ranks: 10 rounds
- 3 ranks: 1 minute
- 4 ranks: 4 minutes
- 5 ranks: 15 minutes
- 6 ranks: 30 minutes
- 7 ranks: 1 hour
- 8 ranks: 4 hours
- 9 ranks: 16 hours
- 10 ranks: 1 day
Dimensional Pocket:
Feature - Extradimensional storage of mass rank in material. (1 pt per rank)
You can access an extradimensional “pocket” or storage space where you can place things and retrieve them later.
Items placed in your dimensional pocket remain in the same state until you withdraw them. You cannot place living or unwilling beings into your pocket, only nonliving objects. The object you wish to retrieve from the pocket is always “on top” when you reach into it, coming immediately into your hand. The power’s rank determines the mass you can store at once. Once the pocket is “full” nothing else will fit into it without first removing something.
Movement:
~Air Walking: You can “walk” on air at half your normal ground movement speed as if it were solid ground and move up or down at a 45 degree angle at half speed (one-quarter your ground movement speed). For two ranks, you move at your normal ground movement speed (half speed when ascending or descending).
Summon:
~Multiple Minion (Feat: 1 pt flat): You can summon more than one minion. Each application of this extra doubles your total number of minions. So, for example, with Summon 6, you summon a single 90-point minion. With Multiple Minions 1 you can summon two 90-point minions, four at 2 ranks, eight at 3 ranks and so on. It requires a standard action to summon each minion unless you also have the Horde extra. +1 flat point.
Regeneration Rounds: To clarify, this a chart to show which rounds you recover a -1 to Toughness if you have Regeneration.
Regeneration 1 (1/every 10 rounds [10]); 1 pts
Regeneration 2 (1/every 5 rounds [5, 10]); 2 pts
Regeneration 3 (3/every 10 rounds [3, 7, 10]); 3 pts
Regeneration 4 (4/every 10 rounds [2, 5, 8, 10]); 4 pts
Regeneration 5 (1/every other round [2, 4, 6, 8, 10]); 5 pts
Regeneration 6 (6/every 10 rounds [2, 4, 5, 6, 8, 10); 6 pts
Regeneration 7 (7/every 10 rounds [2, 3, 5, 6, 8, 9, 10]); 7 pts
Regeneration 8 (8 out of 10 rounds [2, 3, 4, 5, 7, 8, 9, 10]); 8 pts
Regeneration 9 (9/every 10 rounds [2, 3, 4, 5, 6, 7, 8, 9, 10]); 9 pts
Regeneration 10 (1/every round); 10 pts
Regeneration 11 on would be one every round, then add a check per the chart
With all that said, on with the build lists and holding spaces......
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