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4.2. Hero: Truth, Justice, & Men in Red Spandex Being a comic book hero is hard work and GE Hero tries to make it as easy as possible for crime-fighters to hit the dirty streets as quickly as possible. Before characters do, players need to know how the super-power rule works. Super Power Rule Dam/Vol/Dur Reaction Adjustment
The chance for successfully using a super-power in GE is based on one of two possible actions: One, the character is using the power in a direct challenge against another character’s abilities or, two, a predetermined Success Level (SL). Most attack-oriented super-powers require a very straight-forward success role in which an appropriate attribute bonus is used versus a base attack (SL) of 12. Other powers provide a bonus to success test (for instance, ultravision is used as a perception bonus in darkness). For attacking, the hero receives an additional bonus of the power’s minimum level plus the attribute bonus towards succeeding.
All powers are considered to “work” though character may fail an attempt using a power. Powers that involve shape changing or matter manipulation “work” though a character may fail all uses of that power. For instance, a character with shape change wishes to turn into a bat. They do. However, when that character attempts to fly or use echolocation or any other ability possessed by a bat, the attempt will require a success role against a target number based on the desired outcome. To fly, it may be the level of power versus body for instance. Each super-power in GE possesses a level such as 1D6, 2D3, etc. This level indicates the amount of damage inflicted or stopped, the volume of substance created or affected, or the duration of the effect. All super-powers possess at least one of these three characteristics: Damage, volume, or duration (abbreviated as D/V/D or Dam/Vol/Dur). In most cases, the super-power specifies which category its level depicts.
· Damage: Unless specified, each level is an indication of physical damage with inertia as applicable. · Volume: Unless specified, each level indicates a single 3’ x 6’ space. · Duration: Unless specified, each level indicates a single combat round.
GE Hero requires the addition of one attribute: Reaction Adjustment. The goal of every hero is to stop crime and fight evil. However, being popular runs a close second. Reaction Adjustment gives a starting attribute bonus for a character based on their origin (human through alien) and appearance (attractive through monstrous). When dealing with the press, police, or an unruly or frightened mob, Reaction Adjustment provides the interaction. Table 4.1 provides a quick reference.
Table
4.4.
Reaction Adjustment.
The good news for those character’s who the public abhors is that they are more powerful than the pretty boy heroes whose bodies litter the landscape. Table 4.2. gives the D/V/D levels based on reaction adjustments.
Table
4.5.
Calculating Damage/ Volume/ Duration
It never fails, you’re tougher-n-nails and about to take down the bad guy with a solid optic blast when some nosy reporter gets in the way. You take some lumps, they take some pictures, and the evil super-villain takes some money. All in a hero’s day. The following table can be used if you don’t have the free Hero Character Generator by 3muse. Characters can have up to three powers, the first one is free. The next super-power and for each thereafter requires a roll on the Vulnerabilities table. For each additional roll, players should add +2 to the total roll for vulnerability type and re-roll duplicates unless a player has a new twist for the vulnerability.
To roll vulnerability type, roll 1D6 for type and 1D6 again for specific vulnerability. For the vulnerabilities D/V/D, roll 2D6. Table
4.6. Vulnerabilities a.k.a Getting Screwed
Remember, imagination is the key—if a player has a funny, weird, or different idea for a vulnerability, let them do it. Spice of life is everything. The Hero CG includes some very different vulnerabilities. If you don’t have the free Hero CG, you can use table 4.7 to get some down and dirty super-powers. Feel free to expand them however players want and don’t forget, the ref is always right.
Table
4.6. Super-powers
Example: Attacking Ratboy attacks Dr. Medula with his claws. Ratboy has an Agility of +5. He rolls 2D6 and gets a 3 and a 4. 3 + 4 + 5 = 12 which is a successful slice!
Example: Damage Following the example above, we now roll for Ratboy's damage. He has claws at a level of 1D3. Rolling 1D3, Ratboy gets a 1 and so does 1 point of damage to Dr. Medulla.
Example: Reaction Adjustment The Monstrous It! attempts to calm the excited crowd. Unfortunately, It!'s gooey, black sludge covered body brings a -3 to the modifier. In the crowd's excited state, it takes a roll of 10 on 2D6 to calm them and It! has little chance for success with a -3 modifier (though double sixes would succeed).
Example: Vulnerabilities The ever disgusting It! has become a bit twitchy since becoming a disgusting sludge and doesn't trust everyone as much as he used to. During combat, It! rolls a 7 while attempting to take a poke at Dr. Sinister. This causes It! to suffer a paranoid delusion and he quickly flees from combat, no longer trusting his comrades in arms.
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