Planescape

 Planescape

"It's the end of the world as we know it.
It's the end of the world as we know it.
It's the end of the world as we know it and I feel fine."
- R.E.M.

The Setting:

Organizations

The Blue Carnival
Dark Sector
Fallen Inc.
Knight Templar
Nightmen
Zero-men Company

Themes and Moods

The theme of the game is great and powerful deeds. The characters are not mere specks among the vast mass that is humanity. No each hero is destine to do deeds that will stand out through the test of time. Each moment is their shining moment and every second is their opportunity change the world.

Mood is dread and hope. Dread comes in the fact that the world is going to end in some way. The walls of reality are weak and things bleed through from the other side to cause vile acts to the human race. Even the human race and other other heroes threaten you. Even if the heroes are not evil to the core they still may do horrible deeds to justify their ends.

Hope does exist though. Organizations are made to combat against the threats that lurk from the outside and the corruption that lays within. People just don't sit there and accept the fact the world is going to hell even if they lack the powers that heroes often possessed. The world is not going to give in to the darkness.

Rules and Misc.

  • Uses the Dark Hero Template.
  • Also choose a theme that fits your heroic character.
  • You do not gain willful healing on page 190 of the World of Darkness Mirrors. Instead if you are by a element, or symbol of your chosen theme then you can roll resolve + composure + arete for a healing roll. One success heals one bashing damage, two successes heals off one lethal damage, and three successes heals off one aggravated damage. You always heal the right most damage in the health boxes first.
  • They cannot select Spell as a skill mastery which is found at page 193 of the World of Darkness Mirrors. Powerful Success is also forbidden to have as well. Instead powers are considered merit base that is equal to its rating of the powers that can be found in Witch Finders which is a supplement of Hunter: The Vigil. This is focus on gutter magic spells in which the player has rules to make their own powers.
    • In order to use a power unless stated other wise the roll is arete + willpower. Resistance to these powers if needed are resistance attribute + arete. Contested rolls against these powers are resistance attribute + arete.
    • You cannot use powers that grant you minions, items, effects, and other things that last longer than a scene.
  • When getting powers that offer armor of any sort instead treat that heroic armor as normal armor. These heroic armors cannot stack with normal armor. This armor power has a AP that is equal to its dots.
  • Powers are a bit differently when it comes to cost as well.
    • Powers that have no energy cost to it can be automatically used without any rolls due to how easy the hero can use it. The only exception is if the power is used to do damage, or control other beings.
    • Powers that require a energy cost now cost nothing, but must require a roll.
    • Powers that requires a willpower point the character must pay the willpower cost as normal.
    • If a power demands a dot of willpower the player must pay it.
  • Heroes suffer from a weakness. The weakness must be similar in power to that in which vampire clans must deal with. A example would be Ice man, while not cruel, simply gives off a cold feeling to other people and cannot stand the heat. He suffers no ten agains for social rolls and suffers -1 to all actions if he is in a area that is hot.
  • While the game is indeed dark it is still a action game so please ignore morality.
  • Heroes treat all mundane damage as if it is a lesser degree. Bashing damage is ignored while lethal damage is downgraded into bashing damage. Aggravated damage is treated as normal.
  • Armor and defense rules had change for this side game since it relies on a lot of action. Defense can now be applied against firearms at any range. Primitive quality insures that firearms and none primitive weapons can ignore the armor. Armor only has one rating instead of the usual two ratings. This one rating protects against all mundane attacks. Because of this various armors had been change a bit.
    • Thick Clothing is 1 AP and has primitive quality.
    • Leather is 1 AP while the harden version is 2 AP. Both versions have primitive quality.
    • Flak armor of all kinds are 1 AP.
    • Bulletproof Clothing is 2 AP. The extra AP is due to the cost of the armor.
    • Chain Mail armor is 2 AP. It has -1 to defense and have primitive quality.
    • Bulletproof Vests are 2 AP for the body alone. Other types of Bulletproof armor are 1 AP for other parts of the body.
    • Full Plate armor is 3 AP. The character suffers -2 to defense. It is also primitive.
    • Full Riot Gear armor is 3 AP. The character also suffers -2 to defense.
    • Dragon Scale armor vests are 4 AP and subtracts one damage for the body alone. Other types of Dragon Scale armor are 3 AP and subtract one damage for other parts of the body.
    • Carapace armor are 4 AP and subtracts one damage.
  • Your hero gains one appearance spec at character creation.
  • Specs are not stackable and can go up to +3 bonus for a total of 9xp.
  • Heroes can join organizations, or ally with organizations in order to gain special benefits that normally they would never get.
  • Merits that only add to skill dice rolls and are fighting styles are forbidden. Skill tricks already covered them and so they are not needed.

Character Creation Rules?

Heroic Merits?

Characters

The Players?

Page last modified on August 16, 2010, at 11:42 PM by RockDude
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