![]() I used another rule: after rolling the column and the d100/2 for the power, I rolled another dice just to see if I started to count upsides or downsides the column (so there weren’t powers that couldn’t appear). Then on each column, roll 1d100/2, and start counting the powers there, skipping what your GM considers “too powerful” (Sorcery, Omni-Power…), as well as “Mystic Link” and “Self Link”. You can access those by rolling a 100 when selecting powers. Look at the final index of powers on DCH3 rd Edition. Ok, do you see the three columns? Right.įor each power, roll 1d10: 1-3, first column 4-6, second column 7-9, third column 0 = attributes (1d10 to choose which AP math of the APs allowed for what you were rolling (2d10/2 for a medium metahuman, 2d10-4 for a powerful metahuman, etc) and what you already had on that Attribute. 0 = Add to HPs). If a power AP rating coincides with its Link Attribute value, there’s a 50% the power is linked.īlood of Heroes: Special Edition Step #4 – How to roll powers? Reroll and apply to a gadget/artifact. For this roll, 90-00 is treated as “Mystic”.īody of the gadget “free roll” (2d10/2, non italized to begin). Mysticġd10/2 mystic powers at (2d10/2)-1 APs and 1d10/3 (0 = +1 and reroll) mystic linked powers at 2d10-7 APs. Metahuman, powerfulĢd10/2 powers at 2d10-4 APs (reroll doubles in both cases). (Kal is presumably doing 2d10/2 rather than 1d10 to have a bell curve distribution - Ed.). Metahuman, mediumĢd10/2 powers at 2d10/2 APs (reroll doubles in both cases). (I’d assume that all fractional results in this system are to be rounded down - Ed.). Metahuman, lowġd10/3 powers (0 = +1 and reroll) at 2d10/3 APs (rerolling doubles). The player can choose, instead of a “Superability” to get a +1 to an attribute or skill, proven it doesn’t surpass human limits (GM discretion). Roll 1d10/3 to see how many (10 = +1 and reroll). Then follow the general system for “Metahuman” molds taking into account, to see how many APs, the limits of what is “human” in that Power. Good memory, being huge, running fast, etc. The character has no super-power per se. But they have Powers that can be explained as borderline abilities of human beings. ![]() Any given Attribute can be affected by both enhancements.On the second roll there’s a 10% chance of getting upped. Roll 1d10 = 1-9 = add the number rolled to the attribute. 0 = +2 and roll again.On the first roll there’s a 40% chance of getting an increase. Roll 1d10: 1-2 = 1, 3-4 = 2, 5-6 = 3, 7-8 = 4 9-0 = +1 and roll again.Distribute six additional APs, as desired, then proceed to Step #3.Add +1 to each Attribute and proceed to Step #3.
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