Remanescentes usa o sistema Unisupers 3 (U3). Personagens são criados com 200 pontos, usados para comprar atributos, vantagens, desvantagens, habilidades e poderes. O custo para cada categoria é mostrado na tabela abaixo.
Categoria Pontos:Nível
Atributos 2:1
Vantagem 1:1
Habilidades 1:2
Especialização 2/nível
Poderes 1:1
ATRIBUTOS
There are eight Attributes: Fighting, Strength, Dexterity, Constitution, Intelligence, Perception, Willpower and Charisma. The human range varies from -5 to 5, with the average being zero. Physical attributes have a hard top limit for regular humans, but the others may be open-ended at the discretion of the gamemaster (GM).
U3 works on a logarithmic scale, so each level represents roughly twice the value of the one below. For example, someone with Strength 0 can lift 25 kg; one with Strength 1 can lift double that (50 kg).
Fighting (FIG)
A measure of a character’s natural ability in combat situations. It reflects a combination of physical and mental attributes, cultural and social factors, biological traits, and personal inclination. Fighting serves as the modifier for most combat-related skills. Fighting affects a character’s ability to attack as well as defend.
Strength (STR)
A measure of an individual’s physical power. Strength Rating determines how much weight a character can carry or lift, how much damage a character does with a hand-held weapon, and so forth. It is also the deciding factor in attempts to bend or break objects; force open or hold shut a door, and restrain other characters or creatures.
-8: Mouse, -6: Domestic Cat, -4: Eagle, -2: Preadolescent Human, +0: Wolf, +3: Donkey, +5: Lion, +8: Bull
Dexterity (DEX)
A measure of the individual’s agility, coordination, and maneuverability. Dexterity Rating is an important factor in most physical skills and determines how well a character can perform acts of manual dexterity, dodge or evade an attack, keep his or her balance, or catch a thrown object.
-3: Domestic Cattle, -1: Domestic Sheep, +0: Average Human, +2: Athlete, +4: Gymnast, +7: Squirrel
Constitution (CON)
A measure of the individual’s endurance, stamina, and durability. Constitution Rating determines how well a character can resist the effects of disease, wounds, poisons, toxins, exposure, hunger, and thirst.
-4: Phthisis (“Consumption”) Sufferer, -2: Indolent Epicurean, +0: Average Human, +2: Athlete, +4: Wild Boar, +5: Champion Marathon Runner, +8: Elephant
Intelligence (INT)
A measure of the individual’s intellect and powers of reason. Intelligence is the deciding factor whenever an individual attempts to deduce the basic meaning of obscure or unfamiliar maps, dialects, or writings; appraise the relative value of goods; solve puzzles and mysteries; and so forth.
-8: Insect, -7: Most Animals, -5: Social Predator (e.g. Wolf), -3: Dolphin, -2: Simpleton, +0: Average Human, +3: Genius, +5: Polymath
Perception (PER)
A measure of the individual’s sensory awareness, taking into account the abilities of sight, hearing, smell, taste, and touch, plus such intangibles as instinct, intuition, and psychic talents. Perception is the deciding factor whenever an individual attempts to detect unseen presences or ambushes, detect illusions, locate lost or hidden articles, notice important details or changes in surroundings, or utilize any sensory ability.
-5: Mole, +0: Average Human, +4: Most Herbivores, +6: Fox, +8: Owl
Willpower (WIL)
A measure of the individual’s willpower, determination, faith, and wisdom. Will Rating determines how well a character is able to resist temptation, bribery, seduction, torture, coercion, interrogation, or influence.
-3: Human Child, +0: Most Animals, +2: Stubborn or Tenacious Wild Animals, +3: Dedicated Philosopher, +5: Oracle
Charisma (CHA)
A measure of the individual’s powers of persuasiveness, including such intangibles as leadership and the ability to command the respect of others. Charisma Rating affects a character’s ability to lead or persuade other individuals, make a favorable impression, negotiate, bargain, or haggle.
-5: Repellent Boor, -3: Sullen Introvert, +0: Average Human, +3: Natural Diplomat, +5: Inspiring National Leader
Speed (SPD)
A measure of how swiftly an individual is capable of moving, either on land, in the water, through the air, or by other means. Speed Rating determines initiative in combat, as well as attempts to pursue others or escape pursuit.
-5: Immobile, -4: Tortoise, -2: Mouse, +0: Average Human, +3: Serpent, +5: Champion Sprinter, +7: Fox, +10: Horse, +12: Deer, +14: Hare
ATRIBUTOS SECUNDÁRIOS
Os atributos secundários são calculados a partir das formulas abaixo.
Body: 20 + STR ou CON
Mind: 20 + INT ou WIL
Speed: (DEX + CON)/2 (arredonda pra baixo, max. 5)
Iniciativa: Speed + modificadores + d10
VANTAGENS & DESVANTAGENS
O PC pode comprar vantagens que conferem um benefício d einterpretação ou mecânico. A lista de vantagens está no fim do capítulo
Disadvantages are the infirmities, quirks, and weaknesses that the Hero has developed throughout their lifetime. No Hero is without blemishes, and they define the Hero as much as their Skills and Advantages. The game does not use a standard list of Disadvantages, but instead allows the player to choose what is right for their character.
Há três categorias de Desvantagem: Relacionamentos, Internas e Externas.
Relacionamentos: desvantagens que envolvem uma ou mais pessoas. Um (a) amante carente que sempre demanda atenção, por exemplo, é uma desvantagem de relacionamento.
Interna: traço de personalidade ou limitação mental que faz com que seja difícil interagir com outros, ou algum tipo de transtorno psicológico que tornam certas ações mais difíceis.
Externa: esta categoria inclui tudo o que não for relacionamento ou questões internas.
Disadvantages give the character Hero Points based on how they are used. The more Hero Points gained, the more severe the penalty to the Hero. Each Disadvantage (Relationship, Internal, and External) may be activated once per game.
Minor Activation – 1 Hero point
When the Hero mentions the Disadvantage.
At this level, the hero reaffirms and acts in accordance with the Disadvantage. This could be as part of a social interaction or something that influences a choice they make.
Moderate Activation – 3 Hero points
When the Disadvantage causes the Hero an in-game penalty.
The Hero suffers a -2 MoS on rolls concerning the disadvantage.
Major Activation – 5 Hero points
When the Disadvantage causes the hero a severe in-game penalty.
When activated in this manner, the Disadvantage is overt and plain for everyone to see and experience. The Hero suffers a -4 MoS on rolls concerning the disadvantage.
Having a 2 to 4 MoS penalty is a big deal and shouldn’t ruin the fun of the game. The GM should apply the penalty to a maximum of 3 rolls during the game, and those rolls should be appropriately themed to mirror the severity of the Disadvantage.
GMs may activate a Disadvantage because of plot developments. If the player agrees to their Disadvantages being activated, they receive the Disadvantage Bonus (up to their max). If the player doesn’t want the Disadvantages activated, they may spend Ka Points to “buy off” the activation. If the Hero does not have points to spend, they must accept the activation or add 1D10 per point deficit to the Antagonist Points pool.
HABILIDADES
There are 20 skills in U3 and they cover broad areas of expertise. In certain campaigns, new skills may be available and some of the regular ones may not exist. Lack of a skill give a -3 penalty to any attempt that requires it. Each character point provides 2 skill levels.
Characters can buy Specializations for the skill, a narrower field where they are more competent. A character can have one Specialization for every five levels in a skill to a maximum of three. Each level can be used once per game to add 1 MoS to a roll. Specializations cost two character points.
Skill levels represent different grades of aptitude:
Level Description
1 Novice, just learned the basics
3 Apprentice, some training
5 Competent, general ability
7 Adept, lots of study/practice
10 Expert
15 Master
20+ Grandmaster
The basic U3 skills are: Animal, Art, Athletics, Brawling, Craft, Crime, Influence, Investigation, Knowledge, Medicine, Melee, Notice, Occultism, Outdoor, Piloting, Power, Science, Shooting, Technology and Warfare.
PODERES
Os poderes usados em Restantes são aqueles listados no
d20HeroSRD. Os PCs começam com um pacote básico gratuito (equivale a 5 pontos) que reflete sua imortalidade:
Imortal: Immortality 1, Immunity 2 (aging, disease), Regeneration 1
Alguns outros poderes possuem modificações em relação ao seu custo ou descrição padrão.
As definições a seguir são importantes para entender as descrições de poder:
ACTION
Using or activating an effect requires a particular amount of time. See Actions, page 194, for details about the different types of actions. Modifiers may change the action needed to use an effect.
- Standard: Using the effect requires a standard action.
- Move: Using the effect requires a move action.
- Free: It requires a free action to use or activate the effect. Once an effect is activated or deactivated, it remains so until your next turn. As with all free actions, the GM may limit the total number of effects a hero can turn on or off in a turn.
- Reaction: It requires no action to use the effect. It operates automatically in response to something else, such as an attack.
- None: It requires no action to use the effect. It is always active.
RANGE
Each effect has a default range, which may be changed by modifiers.
- Personal: The effect works only on you, the user.
- Close: The effect can target anyone or anything you touch. Touching an unwilling subject requires an un- armed attack check against the subject’s Parry.
- Ranged: The effect works at a distance, limited by perception and path and requiring a ranged attack check against the subject. A ranged effect has a range of rank AV.
- Perception: The effect works on any target you can perceive with an accurate sense, without any need for an attack check. If you cannot accurately perceive the target, you cannot affect it.
- Rank: The effect’s range or area of effect is determined by its rank, as given in its description.
DURATION
Each effect lasts for a particular amount of time, which may be changed by modifiers.
- Instant: When used, the effect occurs and ends in the same turn, although its results may linger.
- Concentration: You can keep a concentration effect going by taking a standard action each round to do so. If you are incapable of taking the necessary action, or simply choose not to, the effect ends.
- Sustained: You can keep a sustained effect going by taking a free action each round to do so. If you are incapable of taking the necessary action, or simply choose not to, the effect ends.
- Continuous: The effect lasts as long as you wish, without any action required on your part. Once active, it stays that way until you choose to deactivate it (a free action).
- Permanent: The effect is always active and cannot be deactivated, even if you want to.
HERO POINTS
Hero Points (HP) represent the cosmic luck that all Heroes have in fiction — that little bit extra that gets him through the harrowing ordeal. There is always something different about a Hero which helps him stand apart from his more mundane counterparts. He is able to climb the mountain no sane person would; he can fight, and best, a lion, barehanded; he can endure an injury that would lay a common man low. This is illustrated by the Hero spending HP.
Your Hero starts the game with a pool of points which can be used to affect the outcome of dice rolls or damage taken. The amount of HP a character has is equal to their Ability Level (AL) plus CHA. The maximum number of HP that can be spent in a single effect is AL. Players may spend HP to:
- increase a roll by AL per HP used, points may be spent after the roll is made;
- 1 HP may be used to negate a mishap or Critical Failure;
- 1 HP adds AL to damage inflicted;
- 1 HP negates AL damage suffered;
- 2 HP give the Hero one extra action for one ;
- 2 HP negate the unconsciousness effects of a critical hit.
- 2 HP allow a Push roll.
A Hero can gain more HP during play by activating a disadvantage
This message was last edited by the GM at 22:12, Tue 26 Apr 2022.