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Criação de Personagem. Posted by Matriz Universal. | Group: 0 |
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Author | Message | Page: 2 1 [all][bottom] |
Matriz Universal GM, 2 posts Fri 22 Apr 2022 at 22:17 |
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.
RANGE Each effect has a default range, which may be changed by modifiers.
DURATION Each effect lasts for a particular amount of time, which may be changed by modifiers.
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:
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. | |||
Matriz Universal GM, 3 posts Sat 23 Apr 2022 at 15:28 |
You are equally adept using either hand, suffering no circumstance penalty for using your off-hand (as you don’t have one). Assessment You’re able to quickly size up an opponent’s combat capabilities. Choose a target you can accurately perceive and have the GM make a secret Notice check for you as a free action, opposed by the target’s Influence. If you win, the GM tells you the target’s attack and defense bonuses relative to yours (lower, higher, or equal). With each additional degree of success, you learn one of the target’s bonuses exactly. If you lose the opposed roll, you don’t find out anything. With more than one degree of failure, the GM may lie or otherwise exaggerate the target’s bonuses. Attractive (ranked, 3) You’re particularly attractive, giving you a +1 bonus on Influence checks to deceive, seduce, or change the attitude of anyone who finds your looks appealing. With a second rank, you are Very Attractive, giving you a +2 bonus. The third rank is reserved for Beautiful people and gives +3. This bonus does not count against CL, but also does not apply to people or situations which (in the GM’s opinion) would not be influenced by your appearance. Beginner’s Luck By spending a hero point, you gain an effective 3 ranks in one skill of your choice you currently have at 2 or fewer ranks, including skills you have no ranks in, even if they can’t be used untrained. These temporary skill ranks last for the duration of the scene and grant you their normal benefits. Benefit You have some significant perquisite or fringe benefit. The exact nature of the benefit is for you and the Gamemaster to determine. As a rule of thumb it should not exceed the benefits of any other advantage, or a power effect costing 1 point. It should also be significant enough to cost at least 1 power point. An example is Diplomatic Immunity (see Sample Benefits). A license to practice law or medicine, on the other hand, should not be considered a Benefit; it’s simply a part of having training in the appropriate skill and has no significant game effect. Benefits may come in ranks for improved levels of the same benefit. The GM is the final arbiter as to what does and does not constitute a Benefit in the setting. Keep in mind some qualities may constitute Benefits in some series, but not in others, depending on whether or not they have any real impact on the game. Sample Benefits: • Alternate Identity: You have an alternate identity, complete with legal paperwork (driver’s license, birth certificate, etc.). This is different from a costumed identity, which doesn’t necessarily have any special legal status (but may in some settings). • Cipher: Your true history is well hidden, making it difficult to dig up information about you. Investigation checks concerning you are made at a -2 penalty per rank in this benefit. • Diplomatic Immunity: By dint of your diplomatic status, you cannot be prosecuted for crimes in nations other than your own. All another nation can do is deport you to your home nation. • Security Clearance: You have access to classified government information, installations, and possibly equipment and personnel. Connected You have an extensive network of acquaintances. It seems you know someone wherever you go. By spending a Hero Point, you can have access to an instant contact that will last for the session. Any requests to this person will require an Influence check with a difficulty dependent on the difficulty or danger involved with helping the character. Contacts (ranked, 2) You know people that can help you with information, favors or even resources. One rank means the individual will provide information and small favors. Two ranks indicate the contact is a true ally and can be called for more involved requests. Contacts with access to organization resources cost more: minor +1 (gang, local police, street-level super), medium +2 (government agency, standard super) and major (supergroup, government) +3. Diehard When your condition becomes dying you automatically stabilize on the following round without any need for a CON check, although further damage—such as a finishing attack—can still kill you. Eidetic Memory You have perfect recall of everything you’ve experienced. You have a +2 bonus on checks to remember things, including resistance checks against effects that alter or erase memories. Equipment (ranked) You have 5 points per rank in this advantage to spend on equipment. This includes vehicles and headquarters. Many heroes rely almost solely on Equipment in conjunction with their skills and other advantages. Expert Maneuver You are especially adept at performing a type of maneuver other than a regular attack or defense, such as aim, disarm etc. When using it, you gain +2 to the check. Fast Reaction (ranked) You have a +1 bonus to your initiative per rank in this advantage. Favored Conditions You have set of circumstances or environment you’re especially suited for fighting under or in. Examples include when outnumbered, when drunk, when cornered, in the air, underwater, in space, in extreme heat or cold, in jungles or woodlands, and so forth. While you are in your favored environment, you gain a +1 bonus to attacks or defenses. Choose at the start of the round whether the bonus applies to attack or defense. The choice remains until the start of your next round. Favored Foe You have a particular type of opponent you’ve studied or are especially effective against. It may be a type of creature (aliens, animals, constructs, mutants, undead, etc.), a profession (soldiers, police officers, Yakuza, etc.) or any other category the GM approves. Especially broad categories like “humans” or “villains” are not permitted. You gain a +1 bonus on Influence and Notice checks dealing with your Favored Foe. Fearless A character with this Quality is immune to fear effects of all sorts, essentially the same as an Immunity to Fear effect (see Immunity in Powers). Interpose Once per round, when an ally within range of your normal movement is hit by an attack, you can choose to place yourself between the attacker and your ally as a reaction, making you the target of the attack instead. The attack hits you rather than your ally, and you suffer the effects normally. You cannot use this advantage against area effects or perception range attacks, only those requiring an attack check. Inventor You can use the Technology skill to create inventions. Natural Leader (ranked) The hero with this Quality has the brains and understanding of a cohesive group, such that he is a benefit to the team. Any Hero Pool to which the character belongs receives a 1-point bonus per rank in this Quality, provided the character with this Quality is recognized as the "team leader." A Hero Pool may only have one recognized leader, though more than one character with Leadership may belong to one group. When the "Leader" of a group leaves, the points are deducted from the Hero Pool, but the leader does not receive them for personal use (the bonus points only exist as a part of the pool). Polyglot (ranked) You can speak and understand additional languages. With one rank in this advantage, you know an additional language. For each additional rank, you double your additional known languages: two at rank 2, four at rank 3, eight at rank 4, etc. So a character with Languages 7 is fluent in 64 languages! Characters are assumed to be fluent in any languages they know, including being able to read and write in them. Quick Change You can change clothes—such as changing into your costume or your secret identity—as a free action. Normally, changing clothes requires at least a minute (10 rounds). Situation Awareness The observant almost always know what is going on around them, and can react with uncanny quickness if necessary. This character gains a +2 bonus to any Perception-based rolls to sense trouble or danger in his immediate surroundings. It’s also very hard to sneak up on him; the same bonus applies when he resists Crime rolls. Status (Ranked) By virtue of birth or achievement, you have special status. Examples include nobility, knighthood, aristocracy, and so forth. 0 is middle-class American; -3 is a homeless person, +5 is a member of an ancient noble house, a movie mega-star, or the hero of millions. Tough/Resilient (ranked) Characters with this Quality are tougher than nails, physically or mentally. Each level of Tough adds one Body. Each level of Resilient adds one Mind. This message was last edited by the GM at 03:05, Sun 24 Apr. | |||
Matriz Universal GM, 7 posts Sun 24 Apr 2022 at 03:03 |
This message was last edited by the GM at 03:03, Sun 24 Apr. | |||
Alexandre player, 2 posts Sun 24 Apr 2022 at 03:02 |
Não entendi a limitação de atributo+habilidade<=15. Como sei qual habilidade soma com qual atributo? Parece que exitem outras habilidades (skills) pelo site. Estamos limitados só as que foram sugeridas? Existem vários poderes, mas não consegui achar uma tabela que me mostre o quão bom o poder é em função do rank. Dos que eu peguei entendi que eu tinha o suficiente ou muito. Uma desvantagem que tenho é ser cego, pra compensar isso peguei visão e olfato aguçados. Imagino que o personagem seja capaz de lutar sem problemas em condições normais, como se fosse o Demolidor. A desvantagem poderá ser ativada em condições mais específicas. A questão é, peguei pontos o suficiente pra isso? Uma das coisas que quero é uma espada. Não é necessariamente um "device", como é descrito nas regras, mas também não é uma simples "weapon". Como o personagem é baseado em um samurai essa será minha principal, e talvez única, forma de ataque. Então, ficar sem arma durante a campanha seria algo fora de questão. Pelos pontos que peguei (estão em poderes, não sei se é ali que tem que ficar) imagino que eu tenho uma katana, sou bom com ela e é "indestrutível" (no sentido de que caso a perca posso conseguir outra). Peguei poucas vantagens, também sem ter certeza se tem pontos o bastante. Nas desvantagens não está claro como isso retorna em forma de pontos para redistribuir. E ainda, como detalhar uma desvantagem de relacionamento sendo imortal? Como dúvida geral, imagino que a escolha dos atributos, habilidades, poderes e vantagens devem ser combinadas de forma a "otimizar" a distribuição de pontos. Ou seja, não é interessante pegar combinações que se sobreponham. Acredito que eu tenha pego talentos que não se somam, como Quickness (Sword) e Quick Draw. Caso tenham casos assim pode me explicar e sugerir uma mudança? Por fim, estou pensando em pegar controles elementais, como fogo, água, gelo, elétrico e/ou outros. Porém só conseguiria dar um enhance na espada (talvez uma limitação). Um ponto seria suficiente? Ou se tiver mais pontos aumentaria o dano? Segue a distribuição de talentos e atributos (meio bagunçado, fiz no excel). Atributos Pontos Nível Primários Fighting 20 10 Strength 20 10 Constitution 6 3 Dexterity 16 8 Intelligence 2 1 Willpower 6 3 Perception 16 8 Charisma 0 0 Secundários Body - 30 Mind - 23 Speed - 5 Iniciativa - 5 Total gasto 86 Habilidades Pontos Nível Athletics 5 10 Melee: Sword 7 14 Brawling 4 8 Total gasto 16 Poderes Pontos Nível Immortality - 1 Immunity - 2 Regeneration 3 4 Enhanced Trait 5 5 Strike 1 1 Senses - Auditory 4 4 Senses - Olfactory 2 2 Speed (Movement) 3 3 Quickness (Sword) 3 4 Feature 1 1 Enhanced Equipament (Sword) 3 3 Accurate (Sword) 3 3 Indestructible (Sword) 1 1 Total gasto 29 Vantagens Pontos Nível Improved Critical: Sword 4 4 Improved Initiative 1 4 Quick Draw 1 1 Uncanny Dodge 1 1 Total gasto 7 Desvantagens Blind Honor (Bushido) Pontos gastos total 138 Pontos restantes 62 |
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