Criação de Personagem.   Posted by Matriz Universal.Group: 0
Matriz Universal
 GM, 2 posts
Fri 22 Apr 2022
at 22:17
Criação de Personagem
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.

Matriz Universal
 GM, 3 posts
Sat 23 Apr 2022
at 15:28
Lista de Vantagens
Ambidexterity
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
Criação de Personagem
Algumas diretrizes:

  • preferência para PCs humanos; se ele é alienígena, é do tipo "último sobrevivente da espécie" e se parece com humanos ou é capaz de se disfarçar bem;
  • não existe poder místico, feitiço, etc. – a habilidade Occultism é só teoria, a parte prática não funciona mais;
  • atributo + habilidade de 15, no máximo;
  • especialização aqui funciona diferentemente de em Crônicas Atlani.

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
Criação de Personagem
Estou querendo montar um samurai. Estou com várias dúvidas, então farei em forma de lista.

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