SUPERS RED Castles In The Sand/House Rules and Character Creation
- Castles In The Sand Main Page | House Rules and Character Creation | Setting Information | Cast of Characters | Environments |
RPG.net recruitment thread - Supers! RED World War 2 Espionage Supers recuritment, interest, character creation | RPG.net OOC thread - {Supers! RED} Castles In The Sand - WWII Espionage Supers | RPG.net IC thread - {Supers! RED} Castles In The Sand - WWII Espionage Supers
CHARACTER CREATION[edit]
Characters are created with 25 dice for Resistances, Apptitudes, Powers, and Advantages.
Characters may take up to 5 dice of disadvantages.
No more than 15 dice may be spent on powers.
Each character gets 2 "occupation" advantages.
- Team Role Occupation (3D to Military, Shooting, Fighting, Intrusion)
- The Adventurer (in it for the thrills - covers Athletics as well)
- The Investigator (in it to figure things out - covers Investigation as well)
- The Operator (in it for the conflict - covers Survival as well)
- The Provocateur (in it for the performance - covers Presence as well)
- The Thief (in it for the goods - covers Streetwise as well)
- The Ace (in it for the travel - covers either Aircraft or Vehilces as well)
- The Sapper (in it for the explosions - covers Technology as well)
- Specialties can be bought as normal with the "components" of the Team Role occupation.
- Cover Occupation (3D to a cover profession - all good covers eventually become "real) - Non exhaustive list
- Actor, Athelete, Consultant, Diplomat, Explorer, Journalist, Performer, Scholar, Scientist, Student, Trader, etc.
- Basically, come up with a job/profession that has reason to travel
- Will discuss what this profession covers on a character by character basis
For now, languages are assumed to be important. Each character gets 3 languages for free. Each 1D in Academics confers 3 additional language choices.
HOUSE RULES[edit]
RULES SUMMARY[edit]
Actions break down into types:
[edit]
Dynamic Dynamic Actions are used to actively do something in a round. Dynamic Actions include Attack Actions and concerted Aptitude checks as determined by the Judge. Generally, characters can take one Dynamic Action per round. Dynamic Actions always end a character’s round. Remember, a given Resistance, Aptitude or Power can only be used once per round (unless it otherwise specifies with e.g. Split Action or for the power Armor or Mental Shield)
Defense Defense Actions are performed in response to Attack Actions. Characters can defend as many times as they are attacked in a round. Remember, a given Resistance, Aptitude or Power can only be used once per round (unless it otherwise specifies with e.g. Split Action or for the power Armor or Mental Shield)
Movement Movement Actions are used to get around. Generally, characters can take one Movement Action per round. Movement Actions must be taken before Dynamic Actions, or not at all. Using a movement Power to get around doesn’t preclude its use for Attack or Defense that round. Remember, a given Resistance, Aptitude or Power can only be used once per round (unless it otherwise specifies with e.g. Split Action or for the power Armor or Mental Shield)
Free Free Actions are actions that don’t cost characters their Dynamic or Movement Actions for the round. Free Actions include making checks at the Judge’s behest making short speeches or statements during a fight and activating or deactivating Powers. Powers can either be activated or deactivated during a round, but not both. Generally, characters take their Free Actions on their Initiative.
Dice Rolls
[edit]
Roll dice equal to Resistance/Aptitude/Power rating, add up total. In case of Aptitudes, roll dice, keep highest three to sum. Compare total to either a static difficulty set by GM or (more often) to a Defense roll. Ties goes to acting character.
Success types
- Acting total Equal Target Number (TN) (static or rolled) up to TN+6 = Success / 1D damage
- Acting total is TN+7 to TN+12 = Major Success / 2D damage
- Acting total is TN+13 to TN+18 = Superior Success / 3D damage
- Acting total is TN+19 to TN+24 = Superior Success + / 4D damage
- and so on
Damage Allocation
- Physical damage is subtracted from Fortitude or Reaction - defnders choice
- Social "damage" (e.g. shame, reputation harm) is subtracted from composure
- Mental damage is subtraced from Composure or Will - defenders choice
When a single resistance reaches 0D, character is out of scene. By a kind of house rule, any damage after 1st Die can be allocated to any resistance by defender, except in the case of a called shot. In case of a called shot, must score a Major or better success - if attacker does so, attacker gets to allocate damage dice to defender's resistances.
Combat Action Options
You make a choice with your Dynamic action to do one of the following.
- Break - Major Success breaks or renders a fragile object unusable for one round; Superior success breaks fragile object for a scene
- Called - Shot Major Success incapacitates target for one round; Superior success incapacitates target for a scene; Major or better success allows attacker to allocate damage rather than defender
- Critical Strike - Attacker gains +2D to damage roll per -1D penalty taken to attack roll
- Full Attack - Attacker gains +1D to attack roll, but can only defend with Resistances until next turn
- Full Defense Defender gains +1D to all defense rolls, but forgoes next Dynamic Action
- Grappling Attack - Attacker grapples by making attack as usual, but first success results in a successful grapple rather than damage; Defender escapes by making attack as usual, but first success results in escape rather than damage; Grapplers and escapees cause damage with Major and Superior Successes at their discretion
- Interrupt Action - Character uses a held action to interrupt another character’s action with action of their own; action successfully interrupted with a Normal Success
- Take One for the Team - Character uses a held action to become the target of an attack intended for another
Competency Dice
[edit]
Competency dice may be spent for the following:
- Enter the Scene - Spend a CD and crash the scene
- Ignore Disadvantages - Spend a CD and avoid effects of Disadvantage for one round
- Improve a Roll - Improve an action by 1D per CD spent - in case of apptitudes this is additive above the usual 3D limit
- Interrupt Action - Spend a CD and perform an Interrupt Action if you lack a held action
- Narrative Control - Spend a CD to add a useful element to the scene, at the Judge’s discretion
- Power Stunt - Spend a CD to add a temporary Boost (or even a temporary Power) to your repertoire, at the Judge’s discretion
- Reusing Attributes - Spend a CD and reuse an Resistance/Aptitude/Power already used this round
- Take One for the Team - Spend a CD and Take One for the Team if you lack a held action
Assisting or Hindering
[edit]
Assist rules from the book: as your dynamic action, choose an Aptitude or Power, describe how you are helping, roll the relevant dice. For each 6 full points you roll, grant +1 Temporary Competency dice to a specific other character for a specified action.
I'll add a bit of a house rule - can choose to do a hinder on an opponent. As describe how you hinder, choose an Aptitude or Power, the person/thing you are trying to hinder may defend (noting this counts as a defnese, so whatever they use to defend against a hinder can't be used to defned otherwise in the round). If they choose NOT to defend, each 6 full points you roll subtracts 1D from the opposition's next action. If they choose to defend, for each 6 full points equal to or above their rolled defense, they will subtract 1D from the opponent's next action.