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Created page with "[File:example.jpg] ==History== As far back as records have been kept, there have always been those with extraordinary abilities. Heroes and demigods, legends and myths, their exploits are woven through history. They are supers, men and women born with - or gifted - incredible powers, to be used for good or evil as they see fit. Likewise, monsters have always been a part of human history - enormous beasts, terrible predators, and hybrids that belong to no sane world. S..."
 
 
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==History==
==History==
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==The Heroes==
==The Heroes==
[[File:NX_silhouettes.png]]
{| class="wikitable"
|'''Character'''<br> '''Codename''' <br> ''role'' <br> player name || '''Pace'''||'''Parry''' || '''Toughness''' || '''Edges'''  || '''Hindrances''' || '''Attributes''' || '''Super Powers'''
|-
|[[NX_PC01| '''Gavin Lawrence Reiher''']] <br> '''Lionheart''' <br> ''super-knight'' <br> Elfwine || 8" || 8 || 22(12) || AB: Super Powers <br> Combat Reflexes <br> Frenzy <br> Iron Jaw <br> Nerves of Steel <br> Take the Hit <br> || Code of Honor <br> Hot Tempered (Minor) <br> Loyal <br> Stubborn <br> Suspicious (Minor) || Agility d8 <br> Smarts d8 <br> Spirit d10 <br> Strength d10 <br> Vigor d12 ||Armor +12 <br> Fearless <br> Healing (Refresh, Selective) <br> Leaping (4" horizontal/8" vertical) <br> Melee Attack (see sheet) <br> Mind Shield <br> Pace (Strider) <br> Super Attribute (+1 Agility, +1 Spirit +2 Strength, +2 Vigor) <br> Super Edge (Combat Reflexes, Frenzy, Improved Nerves of Steel, Iron Jaw, Take the Hit) <br> Super Skill (Athletics +2, Fighting +3, Focus +1, Intimidation +1) <br> Toughness +2 <br>
|-
|[[NX_PC02| '''Hayley Elliot''']] <br> '''The Electrician''' <br> ''electricity manipulator'' <br> ferretribution || 6" || 2 || 5 || AB: Super Powers <br> McGyver || Driven (Major) <br> Curious (Minor) <br> Big Mouth (Minor) <br> Bad Eyes (Minor) || Agility d6 <br> Smarts d8 <br> Spirit d10 <br> Strength d4 <br> Vigor d6 ||Broadcast <br> Damage Field <br> Energy Control (electricity) <br> Env. Resistance (electricity) <br> Illusion <br> Interface <br> Invisibility <br> Machine Control <br> Malfunction <br> Ranged Attack <br> Scan <br> Wall Walker
|-
|[[NX_PC03| '''Marko Mandl''']] <br> '''Cytokine''' <br> ''minion commander, plasma'' <br> Leliel || 6" || 5 || 5 ||  Investigator (custom) <br> Team Player || Alien Form <br>  Driven (minor, Needs to understand what his mother is doing) <br> Heroic <br> Outsider (minor, Looks like a small version of an infamous kaiju) || Agility d4 <br> Smarts d8 <br> Spirit d6 <br> Strength d4 <br> Vigor d6 ||Telekinesis (5): Fine Control 3  Range 2 <br> The Brood (Minions) (3): Summonable 4, Super Powers 3 <br> Levitation (Flight) (3) <br> Plasma Burst (Attack, Ranged) (3): Cone 1 <br> Plasma Reconstruction (Healing): Restoration 2, Requires Touch -2 <br> Plasma Manipulation (Energy Control): Selective 2 <br> Kaiju Physiology (Altered Form)
|-
|[[NX_PC04| '''Millicent 'Mills' Astor''']] <br> '''Frostfire''' <br> ''blaster, elementalist'' <br> Stormraven || 6"/180" || 2 || 21 (16) || AB: Superpowers <br> Attractive <br> Scholar (Academics) || Curious <br> Heroic <br> Phobia: Claustrophobic <br> Quirk: Speaks in gaming terms <br> || Agility d6 <br> Smarts d10 <br> Spirit d8 <br> Strength d4 <br> Vigor d6 ||Armor 8 <br> Dodge 5 <br> Energy Control (cold) <br> Env. Resistance (cold, fire) <br> Flight <br> Obscure <br> Ranged Attack 4d6, AP 10
|-
|[[NX_PC05| ''' 'Jane Doe' ''']] <br> '''Wraith''' <br> ''melee ghost'' <br> Kaiya || 6" || 7 || 17 || Brawler || Distinctive Appearance <br> Heroic <br> Mute <br> Thin-Skinned || Agility d10 <br> Smarts d6 <br> Spirit d6 <br> Strength d8 <br> Vigor d8 || Flight (1,200 MPH) <br> Regeneration (1/round; Regrowth) <br> Intangibility (Affect Others) <br> Toughness (+8) <br> Undead <br> Melee Attack (+3d6; Heavy Weapon) <br> Super Attribute (Agility +1) <br> Ageless <br> Mind Shield
|-
|[[NX_PC06| '''Sloan Snyder''']] <br> '''Kid Kaiju''' <br> ''growing brick and mimic'' <br> mysstic101 || 6" <br> or 10" || 6 || 8(2) <br> or 10(2) <br> or 16 <br> or 18 || Berserk <br> Best There Is <br> Frenzy <br> Improved Frenzy <br> Iron Jaw <br> Menacing || Loyal (minor) <br> Ruthless (minor) <br> Shamed (major) <br> Ugly (major) || Agility d8 <br> Smarts d4 <br> Spirit d8 <br> Strength d6 <br> (or d8) <br> (or d12+7) <br> (or d12+8) <br> Vigor d8 ||Growth <br> Copycat <br> Altered Form <br> Hardy <br> Leaping <br> Melee Attack (Claws) <br> Super Edge
|-
|}


==Other Characters==
{| class="wikitable" style="text-align:left"
|+Other Recruits and Retired Heroes
|-
!Character <br> Codename <br> role !! Appearance !! Personality !! Powers !! Notes
|-
|'''Matteo Centori ''' <br> '''Hotshot''' <br> ''Big guy'' || Blond, handsome, thousand-dollar smile || Arrogant, petty, charming  || Pilots a kaiju-sized mech || Famous, wealthy, glory-hound
|-
|'''Jaylinn Hart''' <br> '''Heartfire''' <br> ''Fire elementalist'' || Short blonde hair, sharkish grin || Confident, competitive || Heat projection, fire manipulation|| In a one-sided competition with Mills
|-
|'''Rebecca 'Becky' Fairfield''' <br> '''Backfire''' <br> ''Luck manipulator'' || Dark hair and eyes, withdrawn, rarely smiles || Lonely, bitter || Incredible luck and accuracy, bad luck to enemies || Convinced she causes bad luck to others
|-
|'''Patrick Anderson''' <br> '''Panorama''' <br> ''Time/space warper''|| Brown hair, wholesome jock features || Outwardly happy, inwardly jaded and fatalistic || Time/space warping, cannot inflict direct damage
|-
|'''Honey Sue Beauregard''' <br> '''Southern Bell''' <br> Sonic projector || Pretty, dark blonde hair, freckles || Flirty and casual || Powerful sonic shrieks and sound manipulation
|}


==Other Recruits and Retired Heroes==
{| class="wikitable" style="text-align:left"
|+Project Gilgamesh Staff
|-
!Character <br> role !! Appearance !! Personality !! Notes
|-
|'''Director Charles Sexton'''  <br> ''Director of Project Gilgamesh'' ||  White male, late 50s, <br> cross between a military officer and a corporate CEO || Professional, reserved || Wealthy and influential
|-
|'''Sachiko Brooks''' <br> ''Communications Officer'' || Half-Asian female, late 20s, <br> green eyes, brown hair, very pretty || Friendly, extroverted || Endlessly cheerful and optimistic
|-
|'''Victor Rand''' <br> ''Chief Engineer'' || White male, late 60s, scarred and weathered, <br> walks with a cane due to severe limp || Blunt and surly || Absolute wizard with anything mechanical
|-
|'''Dr. August Frey''' <br> ''Psychiatrist and counselor'' || White NB, late 30s, long angular face || Calm and non-judgmental || Willing to talk about anything, any time
|-
|'''Dr. Elena Voss''' <br> ''Head scientist'' || White female, late 40s, severe features and graying hair || Crisp, professional, occasionally harsh || Brilliant scientist, relentless enemy of kaiju
|-
|'''Commander Samuel "Ironclad" Kessler''' <br> ''Tactical Advisor'' || Black male, late 50s, scarred but unbroken, <br> always wears reflective aviator glasses || Brusque, no-nonsense || Ex-military head of training and tactics
|-
|'''Kiana "Wavebreaker" Torres''' <br> ''Pilot and aquatics specialist'' || Hawaiian/Latino female, late 20s, always smiling || Upbeat and enthusiastic || Low-tier superpowers, formerly the minor hero Wavebreaker
|-
|'''Captain Fiona Harkness''' <br> ''Chief of Security'' || White female, mid-30s, flaming red hair and freckles, <br> never wears makeup || All business except when drinking or singing, then gets very emotional || Concerned with base security above all else
|-
|'''Keiko Nakamura''' <br> ''Chef and quartermaster'' || Japanese female, late 50s, short and pudgy || Mothers ''everyone,'' no exceptions || Very competent and utterly fearless
|-
|'''Amara Singh''' ''Training coordinator'' || Indian female, mid 30s, tall and athletic || Cautious but encouraging || Former Olympic athlete, has a slight limp due to a kaiju attack
|-
|'''Dr. Maxim Vostrikov''' <br> ''Xenobiologist'' || White male, early 30s, black hair and hunched posture || Socially awkward, slightly arrogant || Assistant to Dr. Voss, fascinated by kaiju
|}


{| class="wikitable" style="text-align:left"
|+Other NPCs
|-
!Character <br> Codename <br> role !! Personality !! Powers !! Notes
|-
|'''Daniel Rutherford''' <br> Captain Cosmic <br> ''The Man of the Future'' ||  Confident, heroic. || Flight, invulnerability, super-strength, energy blasts || World's most powerful superhero
|-
|}


==Notable NPCs==
==Known Kaiju==
{| class="wikitable" style="text-align:left"
|'''Name''' <br> ''status''|| '''Description''' || '''Known Powers''' || '''Notes'''
|-
|'''Dakkuma''' <br> ''deceased'' ||  Monstrous, hexapedal hybrid of insect and reptile || Sonic roar, laser eye-beams || Defeated by Captain Cosmic, left in the Marianas Trench
|-
|}
 
==Rules==
 
===Setting Rules===
*'''An Arm And A Leg:''' If a Wild Card has no bennies, they can still choose to make a Soak roll. Regardless of the results of the Soak roll they immediately gain an appropriate hindrance: One Arm, One Eye, or Slow (Major). This Hindrance lasts until the end of the next session and cannot be healed otherwise.
*'''Combined Attacks:''' Support an ally’s attack to deal +2 damage, +4 with a raise
*'''Comic Book Combat:''' Combined Attacks, Knockback, Power Stunts, Synergy
*'''Conviction:''' Heroes gain Conviction Tokens that can be used to add a d6 to all Trait and damage rolls for one round.
*'''Expanded Conviction:''' In addition to the standard uses, Conviction can be spent to:
**Reroll a Critical Failure.
**Force an enemy to reroll a single Trait roll and use the new roll.
**Negate a Benny used by another character.
**Conviction may be gifted to another character who is Trusted (see below) for immediate use.
*'''Death & Defeat:''' A Wild Card who is incapacitated by lethal damage gets an immediate Vigor roll to potentially recover.
*'''Larger Than Life:''' Wild Cards may take one additional Major or Minor hindrance, gaining points for it normally. This extra hindrance must be a mental/social hindrance.
*'''Mega-Destruction:''' Superpowers and kaiju attacks cause massive property damage.
*'''More Skill Points:''' Heroes start with 15 skill points instead of 12.
*'''Never Surrender:''' Incapacitated Wild Cards are dealt initiative cards normally. On a Joker they regain consciousness and rejoin the fray.
*'''No Finishing Moves:''' Downed Wild Cards are immune to Finishing Moves
*'''Popcorn Initiative:''' Players may post in whatever order, as they are available to do so. The GM will have NPCs act whenever it makes sense. The edges Quick and Level-Headed, and the hindrance Hesitant, do not exist. Cards will still be drawn for the sake of Jokers and complications.
*'''Throwdown:''' Ignore the Unarmed Defender rule.
 
===Stress===
When characters become severely upset or emotionally hurt they may become '''Stressed.''' Stress is a mental status effect that applies whenever it is logical - whenever a character receives terrible news, experiences a traumatizing event, or suffers a great emotional blow. The GM may declare that a character has become Stressed as appropriate; the player may voluntarily choose to become Stressed as well. If the player chooses to become Stressed, they gain a benny.
 
A Stressed character subtracts 1 from all Smarts- and Spirit-based Trait rolls, and cannot spend bennies to unshake - they must succeed on a Spirit roll to do so.
 
If a character would become Stressed when they already have the Stressed status, they instead gain a temporary hindrance appropriate to the situation and their personality. This hindrance persists until removed; see below.
 
Stressed is a special status effect in that it does not fade naturally; instead, a character must make a '''Spirit roll at -2''' to clear it. This roll can be made only once per day, after a period of rest (typically in the morning after a night’s sleep).
 
There is a second way to clear Stress: with the help of a friend. Another character (who is not Distrusted) can spend time with the Stressed character, helping them relax and work through their issue. This can take a variety of forms, from a conversation to guided meditation to recreation of various sorts, and takes about an hour. At the end of this time the Stressed character makes a '''Spirit roll at -2''' while their friend rolls to '''Support.''' This can only be attempted once per 24 hours. If the Spirit roll is a critical failure, the Stressed character gains a temporary hindrance if they did not already have one!
 
If a character is afflicted with both Stress and a temporary hindrance, a success on the Spirit roll removes the Stressed condition but not the hindrance; a raise removes both. If the Stressed condition is removed, the hindrance can be removed the same way (but not until the next normal opportunity). The hindrance remains until removed, and if the character becomes Stressed again, that status must be cleared before they can attempt to remove the hindrance.
 
===Trust and Distrust===
The characters in Neon Xtinction may work together, but that doesn’t mean they always like or trust each other. The heroes are emotional teenagers figuring out how things work, and relationships can be important. To reflect this, each character may decide which of their teammates and colleagues they trust, distrust, or have no strong opinions on.
 
'''Trust:''' When you trust another character, you feel positively disposed toward them. In general, you will prefer to spend time with them, value their opinions, and trust them with your secrets.
 
When someone you trust makes a test to Support you, or any Intimidation, Persuasion or Taunt roll to influence you, they add 1 to the Trait roll. In addition, a character you trust can give you bennies as if they had the Common Bond edge.
 
'''Neutral:''' The default state, with no bonuses, penalties, or special rules. Unless otherwise noted, all characters are assumed to be Neutral toward one another.
 
'''Distrust:''' When you distrust another character you are negatively disposed toward them. You prefer to avoid them and have little faith in their opinions or abilities; you certainly won’t share your secrets with them.
 
You gain no benefit from Support tests by a character you Distrust, cannot accept bennies from them (even if they have Common Bond), and they subtract 2 from all Persuasion rolls made to influence you.


Note that the choice to trust or distrust someone is wholly up to the individual, and can be changed for any reason or none. Note also that trust is not automatically reciprocated; it is entirely possible for one hero to trust another, but the second hero regards them neutrally or even distrusts them.


==Known Kaiju==
A character may decide to change their opinion on another character at any time, but not more than once per day.

Latest revision as of 01:41, 30 March 2025

History[edit]

As far back as records have been kept, there have always been those with extraordinary abilities. Heroes and demigods, legends and myths, their exploits are woven through history. They are supers, men and women born with - or gifted - incredible powers, to be used for good or evil as they see fit.

Likewise, monsters have always been a part of human history - enormous beasts, terrible predators, and hybrids that belong to no sane world. Some were clearly allegorical, representing fears, sins, and natural disasters, but some truly existed, endangering humanity with their terrible power. But when a monster threatens, heroes rise to stop it.

In 1954 the first kaiju, Dakkuma, emerged in Japan and proceeded to lay waste to the city of Okinawa. The monstrous reptile-arthropod hybrid was soon engaged by Captain Cosmic, the world’s preeminent (and most powerful) superhero. Their battle lasted for three days, covered hundreds of miles, and ended with Captain Cosmic tired but triumphant and Dakkuma apparently dead at the bottom of the Marianas Trench.

Since then, the kaiju have become a constant threat to humanity: building-sized monstrosities resembling no form of natural life, but with traits of reptiles, insects, crustaceans, and stranger things, possibly massive strength, limitless endurance, and strange and alien powers. They appear without warning, often from the sea or from large stretches of wilderness, and seem driven to crush and destroy the cities of humanity. Since the appearance and fall of Dakkuma there have been many more, and of late their attacks have increased in frequency and intensity.

Coinciding with the rise of the kaiju, supers - always a rare presence in the world - have become more common, and have demonstrated increasingly potent powers. Though none has yet come to light who can match the powers of Captain Cosmic, the masked vigilantes and super-athletes of old have given way to supers with far greater powers, including flight, elemental control, strength and toughness almost equal that of a kaiju, and more exotic abilities.

Project Gilgamesh was founded to make use of these young heroes and their talents. The brainchild of TITAN, the Tactical Initiative for Threat Anomaly Neutralization, Project Gilgamesh recruits teenagers who demonstrate extraordinary superhuman abilities with the aim of training them into a fighting force capable of defending humanity against the increasing threat of the kaiju.

The first recruits for Project Gilgamesh have been gathered.

This is their story.

The Heroes[edit]

Character
Codename
role
player name
Pace Parry Toughness Edges Hindrances Attributes Super Powers
Gavin Lawrence Reiher
Lionheart
super-knight
Elfwine
8" 8 22(12) AB: Super Powers
Combat Reflexes
Frenzy
Iron Jaw
Nerves of Steel
Take the Hit
Code of Honor
Hot Tempered (Minor)
Loyal
Stubborn
Suspicious (Minor)
Agility d8
Smarts d8
Spirit d10
Strength d10
Vigor d12
Armor +12
Fearless
Healing (Refresh, Selective)
Leaping (4" horizontal/8" vertical)
Melee Attack (see sheet)
Mind Shield
Pace (Strider)
Super Attribute (+1 Agility, +1 Spirit +2 Strength, +2 Vigor)
Super Edge (Combat Reflexes, Frenzy, Improved Nerves of Steel, Iron Jaw, Take the Hit)
Super Skill (Athletics +2, Fighting +3, Focus +1, Intimidation +1)
Toughness +2
Hayley Elliot
The Electrician
electricity manipulator
ferretribution
6" 2 5 AB: Super Powers
McGyver
Driven (Major)
Curious (Minor)
Big Mouth (Minor)
Bad Eyes (Minor)
Agility d6
Smarts d8
Spirit d10
Strength d4
Vigor d6
Broadcast
Damage Field
Energy Control (electricity)
Env. Resistance (electricity)
Illusion
Interface
Invisibility
Machine Control
Malfunction
Ranged Attack
Scan
Wall Walker
Marko Mandl
Cytokine
minion commander, plasma
Leliel
6" 5 5 Investigator (custom)
Team Player
Alien Form
Driven (minor, Needs to understand what his mother is doing)
Heroic
Outsider (minor, Looks like a small version of an infamous kaiju)
Agility d4
Smarts d8
Spirit d6
Strength d4
Vigor d6
Telekinesis (5): Fine Control 3 Range 2
The Brood (Minions) (3): Summonable 4, Super Powers 3
Levitation (Flight) (3)
Plasma Burst (Attack, Ranged) (3): Cone 1
Plasma Reconstruction (Healing): Restoration 2, Requires Touch -2
Plasma Manipulation (Energy Control): Selective 2
Kaiju Physiology (Altered Form)
Millicent 'Mills' Astor
Frostfire
blaster, elementalist
Stormraven
6"/180" 2 21 (16) AB: Superpowers
Attractive
Scholar (Academics)
Curious
Heroic
Phobia: Claustrophobic
Quirk: Speaks in gaming terms
Agility d6
Smarts d10
Spirit d8
Strength d4
Vigor d6
Armor 8
Dodge 5
Energy Control (cold)
Env. Resistance (cold, fire)
Flight
Obscure
Ranged Attack 4d6, AP 10
'Jane Doe'
Wraith
melee ghost
Kaiya
6" 7 17 Brawler Distinctive Appearance
Heroic
Mute
Thin-Skinned
Agility d10
Smarts d6
Spirit d6
Strength d8
Vigor d8
Flight (1,200 MPH)
Regeneration (1/round; Regrowth)
Intangibility (Affect Others)
Toughness (+8)
Undead
Melee Attack (+3d6; Heavy Weapon)
Super Attribute (Agility +1)
Ageless
Mind Shield
Sloan Snyder
Kid Kaiju
growing brick and mimic
mysstic101
6"
or 10"
6 8(2)
or 10(2)
or 16
or 18
Berserk
Best There Is
Frenzy
Improved Frenzy
Iron Jaw
Menacing
Loyal (minor)
Ruthless (minor)
Shamed (major)
Ugly (major)
Agility d8
Smarts d4
Spirit d8
Strength d6
(or d8)
(or d12+7)
(or d12+8)
Vigor d8
Growth
Copycat
Altered Form
Hardy
Leaping
Melee Attack (Claws)
Super Edge

Other Characters[edit]

Other Recruits and Retired Heroes
Character
Codename
role
Appearance Personality Powers Notes
Matteo Centori
Hotshot
Big guy
Blond, handsome, thousand-dollar smile Arrogant, petty, charming Pilots a kaiju-sized mech Famous, wealthy, glory-hound
Jaylinn Hart
Heartfire
Fire elementalist
Short blonde hair, sharkish grin Confident, competitive Heat projection, fire manipulation In a one-sided competition with Mills
Rebecca 'Becky' Fairfield
Backfire
Luck manipulator
Dark hair and eyes, withdrawn, rarely smiles Lonely, bitter Incredible luck and accuracy, bad luck to enemies Convinced she causes bad luck to others
Patrick Anderson
Panorama
Time/space warper
Brown hair, wholesome jock features Outwardly happy, inwardly jaded and fatalistic Time/space warping, cannot inflict direct damage
Honey Sue Beauregard
Southern Bell
Sonic projector
Pretty, dark blonde hair, freckles Flirty and casual Powerful sonic shrieks and sound manipulation
Project Gilgamesh Staff
Character
role
Appearance Personality Notes
Director Charles Sexton
Director of Project Gilgamesh
White male, late 50s,
cross between a military officer and a corporate CEO
Professional, reserved Wealthy and influential
Sachiko Brooks
Communications Officer
Half-Asian female, late 20s,
green eyes, brown hair, very pretty
Friendly, extroverted Endlessly cheerful and optimistic
Victor Rand
Chief Engineer
White male, late 60s, scarred and weathered,
walks with a cane due to severe limp
Blunt and surly Absolute wizard with anything mechanical
Dr. August Frey
Psychiatrist and counselor
White NB, late 30s, long angular face Calm and non-judgmental Willing to talk about anything, any time
Dr. Elena Voss
Head scientist
White female, late 40s, severe features and graying hair Crisp, professional, occasionally harsh Brilliant scientist, relentless enemy of kaiju
Commander Samuel "Ironclad" Kessler
Tactical Advisor
Black male, late 50s, scarred but unbroken,
always wears reflective aviator glasses
Brusque, no-nonsense Ex-military head of training and tactics
Kiana "Wavebreaker" Torres
Pilot and aquatics specialist
Hawaiian/Latino female, late 20s, always smiling Upbeat and enthusiastic Low-tier superpowers, formerly the minor hero Wavebreaker
Captain Fiona Harkness
Chief of Security
White female, mid-30s, flaming red hair and freckles,
never wears makeup
All business except when drinking or singing, then gets very emotional Concerned with base security above all else
Keiko Nakamura
Chef and quartermaster
Japanese female, late 50s, short and pudgy Mothers everyone, no exceptions Very competent and utterly fearless
Amara Singh Training coordinator Indian female, mid 30s, tall and athletic Cautious but encouraging Former Olympic athlete, has a slight limp due to a kaiju attack
Dr. Maxim Vostrikov
Xenobiologist
White male, early 30s, black hair and hunched posture Socially awkward, slightly arrogant Assistant to Dr. Voss, fascinated by kaiju
Other NPCs
Character
Codename
role
Personality Powers Notes
Daniel Rutherford
Captain Cosmic
The Man of the Future
Confident, heroic. Flight, invulnerability, super-strength, energy blasts World's most powerful superhero

Known Kaiju[edit]

Name
status
Description Known Powers Notes
Dakkuma
deceased
Monstrous, hexapedal hybrid of insect and reptile Sonic roar, laser eye-beams Defeated by Captain Cosmic, left in the Marianas Trench

Rules[edit]

Setting Rules[edit]

  • An Arm And A Leg: If a Wild Card has no bennies, they can still choose to make a Soak roll. Regardless of the results of the Soak roll they immediately gain an appropriate hindrance: One Arm, One Eye, or Slow (Major). This Hindrance lasts until the end of the next session and cannot be healed otherwise.
  • Combined Attacks: Support an ally’s attack to deal +2 damage, +4 with a raise
  • Comic Book Combat: Combined Attacks, Knockback, Power Stunts, Synergy
  • Conviction: Heroes gain Conviction Tokens that can be used to add a d6 to all Trait and damage rolls for one round.
  • Expanded Conviction: In addition to the standard uses, Conviction can be spent to:
    • Reroll a Critical Failure.
    • Force an enemy to reroll a single Trait roll and use the new roll.
    • Negate a Benny used by another character.
    • Conviction may be gifted to another character who is Trusted (see below) for immediate use.
  • Death & Defeat: A Wild Card who is incapacitated by lethal damage gets an immediate Vigor roll to potentially recover.
  • Larger Than Life: Wild Cards may take one additional Major or Minor hindrance, gaining points for it normally. This extra hindrance must be a mental/social hindrance.
  • Mega-Destruction: Superpowers and kaiju attacks cause massive property damage.
  • More Skill Points: Heroes start with 15 skill points instead of 12.
  • Never Surrender: Incapacitated Wild Cards are dealt initiative cards normally. On a Joker they regain consciousness and rejoin the fray.
  • No Finishing Moves: Downed Wild Cards are immune to Finishing Moves
  • Popcorn Initiative: Players may post in whatever order, as they are available to do so. The GM will have NPCs act whenever it makes sense. The edges Quick and Level-Headed, and the hindrance Hesitant, do not exist. Cards will still be drawn for the sake of Jokers and complications.
  • Throwdown: Ignore the Unarmed Defender rule.

Stress[edit]

When characters become severely upset or emotionally hurt they may become Stressed. Stress is a mental status effect that applies whenever it is logical - whenever a character receives terrible news, experiences a traumatizing event, or suffers a great emotional blow. The GM may declare that a character has become Stressed as appropriate; the player may voluntarily choose to become Stressed as well. If the player chooses to become Stressed, they gain a benny.

A Stressed character subtracts 1 from all Smarts- and Spirit-based Trait rolls, and cannot spend bennies to unshake - they must succeed on a Spirit roll to do so.

If a character would become Stressed when they already have the Stressed status, they instead gain a temporary hindrance appropriate to the situation and their personality. This hindrance persists until removed; see below.

Stressed is a special status effect in that it does not fade naturally; instead, a character must make a Spirit roll at -2 to clear it. This roll can be made only once per day, after a period of rest (typically in the morning after a night’s sleep).

There is a second way to clear Stress: with the help of a friend. Another character (who is not Distrusted) can spend time with the Stressed character, helping them relax and work through their issue. This can take a variety of forms, from a conversation to guided meditation to recreation of various sorts, and takes about an hour. At the end of this time the Stressed character makes a Spirit roll at -2 while their friend rolls to Support. This can only be attempted once per 24 hours. If the Spirit roll is a critical failure, the Stressed character gains a temporary hindrance if they did not already have one!

If a character is afflicted with both Stress and a temporary hindrance, a success on the Spirit roll removes the Stressed condition but not the hindrance; a raise removes both. If the Stressed condition is removed, the hindrance can be removed the same way (but not until the next normal opportunity). The hindrance remains until removed, and if the character becomes Stressed again, that status must be cleared before they can attempt to remove the hindrance.

Trust and Distrust[edit]

The characters in Neon Xtinction may work together, but that doesn’t mean they always like or trust each other. The heroes are emotional teenagers figuring out how things work, and relationships can be important. To reflect this, each character may decide which of their teammates and colleagues they trust, distrust, or have no strong opinions on.

Trust: When you trust another character, you feel positively disposed toward them. In general, you will prefer to spend time with them, value their opinions, and trust them with your secrets.

When someone you trust makes a test to Support you, or any Intimidation, Persuasion or Taunt roll to influence you, they add 1 to the Trait roll. In addition, a character you trust can give you bennies as if they had the Common Bond edge.

Neutral: The default state, with no bonuses, penalties, or special rules. Unless otherwise noted, all characters are assumed to be Neutral toward one another.

Distrust: When you distrust another character you are negatively disposed toward them. You prefer to avoid them and have little faith in their opinions or abilities; you certainly won’t share your secrets with them.

You gain no benefit from Support tests by a character you Distrust, cannot accept bennies from them (even if they have Common Bond), and they subtract 2 from all Persuasion rolls made to influence you.

Note that the choice to trust or distrust someone is wholly up to the individual, and can be changed for any reason or none. Note also that trust is not automatically reciprocated; it is entirely possible for one hero to trust another, but the second hero regards them neutrally or even distrusts them.

A character may decide to change their opinion on another character at any time, but not more than once per day.