Heroes of freedom
Game Information
Heroes of Freedom is a rules-lite game hosted at Playbyweb.com. There are rules regarding powers and progression but they aren't nearly as full and all encompassing as say the Mutants & Masterminds Rules. This game was designed spacificlly for players who want a fun and enjoyable game without the tediousness of the D20 system.
Game Background
Welcome to Freedom City Hero!
Freedom City. You could scour the entire planet and never find a more vile, drug infested, gang ridden city. And to make matters worse a whole host of super villains have decided to make Freedom City their new home! Freedom City National Bank has been robbed a half dozen times in the last month!
The city's local police unit, the Freedom City Enforcers have all but given up hope and have lost control of the entire city except for Enforcer Tower, which occupies the very heart of the city.
Enter the League of Heroes! The League has many famous members such as Captain Fantastic, Elasti-gal, Gadget and The Speedster! You, however are a junior member of the League. Having just discovered your powers the League's leader; Captain Fantastic, feels the rampant, unchecked crime of Freedom City is the perfect training ground for you.
Character Creation and Game Play Rules
Core Skills
Each character has the following six core skills, they are:
- Stealth -- Measures your skill at moving without being detected.
- Athletics -- Measures you physical strength and balance.
- Firearms -- Measures your skill in the use of projectile weapons ranging from bows to shotguns.
- Explosives -- Measures your skill in the use and disarming of explosives including explosive projectile weapons like grenade and rocket launchers.
- Computers -- Measures your skill in the use of computers and other electronic devices be it programming or hacking.
- Drive/Pilot -- Measures your skill in driving, flying or piloting any craft from a car to a space shuttle.
Over time and with use these skills increase in rank giving you benefits and access to new abilities (explained later) you never knew you had. Each skill starts out at zero and has a maximum of ten ranks marked by a star (*) after it. For example:
Stealth ***
Athletics **
Firearms
Means that you have three (3) ranks in Stealth, two (2) ranks in Athletics and zero (0) ranks in firearms.
Super Powers
Since players are new to your powers they start out choosing only two. Just like your skills each of your super powers gain experience and ranks through use. Each power starts out at one (1) and maxes out at rank (10). As you grow as a hero and learn to control your powers you may unlock new ones. [Definitions of each power coming soon; Feel free to add descriptions]
Absorption
This power allows you to absorb energy thrown at you, be it electrical energy, elemental energy or the kinetic energy of a bullet.
- Rank 01: Absorbs 5% of total energy.
- Rank 02: Absorbs 8% of total energy.
- Rank 03: Absorbs 14% of total energy.
- Rank 04: Absorbs 22% of total energy.
- Rank 05: Absorbs 35% of total energy.
- Rank 06: Absorbs 47% of total energy.
- Rank 07: Absorbs 53% of total energy.
- Rank 08: Absorbs 61% of total energy.
- Rank 09: Absorbs 68% of total energy.
- Rank 10: Absorbs 75% of total energy.
Adaptation
You can adapt to changing conditions. When you encounter a hostile environment, you acquire the powers you need to function in that environment.
- Rank 01: Lasts for 5 minutes.
- Rank 02: Lasts for 20 minutes.
- Rank 03: Lasts for 50 minutes.
- Rank 04: Lasts for 1 hour, 15 minutes.
- Rank 05: Lasts for 3 hours, 5 minutes.
- Rank 06: Lasts for 8 hours 45 minutes.
- Rank 07: Lasts for 12 hours 30 minutes.
- Rank 08: Lasts for 20 hours 10 minutes.
- Rank 09: Lasts for 1 day 12 hours.
- Rank 10: Lasts for 2 days.
Additional Limbs
Alternate Form
Anatomic Separation
Animal Control
Animal Mimicry
Animate Objects
Astral Form
Blast
You make a damaging ranged attack. It is generally a blast of some form of energy.
- Rank 01: Effective range of 15 feet.
- Rank 02: Effective range 0f 30 feet.
- Rank 03: Effective range of 80 feet.
- Rank 04: Effective range of 125 feet.
- Rank 05: Effective range of 300 feet.
- Rank 06: Effective range of 700 feet.
- Rank 07: Effective range of 4 miles.
- Rank 08: Effective range of 15 miles.
- Rank 09: Effective range of 26 miles.
- Rank 10: Effective range of 50 miles.
Burrowing
Cold Control
Communication
Comprehend
Concealment
Confuse
Corrosion
Cosmic Energy Control
You wield primal cosmic power. You can project Blasts (See Above) of cosmic force.
- Rank 01: Effective range of 15 feet.
- Rank 02: Effective range 0f 30 feet.
- Rank 03: Effective range of 80 feet.
- Rank 04: Effective range of 125 feet.
- Rank 05: Effective range of 300 feet.
- Rank 06: Effective range of 700 feet.
- Rank 07: Effective range of 4 miles.
- Rank 08: Effective range of 15 miles.
- Rank 09: Effective range of 26 miles.
- Rank 10: Effective range of 50 miles.
Create Object
Darkness Control
You can blanket an area in darkness, creating total visual concealment.
- Rank 01: Effective radius of 10 feet and a duration of 1 minute.
- Rank 02: Effective radius 0f 30 feet and a duration of 5 minutes
- Rank 03: Effective radius of 80 feet and a duration of 15 minutes
- Rank 04: Effective radius/range of 125 feet and a duration of 35 minutes
- Rank 05: Effective radius/range of 300 feet and a duration of 90 munites
- Rank 06: Effective radius/range of 700 feet and a duration of 4 hours
- Rank 07: Effective radius/range of 4 miles and a duration of 7 hours
- Rank 08: Effective radius/range of 15 miles and a duration of 14 hours
- Rank 09: Effective radius/range of 26 miles and a duration of 19 hours
- Rank 10: Effective radius/range of 50 miles and a duration of 24 hours.
Datalink
Dazzle
Deflect
Density
You can increase you mass and therefore your strength and durability. You're increased mass and density means that you cannot leap or swim (Attempting to swim causes you to automaticlly sink to the bottom).
- Rank 01: You gain an additional mass of 100 lbs and lift twice you're new weight.
- Rank 02: You gain an additional mass of 150 lbs and lift twice you're new weight.
- Rank 03: You gain an additional mass of 300 lbs and lift twice you're new weight.
- Rank 04: You gain an additional mass of 600 lbs and lift twice you're new weight.
- Rank 05: You gain an additional mass of 1200 lbs and lift twice you're new weight.
- Rank 06: You gain an additional mass of 2400 lbs (1.2 tons) and lift twice you're new weight.
- Rank 07: You gain an additional mass of 4800 lbs (2.4 tons) and lift twice you're new weight.
- Rank 08: You gain an additional mass of 9600 lbs (4.8 tons) and lift twice you're new weight.
- Rank 09: You gain an additional mass of 19200 lbs (9.6 tons) and lift twice you're new weight.
- Rank 10: You gain additional mass of 38400 lbs (19.2 tons) and lift twice you're new weight.
Device
You have a device--an item giving you certain super traits. The device might be a piece of super-science technology, a magical artifact, or a focus of cosmic power. So long as you have access to the device you have access to its traits. When you acquire the device you choose one super power for that device, the devices rank matches that of the super-power it imitates.
- Rank 01: Matching rank of chosen super-power.
- Rank 02: Matching rank of chosen super-power.
- Rank 03: Matching rank of chosen super-power.
- Rank 04: Matching rank of chosen super-power.
- Rank 05: Matching rank of chosen super-power.
- Rank 06: Matching rank of chosen super-power.
- Rank 07: Matching rank of chosen super-power.
- Rank 08: Matching rank of chosen super-power.
- Rank 09: Matching rank of chosen super-power.
- Rank 10: Matching rank of chosen super-power.
Dimensional Pocket
Disintegration
Drain
Duplication
Electrical Control
Elemental Control
Elongation
Emotion Control
Environmental Control
ESP
Fatigue
Flight
Force Field
Friction Control
Gravity Control
You can control the intensity of gravity in a radius. This works like telekinesis (See Below), except that you can only move objects in two directions: toward earth (increase gravity) or away from earth (decrease gravity).
- Rank 01: Effective radius of 10 feet and a duration of 1 minute.
- Rank 02: Effective radius 0f 30 feet and a duration of 5 minutes
- Rank 03: Effective radius of 80 feet and a duration of 15 minutes
- Rank 04: Effective radius of 125 feet and a duration of 35 minutes
- Rank 05: Effective radius of 300 feet and a duration of 90 munites
- Rank 06: Effective radius of 700 feet and a duration of 4 hours
- Rank 07: Effective radius of 4 miles and a duration of 7 hours
- Rank 08: Effective radius of 15 miles and a duration of 14 hours
- Rank 09: Effective radius of 26 miles and a duration of 19 hours
- Rank 10: Effective radius of 50 miles and a duration of 24 hours.
Growth
Healing
You can heal injuries by touch. You must maintain contact with the target for the power to have it's full effect.
- Rank 01: You can heal minor damage (scrape, cuts, bruises, ect).
- Rank 02: You can heal more severe damage (deep cuts, sprains, ect).
- Rank 03: You can heal moderate damage (Concussions, hairline fractures, ect).
- Rank 04: You can cure the effects of poison.
- Rank 05: You can heal more moderate damage (broken bones, dislocations, ect).
- Rank 06: You can bring 1 character back to consciousness.
- Rank 07: You can reverse the effects of amnesia.
- Rank 08: You can bring up to 2 characters back to consciousness.
- Rank 09: You can resurrect 1 dead character*.
- Rank 10: You can resurrect up to 2 dead characters*.
- Resurrecting a character takes a great deal of energy and time to acheive. When resurecting a character the process takes at least fifteen minutes and you must keep physical contact with the character through the entire process. After words you are drained of energy and must take at least ten minutes to recuperate.
Hellfire Control
Illusion
Immovable
Immunity
Insubstantial
Invisibility
Kinetic Control
Leaping
Light Control
Magic
You are a witch, wizard or sorcerer able to cast a variety of magical spells. Spells generally give you the ability to use other super powers. However these powers are only temperary. If you are unable to freely speak and gesture to cast spells, you cannot use your magical powers (or any related magical powers reliant on spellcasting).
- Rank 01: You can cast 2 spells with a duration of 1 minute.
- Rank 02: You can cast 4 spells with a duration of 5 minutes.
- Rank 03: You can cast 6 spells with a duration of 15 minutes.
- Rank 04: You can cast 8 spells with a duration of 35 minutes.
- Rank 05: You can cast 10 spells with a duration of 90 minutes.
- Rank 06: You can cast 12 spells with a duration of 4 hours.
- Rank 07: You can cast 14 spells with a duration of 7 hours.
- Rank 08: You can cast 16 spells with a duration of 14 hours.
- Rank 09: You can cast 18 spells with a duration of 19 hours.
- Rank 10: You can cast 20 spells with a duration of 24 hours.
Magnetic Control
Mental Blast
Mind Control
Mind Reading
Mind Shield
Mind Switch
Morph
Nauseate
Nullify Power
This power allows you to 'turn off' the powers of other super humans at will. Note that this power CANNOT tell the difference between friend and foe but you can control the perimeter size up to your maximum. Note that this power does not effect devices, magic or shields that are metallic pieces of armor (see Shield Power for more details).
- Rank 01: Effective radius of 10 feet and a duration of 1 minute.
- Rank 02: Effective radius 0f 30 feet and a duration of 5 minutes.
- Rank 03: Effective radius of 80 feet and a duration of 15 minutes.
- Rank 04: Effective radius/range of 125 feet and a duration of 35 minutes.
- Rank 05: Effective radius/range of 300 feet and a duration of 90 minutes.
- Rank 06: Effective radius/range of 700 feet and a duration of 4 hours.
- Rank 07: Effective radius/range of 4 miles and a duration of 7 hours.
- Rank 08: Effective radius/range of 15 miles and a duration of 14 hours.
- Rank 09: Effective radius/range of 26 miles and a duration of 19 hours.
- Rank 10: Effective radius/range of 50 miles and a duration of 24 hours.
Object Mimicry
Paralyze
Plant Control
Plasma Control
Possession
Power Control
Protection
Radiation Control
Regeneration
Sensory Shield
Shape Shift
You can transform into different forms, gaining the physical traits of the assumed form. When gaining a new level you reattain the ability to change forms from previous ranks.
- Rank 01: You can transform into 3 small creatures that you've seen.
- Rank 02: You can transform into 6 small creatures that you've seen.
- Rank 03: You can transform into any small creature that you've seen.
- Rank 04: You can transform into 3 medium creatures that you've seen.
- Rank 05: You can transform into 6 medium creatures that you've seen.
- Rank 06: You can transform into any medium creature that you've seen.
- Rank 07: You can transform into 3 large creatures that you've seen.
- Rank 08: You can transform into 6 large creatures that you've seen.
- Rank 09: You can transform into any lagre creature that you've seen.
- Rank 10: You can transform into any creature that you've seen.
Shield
Shrinking
Snare
Sonic Control
Space Travel
Spatial Control
Spinning
Strike
Stun
Suffocate
Summon Minion
Super-Movement
Super-Senses
Super-Speed
Super-Strength
Swimming
Telekinesis
Telepathy
Teleport
You can move instantly from place to place without covering the distance in between. You can teleport yourself and an added amount of mass. Note that in order to use this power you must have direct line of sight or a clear mental image of where you wish to end up.
Any time that a character teleports without direct line of sight there is a 1% chance of the character misjudging and trying to materialize inside a solid object. When this occurs the player is pushed to the closest open space and takes an undetermined amount of damage in the process.
- Rank 01: Effective range of 10 feet and an additional mass of 100 lbs.
- Rank 02: Effective range 0f 30 feet and an additional mass of 150 lbs.
- Rank 03: Effective range of 80 feet and an additional mass of 300 lbs.
- Rank 04: Effective range of 125 feet and an additional mass of 600 lbs.
- Rank 05: Effective range of 300 feet and an additional mass of 1200 lbs.
- Rank 06: Effective range of 700 feet and an additional mass of 2400 lbs (1.2 tons).
- Rank 07: Effective range of 4 miles and an additional mass of 4800 lbs (2.4 tons).
- Rank 08: Effective range of 15 miles and an additional mass of 9600 lbs (4.8 tons).
- Rank 09: Effective range of 26 miles and an additional mass of 19200 lbs (9.6 tons).
- Rank 10: Effective radius of 50 miles and a additional mass of 38400 lbs (19.2 tons).
Time Control
Transfer
Transform
Vibration Control
Weather Control
Abilities
Abilities are one time bonuses and advantages. Think Feats from any of the D20 systems. These are not important to get the game started so I will do these as we go.
[COMING SOON]
Alignment And Reputation
Alignment
There are only three alignments; Good, Evil and Neutral. Heroes are good while Villains are Evil. Neutral is an alignment reserved for NPC's only.
Reputation
Reputation is a vague way of determining how the general public perceives you. A Positive reputation (+1 to +10) means that the people look up to you as their hero. A negative reputation (-1 to -10) means that the people fear you.
There are two main ways to improve or damage your reputation, they are:
- Civilian Casualties
- Collateral Property Damage
It is true that on occasion loss of civilian life and massive property damage is unavoidable, however the unjustified death of civilians or destruction of property will result in a negative reputation. Likewise, taking great care and going the extra distance to save civilians and property will result in a positive reputation.
How This Effects the Game...
Once a Hero has joined the League of Heroes they are members for life. There is only one exception to this rule. Any hero who, at any time, has a Reputation of -5 or lower may choose to switch sides and become a villain.
Likewise; Any villain who, at any time, has a Reputation of +5 or greater may choose to switch sides and become a Hero.
Freedom City
http://wiki.rpg.net/images/9/96/Freedom-City---MAP_2.gif
[MORE COMING SOON]
Factions of Freedom City
The Good
The League of Heroes
The League of Heroes is the largest force of heroes in Freedom City. Making their home in the top eight floors of the Enforcer Building the League of Heroes keeps an ever watchful eye on the city they have sworn to protect.
The Bad
The Fearsome Trio
The Fearsome Trio is a small time band of low-level super-humans that despite their weaker powers somehow manage to always allude captivity.
Darkhardt
http://www.playbyweb.com/ports/1280.jpg
Darkhardt is the leader of The Fearsome Trio. He is also the oldest and most experienced member of the small band.
Super Powers
Magic: Rank 4
Teleport: Rank 3
And the Weird
Sector 7
Sector 7 is Freedom City's largest manufacturer of everything from the latest high-tech artificial intelligence to auto parts to pharmaceuticals. Almost everything in Freedom City has at least one part with the S7 logo stamped on it.
Lately large donations have been made to the Enforcers by the anonymous CEO of Sector 7, though this person's identity remains shrouded in secrecy they seem to have a real interest in the League of Heroes.