SUPERS RED Castles In The Sand/House Rules and Character Creation

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This an RPG.net Wiki page for a World War 2 era superhero play by post game on RPG.net titled Castles In The Sand.

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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 - | RPG.net IC thread -

CHARACTER CREATION

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

RULES SUMMARY


Actions break down into types: 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.

Defense Defense Actions are performed in response to Attack Actions. Characters can defend as many times as they are attacked in a round.

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.

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 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