Difference between revisions of "Heroes of freedom"

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(Abilities)
(Alignment And Reputation)
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Likewise; Any villain who, at any time, has a Reputation of +5 or greater may choose to switch sides and become a Hero.
 
Likewise; Any villain who, at any time, has a Reputation of +5 or greater may choose to switch sides and become a Hero.
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=Freedom City=

Revision as of 22:22, 29 October 2007

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.

  • Absorption
  • Adaptation
  • Additional Limbs
  • Alternate Form
  • Anatomic Separation
  • Animal Control
  • Animal Mimicry
  • Animate Objects
  • Astral Form
  • Blast
  • Burrowing
  • Cold Control
  • Communication
  • Comprehend
  • Concealment
  • Confuse
  • Corrosion
  • Cosmic Energy Control
  • Create Object
  • Darkness Control
  • Datalink
  • Dazzle
  • Deflect
  • Density
  • Device
  • Dimensional Pocket
  • Disintegration
  • Drain
  • Duplication
  • Electrical Control
  • Elemental Control
  • Elongation
  • Emotion Control
  • Environmental Control
  • ESP
  • Fatigue
  • Flight
  • Force Field
  • Friction Control
  • Gravity Control
  • Growth
  • Healing
  • Hellfire Control
  • Illusion
  • Immovable
  • Immunity
  • Insubstantial
  • Invisibility
  • Kinetic Control
  • Leaping
  • Light Control
  • Magic
  • Magnetic Control
  • Mental Blast
  • Mind Control
  • Mind Reading
  • Mind Shield
  • Mind Switch
  • Morph
  • Nauseate
  • Nullify Power
  • Object Mimicry
  • Paralyze
  • Plant Control
  • Plasma Control
  • Possession
  • Power Control
  • Protection
  • Radiation Control
  • Regeneration
  • Sensory Shield
  • Shape Shift
  • 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
  • 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:

  1. Civilian Casualties
  2. 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