Rough Draft

The Expirement

You were a recent subject for a bio-enhancement science project gone terribly wrong. At first they thought you were dead. Then you emerged from the raging inferno, with out a single scratch. At first the people that saw you were happy that you were alive, but you weren't who you used to be. You didn't notice your mom, or your dad. All you remember is the flames licking your heels.

You are now a genetically enhanced super-human.

Game Part:
You must know choose what science project you were involved with

Mind Enhancement
They tried to turn you into a super computer. But you became much more. Telekenisis, Reading Minds, Mind Control, Un natural Calculations done in a heart-beat. You can shut down whole computer processes in a blink of an eye. You are a Genius.

Physical Enhancement
World War III was on the brink of becoming a reality and they needed a weapon. And not a gun. A super-natural human. One of un-told power and strength. You can smash tanks with a flick of your finger, obliterate armies with a stomp of your foot. Bullets seemed to bounce off of you and you can catch a missle in mid-flight. You are a Weapon.

Super-Natural Override
They attempted to open a portal into the spirit realm. To get a glimpse of any kind of an after-life. Using a lost soul of a human. Your brain was driven too hard. They tried to shut the machine down, but it was no good. You emerged a being of supernatural abilities. You started to see things, Little blue creatures everywhere! Death was amongst you but as you started to fade you felt a surge of pain and you were standing again. Walk through walls, become translucent, Invisibility, Talk to ghosts and other super natural beings. you even have the power of ressurection. You are the Super-Natural

Now that you have choosen your project I will explain how each one effects you.

Mental Enhancement: You have increased intelligence and Chemistry

Physical Enhancement: You have increased strength and Melee

Super-Natural Override:You have increased Dexterity and Occult

Now we move onto the actual character Sheets

Name:
Project:
Strength:
Dexterity:
Stamina:
Charisma:
Control:
Perception:
Intelligence:
Reaction:

Each ability tops out at 5
The ability in which your project gives an enhancement to starts with 3
Other than that you have 10 points to spend amongst all the others

Now we move onto specific abilities

Academics
Athletics
Awareness
Empathy
Investigation
Leadership
Marksmanship
Medicine
Melee
Occult
Presence
Chemistry
Stealth
Survival
Thrown

Each Specific tops out at 7
you have 5 points to spend on only 2 favored specifics
Then you have 20 to spend on everything else ( including your favored ).

Next we have your weapons. They can be anything you want but, extra stuff will cost you points

You can have two Weapons. A ranged and a Melee, Two Melee's, or Two Ranged. You may aqcuire more along the way but this is all you can start with.

Now onto companions. Everybody has a pet right? Anything can be a companion. Ranging from a cat to a flaming balerog from a dog to a wisp.
But what your companion does is up to the points. The GM will decide how many points your pet cost depending on what it does. You have 8 points to spend on your companion and weapons. But your weapons and companion top out at 5 each.

So here would be an Example character sheet.

Name:Moltora, Chase
Project:Supernatural Override
Strength:3
Dexterity:3
Stamina:2
Charisma:0
Control:2
Perception:3
Intelligence:0
Reaction:0
Academics:1
Athletics:5
Awareness:2
Empathy:0
Investigation:3
Leadership:2
Marksmanship:1
Medicine:3
Melee:3
Occult:1
Presence:0
Chemistry:0
Stealth:4
Survival:1
Thrown:3

Weapons: Two guns that shoot fire and ice materia - 4
Companion:Flying wisp that can turn into fire - 3

See how my guns cost four points, that is because they can shoot fire and Ice Materia. And my wisp cost three points, that is because it can turn into fire. That leaves me with 1 extra point to spend on another skill. The GM will be the ultimate decider of how many points your weapons and companion will cost, but you can generally get a pretty good idea. If your weapon can shoot lasers that can obliteriate a house then I am pretty sure that your weapon is over the 5 for tops. A good example of a weapon would be a sword with an un-breakable alloy and augmented with lightning. That would probably run you 4-5 points.

Ok now for rules

d6 are used in a dicepool system. You roll one die for each point you have in the corresponding class(es). Anything above 3 is a success. The GM will decide number of successes needed to complete a given action. So if I was told to roll my strength (3) and my Melee (3). I would have to roll 6 dice.

What each ability does

Simlpes

Strength: Mostly for combat, can also be implemented to breaking inanimate objects.
Dexterity:Mostly Lockpicking, working with small things, balance.
Stamina: Ability to last without becoming fatigued. Ability to take a wound.
Charisma: Just makes you seem likeable.
Control: Ability to get information more easily
Perception:The ability to be able to figure out whats happening
Intelligence:Technically how much you know and how well your thought process works
Reaction:This is how fast you can react to things

Specifics

Academics:How much you know about general knowledge
Athletics:Your ability to climb nimbly and move fast but stay balanced
Awareness: Basically how aware you are of everything going on
Empathy: Your care for other living things
Investigation:Your ability to search for clues
Leadership:People seem to follow your commands and you know how to lead a group
Marksmanship: Your accuracy with a gun or Bow & Arrow
Medicine: You can heal other players or other humans
Melee: How well you do in combat
Occult: Your knowledge of the super-natural
Presence: When you are in a room people seem to know it
Chemistry: Your ability to know the elements and can create concoctions out of various things
Stealth: How well you can move without being detected
Survival: How well you can survive in the wilderness
Thrown: Your ability to throw inatimate objects as a weapon

Now onto specials

Only certain specials can be given to a certain project, except in the category "All Projects" Each special will cost 1 story point to complete.(which I will explain later on) I will list them as follows:

Mental Enhancement:

Telekenisis: The ability to move things with your mind
Level 1-Move small objects such as a pen or small lamp.
Level 2- Move bigger objects like a chair or computer.
Level 3- Move huge objects including desks or a fallen tree

Mind Control: The ability to control living things with your mind (does not apply to other players)
Level 1- Control an animal
Level 2- Control a small child
Level 3- Control a full grown human

Physical enhancement:

Pulverizer: You can smash inanimate objects with ease
Level 1- Destroy objects suck as a desk
Level 2- Smash objects such as a door
Level 3- Obliteriate boulders and walls

Heavy Lifter: Lift extremely heavy things above your head
Level 1- Lift something of around 500 pounds
Level 2- Lift something of about 1000 pounds
Level 3- Lift the equivialent to a ton

Supernatural Override:

Invisibility: Can not be seen
Level 1- Can only be invisible for one minute
Level 2- Can be invisible for five minutes
Level 3- Can be invisible for as long as needed unless you are hit by something

Summon Supernatural: Call to the nether realms and ask for help
Level 1- Summon a possesed bat
Level 2- Summon a phantom
Level 3- Summon an Elemental Demon

All Projects:

Basic magic:

Fireball: Shoot a ball of pure fire from the palm of your hand.
Level 1: Very small fireball, causes -20 health and can ignite a peice of paper.
Level 2: Moderate size fireball, causes - 50 health and can ignite cloth or small wood.
Level 3: Large fireball, causes - 75 health and can ignite large peices of wood.

Icy Touch: Freeze objects with the touch of a finger
Level 1: Freeze objects for 2 minutes
Level 2: Freeze part of a human for 5 minutes( i.e.- Arm, Leg, anything but head)
Level 3: Freeze human or animal and prevent movement for 10 - 20 minutes

Now you can only choose specials in your project, except in the "All Projects" category. Every Level cost one spending point and you have 7 points to spend on them. Now I will explain story points, everyone starts out with 5 story points. You can gain more by doing something magnificent that helps the plot move on. When you use a special it will cost one story point. You can keep using the special without spending another story point until you do something else.

Refer to the section "Character Sheet" for an empty character sheet.

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