The Blood of Heroes Errata 1.3, Podreczniki RPG, The Blood of Heroes
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Blood of Heroes:
Errata
1.
3
A Character using Ice Animation divides the APs of
Power into two numbers as desired. The first number
serves as the creatures Dex, Str, and Body while the sec-
ond number servers as the creature’s Infl, Aura and Spirit
against Mystical Attacks. Ice creatures do not possess
Mental Attributes and are therefore immune to all Mental
Attacks.
Powers
DIGGING
Link: Str
Physical Power
Range: Touch
Type: Auto
Base Cost: 5
Factor Cost: 2
Digging enables a Character to tunnel through an
assortment of substances. The AV/EVs for a Digging
attempt are equal to the Character’s APs of Power; OV/RV
are determined according to the following table. The RAPs
of the Digging Action Check equal the volume of the sub-
stance removed.
ICE CONTROL
Link: Int
Mental Power
Range: Normal
Type: Dice
Base Cost: 5
Factor Cost: 8
Substance
OV/RV of Dig
This Power allows a Character to move and control vol-
umes of ice. Ice Control does not, however, give the
Character the ability to generate ice (as does Ice
Production), only the ability to control and manipulate pre-
existing ice formations.
l
Sand
2
Dirt
4
Rocky Soil
6
Soft Rock (Limestone)
8
The ability to hurl ice at a target to cause damage.
This is treated as a Physical Attack with AV/EVs equal
to APs of Power and OV/RVs equal to the target’s
DEX/BODY.
l
Hard Rock (Granite)
10
Steel
12
Diamond
15
Yullarium
20
The ability to surround oneself with ice formations
which will provide defense against Physical Attacks
(APs of Ice Control being added to the Character’s RV).
l
The ability to move volumes of ice. AV/EVs are equal
to the APs of Power while OV/RVs are equal to the APs
of the volume of ice to be moved. RAPs equal the dis-
tance (in APs) which the ice is displaced.
ICING
Link: Str
Physical Power
Range: Self
Type: Auto
Base Cost: 25
Factor Cost: 6
HYPNOTISM
Icing allows a Character to cover himself with a sheet of
ice and not incur any damage. The characters APs of icing
may be added to his RV against physical attacks. The APs
of Icing may also be added to the Character’s RV against ice
or cold based attacks.
Against fire or heat based attacks, such a Character
suffers a –2 Column shift modifier to his RV. APs of Icing
may also be substituted for the Character’s EV when mak-
ing hand-to-hand attacks.
Neon Knights armor has this power.
Link: Will
Mental Power
Range: Normal
Type: Dice
Base Cost: 50
Factor Cost: 6
An Action Check with the AV/EVs equal to the APs of
Power and OV/RVs equal to the opponent’s Int/Mind. The
Character may then implant suggestions as he wishes, up
to the number of RAPs received on the Check.
The Character must divide the RAPs earned between
each of the implanted suggestions as desired. The comple-
tion of each suggestion is then treated as a separate Action
Check with the AV/EVs equal to the opponent’s Int/Mind. If
an Action Check succeeds, the suggestion is carried out by
the victim.
A Hypnotism victim will not do anything completely
against his motivations or beliefs, but a clever Character can
often get around this restriction. If someone attempted to
Hypnotize Striker into injuring the President, for example,
the attempt would fail; but the person could possibly
Hypnotize Striker into believing that the President was actu-
ICE ANIMATION
Link: Aura
Mystical Power
Range: Normal
Type: Auto
Base Cost: 25
Factor Cost: 8
This power allows a Character to summon into exis-
tence an actual creature of living ice who will follow the
Character’s instructions for a length of time equal to the
Character’s APs of Ice Animation. At the end of this time,
the creature will disperse into ice and water.
ally a villain, probably creating the same result.
Example:
A character with 10 APs of Hypnotism tries
to Hypnotize another Character, who has an Int/Mind of 3/2.
First, the Power user makes an Action Check and receives
10 RAPs. The user then tries to implant three suggestions,
allocating 3 RAPs to each of the first two, and 4 RAPs to the
third.
The first suggestion is that the victim will a carry a bomb
(made by the Power user) into the victim’s office; the second
suggestion is that the victim will activate the bomb and leave
the office; and the third suggestion is that the victim will for-
get everything which occurred. Each of these suggestions
must be resolved as a separate Action Check.
The Power user first rolls to see if the victim will take the
bomb into the office (AV/EVs of 3/3, OV/RVs of the 3/2, 1
RAP necessary for success); the user then rolls to see if the
victim will activate the bomb and leave the room (Similar
AV/EVs and OV/RVs); and finally, the user rolls to see if the
victim will forget everything which occurred (AV/EVs of 4/4,
OV/RV of 3/2). If the implantation of any of these sugges-
tions fail, the victim will break the Hypnosis and all the ensu-
ing suggestions will be obliterated.
The Diehard Cyborgs are equipped with this capability.
Characters
Dispatch
Dex:
10
Str:
6
Body:
8
Int:
8
Wil:
9
Mind:
8
Inf:
7
Aura: 7
Spirit:
7
Initiative:
26
Hero Points:
277
Powers:
Systemic Antidote: 25, Skin Armor: 5, Speak with
Animals: 5, Telescopic Vision: 5, Sealed Systems: 11
Skills:
Acrobatics: 10, Charisma: 10, Martial Artist: 15, Military
Science: 15, Thief (Stealth): 10, Vehicles: 10, Weaponry: 10
Advantages:
Lightning Reflexes, Iron Nerves, Scholar (Warfare),
Attractive, Intensive Training, Gadgets (2)
Disadvantages:
Serious Irrational Attraction (Melkore Formula), Dark
Secret, Exile (self) , Serious Rage (When using Melkore
Device)
Equipment:
Melkore Device
[R#0, Body: 20, Poison Touch: 30,
Regeneration: 10, Iron Will: 20, Enchantment: 27,
Invulnerability: 10]
Bonuses:
-Poison Touch has an area affect when not confined
within the unit.
-Enchantment automatically increases all attributes
by 3AP’s.
-Melkore device stops aging.
Limitations:
-The Device imparts Serious Rage to the user when
activated.
-When activated the Melkore device automatically
gives the user a Serious Irrational Attraction to
Melkore formula.
-Invulnerability only prevents death by aging or
worn out organs.
SPLIT
Link: Dex
Physical Power
Range: Self
Type: Auto
Base Cost: 100
Factor Cost: 10
This Power allows a Character to separate himself into
two or more complete beings. Each Split being possesses
the same Attributes, Powers, and Skills as the original char-
acter.
A Character can Split a total number of times equal to
the APs of Power. Rejoining of duplicates is instantaneous
at the original Character’s will, at which point the Character
sustains the greatest amount of damage taken by any one
of the duplicates. Dead duplicates cannot rejoin with the
original character, additionally, for every duplicate which
dies, the original Character automatically loses one AP from
each of his Attributes, Powers, and Skills.
A Character can only maintain his duplicates for a
length of time equal to the APs of power minus the current
number of duplicates. At the end of this time, the duplicates
will automatically rejoin the original character. The original
character will lose one AP from each of his Attributes,
Powers, and Skills for each Duplicate which is prevented
from rejoining. The character will regain these lost AP’s
once the duplicates rejoin.
Duplicates created through the Split Power do not pos-
sess the Split Power themselves.
A special limitation may be chosen reducing the base
cost of Split by 50 points. This special imitation states that
each split possesses the same Attributes, Powers, and
Skills as the original character’s AP-level, minus one (1) for
each split. This special limitation ignores the time restric-
tions placed on the characters splits.
Dehumanizer has this power.
FLASH SUIT
[R#0, STR: 6 (12), Body: 10, INT: 2,
WIL: 4, Skin Armor: 5, Air Control: 4, Flight: 40 (9 in
atmosphere), Gravity Decrease: 7, Sealed
Systems: 20, Energy Blasts: 18, Bomb: 20,
Reflection/Deflection: 19, Mind Blast: 15, Life
Sense: 15, Recall: 10, Shrinking: 8, Shape Change:
1]
Limitations:
-Flash Suit is suspectible to it’s own bomb power.
Skin armor is ignored, except for determining con-
tainment of blast.
-Reflection Deflection only works on lasers/light.
-Mind Blast only works on unauthorized users.
-Shape Change only allows armor to look like a
common item, usually a piece of jewelry.
-The Suit once activated may only be used for 15
minutes per day.
Alter Ego:
Zax Holland
Character Type:
Anti-hero
Motivation:
Mercenary
Wealth:
10
Frequently Asked Questions
You
cannot
multiply the APs of power purchased by
the Factor Cost to get the cost of the power in Hero
Points.
Text Changes
Notes
Credits Page.
Character Concepts.
Geoffery C.
Dickens should be Geoffrey C. Dickens.
If you have any comments, questions, or find an error
that is not addressed in this Errata please contact
Pulsar Games at 9413 San Miguel Dr. Indianapolis, IN
46250. You can also visit us on the internet at
www.PulsarGamesInc.com or e-mail us at
info@pulsargamesinc.com.
Thank you for your support!
Credits Page.
Playtesters should include Tony Alvarez.
Page 19.
Item 21 should read, “Within a half hour
you’ve managed to protect your friends, and defeat the
villain(s). Just another night out on the town with
Anarchy Man.
Page 26.
Will Benchmarks. 7-8 APs. Shaman is the
nick-name the Maulers use for White Eagle.
Errata Version 1.4.0
4/12/99
Page 28.
Influence Benchmarks. 11-12 APs. Shaman
is the nick-name the Maulers use for White Eagle.
©
Copyright 1998, 1999. All Rights Reserved. Pulsar
Games, Inc.
Page 40.
AP PURCHASE CHART clairification. The
Factor Cost of “Other Attributes” is 6. The Factor Cost
of “Action Attributes” is 7. The Factor Cost of Wealth is
2.
Page 78.
Mind Drain is Factor Cost 8, not Factor Cost
3.
Page 172.
The Laser Sights stats should be: [Body:2,
AV: 6, R#3]
Page 241.
Anarchy Man's quote should read "You real-
ize that you’re just a puppet of the capitalist regime.
Page 242.
Jay Bolts physical stats should be Dex: 10,
Str: 5, and Body: 6
Page 268:
The Superspeed Power on Invulnerus’s
Time Displacer should be replaced with Time Control
Power.
Page 315.
Frenzy’s quote should read “Did you say
you know my brother?”
Fun Facts
The Gamemaster pictured on
Page 176
is Pulsar
Games Art Director, Ray Hedman!
Doug Cenko likes to hide his signature in pieces of his
artwork! Check out the picture of the Twelve and see if
you can find his signature!
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