New Rules File — New & Modified Advantages
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and DC Adventures RPG.
Index
- Aging-Reduction Advantages - New Advantages
- Conditional Soaking - New Advantage
- Dream team - New Advantage
- Mystique - New Advantage
- Omni-Knowledge - New Advantage
- Reputation - New Advantage
- Scholar (Spellcraft) - New Scholar speciality
Content
Aging-Reduction Advantages - New Advantages
Author: Sébastien Andrivet
Helper: Geomancer
Cost: 5/15/25 *
Slowed Aging [Cost: 5 *]
This advantage increases the life-span of a character by a factor of x4 to x10 as determined by the player and the GM during character creation. Such characters age at this reduced rate throughout their lives. Aging attacks directed against the character, such as Spirit Drain with the Aging Bonus, will have their RV increased by 5 APs. Human characters undergoing anti-agathic treatments, supers possessed of healing factors, and long-lived aliens often have this Advantage.
Near-Immortal [Cost: 15 *]
This advantage increases the life-span of a character by a factor of x20 to x100, making his total lifespan at least a millennium. Such characters might age by this retarded rate throughout their lives or they may age normally to adulthood after which their aging is retarded. The details of the character’s aging process should be determined by the player and GM during character creation. Aging attacks directed against the character will have their RV increased by 15 APs. Superheroic gods and demi-gods often have this Advantage.
Immortal [Cost: 25 *]
This advantage makes the character unaging. Such characters usually age normally to their adult forms after which they stop aging completely. Aging attacks directed against the character will have their RV increased by 25 APs. Cosmic beings often have this Advantage.
Conditional Soaking - New Advantage
Author: Sébastien Andrivet
Cost: 20 *
The Character has the ability to endure amounts of a specifc type of damage superior that which their BODY and HPs would suggest. The specific form of attack (e.g., fists and blunt weapons, heat and flame, suffocation, etc.) should be specified when taking the Advantage : for instance Conditional Soaking (Blunt damage).
When attempting LDD against the attack type their Conditional Soaking applies against, the Character will use a HP cost for LDD that is one point lower than the current Genre. For instance a Character in a Gritty campaign (where LDD cost is 3) with Conditional Soaking (Punches) would have a Last Ditch Defense cost of 2 versus such attacks. This Advantage cannot reduce LDD cost below 1, and is thus useless in Humor and Action Genres. It is normally taken by Characters operating in “lower” Genres.
Dream Team - New Advantage
Author: Sébastien Andrivet
Cost: 5 or 15 †
Dream Team is a cheap version of Leadership, and allows for transferring Hero Points in the same manner. However, this only allows for the transfer of HPs among the core members of a specific group ; these members must be listed when the Advantage is taken.
A Rupture Condition can be specified by the group when this Advantage is taken ; when this Condition is met, the Dream Team Advantage is lost (though it can be bought again later through Character Advancement) *and* all members of the core group with this Advantage lose half their current HPs with it (round the remainder up). In the case of the Cold War version of the Suicide Squad - for which the Dream Team Advantage was originally designed - the Rupture Condition was “Doc Evans and Jess realise that Karin is in love with Rick”.
The Rupture Condition must be approved by the GM and all group members with the Advantage. In particular, the GM must make sure the players are interested in going through the drama of the Rupture Condition happening at some point in the campaign. If the group is not interested in having the Rupture Condition - and/or the players are likely to do everything they can so it never happens - do not allow for a Rupture Condition.
The Dream Team Advantage costs 5 Hero Points if it has a shared Rupture Condition, 15 points otherwise.
In the case of the original Suicide Squad, Karin Grace was often the ’HPs dispatcher‘ - the other two sent HPs to her and she would pump those plus hers into the person doing the actions they wanted to boost, delivering pep talks and the like to go along with the HPs she was transmitting.
Mystique - New Advantage
Author: Mayfair Games
Designer’s Notes: This is a formal description of the Advantage first introduced for Batman’s official DC Heroes 3rd Edition writeup.
Cost: 10 †
Characters with Mystique have developed a particularly unnerving reputation among a particular group, such as the criminals in the character’s home city. When the character makes a dramatic appearance immediately before making an Intimidation Check, he receives a -1CS to the OV of the Intimidation attempt.
Omni-Knowledge - New Advantage
Author: Unknown
Cost: 50 *
Omni-Knowledge is a more flexible version of Omni-Scholar, allowing the Character to spend 15 HPs to acquire a Scholar of his choice, 10 HPs to gain an Expertise or Language, or 5 HPs to acquire a Familiarity. The acquired Advantage lasts for the whole adventure ; if the player want her Character to retain the Advantage for the following adventure, she must pay the HP fee again.
The player can also opt to pay a +5HPs fee to have the HPs serve for Character Advancement. For instance, if a Character with Omni-Knowledge pays 20 HPs to acquire Scholar (Military Fixed-Wing Aircraft) for the adventure’s duration, this counts as 15Hps being used for Character Advancement to acquire that Scholar as per standard Character Advancement rules.
Reputation - New Advantage
Author: Dr Peter S Piispanen
Designer’s Notes: This Advantage is best suited to pulp/four-color campaigns and might be out of place in grittier Genres unless the character in question is extremely powerful and widely feared. It is an enhanced version of Mystique.
Cost: 25 †
A character with this Advantage is largely perceived as particularly fearsome. Whenever this character’s name is spoken aloud an Intimidation check is made by the speaker against anyone of an opposing Motivation (villainous if the character is heroic, for example) who happens to be within earshot. Standard Multi-Attack Penalties apply at the GM’s discretion.
| Examples | Intimidation Check Modifier: |
| “I hear he’s in the area.” | +2 to OV/RV |
| “He’s been patrolling your neighborhood” | Standard OV/RV |
| “I hear he wants to talk to you.” | -2 CS to OV/RV |
| “He’s onto us!” | -4 CS to OV/RV |
Scholar (Spellcraft) - New Scholar speciality
Author: Dr Peter S Piispanen
Designer’s Notes: This was developed for such magicians as Dr. Strange and John Constantine.
Cost: 20 †
When researching existing spells (in a magic library, an old tome, etc), the character rolls his Occultist Skill vs. the APs of the Ritual ; when trying to recognize or understand a new ritual, the character makes a Perception/Detective check vs. the APs of the Ritual. In both cases, the character gets a bonus of -2 CS to the OV/RV.
Additionally, characters with this Scholar can easily come up with new rituals “on the fly” during adventures. This enables such characters to buy rituals for various attacking powers (with low casting time and no components needed, but still paying the HPs for it) in the middle of combat. When creating a new ritual, the character has a +2CS higher Ritual Casting skill. The Spellcraft bonus only applies to ritual creation — casting rolls does not benefit from Spellcraft.
