DC Heroes RPG – Random magical character creation


Game system: DC Heroes Role-Playing Game

Context

This is a system for the DC Heroes tabletop RPG. It uses dice rolls to create a random character sheet. This system has been used multiple times for our character creation contests such as the Halloween contests or the Spring contests.

It creates a ready-made magic-user or magic-oriented character for somewhat over 450 HPs. The tables offers numerous different outcomes and fun characters concepts are to be had – good luck!

(We also have another, more general random character generation system — Ed.)


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Random creation system

1. ATTRIBUTES

Rolling chart (roll for each attribute):

D100:
01-10 02 APs
11-25 03 APs
26-40 04 APs
41-60 05 APs
61-80 06 APs
81-90 07 APs
91-96 08 APs
97-00 +1 AP Bonus to add on any chosen Attribute (and reroll)

Notes: After all rolls are done, two AP-switches are allowed for Attribute balancing. An AP-switch pertains to any two rolled Attributes which may be swapped.

Example: rolled DEX 02 and STR 05 are switched so get DEX 05 and STR 02 instead. This may be done TWICE for any combination of two Attributes to balance characters of all classes. However, these rolled and switched APs are not final for Non-powered magicians who get to reroll a number of Attributes in table 3; these may be the final Attributes for Magic items users & Magic wielders although some factors in later rolling categories may change these numbers as well.


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2. TYPE OF CHARACTER

Roll one only and continue from that paragraph, then move on to 6.

Rolling chart:

D100:
01-10 Non-powered magician (category 3: roll tables 3, 5, 6, 7, 8, 9, 10)
11-35 Magical items user (category 4: roll tables 4, 5, 6, 7, 8, 9, 10)
36-00 Magic wielder (category 5: roll tables 5, 6, 7, 8, 9, 10, see Note below)

Notes: All magic wielders immediately gain the Magic Background advantage. Furthermore, they all receive -1 AP to all Physical Attributes due to their specialization in Powered effects.

3. NON-POWERED MAGICIAN

As the name suggests these characters are no wizards or users of magical items. Rather, they are inherently magical in origin and ability.

The characters of this class are either gods, demi-gods, mythical creatures or other non-human characters. The Non-Powered Magician gets to reroll a few of their Attributes, the number of rerolls being determined in the chart below:

Rolling chart:

D100: Number of Attributes to reroll:
01-05 2
06-50 3
51-85 4
86-97 5
98-00 6

Notes: Importantly, rerolled Attribute cannot be lower than the originally rolled AP levels; if so then reroll until EQUAL or HIGHER AP-level is achieved.

The Player selects which Attributes are to be rerolled; furthermore, after all rerolls are done, the Player may switch any two Attribute values ONCE for balancing. APs of the selected Attributes are rolled using the table below:

Rerolling Attribute chart:

D100:
01-05 03 APs
06-15 04 APs
16-45 05 APs
46-70 06 APs
71-80 07 APs
81-90 08 APs
91-95 09 APs
96-00 10 APs

Note: In contrast to the 08 APs of the other classes, Non-powered Magicians can achieve a top score of 10 APs in an optimal case.

4. MAGICAL ITEMS USER

Rolling chart:

D100: Number of items:
01-10 1 item; also raise any single Attribute by 3 APs or 2 Attributes by 1 AP each.
11-50 2 items; also raise any single Attribute by 2 APs.
51-90 3 items
91-00 4 items

Notes: Characters with fewer Powers will benefit from raised Attributes as per above. All item’s will have a BODY score and other abilities as they commonly would.

Example: Sword [BODY 08, EV 04, plus whatever Powers are rolled], although all abilities will be Mystic-Linked except for Magic Powers. The R# will be 2 per default although the item may have Limitations (see below).

Three rolled items of any type may be exchanged with one freely selected item of any category (A-F) from these tables; Creatures (G) are excempt and must be rolled naturally to acquire. Also, for every respective item, roll about potential Item Limitations (Chart H below) to determine Item condition.

Item categories rolling chart:

D100: Item type:
01-25 Weapon (A)
26-35 Armor (B)
36-45 Gemstone
46-60 Jewelry I (D)
61-75 Jewelry II (E)
76-95 Miscellaneous (F)
96-00 Creature (G)

A: Weapon rolling chart:

D100: Weapon:
01-25 Sword
26-30 Two-handed sword
31-40 Dagger
41-50 Battle axe
51-60 War hammer
61-70 Mace
71-80 Bow
81-90 Spear
91-95 Unusual weapon
96-00 Weapon of Player’s choice

B: Armor rolling chart:

D100: Armor type:
01-20 Full medieval armor
21-40 Full chainmail
41-50 Chest plate
51-60 Shield
61-70 Helmet
71-80 Full leather armor
81-90 Exotic armor
91-00 Armor of Player’s choice

C: Gemstone rolling chart:

D100: Gemstone:
01-10 Diamond
11-20 Ruby
21-30 Pearl
31-40 Emerald
41-50 Sapphire
51-60 Opal
61-70 Amethyst
71-80 Topaz
81-90 Aquamarine
91-95 GM’s Choice
96-00 Gemstone of Player’s choice

D: Jewelry I rolling chart:

D100: Type:
01-10 Headband
11-20 Bracelet
21-30 Medallion
31-40 Scarab
41-50 Pendant
51-60 Armband
61-70 Necklace/collar
71-80 Earring(s)
81-90 Belt
91-95 GM’s Choice
96-00 Jewelry I of Player’s choice

E: Jewelry II rolling chart:

D100: Type:
01-35 Ring
36-55 Amulet
56-65 Scepter
66-70 Charm
71-85 Orb
86-90 Crown
91-95 GM’s Choice
96-00 Jewelry II of Player’s choice

F: Miscellaneous rolling chart:

D100: Type:
01-10 Wand
11-20 Rod
21-25 Staff
26-35 Cloak
36-40 Rug/Carpet
41-45 Mask
46-55 Bag, pouch or box
56-60 Horn or other instrument
61-65 Cube, pyramid or polyhedron
66-70 Sculpture
71-75 Boots
76-80 Brazier
81-85 Robe
86-90 Rope or chain
91-95 GM’s Choice
96-00 Miscellaneous of Player’s choice

Item conditions and limitations are also to be rolled as per below for every item:

H: Item limitations rolling chart:

D100: Condition:
01-50 No conditions
51-53 No effect vs. certain materials
54-56 No effect vs. certain creature type
57-60 Powers are only useable on targets within plain sight
61-63 Power is unusable against one type of Power that it normally would affect
64-66 Item does not function in the dark
67-70 GM’s Choice
71-73 Item must be used to destroy one evil magical monster once a year to continue working
74-76 Item must absorb jewelry worth 6 APs of Wealth once every two weeks to continue working
77-80 Item must consume a roomful of light or darkness (decide) once a week to continue working
81-83 Item must be recharged from a huge energy source once a week to continue working
84-86 Conditions and useage rate defined by the GM
87-89 Item hates specific type of creature or thing and displays a will of its own in the matter (the item will also have INFL and AURA scores as determined by the GM)
90-92 Item has doubled effectiveness under certain, pre-decided conditions
93-97 Item manifests one additional Power under certain, pre-decided conditions (roll power)
98-00 Item grants the user knowledge and access to three additional Powers but with one condition

G: Creature
The character automatically receives the Pet advantage to this creature; the creature itself is created in a balanced and suitable manner by the GM, who may use the Animal File stats from WORG)
Rolling chart:

D100: Type: Description:
01-20 Pet Normal animal (decide) w/ normal stats; it possesses a mental link (Limited Telepathy) and shared senses (Eye of the Cat) to the owner; it is still an animal and cannot talk
21-40 Mount Large animal (decide) /w normal stats; it possesses one extra Power (roll Personal energy power) and serves as transportation through ground, air, land, sea or space depending on exactly what it is.
41-60 Spirit Steed A Spirit Steed /w (roll APs); it possesses one extra Power (roll Personal energy power) and serves as transportation through ground, air, land, sea or space depending on exactly what it is. Spirit Steed taken by a Magic Item User is an exception to the “Magic Item Users have no Powers” rule and is noted directly under the character’s own Powers section, where the Steed’s own Powers are also noted but with the Limitation that those Powers are Useable Only by the Steed (-1). The Magic Item User should also check (i.e. roll) if the Spirit Steed itself gets a Bonus.
61-00 Familiar Intelligent small animal (decide) /w normal stats; it can talk to humans and animals of its own species (Roll APs of Limited Speak with Animal) and also has two extra Powers (One Personal & one Universal) and INT, WILL and INFL scores enhanced by 1 AP each.

5. MAGIC ORIGIN

Source of magic
Non-magic wielders can only access Personal energy magic powers. Magic item user’s or Magic wielder’s energy source is rolled below:
Rolling chart:

D100: Types of energies available (Personal, Universal or Dimensional)
01-15 Personal energies only
16-50 Personal and universal energies (half Personal; half Universal)
51-00 All energies available (roll in all three categories one by one if enough powers).

Dimension energy magic powers (available to magic item users and magic wielders only) offer some very attractive mastery packages, but reaching them requires at least 3 powers and some very lucky rolls since Powers are rolled in the order of Personal, Universal, Dimensional and cycle!

Number of powers (all character classes) rolling chart:

D100: Number of Powers:
01-05 2 powers
06-50 3 powers
51-85 4 powers
86-97 5 powers
98-00 6 powers

For Magical Item users only: The number of powers are split up among all of the artefacts of a magical items user, meaning that some objects will have more than one power if the number of Powers roll exceeded the number of items rolled.
However, if the Number of Powers is lower than the total number of Items, all items will instead get one Power each; it wouldn’t otherwise make any sense to carry magical items without any magical abilities around. However, if the number of items is one or two only they have gained bonuses to their Attributes as per top table 4.

For Magic wielders only: if rolling 2 Powers only, also raise any single Attribute or Skill by 3 APs or 2 Attributes or Skills by 1 AP each. if rolling 3 Powers only, also raise any single Attribute or Skill by 2 APs. If rolling 4 or more Powers no Attribute benefits are gained.

For non-powered magicians: the Player may choose to give up to half of his Powers (preferably Physical abilities) the Innate Bonus if it is conceptually fitting.

6. MAGIC SCHOOL

Does the character belong to a Magic school? rolling Chart:

D100: Magic schools:
01-50 No school, continue on to 7.
51-95 Yes, one school (roll below)
96-00 Yes, two schools (roll twice below)

School rolling chart:

D100: Scholar advantage:
01-10 Chaos magic or Necromancy (decide)
11-20 Druidic magic or Faerie magic (decide)
21-30 Voodoo
31-40 Alien magic
41-50 Atlantean magic
51-60 Scientific magic
61-70 The magic related to a specific Pantheon or Realm (decide; example: Asgardian)
71-80 Nature magic or Order magic (decide)
81-90 Eclectic magic
91-00 Player’s Choice (may include magic schools not listed above)

Note: If the rolled magic schoolar sticks out like a sore thumb in an otherwise well-balanced character sheet and clear concept, the GM may allow switching it out with another more fitting one (from the table or not) for the cost of 05 starting HPs (if the character has that; sections 8 & 9!).

7. POWERS

Non-powered magicians only have access to Personal Energy magic powers. All Powers are Mystic-Linked unless the power is already a Magic Power (and some may also be Innate as described above). There are some options regarding rerolling on the Personal and Universal Power tables, but this comes with a cost (see below).

Personal energy magic powers rolling chart:

D100: Power:
01 Molecular Chameleon
02-03 Powered Thief (Locks and Safes)
04-05 Shape Change
06-07 Claws
08-09 Powered Thief (Escape Artist)
10-11 Skin Armor
12-13 Dispersal or Intangibility (pick).
14-17 Spirit Travel
18-19 Chameleon
20 Energy Absorption
21 Damage Absorption
22-23 Density Increase
24-25 Silent Assistant, Confidant or Buddy advantage
26-27 Empathy
28-29 Truesight or Ultra Vision (decide)
30-31 Magic Sense
32-35 Flight
36-37 Precognition
38-39 Postcognition
40-41 Growth
42-43 Regeneration
44-47 Illusion (Self or Others Only – decide)
48-49 Joined
50-51 Invisibility
52-53 Magic Field
54-57 Gliding
58-59 Dumb Luck
60-61 Matter Manipulation
62-63 Mind Blank or Mind Field (decide)
64-65 Systemic Antidote
66-67 Eye of the Cat
68-69 Reflection/Deflection
70-71 Foo Immunity (decide)
72-73 Extended Hearing
74-75 X-Ray Vision
76-77 Danger Sense
78-79 Summon Servant (Dimension Travel, Time Travel or Teleport; (de)Summoning only of one NPC created by the GM; a High level Connection to this NPC comes at no extra cost)
80-81 Shape Change (Limited to one type of animals)
82 Self-Manipulation
83-84 Force Shield
85-86 Force Field
87-88 Shrinking
89-90 Telekinesis
91-92 Telepathy
93-94 Comprehend Languages
95-96 Suspension
97 Self Link Power (decide)
98 GM’s Decision (may also choose one from the Universal Energy magic powers)
99-00 Power Reserve

Notes: A Player may opt to exchange two Rolled Personal Energy magic powers with one freely chosen Power from the same table for conceptual reasons, although the total Base Cost of the new Power cannot exceed that of the combined Base Costs of the two Powers to be exchanged. A Player should reroll the dice if receiving a Power that he/she already has rolled forth earlier.

Universal energy magic powers rolling chart:

D100: Power:
01-02 Animate Object
03-06 Animate an Element (decide) or Animate Image
07-08 The Charisma Skill (i.e. super-charisma or charm, Powered Skill, Mystic Linked)
09-10 Exorcism
11-12 Grant Unluck unto others, duration: 20 APs of time (i.e. a curse)
13-14 Object Awareness
15-16 Gravity Increase or Gravity Decrease (decide)
17-22 Energy Blast
23-24 Magic Blast
25-26 Mental Blast
27-28 Mind Blast
29-30 Flame Project
31-32 Energy Control
33-34 Broadcast Empath
35-36 Aura of Fear
37-40 Voodoo
41-42 Flash
43-44 Enlarge
45-46 Damage Transference
47-50 Illusion
51-52 Invisibility (Self only or Others only – decide)
53-54 Transmutation
55-57 Control
58-60 Mind Probe
61-64 Hypnotism
65-66 Element Control (decide) or Weather Control
67-69 Vampirism or Emotion Absorption (choose)
70-71 Animate Dead
72-74 Mystic Freeze
75-76 Plant Control
77 Neutralize
78-79 Iron Will
80-81 Magic Shield
82-83 Diminution
84-85 GM’s Choice
86 Teleportation
87-88 Glue, Snare or Paralysis (decide)
89-92 Fog OR Water Blast (choose) (may be taken as a Self Link)
93-96 GM’s Choice (may also choose one from the Dimensional Energy magic powers)
97-98 Invulnerability
99-00 Universal energy magic power of Player’s choice

Notes: A Player may opt to exchange two Rolled Universal Energy magic powers with one freely chosen Power from the same table for concept reasons, although the total Base Cost of the new Power cannot exceed that of the combined Base Costs of the two exchanged Powers. A Player should reroll the dice if receiving a Power that he/she already has rolled forth earlier.

Dimensional energy magic powers rolling chart:

D100: Power:
01-06 Cosmic Entity + one Universal Power boostable by that Entity OR Mystical Community Connection
07-10 Damage Absorption
11-14 Energy Absorption
15-17 Cosmic Entity + one Universal Power boostable by that Entity OR Mystical Community Connection
18-21 Dimension Travel
22-24 Chameleon, Growth, Shrinking AND Flash w/ Useable on Others Bonuses (Disguise mastery)
25-28 Mental Blast, Mind Blast AND Magic Blast (Eldrich mastery)
29-31 Sealed Systems
23-49 Cosmic Entity + one Universal Power boostable by that Entity OR Mystical Community Connection
50-53 Thief Skill, Spirit Travel, Density Increase AND Self Link Power (Passing mastery)
54-56 Aura of Fear, Hypnotism AND Mystic Freeze (Pishogue mastery)
57-59 Neutralize
60-62 Adaptation
63-65 Cosmic Entity + one Universal Power boostable by that Entity OR Mystical Community Connection
66-69 X-Ray Vision, Ultra Vision, Truesight, Extended Hearing, Precognition AND Postcognition (Scrying mastery)
70-72 Remote Sensing, Danger Sense, Magic Sense AND Awareness (Sensing mastery)
73-79 Cosmic Entity + one Universal Power boostable by that Entity OR Mystical Community Connection
80-83 Force Field AND Force Shield (Protective mastery)
84-87 Teleportation
88-90 Grant Unluck unto others (Duration 20 APs of time), Glue, Snare OR Paralysis AND Mystic Freeze (thaumaturgy mastery)
91-96 Cosmic Entity + one Universal Power boostable by that Entity OR Mystical Community Connection
97-00 Damage Transference, Gravity Increase, Gravity Decrease, Invisibility (others only), Enlarge AND Diminution (witchery mastery)

There are no rerolls available on the Dimensional Energy magic power table! A Player should reroll the dice if receiving a Power (group) on the Dimensional Energy magic powers chart that he/she already has rolled forth earlier, unless those rolls pertain to the Connection option, which may be taken multiple times.

The Cosmic Entity connection must be chosen as a Low Level Connection, which can be done after the free Universal Power has been rolled; the Entity can then boost the effect of that Power (usually by one column shift) but it has to be role-played (Persuasion, Occult Ritual Casting, Paying a HP fee for a higher temporary Connection, a Subplot etc.).

APs of Power rolling chart:

D100: APs of Power
01-15 04 APs
16-45 05 APs
46-70 06 APs
71-80 07 APs
81-90 08 APs
91-95 09 APs
96-00 10 APs

Bonuses rolling chart (for each power, respectively):

D100: APs of Power
01-85 No Bonuses
86-95 One Bonus
96-00 Two Bonuses

8. SKILLS

Number of skills rolling chart:

D100: Number of skills:
01-35 1 Skill; add 05 Starting HPs to the character
36-70 2 Skills
71-00 3 Skills

All characters of all classes may choose to have Occultist as one of their Skills; this is highly recommended unless a specific character idea pops to mind (accidental magic hero, godling etc.)!

Skill table rolling chart:

D100: Skill:
01-05 Acrobatics
06-10 Animal Handling
11-15 Artist (three subskills, decide)
16-25 Charisma
26-40 Detective
41-45 Gadgetry
46-55 Martial Arts
56-65 Medicine
66-70 Military Science
71-80 Thief
81-90 Vehicles
91-98 Weaponry
99-00 Reroll and also receive one Subskill from any Skillset by GM decision

A Player may opt to exchange two Rolled Skills with one freely chosen Skill if desired for concept purposes. If a character has already received a Skill from the Power Tables that was also rolled here, then reroll until a new Skill is received.

Skill APs rolling chart (roll for each Skill, respectively):

D100: Skill APs:
01-15 02 APs
16-25 03 APs
26-40 04 APs
41-60 05 APs
61-80 06 APs
81-90 07 APs
91-96 08 APs
97-98 09 APs
99-00 10 APs

9. WEALTH & HPs

Wealth rolling chart:

D100: Wealth APs:
01-02 00 APs ; also get +1D10 extra starting HPs
03-04 01 APs
05-09 02 APs
10-15 03 APs
16-30 04 APs
31-45 05 APs
46-55 06 APs
56-65 07 APs
66-75 08 APs
76-85 09 APs ; The Player may opt to decrease this Wealth by 2 aPs and also take the Connoisseur Advantage
86-95 10 APs ; The Player may opt to decrease this Wealth by 2 APs and also take a Confined Headquarters Advantage OR the Connoisseur Advantage
96-98 11 APs ; The Player may opt to decrease this Wealth by 2 APs and also take a Confined Headquarters Advantage OR the Connoisseur Advantage
99-00 12 APs ; The Player may opt to decrease this Wealth by 2 APs and also take the Expansive Headquarters Advantage OR the Connoisseur Advantage

Starting HPs rolling chart:

D100: HPs:
01-50 00 HPs
51-75 05 HPs
76-00 05 + 1D10 HPs

10. ADVANTAGES AND DRAWBACKS

Number of Advantages & Drawbacks rolling chart:

D100: Number of advantages or drawbacks, roll separately
01-05 No advantage or drawback
06-35 1 advantage or drawback
36-70 2 advantages or drawbacks
71-95 3 advantages or drawbacks
96-00 4 advantages or drawbacks

A character may not have more than two more Drawbacks than Advantages; number of advantages are rolled first, which is the decisive factor. Example: it is not possible to have four Drawbacks and only one Advantage, while three Drawbacks and one Advantage is possible, as is four advantages and no drawbacks.

Advantages rolling chart:

D100: Advantage:
01-05 Area Knowledge
06-10 Attractive
11-15 Connoisseur
16-20 Genius
21-25 Gift of Gab
26-28 Confined Headquarters
29-30 Expansive Headquarters
31-33 Insta-Change
34-38 Schtick (decide, but with GM permission)
39-43 Iron Nerves
44-48 High Level Connection (not to Mystic Community or Entity)
49-53 Low Level Connection (not to Mystic Community or Entity)
54-58 Luck
59-63 Leadership
64-68 Lightning Reflexes
69-73 Omni-Connection
74-77 Pet (reroll if the character has no Animal Handling; skills may be readjusted to get this)
78-80 Popularity
81-85 Rich Family or Rich Friend (decide)
86-89 Scholar (non-magic school)
90-92 Sharp Eye
93-94 Confident or Buddy (decide)(GM creates)
95 An unusual, non-Schtick advantage (for example from WORG)
96 Credentials Low (non-magic-related)
97 Credentials Med (-//-)
98 Credentials High (-//-)
99 Magical Background (reroll if Magic-Wielder since they already have it)
00 Player’s choice between any category on this list

A Player may opt to exchange two rolled advantages with one freely chosen Advantage if desired.

Drawbacks rolling chart:

D100: Drawback:
01-03 Age (Old or Young; decide)
04-05 Authority Figure
06-10 Dark Secret
11-12 Voluntary Exile
13-15 Forced Exile
16-20 Guilt
21-25 Innocent OR Limelight (decide)
26-29 Minor Irrational Attraction OR Minor Irrational Hatred (decide)
30-32 Serious Irrational Attraction OR Serious Irrational Hatred (decide)
33-34 Catastrophic Irrational Attraction OR Catastrohic Irrational Hatred (decide)
35-37 Minor Fear
38-39 Serious Fear
40-41 Catastrophic Fear
42-46 Married OR Dependent (decide)
47-49 Mistrust
50-52 Minor Physical Restriction
53 Serious Physical Restriction OR Loss Vulnerability
54 Catastrophic Physical Restriction OR Fatal Vulnerability
55-57 Minor Psychological Instability OR Serious Irrational Dislike (decide)
58-60 Serious Psychological Instability OR Catastrophic Irrational Dislike (decide)
61 Catastrophic Psychological Instability
62-66 Public Identity
67-69 Minor Rage
70-72 Serious Rage
73 Catastrophic Rage
74-78 Secret Identity
79 Distinct Appearance OR Creepy Appearance
80 Strange Appearance
81-85 Traumatic Flashbacks
86-90 Uncertainty OE Magician’s Code
91-97 Unluck or Hunted (decide)
98 Attack Vulnerability
99 Alter Ego (GM designs)
00 Player’s choice between any category on this list.

A Player may opt to exchange two rolled drawbacks with three freely chosen drawbacks if desired as long as their total Bonus is no less than that of the original two rolled drawbacks.

11. OPTION – STARTING HERO POINTS

In my own games I’m very heavy-handed with starting HPs for new characters. However, that is my personal preference and may not fit the overall view of many other GMs, and there have been requests for more starting HPs for the random characters. For example, Omni-Connection and Guilt do need starting HPs.

Instead, the below Starting HPs rolling chart could be used if both the GM and Player agree on that (and in the Contests any Contestant should liberally use this optional table):

Starting HPs rolling chart:

D100: HPs:
01-12 1D4
13-25 05
26-37 10
38-50 10 + 1D10
51-62 15 + 1D10
63-75 20 + 1D10
76-87 25 + 1D10
88-99 25 + 2D10
00 30 + 2D10

This will give all starting characters between 1 and 50 HPs; that will cover a huge range of backgrounds and immediately make them playable without being game-breaking.

One should also remember that the random character creation system allows for spending any such HPs for character improvement as if the character were still being made (i.e. getting a Scholar Advantage costs 10 HPs, etc.). Character improvement by HPs should not be abused, however, but only be used for balancing out too odd results and to fulfill valid character concepts.

12. ADDENDA

  • Remember that the character may receive one free Familiarity advantage for each 2 APs of INT.
  • Any available starting HPs may actually be used for purchasing additional Advantages at creation price.
  • When getting a Bonus to a Power one is allowed to choose any of the Default Bonuses listed in that Power’s description (regardless of its +FC).
  • In the case that there is no GM during character creation, such as during the Halloween contests where listmembers roll their own characters, a GM decision actually means a decision by the roller.
  • Instead of rolling on H: Item limitations rolling chart, the roller may choose to add +3 to the R# of the Artifact; this may only be done to cancel out one Limitations roll per Artifact.

By Dr. Peter S. Piispanen.

System last updated 16th of September, 2015.