This Contract
took place
in The Others
on Dec 14, 2023 at 11:26PM
The Others House Rules
Powerful Powers: GMs should be lenient on the mechanical limits of Gifts, allowing for more customisation of Effects than usual. All Heroes aside from E-Listers can take Newbie, Novice, Seasoned, Professional and Veteran enhancements.
More Bonuses!: Bonuses to the same dice pool do stack, unless granted by the same Effect.
Hero Tiers: In the world of the Others, Heroes and Villains can be separated into various levels of power, depending on the sort of threats they can face, or the threat they are to face, separated into three categories, and then two subcategories. STREET LEVEL: These Heroes deal with local threats. Robberies, muggings, some gang violence. F-Listers (0-3 GP, +0EXP) E-Listers (4-6 GP, +0EXP), and D-Listers (7-11 GP, +0EXP) fall here. CITY LEVEL: These Heroes can still deal with Street threats, but are also picked up to deal with villains capable of levelling buildings, and similar tiers of damage. C-Listers (12-20 GP, +30 EXP), and B-Listers (21-30 GP, +60 EXP) fall here. COUNTRY LEVEL: These heroes are called upon to deal with the toughest threats, those with the power to flatten cities and threaten global safety. A-Listers (31-44 GP, +80EXP) and S-Listers (45+ GP, +100EXP) call here.
Terminology: 'Lasting' Mind Damage or Injuries are those which must be healed by natural means. Any Gifts which restore Mind or heal Injuries can only heal 1 point of this damage, or reduce it by 1 depending on the feature. For example, 3 Mind Damage can only be reduced to 2, not 1 by Compartmentalising, and Regeneration can only heal a Lasting Severity-6 Injury by 1, the rest must heal naturally. Gadgets are Legendary Artefacts, and using Gadgets means having those Gifts or an Artefact Crafting Gift.
Limit Break: A Hero with at least 1 Gift receives the Asset: All-Out Strike and the Asset: Sustained Limit Break for free. A Hero can only Limit Break if they have had to roll Self-Control against a Trauma or Limit in the last minute. The exact benefits of a Limit Break may change, but they must match with an appropriate penalty.
Asset: Limit Break (All Out Strike): (As part of a Power usage, you can roll with double your usual dice pool, ignoring up to 4 1s. However, after this Gift is resolved, you immediately take a Lasting Severity-6 Injury, plus 3 Lasting Mind damage and an appropriate Trauma.)
Asset: Limit Break (Sustained Limit Break): (As a Free Action, you can enter Sustained Limit Break for 1 minute. For this time, you have +2 Outcome on all actions, ignore either Body or Mind Penalty (or ignore the effects of one Battle Scar if Grit does both), and regain 1 Source each round. However, at the end of a Sustained Limit Break, you must roll a d10, Difficulty 6. On a failure, you receive 4 Lasting Severity 6 Injuries, and 4 points of Lasting Mind damage. On a success, you receive 2 Severity-4 Injuries, and 3 Mind damage.)
Little In a Big World: Any Heroes who take the Giftless Liability receive an additional 30 Experience to spend, and gain two features. The Asset: Stroke of Luck, and the Asset: Underdog.
Asset: Stroke of Luck (In addition to your Will to Survive, you also gain a resource once per Mission with the same effect named your Stroke of Luck. Once per Mission, when you would suffer an Injury of any Severity, you can reduce the Severity to 0.)
Asset: Underdog (A number of times per Contract equal to your number of Victories (minimum 1), you can increase the Outcome of any roll by 2. Once per contract, you can increase this benefit to a number equal to half your Mind score (minimum 2., rounded up). In addition, any time you enter Combat with a Villain, you can make a Free Action each turn to Evade (with a -2 Dice Penalty), until you deal 6 damage cumulatively to them, unless the villain already has knowledge of your capabilities.
Power Sources: Most Heroes and Villains get their powers from Substance B, the drug originally created by the SOS in the Golden Age to make Heroes. However, that is not the only way powers are acquired. Sometimes, Heroes use Gadgets, advanced technology beyond the usual modern to create effects. Additionally, some have more esoteric sources, with even some theories stating Substance B is both a stimulant...and contains some other unknown, even supernatural properties.
If your Hero gets their abilities from Substance B, you gain the Asset: Take a Hit(You gain your abilities from usage of Substance B. If you have access to a vial of Substance B, you may take it to access your Limit Break abilities once per vial with no consequences, however you roll a 1d10, Difficulty 2. On a failure, you cannot use Substance B in this manner again. Any additional vials may grant additional benefits, but at the cost of increasing this Difficulty by 1, and other penalties.)
If your Hero uses Gadgets, you gain the Asset: Dismantle(You may alter your Legendary Artefacts, changing enhancements and even fully replacing effects with others in between Missions. In addition, you may, once per Mission, regain a point of Source or Battery for free as a Quick action, charging up a Gadget.)
If your Hero uses other methods of gaining Powers, they gain the Asset: Alien Origins(Your powers are strange. Hard to quantify and predict. You may, at any point, ignore a Drawback of one Gift for that activation, but you also must choose an Enhancement on that Gift and lose access to it for 1d4 rounds. You may also use this effect to gain an Enhancement you do not have, but must choose a Drawback as well, gaining the effects of both for 1d4 rounds. There may be different penalties for ignoring Drawbacks or Gaining Enhancements, such as up to 2 Mind Damage, or a Severity-4 Injury.)