MetahumanUprising author - The Largest RPG Download Store!

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Metahuman Uprising Imagine a world much like our own, except that super-powered “metahumans” live among us, and always have—Zeus was simply a metahuman who controlled electricity, Hercules was another who had preternatural strength, Ra could absorb and project energy from the sun, and so on. For a long time, metahumans were few in number and consigned to the annals of mythology. But in recent years, their numbers have exploded, and they can no longer hide their existence. Humanity has reacted with fear and confusion, leading to escalating tensions and violent confrontations. You are metahuman heroes who have chosen to protect society from supervillains and other threats, using your powers for good—while taking care not to reveal your real identities. Character Creation Each player creates a character as follows: 1. Choose a trait: Agile (used for reflexes, dexterity, stealth, and ranged combat), brawny (covers strength, vitality, athletics, and melee combat), or crafty (covers smarts, charm, alertness, and mental/social combat). 2. Select a concept: Journalist, lawyer, professor, businessperson, socialite, detective, or scientist. 3. Select a perk: Telepath, energy control (specify type), matter manipulation (choose type), animal abilities (specify one animal), shapeshifter (define one alternate form), signature device (describe it), or molecular paragon (choose one specific ability that you can only use on yourself, such as flight, teleportion, elastic flesh, invisibility, intangibility, speedster, duplication, etc). 4. Pick a quirk: Honorable, naive, overconfident, caring, violent, wisecracker, or judgemental. 5. Grab 3 karma tokens and 3 resolve tokens. 6. Make up a name and a metahuman alias, and introduce yourself to your group (e.g., “I’m Dieter Darker—aka Spiderguy—an agile journalist gifted with spider-themed animal abilities, who is also a well-known wisecracker”). Need some Super Inspiration? If you’re having difficulty deciding which super- power perk to take, you could always roll on the “twist” table (at the bottom of the next page) and use the symbol for inspiration! Resolving Challenges If a player attempts something risky, they roll 1-3 six-sided dice and must equal or beat a difficulty of 4-6 on at least one die. Succeed on multiple dice for an exceptional success (narrate an additional benefit). Rolling “1” on all dice is a critical failure (introduce a complication to the scene). The GM chooses a trait and difficulty for each challenge. Most are difficulty 5, but a particularly easy or hard task might be difficulty 4 or 6. Some challenges (e.g., combat) require multiple rolls. Players usually roll 2 dice, but roll 3 dice if the challenge matches their trait. If a challenge falls completely outside the scope of their concept (e.g., a socialite debating case law), they lose 1 die. Karma and Resolve Each player has 3 karma and 3 resolve. Spend 1 karma after rolling to reduce the difficulty by 1, if you can justify how your perk helps you. Recover 1 karma if you increase the difficulty by 1 before rolling, narrating how your quirk hinders you. If you use a quirk and succeed at the challenge, you may recover 1 resolve instead of 1 karma. For dangerous actions (such as combat), failure costs 1 resolve (or 2 on a critical failure). If a PC runs out of resolve, they are eliminated from the scene—but death is primarily a narrative conceit, and the PC usually returns later at full resolve. author Richard Woolcock System Tricube Tales < Background Figu Design Story Symbols Delapouite, Lorc, Skoll Game-icons.net < Illustrations Jeshields Beating the Bad Guy Roll on the following tables to determine the type of scenario (there are examples on the next page): The heroes must deal with... A A mad scientist B A young villain C An evil genius D A callous mercenary E A crazy fanatic F An ancient “god” Who plans to kill, capture, or steal... A A political figure B A lucrative target C Another metahuman D Government secrets E A military officer F Ordinary civilians With the further complication of... A Personal obligations B Meddling humans C Gung-ho minions D Undesirable allies E Innocent bystanders F Plans within plans Running the Game The GM should describe the opening scene, react to the players’ decisions, and assign the traits and difficulties for challenges. Offer players karma in return for complications based on their quirks! Playing the Game The players should make all of the rolls, narrate the outcome of their actions, and drive the story forward whenever possible. They can also spend 1 karma to influence the story or discover a clue through their perk, at the GM’s discretion.

Transcript of MetahumanUprising author - The Largest RPG Download Store!

MMeettaahhuummaann UUpprriissiinnggImagine a world much like our own, except that super-powered “metahumans” live among us, andalways have—Zeus was simply a metahuman who controlled electricity, Hercules was another whohad preternatural strength, Ra could absorb and project energy from the sun, and so on.

For a long time, metahumans were few in number and consigned to the annals of mythology. But inrecent years, their numbers have exploded, and they can no longer hide their existence. Humanity hasreacted with fear and confusion, leading to escalating tensions and violent confrontations.

You are metahuman heroes who have chosen to protect society from supervillains and other threats,using your powers for good—while taking care not to reveal your real identities.

CChhaarraacctteerr CCrreeaattiioonnEach player creates a character as follows:1. Choose a trait: Agile (used for reflexes, dexterity,stealth, and ranged combat), brawny (covers strength,vitality, athletics, and melee combat), or crafty (coverssmarts, charm, alertness, and mental/social combat).2. Select a concept: Journalist, lawyer, professor,businessperson, socialite, detective, or scientist.3. Select a perk: Telepath, energy control (specifytype), matter manipulation (choose type), animalabilities (specify one animal), shapeshifter (defineone alternate form), signature device (describe it),or molecular paragon (choose one specific abilitythat you can only use on yourself, such as flight,teleportion, elastic flesh, invisibility, intangibility,speedster, duplication, etc).4. Pick a quirk: Honorable, naive, overconfident,caring, violent, wisecracker, or judgemental.5. Grab 3 karma tokens and 3 resolve tokens.6. Make up a name and a metahuman alias, andintroduce yourself to your group (e.g., “I’m DieterDarker—aka Spiderguy—an agile journalist giftedwith spider-themed animal abilities, who is also awell-known wisecracker”).

Need some Super Inspiration?If you’re having difficulty deciding which super-power perk to take, you could always roll on the“twist” table (at the bottom of the next page) anduse the symbol for inspiration!

RReessoollvviinngg CChhaalllleennggeessIf a player attempts something risky, they roll 1-3six-sided dice and must equal or beat a difficultyof 4-6 on at least one die. Succeed on multiple dicefor an exceptional success (narrate an additionalbenefit). Rolling “1” on all dice is a critical failure(introduce a complication to the scene).

The GM chooses a trait and difficulty for eachchallenge. Most are difficulty 5, but a particularlyeasy or hard task might be difficulty 4 or 6. Somechallenges (e.g., combat) require multiple rolls.

Players usually roll 2 dice, but roll 3 dice if thechallenge matches their trait. If a challenge fallscompletely outside the scope of their concept (e.g.,a socialite debating case law), they lose 1 die.

KKaarrmmaa aanndd RReessoollvveeEach player has 3 karma and 3 resolve. Spend 1karma after rolling to reduce the difficulty by 1, ifyou can justify how your perk helps you. Recover1 karma if you increase the difficulty by 1 beforerolling, narrating how your quirk hinders you.

If you use a quirk and succeed at the challenge,you may recover 1 resolve instead of 1 karma.

For dangerous actions (such as combat), failurecosts 1 resolve (or 2 on a critical failure). If a PCruns out of resolve, they are eliminated from thescene—but death is primarily a narrative conceit,and the PC usually returns later at full resolve.

authorRichard Woolcock

SystemTricube Tales <

BackgroundFigu Design

Story SymbolsDelapouite, Lorc, SkollGame-icons.net <

IllustrationsJeshields

BBeeaattiinngg tthhee BBaadd GGuuyyRoll on the following tables to determine the typeof scenario (there are examples on the next page):

The heroes must deal with...A A mad scientistB A young villainC An evil genius

D A callous mercenaryE A crazy fanaticF An ancient “god”

Who plans to kill, capture, or steal...A A political figureB A lucrative targetC Another metahuman

D Government secretsE A military officerF Ordinary civilians

With the further complication of...A Personal obligationsB Meddling humansC Gung-ho minions

D Undesirable alliesE Innocent bystandersF Plans within plans

RRuunnnniinngg tthhee GGaammeeThe GM should describe the opening scene, reactto the players’ decisions, and assign the traits anddifficulties for challenges. Offer players karma inreturn for complications based on their quirks!

PPllaayyiinngg tthhee GGaammeeThe players should make all of the rolls, narratethe outcome of their actions, and drive the storyforward whenever possible. They can also spend1 karma to influence the story or discover a cluethrough their perk, at the GM’s discretion.

SSuuppeerrvviillllaaiinnssDescribed here are example supervillains for theadventure generator (first table):

1. Doctor SquidThis mad inventor has eight mechanical tentaclesbonded to her spine, and she uses them for rapidmovement, as well as to aid her in combat.

2. JoyriderA troubled teenager recently developed electricalpowers, and she has been using them to hotwirecars and rob ATMs. But now she appears to haveset her sights on a much bigger target.

3. MegalomaniacRex Ruthor is a scheming business magnate whoenvies the metahumans—and if he can’t take theirpowers for himself, he’ll destroy them instead!

4. LegionThis dangerous mercenary can duplicate himselfdozens of times, becoming a one-man army.

5. Dark JesterThis scheming madman is dressed like a macabrecourt jester. His agenda is inscrutable, and manybelieve he just wants to watch the world burn.

6. Cold CaseAn old criminal has resurfaced, but he is far olderthan most people realize. He was once known as“Boreas,” the mythical winged god of the northwind and bringer of winter!

DDaassttaarrddllyy PPllaannssDescribed here are examples of villain objectivesfor the adventure generator (second table):

1. Senator with an AgendaA charismatic senator has been playing on publicfears to advocate for metahuman registration andsegregation laws—and that’s just his first move.

2. The HeistThe villain plans to use their metahuman powersto commit a high-profile bank robbery. But is itjust cash they’re after, or is there something morevaluable locked away in the vault?

3. Batteries Not IncludedThe villain needs a young metahuman to use as aliteral power source for their nefarious plan. Thisplan may well prove fatal for the “volunteer.”

4. Super SerumA top-secret government agency is rumored to bedeveloping some sort of “metahuman serum.” Butdoes it grant powers—or remove them?

5. The ColonelAn influential colonel is secretly kidnapping andexperimenting on metahumans. He believes theypose an existential threat to humankind.

6. Transhuman TerrorismSome supervillains have no higher purpose—theysimply wish to drive fear into society by rackingup the highest possible body count.

CCoommpplliiccaattiioonnssDescribed here are example complications for theadventure generator (third table):

1. No Rest for the WickedOne of the heroes has a critical deadline that theyneed to meet at work, and their supervisor keepsphoning them with questions and requests to doadditional shifts or overtime.

2. The GirlsA group of vigilantes known as “The Girls” like tohunt down and kill metahumans, and they rarelydifferentiate between heroes and villains.

3. Feckless FlunkiesThe villain is accompanied by bungling minions,who are likely to cause plenty of trouble throughtheir incompetence and lack of discipline.

4. Glory HoundsAnother team of metahuman heroes has decidedto join the action, but they seem more interestedin personal glory than protecting the public.

5. Human ShieldThe supervillain likes using hostages and ensuresthat there are always innocent bystanders aroundwhenever they might get into a fight.

6. Designated DecoyThe entire mission is nothing more than a feintto keep the heroes distracted while another villainexecutes their own dastardly plan!

aaddddiinngg aa ttwwiisstt ttoo tthhee ssttoorryyFor further inspiration, roll two dice on the table below and use the symbol as an improvisational prompt (you don’t need to interpret it literally). For example,C B might indicate a romantic interest or a personal secret, while rolling D B could represent a hospital, medicine, or a metahuman with regenerative abilities,and B B might mean literal thorns, a thorny problem, or a metahuman with the power to control plants.AA AB AC AD AE AF BA BB BC BD BE BF CA CB CC CD CE CF DA DB DC DD DE DF EA EB EC ED EE EF FA FB FC FD FE FF