Sean Waters
Jun 20th, '09, 02:39 PM
Here are some sfx rules I've come up with for a game I'm planning. I'd be obliged if you would cast an eye over them in case there are any glaring problems you can forsee. It is a superhero game. Transmeratite is an Orgone active mineral that manifests some of the 'strengths' of Superhumans.
SFX: Although all powers ultimately work through Orgone Energy this can manifest itself in a number of ways. You can not adjust or otherwise affect Orgone Energy directly (except through the application of powers or Transmetarite devices – you can not ‘Aid Orgone Energy’ to boost every ability), although it can be detected with enhanced senses. Orgone Energy can only be channeled by a living Superhuman or using Transmetarite equipment.
All powers will therefore have one of 6 ‘manifestation’ sfx from the following list. As a rule of thumb, ALL of a Superhuman’s powers should have the same Manifestation sfx (but may have very different source and effect sfx – see below):
Magic (Mystic energy)
Psionic (Mental energy)
Bioenergy (Internal energy)
Cosmic Power (External energy)
Technology (Specific tech that only works when Orgone Powered NB Tech does not have to be made of Transmetarite if a superhuman is ‘powering’ it)
Transmetarite (It is possible to play a normal human with Transmetarite equipment, but it is not recommended: while using Transmetarite defences (but a NND might shred you as it bypasses those defences), Superhuman attacks affect you normally and Transmetarite based attacks affect Superhumans normally, but the ‘Body’ rules apply to you as a normal human. Use the ‘female Superhuman’ template, all ‘Superhuman’ powers and characteristics must be bought through a focus of some sort, but obtain GM permission first. You must take the ‘Normal Characteristic Maxima’ disadvantage but you do not get any other ‘special’ disadvantages for being human, and should not generally base any limitation on being human)
All powers will then have one of 6 ‘source’ sfx from the following list
Attractive Energy (Gravity, Magnetism, etc)
Chemical Energy (Acids, Poisons, etc)
Kinetic Energy (Punches, knives etc)
Negative Energy (Cold, darkness, etc)
Physical Energy (Vibration, Sonics, etc)
Positive Energy (Heat, EMR, electricity, etc)
Finally all powers will have a specific ‘effect’ sfx, which can be pretty much anything, so long as it is compatible with the source sfx. You can usually work out the Source sfx from the Effect sfx, as they are related.
Thus all powers will have 3 sfx: Manifestation, Source and Effect
SFX: Although all powers ultimately work through Orgone Energy this can manifest itself in a number of ways. You can not adjust or otherwise affect Orgone Energy directly (except through the application of powers or Transmetarite devices – you can not ‘Aid Orgone Energy’ to boost every ability), although it can be detected with enhanced senses. Orgone Energy can only be channeled by a living Superhuman or using Transmetarite equipment.
All powers will therefore have one of 6 ‘manifestation’ sfx from the following list. As a rule of thumb, ALL of a Superhuman’s powers should have the same Manifestation sfx (but may have very different source and effect sfx – see below):
Magic (Mystic energy)
Psionic (Mental energy)
Bioenergy (Internal energy)
Cosmic Power (External energy)
Technology (Specific tech that only works when Orgone Powered NB Tech does not have to be made of Transmetarite if a superhuman is ‘powering’ it)
Transmetarite (It is possible to play a normal human with Transmetarite equipment, but it is not recommended: while using Transmetarite defences (but a NND might shred you as it bypasses those defences), Superhuman attacks affect you normally and Transmetarite based attacks affect Superhumans normally, but the ‘Body’ rules apply to you as a normal human. Use the ‘female Superhuman’ template, all ‘Superhuman’ powers and characteristics must be bought through a focus of some sort, but obtain GM permission first. You must take the ‘Normal Characteristic Maxima’ disadvantage but you do not get any other ‘special’ disadvantages for being human, and should not generally base any limitation on being human)
All powers will then have one of 6 ‘source’ sfx from the following list
Attractive Energy (Gravity, Magnetism, etc)
Chemical Energy (Acids, Poisons, etc)
Kinetic Energy (Punches, knives etc)
Negative Energy (Cold, darkness, etc)
Physical Energy (Vibration, Sonics, etc)
Positive Energy (Heat, EMR, electricity, etc)
Finally all powers will have a specific ‘effect’ sfx, which can be pretty much anything, so long as it is compatible with the source sfx. You can usually work out the Source sfx from the Effect sfx, as they are related.
Thus all powers will have 3 sfx: Manifestation, Source and Effect