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Superheroes of Gallipae (Currently in Playtesting)

Introduction:

Superheroes of Gallipae is a superhero based version of the fantasy role-playing game Heroes of Gallipae.  In this game, the Game Master lays out trials for the superhero characters (played by the players) to face.  Each character must choose a “path” to start. This will determine the powers available to him/her throughout the game. Adventure maps are created by the Game Master (GM).  Before the game starts, the Game Master chooses the adventure site that the player starts in, and after that, interaction between the player and the DM determines the next adventure site.  Players may choose to stop adventuring in an area at any time. The players choose who the characters are. At the beginning of the game, the characters must be “rolled up” (see “First Level Customization”).  It should be noted that all rules mentioned in any Superheroes of Gallipae books are completely optional to the GM.  Basically, it is impossible for the GM to cheat.  However, it is advised that most of the rules are not changed.

 

Rounds and How They Work:

 

Superheroes of Gallipae is played in groups of turns called “rounds”.  Each round is considered to be 10 seconds of game time.  Unless otherwise noted each creature gets 1 turn each round. Your speed determines who goes first in a fight.  If there is more than one speed listed take the highest.  Should there be a tie in a speed, all the creatures with that particular speed go at the same time.  You may make one movement action and one power action every round (unless otherwise noted activating any power or attacking in any way counts as a power action), two power actions, OR two movement actions. If all you do is move for 1 turn, you may move at twice your speed.  Any character may choose to wait until later in the round to act out their turn.  If they do choose to wait, the character may only choose to act between turns.  If, after the slowest person’s turn, the character that waited does not go, they have effectively forfeited their turn.

 

Attack, Ranged, Power Accuracy, and Defense:

 

To attack you role the percentage dice.  Then add your attack number for melee that is not amplified by a power, ranged number for ranged attacks that are not amplified by a power, or power accuracy number for a power action that involves a power (for additional power accuracy rules see the Superpowers).  If the total is above the defense of your foe, you hit (the defense of any square is 50).

 

Vital Hits, Armor, Health, Damage, and Endurance Points:

 

If the original roll of the dice is 95-100 it is a vital hit.  This means you roll twice for the damage, but armor is only subtracted once (see armor).  Vital hits are automatic hits.  If it is a regular hit you role the proper dice.  After that, subtract the opponent’s armor from the roll. The difference is the amount of damage you deal.  Armor cannot keep somebody from dealing less than 10 damage or the creature’s minimum damage listed whichever is lowest.  Poison and elemental damage always overcomes armor.  The Health number tells you the amount of damage it takes to kill somebody.  Unless otherwise noted, at 0 health the target is dead.  Endurance points dictate how many times you can use your powers in a given day due to the physical strain of using powers.  Each time you use a power, it damages your pool of endurance points.  Once you reach 0 endurance points, you take damage equal to twice the endurance points would normally be spending but can’t.  Endurance points regenerate at a rate of 10 points/hour of no combat or back to full after 8 hours rest.

 

Dodge and Automatic Misses:

 

Dodge is the percent chance a person will avoid an attack that’s supposed to hit.  It is rolled after an attack has been decided to be a hit.  Dodge maxes out at 35.  Dodge is not rolled for a vital hit.  01-10 is an automatic miss regardless of any bonus. 

 

Base Ranges:

 

The range for any attack using ranged is determined by the weapon.  Range of attacks using power accuracy are determined by the individual power.

 

Special Attack Rules:

 

Trip Attempts: Each opponent roles a percentile die and adds both their highest attack and defense numbers.  For every two legs past the first two that one opponent has, their score is increased by 100%.  The highest number wins and trips the other.  A tie means nothing happens.  Those opponents down are prone and get a -15 to attack and -10 to defense (cannot be negative) until they are successful at getting on their feet.  If they try to get up while in a fight, the target provokes a trip attempt at which point it is impossible for them to trip the person who is already standing.  Any creature with no legs cannot be tripped and gets a +75 on trip attempts.  No creature may trip a creature two or more size categories (see Villains of Gallipae) larger than themselves (although they may still be tripped in an attempt to trip a creature two or more size categories less than themselves as tripping in this way is due to THEIR error not the smaller creature’s success).  For example, a mite could never make a trip attempt against a goblin, but a goblin, while trying to trip a mite, could end up tripped if it were to fail to trip the mite.  No creature can be tripped while flying.  For every 5ft of speed above the opposing creature that a creature has, it gains +10 to the trip attempt.

 

Push Attempts:  Each opponent roles a percentile die and adds his or her highest attack number and highest speed.  For every two legs past the first two that the opponent has their result is increased by 100% (this rule only applies if that opponent is on the ground at the time of the push attempt).  The highest number wins and pushes the other 5ft for every 10 (round up) over the opponent’s score.  The aggressor cannot be knocked back more than 5ft.  A role of 01-10 means you are tripped.  It is possible for both the aggressor and the defender to be tripped.

 

Blinding: You cannot use an action to blind someone, but if for some reason you cannot see you get a -50% to attack and defense, a -60% to ranged and power accuracy, and a flat -5 to armor and dodge (cannot be negative).  You cannot target a creature with a power while blind.

 

Breaking Items:

 

            To break an item you must first roll above a 10 on percentile dice.  Then if you succeed, you have a percent chance equal to your attack number minus the object’s armor to break the item.  The object’s armor is to be determined by the DM.

 

            Damaging armor or shields with fire or acid works differently than if using physical damage.  You must first roll to attack as if you were attacking the person wearing the item (if it is not being worn the defense is 50).  You deal normal damage minus the armor bonus of the armor or defense bonus of the shield.  Any suit of armor has, at all times, hits equal to its armor bonus.  Any shield has, at all times, hits equal to its defense bonus.  At 0 hits the armor/shield is destroyed and cannot be repaired (see Town Expenses).  Destroyed armor has no defense penalty. NOTE: Some powers have special rules on breaking items.

 

Falling Damage:

A character who has not bought armor is considered to be wearing non-metal armor.

 

When Wearing Metal Armor or No Armor:

You take 2d20+3 for every full 10ft beyond the first 10 feet you fall.  The armor stat does not count when falling in metal armor or no armor.

 

When Wearing Non-Metal Armor:

You take 1d20+1d12 for every full 10ft beyond the first 10 feet you fall.  Only half of the armor stat applies when falling in non-metal armor.

 

Damage from Falling Items:

When Wearing Metal Armor:

You take 1d10 damage for every 10lbs that the falling item weighs and 1d10 damage for every 5ft the item is falling.

 

When Wearing Non-Metal Armor:

You take 1d10 damage for every 5lbs that the falling item weighs and 1d10 damage for every 5ft the item falls.

 

When Wearing No Armor:

You take 1d12 damage for every 5lbs that the falling item weighs and 1d12 damage for every 5ft the item falls.

 

 

Beginning Customization:

First, choose one path from the section labeled “Paths”.

Each character chooses 2 “Superpower Trees”

Each character must choose one alignment.

Each character must pick an Origin.  GM’s may choose to create extra Origins to choose from or work with players to create custom Origins.

Each character rolls 1d3+1 (psychics and mechanical masterminds get 1d3+2).  This is the amount of points you may spend in superpowers from your chosen trees in the beginning.  It is not a requirement to spend points in a power from each tree you chose. If you want you may spend all your points in one tree.

Then, roll four six-sided dice and take the best three.  Add them up and subtract 10. Do this four times.

The first number is your Appearance.  If your appearance is positive you may choose to add a percent equal to your appearance to the price of goods you’re selling or subtract that same percent from the price of goods you are buying.  If it is negative you must subtract that percent from the price of goods you’re selling and add that percent to the price of goods that you are buying (this is an optional rule).

The second number is your toughness (brutes get +3 to this roll).  This number acts as armor vs. cold, fire, electricity, acid, and poison (including from superpowers).  If it is negative add that number to the damage you take from cold, fire, electricity, acid, and poison.  

The third number is your durability (brutes re-roll up to one negative roll in this category).  This number is simply added to your health.

The fourth number is perception.  This number is added to attack, defense, ranged, or power accuracy.  Power archers reroll all negative results in this category. You must already have the ability that you add your perception number to at first level.

Next there is a fifth Random Attribute, Persuasion Factor.  For this you roll a d20 and multiply it by the sum of your Perception and two times your Appearance.  Shown in an equation this is Perception + 2(Appearance)

You also get to choose 5 of the following (you may gain multiple of one as opposed to 5 separate ones if you choose; you may also choose to sacrifice 2 of the following choices for an additional superpower point): 10 extra health (5 for psychics or 15 for brutes), +1 extra armor (+2 for brutes), 4 more ranged, 4 more attack, 4 more defense, or an additional ½ endurance points (2 for psychics).

The last thing you must do is buy equipment for your superhero.  Each superhero starts with 300g.p. (gold pieces) to spend. Remember that every character starts with all the equipment they need.  The equipment is just generic and therefore does not grant bonuses. It should also be noted that, when using generic equipment, any abilities hinging on the type of weapon or armor a character is using are N/A and should not be factored in.  In the case of a fall, characters who have not bought armor, are considered to be wearing non-metal armor.

This RPG does not use experience points.  Instead, after earning an amount of Tier Points dependant upon your Tier, you get a Power-up.  Tier Points are earned each time you use a Power Action as well as for roleplaying, completing quests, and slaying certain monsters.  You get 1 Tier Point per Power Action used, but the GM decides the Tier points you get from other sources. Power-ups earn you 1 point to spend in superpowers, and 4 of the following (you may gain multiple of one as opposed to 4 separate ones if you choose; you may also choose to sacrifice 2 of the following choices for an additional superpower point): 10 extra health (5 for psychics or 15 for brutes), +1 extra armor (+2 for brutes), 4 more ranged, 4 more attack, 4 more defense, 4 more power accuracy, or an additional ½ endurance points (2 for psychics).  You must spend all the points you have available upon resting. Every time you enter a new tier, you gain 1d6 in Appearance, Toughness, Durability, Perception, or 1d12 in your persuasion factor.

Paths:

Brute:  Your method to greatness is brute force and sheer invulnerability.  Off balance, the only danger to yourself is you, but with the right balance, you are an almost unstopable force of physical strength.

 

Power Tree Options: Brute Power Tree; Endurance Tree, Fast Healing Tree

 

Marksman:  You are one with a bow and have the unique ability among your fellow superheroes to continue using a "standard" ranged attack with your bow.  You are agile and deadly with ranged physical dmg to an unbeatable level.

 

Power Tree Options: Accuracy Tree; Range Tree; Speed Tree

 

Psychic: You have incredible abilities based in the power of an exceptional brain.  You can lift, rend, and blast as well as practice mind control or shielding

Power Tree Options: Psychic Force Tree; Mind Altering Tree; Psychic Protection Tree

 

Nature’s Mimic: In your human form, you are as frail as a Psychic, but unlike them, you can tap into a range of natural powers such as controlling weather, manipulating elements, and most importantly, turning into the form of another animal that grows from basic power, to an immensely powerful version of a basic creature.  Thus you are terrifyingly powerful in any form.  Be careful though, as the longer you stay in another form, the more endurance points you drain.

 

Power Tree Options: Weather Tree; Elemental Warp Tree; Animalistic Shape Tree

Grand Mechanical Mastermind: While a Psychic is known for strange abilities coming from their mind, you gain your abilities from a remarkably high intellect.  Your technology is leaps and bounds ahead of others and you take advantage of that by creating grafts, special armor, and high tech gadgets.

 

Power Tree Options: Mechanical Graft Tree; Mechanical Suit Tree; Mechanical Device Tree

 

Alignment:

 

Choose one alignment for each character.  Your choices are:

 

Good: You are dedicated to good deeds.  To you virtue is all that matters.  Whenever evil shows its face, whether it is in town or outside of town, you feel obligated to stop it.  Usually laws agree with this, but if they don’t, then too bad.

 

Neutral: You don’t care about what anybody says or does.  You just do what you want.  This is different from chaotic and evil.  They break the law or do evil just to break the law or do evil.  You only do ANYTHING if you want to.

 

Evil: You are a superhero.  Therefore you cannot be evil.  Evil superheroes aren’t superheroes.  They’re super villains.

 

Lawful: You follow the law no matter what.  You care not about good or evil.  All that matters is that you and others around you don’t break the laws of wherever you are.  In a lawless situation you act as neutral.

 

Chaotic: You gain pleasure out of breaking laws, and do it constantly on purpose.  You do not differentiate between good and evil.  Lawful people make you sick.  In your view they are just too scared to commit crimes and live the life that you do.  In a lawless environment you act as neutral.

 

Origins:

Origin: Effects of Origin

Return from Afterlife: Gain 1d4+2 Perception; lose 10 max Health

Superhero Serum: All Powers cost 0.5 less Endurance Points

Lab Accident: Granted 3 maximum Endurance Points; loses 5ft speed

Radiation Sickness: Lose 1d4 toughness gain 50% lost toughness as points to spend in superpowers (round up)

Struck by Lightning: +5ft Speed; lose 3 maximum Endurance Points

Evil Experimentation: +5 Power Damage; -5 Appearance

Superpowers:

 

Every Tree has at least 2 powers to choose from.  To make these powers better, a hero spends points in the power.  This accomplishes two things.  First it directly increases the strength of the power.  Second, it works toward bonuses at set intervals.  Most bonuses stack with the previous one rather than replacing it.  Be careful, however, as this also increases the endurance pt cost.  Any path can add to any Tree (regardless of the original trees they choose from) starting at a certain point (of undisclosed height for the moment) and for the cost of each point spent equaling .5 pts.  Note that all bonuses of all powers go up at different rates and must be empowered with points seperately.  All powers with duration stack with other powers (although not with themselves)

 

Brute Power Tree:

-Brute's Slam: a powerful wack of your fist deals massive amounts of dmg as well as possibly knocking back the target and later stunning them.  Maxes out at 140 points spent (likely to be nerfed soon)

-Earthquake Smash: Slamming the ground in front of you causes all within a certain distance to take massive combat penalties.  Maxes at 50 points spent (likely to be buffed soon)

-Brute's Roar: An all round buffing roar that mainly adds to offensive abilities.  Maxes out at 30 pts

 

Endurance Tree:

-Shout of Endurance: A warcry that costs hits to heal endurance pts and add to toughness.  Maxes out at 50pts

-Shout of Invulnerability: A shout that adds armor, toughness, hits, and max endurance points.  Maxes out at 60pts


Fast Healing Tree:

-Shout of Fast Healing: a shout that heals small amount of hits over time.  Maxes out at 20 points

-Shout of Self Heal: You give out a warcry that heals you instantly and at more powerful points can heal endurance points over time.  Maxes out at 45 points


Accuracy Tree:

-Imbue Arrows: adds dmg and ranged bonus to a selection of arrows.  Max of 30 points

-Dead Aim: adds dmg, power accuracy, and percent chance to do bleeding dmg to an attack.  Maxes out at 100pts

-Aim: Allows you to aim for the weapon arm, leg, shield arm, or, eventually, for vital hits.  Maxes out at 35 pts.


Range Tree:

-Short Range Shot: Increases power accuracy and dmg when shots are within certain range as well as lets you shoot adjacent foes.  Maxes out at 75pts

-Long Shot:  This power adds range and power accuracy, as well as eventually increasing damage and vital threat range.  It maxes out at 75pts.

 

Speed Tree:

-Avoid: adds to defense and dodge as well as subtracts from one target's attack.  Maxes out at 60 points.

-Increase Speed: increases defense and speed as well as adds extra attacks in one round.  Maxes at 60pts

 

And many more!!!

 

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