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Wonder Quest Section 1: Basics

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  1.   1.  Scale
  2.   2.  Attributes
  3.   3.  Skills
    1.   3.1  Fitness
    2.   3.2  Agility
    3.   3.3  Perception
    4.   3.4  Intelligence
    5.   3.5  Spirit
  4.   4.  Modifiers: Advantages and Disadvantages
    1.   4.1  Notes for specific Disadvantages
    2.   4.2  Notes for specific Advantages
  5.   5.  Special Abilities
  6.   6.  Hooks

Note: Last modified September 01, 2012, at 10:34 PM

Okay, this is for the Fallout Group, and I don't have to give any of you the "what is roleplaying" speech. So since D6 is open (core books available free online), and that means a bunch of my rules will be too, I can just put that stuff here.

Wonder Quest is a point-buy system. They're called Development Points because I like calling them that (DP for short), but also because they're what you use to develop your character both before and during play. A point is a point, no matter when you get it.

From there, it's pretty simple. You've got your Attributes, Skills, Advantages, Disadvantages and Special Abilities (though the "super" Special Abilities are not available through that system; see Section 2: Gifts for that stuff) mostly from D6, which saves me a bunch of work. I've made some tweaks, but only a few serious changes: point costs, Agility attributes, Modifiers (under which Advantages and Disadvantages are found) and of course Gifts.

Ignore all character point costs in any D6 books you may have read. Here's the short version: Attributes cost 5 DP each, while general Skills, Advantages and Disadvantages cost 3 DP each. Other costs are as follows:

  • Attribute specializations cost 4 DP per level. See the Attribute section for how to apply this.
  • Skill specializations cost either 2 DP per level for broad specializations, or 1 DP per level for focused ones. See the Skill section for examples.
  • Advantages and Disadvantages can vary on cost now; see that section for details.
  • Special Abilities all have their own unique costs; see that section for details.
  • Gifts are their own thing with their own section (Section 2, but you know that *g*).

Rank? Value? Level? Say what now?

There's a glossary, but here's the short version of what you need to know:

  • Value: This is used strictly for Gifts. Value is the number assigned to an Element or Action that is used to make a Gift; use (Element Value + Action Value - 1) to calculate a Gift's Rank.
  • Rank: The cost in DP for one Level of a character facet. For example, Agility is a Rank 5 Attribute.
  • Level: Your numerical total in a character facet, such as Agility 6 or Marksmanship 4. Some levels are also noted by Scale (see below), such as Fitness 22 (C-2) or Wizardry 15 (L-5).

Derived stats will be covered after everything else, since they're calculated from the other stuff. It should be fine, but this is a work in progress, so if something doesn't work in play, we'll just change it.

All stats (except some limited Special Attributes) are rated from 1-10 in levels ("level" should only be used for this purpose in-system), with every two levels in a stat equaling 1d6 you roll for your total. Attributes and Skills are added together as with most RPGs. Don't round odd numbers, just add +2 to the total roll if you have a level left over. Example: an Attribute level of 8 and a Skill level of 7 give you a 15 total, which means you roll 7D+2. More details can be found in Section 3: Conflict.

Attributes and Gifts have two numbers: a base value (which can be -9 to 40) and a Scale level (which is usually 1-10). The base value is used to calculate dice pools in most forms of character conflict, while the Scale level is used to calculate dice pools for challenges related to more prosaic efforts. As an example, the strongest normal human in the world has a Fitness of 10 in the Heroic Scale (can also be noted as H-10, but this is generally unnecessary), but the guy who was bitten by the radioactive wombat can have a Fitness of 2 in the Legendary Scale, noted as 12 (L-2) and be considerably stronger.

1.  Scale

There are five Scales in Wonder Quest (hence the name for the mechanics, Five-Scale): Trivial, Heroic (or Human), Legendary, Cosmic, and Primal. Modern Marvels will usually stick to the Heroic and Legendary Scales, though Trivial and Cosmic may occasionally come into play.

The short explanation for Scale is that each represents a massive leap in power from the one below it. Mechanically, it is usually impossible for anyone other than PCs and other Main Characters to directly affect something in a higher Scale. A normal human punching a tank is far more likely to result in a broken hand than a dented tank, for example. Most of the time, no roll is necessary.

Targeting and defending against characters in different Scales is another matter. Whenever characters are trying to directly attack or evade one another, whether the conflict is physical, mental, social or esoteric, the character with the higher Scale Attribute or Gift adds +10 for each difference of Scale, on top of any bonuses they receive for their combined levels. This only applies so long as each character is interfering with the other in some way -- the fastest Heroic sprinter will never outrun a Legendary speedster, but a Heroic Martial Artist still has a chance to hit that same speedster if they have the dice.

Note that this only applies to the specific traits in question. An ordinary human may not be able to punch a tank, but out-maneuvering it is another matter entirely. This is usually the challenge of facing a foe with weapons or Gifts of a Scale beyond the character's -- finding a way to affect the foe in their weaker areas.

The five Scales are:

  • Trivial: This Scale is for creatures and objects that are incredibly weak, small, unintelligent, and/or flimsy compared to human capacity. A piece of paper has Trivial-Scale weight and resilience. A mouse has Trivial-Scale size and strength. An ant is Trivial-Scale in every respect. In general, Heroes will rarely have any difficulty dealing with Trivial-Scale issues. Exceptions include Heroes shrunk, by whatever method, to a size where Trivial objects are a real threat (with their own physical Attributes reduced to Trivial-Scale), and characters with extremely weak Gifts, like telekinesis that's only strong enough to lift a paper clip.
  • Heroic: In most sagas, the vast majority of the Heroes' facets will be in this Scale. This can also be considered "Human" Scale. Whenever a Hero deals with a problem or threat that could conceivably be a challenge for a normal human, whether it's a simple one or daunting even for an expert, it's in the Heroic Scale. The Heroes' personal tools and weapons, such as hammers, guns, and basic spells, are also usually Heroic-Scale. Even the greatest human heroes and leaders, from Jason the Argonaut to Joan of Arc to Confucius, almost always have Heroic Features.
  • Legendary: This is the Scale that most vehicles, empowered mortals, and really impressive magic will operate on. The strength of Hercules, a tank's armor, the mightiest of Merlin's enchantments, a jet's speed and an AI's mental capacity are all Legendary-Scale. Very rarely, a human will reach the lowest ranks of the Legendary Scale in mental capacity (such as Merlin's supreme force of will), but such figures only exist once or twice every several generations even in stories. Doctor Strange has Legendary Spirit, though it's impossible to say whether that was a requirement for or the result of being the Sorcerer Supreme. For the most part, however, this Scale is for that which is beyond humanity as we understand it, but not beyond humanity's capacity to overcome.
  • Cosmic: Gods. Nuclear missiles. Otherworldly guardians. Living stars. The capacity to rearrange the landscape of worlds, either in part or in whole, is the realm of Cosmic-Scale powers. A god of thought can literally change the minds of entire nations full of people, while a starship with Cosmic-Scale speed can travel between stars in months, hours or even moments. When mere humans are faced with the Cosmic Scale, they are like ants faced with a tank. Of course, when ants get inside the tank...
  • Primal: When juggling stars just isn't enough. Primal-Scale entities are typically beyond human comprehension, though some quirk of reality may grant beings with Heroic or Legendary Attributes some specific Primal powers. Primal beings can alter the face of galaxies and even universes; some such beings are the embodiments of universes. At the highest level available in the game (Primal 10), a character is capable of affecting an entire multiversal continuum; from the perspective of any imaginable being save the Supreme Deity Itself, this level of power is effectively limitless.

2.  Attributes

There are five Attributes in my D6 hack: Fitness (aka Physique), Agility (combines Reflexes and Coordination), Perception, Intelligence (aka Knowledge) and Spirit (aka Presence). "Extranormal" is not used as an Attribute.

  • Fitness is how good of shape you're in. Its specializations are Strength (St) and Health (He). Called "Physique" in D6.
  • Agility is self-explanatory. Its specializations are Reflexes (Re, speed and balance) and Coordination (Co, manual dexterity/finesse), the relevant Attributes in D6.
  • Perception represents both physical and mental awareness. Its specializations are Awareness (Aw, physical) and Insight (In, mental). Its name is unchanged.
  • Intelligence is what you use to parse this sentence. Its specializations are Memory (Me) and Reasoning (Re). Called "Knowledge" in D6.
  • Spirit is that je ne sais quoi that drives us forward. Its specializations are Charisma (Ch) and Willpower (Wi). Called "Presence" in D6. Note: Attractiveness is not part of Spirit, but an Advantage or Disadvantage.

There is no point (literally or figuratively) to buying both specializations. It costs 5 DP to buy a level in the Attribute, and 4 DP for a level in a specialization, so spending 8 DP for one level in each specialization is...not cost-effective.

The two Derived Attributes are Perseverance and Quest Points. Perseverance is your "hit point" total, and equals (Fitness + Spirit). Quest Points are used to improve individual rolls; the starting total equals (Perception + Spirit), and they are earned and spent throughout an adventure. More details on both are provided in Section 3.

3.  Skills

There are considerably more Skills than Attributes; we are who we are, but it's live and learn or don't live long. Though there can be circumstances where Skills will be used with different Attributes, each is generally tied to one, and so they are grouped by the here. The list on page 12 of the D6 Adventure book can also be used as a reference, but where it conflicts with this subsection, these rules supersede it.

Specializations are listed in parentheses after the relevant Skill. All listed Skill specializations are broad, costing 2 DP per level, unless noted otherwise. This list is meant to be extremely broad, but not necessarily comprehensive. Skills which are usually tied to an Attribute specialization are marked as such.

Some Skills gain "specificity" from having a specialization, meaning more exacting information or precise results can be gained from more dedicated training. These are noted in the description. This either reduces the difficulty to a static roll or provides a bonus to a contested roll, based on the number of Skill levels in the specialization. See Section 3: Conflict for more details.

3.1  Fitness

  • Athletics: Focused physical exertion. Broad specializations include climbing, jumping, running and swimming. Most sports are focused specializations, though Sportsmaster could be purchased for 2 DP per level. Special note: Athletics is particularly likely to tie to another Attribute, namely Agility.
  • Might (St): The trained application of raw Strength. Called "Lifting" in D6, which is a bad name since it explicitly covers a lot more than just picking things up. Broad specializations include lifting, smashing, striking and throwing (for force). "Smashing" is bending and breaking inanimate objects; a free, unauthorized No-Prize to anyone who guesses why it's called that. :-)
  • Stamina (He): You keep going and going. Broad specializations include endurance, resistance (to diseases and toxins) and toughness (adds to soak against in-Scale blunt trauma).

3.2  Agility

  • Acrobatics: You're flexible (hold the jokes, please). This is to Agility what Athletics is to Fitness: broad training in using your body efficiently. Contortion, dodging, swinging, and using a Flight Gift are all broad specializations.
  • Marksmanship (Co): Hitting what you aim at with ranged thingies. Broad specializations include pistols, rifles, archery and throwing (for accuracy).
  • Martial Arts (Re): Hitting what you swing at in close quarters. Broad specializations include unarmed blows, grappling, and broad weapon types like axe/mace (aka mass weapon), polearms and swords.
  • Piloting: Controlling vehicles of any sort. Broad specializations include driving, airplanes, VTOL (including helicopters), sailing and possibly spacecraft.
  • Ride (Re): Directing an animal you're on. Broad specializations are based on general animal types (like horses; directing an animal from a chariot or wagon is a separate specialization from being in the saddle. This Skill gets more precise results from specialization.
  • Sleight of Hand (Co): Fast and frisky fingers. Broad specializations include lockpicking, picking pockets and stage magic. (Any security more advanced than a tumbler lock has its own Skill.)
  • Sneak: Stealthy movement. Broad specializations include moving silently, losing pursuit and shadowing others.

3.3  Perception

  • Artist (In): You make pretties. Broad specializations include musical, literary and painted compositions. The broad music specialization includes creating and playing; individual instruments are focused specializations. This Skill gets more precise results from specialization.
  • Know-How: General life expertise and unique training. Broad specializations include gambling, Gift Use not covered by other specific Skills, and household training (cooking, cleaning, and super-basic home maintenance fall under this broad specialization). This Skill gets more precise results or exacting information from specialization, depending on type.
  • Investigation: Finding things out. Different Investigation specializations can rely on different Attribute specializations with GM approval. Broad specializations include criminal, research, and scientific.
  • Observation (Aw): Being cognizant of one's surroundings. Broad specializations include hiding (both in shadows and with camouflage), searching, and vigilance (danger sense without the psychic part).
  • Repair (In): If it's broke, you can fix it. If it's in pieces, you can built it. If you have the blueprints, you can modify it. Actual design work falls under the Tech Skill; this is to do the physical putting-stuff-together part. Broad specializations are by general types, such as carpentry, electronics and mechanics.
  • Survival (Aw): This is what you use to eat and not be eaten when Doctor Demonicus maroons you on Monster Island, or when you find yourself on the really wrong side of town. Broad specializations include foraging, streetwise and tracking.

3.4  Intelligence

  • Business: Successfully running a money-making enterprise, from lemonade stands to mega-corporations. Broad specializations are by industry, such as banking, manufacturing and sales. This Skill gets more precise results from specialization.
  • Languages (Me): Talking to people (and other things that communicate). Communicating in one's native language is "free," though levels in the language Skill make being specific easier. Known languages include literacy unless the Illiterate Disadvantage is purchased. Each level in Language gives familiarity with one language family, though every effort to understand a speaker requires a roll at a difficulty based on the complexity of the concepts at hand. Broad specializations are by language family (Chinese, Germanic, Romance). Buying even one level in a specialization, broad or focused, provides competence. This Skill gets more precise results from specialization.
  • Medicine: Understanding the practical life sciences. Specializations include biology (also under Scholar, but free with Medicine), diagnosis, EMT, genetics and surgery. (First Aid/CPR Cert = 4 levels EMT?)
  • Scholar (Me): This Skill represents book-learning knowledge. In general Scholar is the catch-all "data" Skill, while Know-How is the catch-all "doing" Skill. Broad specializations include chemistry, mathematics, history, navigation and physics. As a guideline, elementary school education provides level 1 scholar, high school is level 2, and a bachelor's is level 3. This Skill gets more exacting information from specialization.
  • Security (Re): Creating and defeating equipment designed to keep people out of places and things. Broad specializations include bypassing, design, forgery and installation.
  • Tech (Re): Designing cool toys, and using ones that aren't dependent on physical interaction (like aiming). The actual physical elements of building and fixing them fall under Repair. Broad specializations are by type, including communications, demolition, electronics, mechanics and sensors. Experience in using commonly-available tech while lacking design skills is also a broad specialization.

3.5  Spirit

  • Animal Handling: Teaching non-sentient mobile thingies to behave. Broad specializations are by rough type and "job," such as aquatics, birds, draft animals and farm animals.
  • Charm (Ch): Convincing people to agree with you. Broad specializations include diplomacy, etiquette, oratory and seduction.
  • Con (Ch): Convincing flexibility with the facts...okay, lying. Broad specializations include acting, bluffing, fast-talk (includes taunting) and trickery.
  • Determination (Wi): The art of getting up one more time than you fall down. Broad specializations include physical, mental and social resistances.
  • Disguise: The art and science of appearing to be someone else. Broad specializations include acting, impersonation and unobtrusiveness.
  • Intimidation (Wi): Forcing people to go along with you. Broad specializations include demeanor, fear and pain.
  • Leadership: Telling the people who follow you where to go and what to do, so they do it. (Military strategy and tactics fall under Know-How; the money-making side of Business has its own Skill.) Broad specializations include business, combat and politics. Called "Command" in D6; name changed for clarity.

Note the First: yes, some of these Skills are almost unconscionably broad. However, they are intended to provide flexibility to characters, and omnidisciplinary characters are quite common in fiction. That includes the Marvel-verses in a big way. Characters who have half of Wikipedia in their heads, or who are equally adept with the inside of a computer and the inside of a Buick, are major archetypes here. If a Skill seems too broad, specializations can help. Also, the more focused the specialization, the more specific the knowledge base is likely to be.

Note the Second: this isn't intended to be a complete list of specializations. The combined Skills should cover all the bases in a modern game, but possible specializations are limitless. On the other hand, while it's possible to stack Skills and specializations, for character balance I suggest that in any given Skill, a character should have most of their levels in one "range." (Example: Captain America has a level or two in using his trademark Shield as a melee weapon, but as a master of all forms of close quarters combat, most of his levels in the Martial Arts Skill are in the general 3 DP version.) Except for skills that gain benefits from specialization, a character shouldn't have more than one broad specialization or two focused ones. To model lesser gaps in knowledge, the Hook trait is recommended (see below). It is acceptable to have most of the character's levels in the full Skill, and one level per specialization to take full advantage of the specificity rules.

Special Rule: Living Legend. This is an important Skill rule. When a character has a 9 or better in a Skill or specialization, the Living Legend Special Ability becomes available. This is a Special Ability that costs five times the (DP per level) of the Skill/specialization it modifies. It marks the character as one of the greatest wielders of that Skill who has ever lived. Like Robin Hood's archery, Sherlock Holmes' investigation and Orpheus' music, the character can overcome epic opposition. Simply put, this allows the character to ignore Scale differences. Living Legend allows a swordsman to dismantle a tank and a storyteller to make gods weep. A Living Legend can negate any one environmental penalty to a standard roll, from a gunslinger dealing with a bum shoulder to an inventor having to work with a box of scraps. Most importantly, this includes the Scale bonus. (Living Legend provides no particular benefits against opponents of the same Scale if there are no active penalties at work.) Characters should only rarely have more than one general Skill with the Living Legend Special Ability, and never more than three, barring some supernatural advantage. Multiple specializations with Living Legend should be adjudicated with the general limit in mind.

4.  Modifiers: Advantages and Disadvantages

Advantages and Disadvantages function much like Attributes and Skills in that their costs are based on how broad or specific their focus is. These rules supersede the Advantages and Disadvantages in the D6 PDF files, though the old rules can be used in a pinch. For quick-and dirty conversion, one "R" in D6 is two Rank 3 levels for this system's purposes, using the modifiers above. I still hope to expand this system considerably once I have more time.

There are two types of Modifiers, direct and indirect.

Direct Modifiers are exactly that -- they modify Attribute or Skill checks, and are valued at a Rank equal to the breadth of activities they modify. Each level of a Direct Modifier adds or subtracts a level from the total of Attribute and Skill, altering die totals appropriately. Note that while Direct Modifiers might increase the character's total levels above 20, they never increase a character's Scale.

Some examples include:

  • Attractive (Advantage, Rank 3): You're good looking. This Advantage adds its levels to Charm and Leadership when dealing with those who are naturally attracted to your character's gender (if applicable for your species), and half its levels to those who aren't. Incompatible with Unattractive, for obvious reasons. Human-level attractiveness should generally be limited to six levels.
  • Fame (Advantage, Rank 1-3): Fame, though a double-edged sword, is generally advantageous. Every level of Fame adds to Charm, and occasionally Con or Leadership, in fields where the Fame is relevant. Rank 3 Fame is applicable to almost any effort; this applies to revered heroes or universally-famous celebrities. Rank 2 Fame applies to someone renowned in a specific field, such as a well-known actor or sports star. Rank 1 Fame is renowned in a particular niche, such as genre authors or scientists in obscure fields. Two levels is someone who's reasonably well-known, four levels is widely known in their field, and six levels is universal acclaim and respect. Higher levels are discouraged.
  • Infamy (Disadvantage, Rank 1-3): Infamy is the exact opposite of Fame. It subtracts from Charm, Con or Leadership as with Fame. It is possible to have both Fame and Infamy as long as the Ranks apply to different groups.
  • Phobia (Disadvantage, Rank 1-5): Phobias affect everything the character does when they take effect, reducing all die rolls by the Phobia's level. The Rank of the phobia is determined by how difficult the subject of the fear is to avoid. Agoraphobia at its worst is almost universal, and has a Rank of 5; Arachnophobia has somewhat common occurrence and has a Rank of 3; Epistaxiophobia is the fear of nosebleeds, and has Rank of 1 unless the character gets punched in the face a lot.
  • Prejudice (Disadvantage, Rank 1-3): This is like Infamy, except it applies to your entire subculture and you didn't "earn" it. Obvious mutants suffer Rank 3 Prejudice when noticed. Note that even the most common bigotry is not universal.
  • Unattractive (Disadvantage, Rank 3): You're not good looking. This Disadvantage subtracts its levels from Charm and Leadership when dealing with those who are naturally attracted to your character's gender (if applicable for your species), and half its levels from those who aren't. Incompatible with Attractive. Human-level unattractiveness should generally be limited to six levels.
  • Wealth (Advantage, Rank 3-5): You have money. This Advantage's levels are very broadly applicable, from bribes to hiring experts to buying "Charm" through generosity. Obviously, it also adds to rolls to make purchases, though higher levels often remove the need to make a roll entirely. The Rank 4 version includes the Authority (corporations only) or Equipment Advantage (both found in the Indirect section below), allowing the character to bypass normal restrictions on acquisition in the latter case. The Rank 5 version includes both the Authority and Equipment Advantages. Two levels is upper-middle class, four levels is genuinely wealthy, six levels is rich, eight levels is super-rich, and ten levels is someone who can buy and sell nations.

Indirect Modifiers provide more abstract or unusual benefits or restrictions. Sometimes they permit rolls on their own, or require Skill checks to resist the effects they impose. Other times they provide access to equipment or information, or threaten the character with rivals or discovery.

Some examples include:

  • Authority (Advantage, Rank 1-3): A character with Authority is invested by an organization with the power to perform actions in the course of their duties. The Rank determines the size of the organization, while the level represents the breadth of the Authority.
    • Rank 1 Authority covers a group with few members, but with considerable influence over its members' lives, like a small religious group, a secret society, a niche business chain or a city-state. Rank 2 Authority covers a moderate-sized group, such as an influential trade group, an average nation, or a modest corporation. Rank 3 Authority applies to world-spanning forces like national super-powers, international enforcement agencies, large religions and mega-corporations. (The Illuminati are a Rank 1 organization; S.H.I.E.L.D. is a Rank 3 organization.)
    • Two levels of Authority grants local jurisdiction or a private license, such as a beat cop in the former case and a bounty hunter's license in the latter. Four levels grants broader jurisdiction (like a state patrol) or greater power in a smaller area (such as a city's mayor or police commissioner). Six levels grants considerable jurisdiction (like a corporate Vice-President in charge of a regional market) or greater authority in a smaller area (governor), as before. Eight levels grants authority across known civilization, whether global or galactic, or leadership of a nation or military. Ten levels grants leadership of a campaign-wide agency. Lower Rank versions of Authority cap at lower levels; a Rank 2 organization's leader only has eight levels of Authority, while a Rank 1 organization's leader has six levels.
  • Contact (Advantage, Rank 3): You know people who know people (or places or things). These contacts will help you out with information or even assistance, but expect you to be a helpful Contact in return (though not necessarily at the same level). Each level of Contact provides greater breadth of knowledge, influence and capability. Alternately, a powerful Contact can be bought at a lower level to represent a more modest connection that might grow in the future. A level two Contact is an expert in a particular field, be it computers, a city's social circuit or the area "gray market." A level four Contact is either a small group of like-minded people with a broad range of knowledge in a general field, or an incredibly influential individual who can put you in touch with anyone from celebrities to scientists. A level six Contact is a powerful organization that sees you as a potential resource, and helps you out in exchange for favors you can repay later with your unique abilities. A level eight Contact is virtually everywhere, and can provide assistance in almost any field in exchange for your help in furthering their agenda. Note that a character's Contacts are allies. Membership is covered by Authority, while a powerful mentor or employer is a Patron.
  • Equipment (Advantage, Rank 3): You have access to unusual or restricted equipment. Relevant tools can provide a Direct Modifier bonus to Skills that use them, but the Equipment Advantage is more commonly bought to represent the wonderful toys provided by secret agencies, special operations units, and other employers of action heroes. Two levels grants small, handy devices like a top-shelf pistol or a wrist watch with a compass and a garrote, four levels allows personal body armor and military assault rifles, six levels grants access to tricked-out super-cars and rocket packs, and eight levels lets you use anything that doesn't require Gifts to own, from jet fighters to temporary command of a submarine to large bombs. Just remember, unless acquired through the expanded Wealth Advantage, the Equipment Advantage provides access to these handy devices. The agency providing them almost certainly wants them back.
  • Quirk (Disadvantage, Rank 1-3): There's something odd about you. This oddity doesn't have to be bad for anyone else, but it sure makes things interesting for you personally. Quirk covers most personality traits that don't directly apply penalties to Skills; instead, they usually require Skill checks to avoid having them affect the character. Examples include:
    • Impulsive (Rank 1-3): You tend to leap before you look. Make a Determination roll to resist your Impulsive tendencies, with a base difficulty of 10, adding 5 for every two levels of Impulsive you have (odd numbers of Impulsive add another 3 to the difficulty). A 1 on the Wild Die means you have to do something, though if you otherwise made the roll you can be smart about it. At Rank 3, you're impulsive about everything, making you generally impatient with the need to act ASAP. At Rank 2, certain broad stimuli, such as people in need or shoe stores, drive you to take action. At Rank 1, a specific issue pushes your button, like taking the keys from would-be drunk drivers or seeing the latest issue of your favorite comic book.
    • Secret (Rank 3): You're hiding something that will completely change your life if revealed. A Secret that is revealed becomes one or more Disadvantages totaling two levels (one "R" rating) more than the Secret's level was. The character gets the DP that result from this change. Chances are they'll need 'em.

4.1  Notes for specific Disadvantages

  • Age: the girls can take Age (R2) for their characters if they play heroes their own age.
  • Burnout is not available as a Disadvantage.
  • Learning Problem does not add to the DP cost of learning Skills; instead, a character with this Disadvantage cannot buy up an affected Skill more than once every two adventures, nor put more than half the DP they earn into relevant Skills.
  • Prejudice (Mutant) will not be available at the start of the campaign. This is instead an R2 Quirk (Secret) that becomes Prejudice R3 (+7 to +10 difficulty to all Charisma rolls involving bigoted/frightened baseline humans) if revealed. The character will gain the extra DP earned for the increase in Disadvantage levels.
  • Reduced Attribute is not available as a Disadvantage. Characters buy every level in each Attribute they have, so there's nothing to "reduce."

4.2  Notes for specific Advantages

  • Authority: If the characters end up working for S.H.I.E.L.D. rather than forming their own Avengers, everyone will get the Authority (R3) Advantage.
  • Equipment may not be used to buy super-tech, aside from the low-level toys that working for S.H.I.E.L.D. gets you. Yes, in Marvel a flying car counts as "low level." :-)
  • Size is not available as an Advantage. Gifts are used for the power to become larger or smaller.
  • Trademark Specialization is not available as an Advantage. It is superseded by Living Legend.

S.H.I.E.L.D. Avengers Initiative package: Everyone gets six levels of Authority and Equipment (R3 each), as well as four levels of Employed (R2). Levels of Fame are highly recommended for characters who won't be concealing their existence (waves to Karkainnen).

5.  Special Abilities

No superhuman Special Abilities are available in this campaign; they are instead bought with Gifts. This means that this is a very short section now. For the time being, use the point costs listed in D6 Adventure for the ones that are available. The following Special Abilities can be purchased as natural, baseline human features:

  • Ambidextrous
  • Enhanced Sense (maximum bonus per sense +3)
  • Hardiness (maximum of two levels)
  • Living Legend (see the Skills section)
  • Luck (Good and Great)
  • Quick Study (only for the reduced training time)
  • Sense of Direction (one level only)
  • Youthful Appearance

Ventriloquism is a focused specialization of Artist, under the broad specialization of Stage Acting/Performance. All other Special Abilities are better modeled either with Skills or Gifts.

6.  Hooks

While not included as part of a PC's stats, the development of a Hero's background is both important and useful to any saga. Old friends, early adventures, childhood challenges, and even hobbies can lead to interesting roleplaying and enrich a saga. Stats cover those parts of a character's history that have significant impact on most adventures, and creating a colorful background is simply part of the fun of developing an interesting Hero. Somewhere in between is the Hook, an element that has the potential to create or enrich an adventure. Players get one DP per useful Hook created, with a maximum bonus of 3 DP. I am the final judge of whether or not a Hook is useful to the campaign.

Examples of Hooks include childhood companions who have since gone into an "interesting" (read: problematic) profession, mysterious relatives with major connections in financial or political arenas, and lucky trinkets with no apparent value except to the Hero. While a Hook will usually be relevant for a single adventure only, I may choose to turn the Hook into a new Advantage (possibly with a balancing Disadvantage) instead of the standard DP reward. Alternately, a character can be a recurring Hook, though I'll probably provide the player an extra DP in each adventure a Hook is reused. Alternately, a Hook can be good for extra Quest Points (see Section 3) instead, providing one QP every time the Hook makes life interesting for the character.

One Hook that can be particularly fun is the "unknown" Hook, which lets the Narrator surprise the Hero with some astounding element in their background. Don't worry, I won't reveal that your father is a monstrous Villain (at least without prior clearance). Being a descendant of Thor, having a Great Destiny written in your Hero's fate, and being heir to a fabulous treasure or an important noble title are all examples of classic unknown Hooks. Some may provide new Advantages or Gifts to the PC if they become important. The player should be willing to accept reasonable new Disadvantages to balance out new Advantages or Gifts (Enemies are always appropriate to the sample Hooks above), as long as the benefit equals if not outweighs the price. Unknown Hooks can account for all three extra DP if desired. An amnesiac Heroes is a good example of a character that could have three DP in unknown Hooks.

Hooks can also be used as very limited Disadvantages. As an example, a Hook can represent that one weakness in a Skill or Gift: the super-engineer who can fix everything but his car, the summoner whose magic can conjure anything but demons, or the polyglot who just can't speak French. Such gaps in full Skills (minimum level of 3) qualify as a Hook, granting one Quest Point every time the character's weakness becomes a plot point.