When it comes to religion, the numbers of deities worshiped in the Lost Lands is impossible to record. (Imperial Record), there are many different calendar in the world but I.R. The next majority of non-human races such as elves, dwarves, gnomes and halflings have settled on Akados and are also quite diverse. The diversity in the people of the Lost Lands is impressive with humans having wide range of appearances but culture is more important than physical characteristics. The Technological level of some areas limit the access to some items. Technology level vary wildly in the Lost Lands, while not representative of real life historical achievements some places can be compared to the Stone Age, while others have reached Renaissance, the Age of Sail and even the Industrial Revolution levels of technology. Most of the action in the Lost Lands take place on Akados, the largest continent. The Sun is slightly more orange than our own Earth and there are two moons. The Lost continent of Boros is in the North under a deep sheet of ice and thousands of islands in the South. The known world covers two continents, Akados in the West and Libynos in the East. The World of the Lost Lands is large with a circumference of 50,400 miles almost twice that our earth. To measure the damage, effectiveness or power level of something, use the Yellow number.The World of the Lost Lands is the world of Necromancer Games and Frog God Games, where the legendary dungeon Rappan Athuk, the city of Bard's Gate, The Blight, the borderland provinces and of course the fabled Northlands are found. Using the FEAT and combat rules from Marvel Superheroes, remember that the ability's first number is the Green roll. Those marked with a "*" require specialization to define what they focus on. Skills can either be chosen based on occupation, as per Call of Cthulhu d20, or a more free form approach can be taken.Ĭharacters normally start with twelve skills.īelow is a list of suggested skills. They may also exchange any number of their powers for two feats or skills apiece, to represent superior training. Their powers are in the form of either high tech gadgets or magic items. The basic intent and spirit of the feat can be used to give the characters some bonus in these situations as adjudicated by the GM.Īs stated earlier, the High Tech origin represents "normal" humans. Not all rules from the d20 game will translate to Marvel Superheroes. Instead of talents, characters get feats from the d20 system. Rolling powers randomly can make it difficult to describe a logical origin, but not impossible. Weird abilities in the comics are usually based around a theme. Powers should probably be picked by the player. In Marvel Superheroes, roll for the number of powers, talents and contacts. Remember, a change of one rank equals five percent, up or down. Generate the score as normal, then convert it to a percentage score on the table above. Rules for Resources will vary depending on which edition you are playing. Health and Karma are based on adding up the second, or "Yellow", scores of the Primary Abilities. I write it like this on my sheet, "Agility:80/50/8" I can write it down like this, "Fighting:60/30/6" The "tens" digit of the percentage score is the roll you need for a Red result.Īll three of these numbers can be written on the character sheet like this, "Green#/Yellow#/Red#".įor example, I rolled an Excellent(20) rank for Fighting. That percentage score minus 30 is the roll you need for a Yellow result. This is the roll needed to get a Green result in the Marvel Superheroes game. "Normal" people and agents will be High Tech origins with access to unusual equipment or weapons and expert training.Īny of the origins can be based on magic, genetics, or technology.Īfter rolling abilities, convert the Rank into the percentage score listed on the table above. (Abe Sapien, Johann Kraus)Ģ1-80 High Tech.
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