Web of Life (Spider-Man AU)

Created
Status
Ongoing
Watchers
105
Recent readers
0

A Peter Parker to Spider-Man Quest, with a few twists and turns along the way.
1. Wake Up Call

asphaltus

Never bought a physical comic book
Location
New Delhi
New York, Dawn.

The sun rose over an old neighborhood in Queens, its light sliding through the blinds into a well-kept room of a sleeping teenager. He turned away from it, unwilling to awake just yet. But there was no respite. An alarm began to shrill, and although an instinctive arm switched it off, the damage was done.

His eyes were open now, the mind slowly rebeginning itself. There was a reflexive, primal instinct to simply remain, turn over and go back – and for a moment he was tempted – but then he got up. The body was lethargic, and his mind felt all wobbly, but Peter Parker was awake.

The shower washed away drowsiness, the cold helping him to focus on his purpose. Breakfast, lunch-prep, homework. School, work, shopping. That would do for today. Everything else could wait till tomorrow.

With a plan in place, the work proceeded quickly. He was an expert in making sandwiches, and the integrals were easily put in their place. Sitting at his table, he took a moment to himself. A ratty old laptop, an abstract looking pencil case, and a holdover from his middle-school days –

[X] a certificate for winning a local science exhibition. (+INTELLECT)
[] a gold medal for the champion of the track team (+BRAWN)
[] a detailed miniature which he made in the crafts club (+AGILITY)
[] a plaque for winning a debate competition (+CUNNING)
[] a picture with all the members of the drama club. (+PRESENCE)
[] a collage from all the activities and clubs he had done. (+WILLPOWER)

Old stuff, from better days. Next to him was the photo. He took it in his hands and cleaned the surface. A smiling face stared at him.

[X] It was Aunt May, who had died in a road accident.
[] It was Uncle Ben, who was killed in a robbery gone wrong.

One day alive and the next day gone. Peter still couldn't believe it. If he closed his eyes and let himself slip, he could still see them walking about. He could hear the voice, always with the same old saying…

[] Don't let fear kill the greatness inside of you.
[] When you make a choice, you also choose a consequence.
[X] There is no wisdom that is greater than kindness.

He hadn't listened, or truly cared until they were gone. Peter carefully placed the photo back. Even if they were only echoes now, he would live up to those words left behind.

ЖЖЖЖЖЖЖЖ

Midtown High, Morning.

Midtown High was a bluster of teenagers – athletes, brainiacs, rich brats, theatre kids – the usual for any wealthy high school. Peter was an average one – just another face in the crowd. People knew his name, and that was the extent of it. The teachers might have suspected his talents, but it was only suspicion.

In all aspects, Peter was an unremarkable person. That included social bonds as well. A child by himself was too abnormal, but two of them, however, could pass off as well-adjusted individuals.

And so, he had a friend. More of an acquaintance, but Peter found the word too formal. In any case, they sat together at lunch, had a conversation, and generally tolerated each other's presence. And they were there today as well.

[] Harry Osborn. A rich tryhard who usually fails to belong.
[] Otto Octavius. A genius whiz-kid with zero social grace.
[X] Jean DeWolff. A punk oddball who wants to be 'free'.

ЖЖЖЖЖЖЖЖ
All votes by plan.

A/N: And here it is. A new beginning for a new Spider-man. Power option comes in the next update, though I'll be happy to hear your thoughts and interests. Those of you who know what's coming, please no spoiling. Thanks.
 
Last edited:
Character Sheet
Character Sheet
Name: Peter Parker

Alias: -

Fate Points: 2/2

XP: 5

Stats:

BRAWN 3 | AGILITY 2 | INTELLECT 4 | CUNNING 2 | WILLPOWER 3 | PRESENCE 2 |

Derived Stats:

SOAK = 3 (Base)

WOUND THRESHOLD = 10 + 3 (Base) = 13 | STRAIN THRESHOLD = 10 + 3 (Base) = 13 | DEFENSE = 0 (Melee) | 0 (Ranged)

ENCUMBRANCE = 5 + 3 (Base) = 8

RESISTANCE = 3 (Logos) | 2 (Ethos) | 1 (Pathos)

Skills

NameRank
Arcana ( )2
Athletics (BRAWN)0
Brawl (BRAWN)0
Charm (PRESENCE)0
Coercion (WILLPOWER)0
Computers* (INTELLECT)1
Cool (PRESENCE)0
Coordination (AGILITY)0
Crafting* (INTELLECT)2
Deception (CUNNING)0
Discipline (WILLPOWER)1
Knowledge* (INTELLECT)2
Leadership (PRESENCE)0
Medicine (INTELLECT)0
Melee (BRAWN)0
Negotiation (PRESENCE)1
Perception (CUNNING)0
Ranged (AGILITY)0
Resilience (BRAWN)1
Skulduggery (CUNNING)0
Stealth (AGILITY)0
Survival (CUNNING)0
Vehicles* (AGILITY)0
Vigilance (WILLPOWER)0

Skills in blue are Career Skills (-5XP). *Skills are Broad Skills. (+5XP)

Talents:

Tier 0

Empathetic (Tier 0 Activation: Passive Ranked: No) – Once per encounter, when you make a Pathos approach, an aspect of the target's feelings will be revealed without any Advantage spend.

Science Whiz (Tier 0 Activation: Passive Ranked: No) – Gain a Boost die when making a Knowledge (INTELLECT) check about any topic related to science.

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Equipment:
N/A

Resources:

Money: 500

Income: +20

Vehicle:

EK11 Scooter (Size: 1)Handling: 0
Max Speed: 2
Defense: No
Armor: No
Hull: 3/3Strain: 3/3
Recover: 1
Weapons: NoSpecial:
Encum=15


Weapons:


Armor:


Gear:


Materials:


Other:

Old Laptop
Abstract Pencil-Case
Teenager Stuff

Relationships:

Benjamin Franklin Parker (Family)
Jean DeWolff (Acquaintance)
Harry Osborn (Indifferent)
Otto Octavius (Indifferent)

Other:
N/A
 
Last edited:
XP Shop
XP Shop

All the things you can buy with XP are listed here.

Stats

Any stat can be upgraded with 10*(Next Stat Rank) XP, up to a total rank of 5.

Derived stats will not change after character creation through stat upgrades – it will have to be done through Talents.

Skills
  • Skills cost 5*(Next Skill Rank) + 5. You cannot skip any Rank.
  • Skills with (*) against them cost an additional 5xp.
  • You can subtract 5 XP if you're increasing your Career Skills.
  • All Skills can be increased up to a rank of 5.
Initially, you possess 1 rank in Knowledge skill, and 1 rank in Crafting.

During Character Creation, you can increase 4 Career Skills by 1 for free.

During Character Creation, you can increase one skill to rank 3. All other skills have to be rank 2 or below.


CAREER SKILLS - Arcana, Computers*, Coordination, Knowledge*, Discipline, Negotiation, Resilience, Perception.

ALL SKILLS – Arcana, Athletics, Brawl, Charm, Coercion, Computers*, Cool, Coordination, Crafting*, Deception, Discipline, Knowledge*, Leadership, Medicine, Melee, Negotiation, Perception, Ranged, Resilience, Skulduggery, Stealth, Survival, Vehicles*, Vigilance.

Talents

Talents have to be bought in a pyramid manner. There must be a minimum of two tier-1 talents to buy a tier 2 talent, two tier-2 talents to buy a tier 3 talents, and so on. Peter already begins with some talents (Tier 0) – these do not count. Tiers cost = 5*(Tier Rank). Ranked Tiers can be bought multiple times, and count as a talent in both the places.

Red = Physical Talent (useful in physical conflict)
Yellow = Social Talent (useful in social conflict)
Blue = Mental Talents (useful in mental conflict)
Green = Other Talents (useful in different ways)


Signs = Success (Ѕ), Advantage (Λ), Triumph (Ϟ). Failure (F), Threat (V), Despair (X).

Tier 1
Bullrush (Tier: 1 (Activation: Active (Incidental)) Ranked: No) - When your character makes a Brawl or Melee combat check after using a maneuver to engage a target, you may spend ΛΛΛ or Ϟ to use this talent to knock the target prone and move them up to one range band away from your character.

Biting Riposte
(
Tier: 1 Activation: Active (Maneuver) Ranked: No) Retort: Once per encounter, your character may use this talent to add automatic VV to another character's check.

Creative Design
(
Tier: 1 Activation: Passive Ranked: Yes) As part of resolving a successful crafting (design) check, your character may apply a number of Λ double their ranks in Creative Design. The QM may then apply the same number of V.

Cutting Question
(Tier: 1 Activation: Active (Maneuver) Ranked: No) Once per encounter, when making a Coercion skill check, the character may use Deception skill instead.

Desperate Rally
(
Tier: 1 Activation: Passive Ranked: No) Once per arc, if the character's Strain falls below or equal to 4, he may recover 4 strain.

Do You Feel In Charge?
(Tier 1 Activation: Active (Maneuver) Ranked: No) Once per encounter, you can use BRAWN in place of WILLPOWER while making a Coercion Check.

Duelist
(Tier: 1 Activation: Passive Ranked: No ) Your character adds 1 Advantage to their melee combat checks while engaged with a single opponent.

Durable
(Tier: 1, Activation: Passive, Ranked: Yes) Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.

Finesse
(
Tier: 1 Activation: Active (Incidental) Ranked: No) When making a Brawl or Melee check, your character may use Agility instead of Brawn.

Grit
(Tier: 1 Activation: Passive, Ranked: Yes) Each rank of Grit increases your character's strain threshold by one.

Hand On The Throttle
(Tier: 1 Activation: Active (Incidental) Ranked: No) Your character may use this talent before a Vehicles check to add 2 Successes and 2 Threats.

Impeccable Credentials
(Tier 1 Activation: Active (Maneuver) Ranked: No) Gambit: Make an Ethos Approach related to establishing your identity in some manner. If gambit is successful, get +1 Success+2 Advantage to all subsequent Ethos Approaches before roll is decided. If gambit fails, suffer -1 Failure+2 Threat likewise. Subvert: Leadership, Deception.

Just What I Needed
(Tier: 1 Activation: Active (Maneuver) Ranked: No) Once per arc, the character may use this talent to produce a small but useful piece of gear from somewhere which gives +Boost die to a non-combat check.

Liar, Liar
(Tier 1 Activation: Passive Ranked: No) Gambit: If the opponent tries to subvert this gambit, add +2 Success and +2 Advantages to your roll before the results are decided.

Lies And Statistics
(Tier 1 Activation: Active (Maneuver) Ranked: No) Once per encounter, you can use INTELLECT in place of CUNNING while making a Deception Check.

Logically Decided
(Tier 1 Activation: Passive Ranked: No) If your character makes an Argument with {Logos, Logos, Logos} Approach, you can replace the last Approach stat base with Intellect.

Logic Trap
(Tier 1 Activation: Active (Maneuver) Ranked: No) Gambit: Make a LOGOS Approach, and force the opponent to do so as well. Get additional Success = Skill Rank if you succeed. Get additional Failure = Opponent's Skill rank if you fail. Subvert: Deception.

Parry
(
Tier: 1 Activation: Active (Incidental, Out of Turn) Ranked: Yes) When your character suffers a hit from a melee combat check, after damage is calculated but before soak is applied, your character may suffer 2 strain to use this talent to reduce the damage of the hit by two plus their ranks in Parry. This talent can only be used once per hit, and your character needs to be wielding a Melee weapon.

Quick Draw
(
Tier: 1 Activation: Active (Incidental) Ranked: No) Once per round on your character's turn, they may use this talent to draw or holster an easily accessible weapon or item as an incidental. Quick Draw also reduces a weapon's Prepare rating by one, to a minimum of one.

Scrap One
(Tier: 1 Activation: Active (Action) Ranked: No) Once per arc, you may take a Crafting action check to harvest components from a functioning device to repair a broken one without breaking the first device.

Second Wind
(Tier: 1 Activation: Active (Incidental) Ranked: Yes) Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind.

Toughened
(Tier: 1 Activation: Passive Ranked: Yes )Each rank of Toughened increases your character's wound threshold by two.

Tumble
(Tier: 1 Activation: Active (Incidental) Ranked: No) Once per round on your character's turn, they may suffer 2 strain to disengage from all engaged adversaries.

Tier 2
Artful Dodger (Tier: 1, Activation: Active (Maneuver) Ranked: Yes) Once per round, your character may suffer a number of strain no greater than their ranks in Artful Dodger to use this talent. Then, until the end of your character's next turn, upgrade the difficulty of all melee and ranged combat checks targeting your character a number of times equal to one plus the strain suffered.

Block
(
Tier: 2 Activation: Active (Incidental, Out of Turn) Ranked: No) Your character must have purchased the Parry talent to benefit from this talent. While wielding a shield, your character may use the Parry talent to reduce damage from ranged attacks as well as melee attacks targeting your character.

Confidence
(Tier: 2 Activation: Passive Ranked: Yes) May decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence, to a minimum of Easy (1 Difficulty).

Dirt In the Eye
(Tier: 2 Activation: Active (Incidental) Ranked: No) After your character inflicts a Critical Injury on an adversary, they may use this talent to upgrade the difficulty of that adversary's next check.

Disorienting Blow
(Tier: 2 Activation: Passive Ranked: Yes) After hitting with combat check, may spend 2advantage to disorient target for a number of rounds equal to ranks in Disorient.

Distracting Behavior
(Tier: 2 Activation: Active (Maneuver) Ranked: Yes) Make a Distracting Behavior maneuver and suffer strain no greater than ranks in Cunning. Until the beginning of the next turn, an equal number of engaged NPCs suffer equal Threat on checks. Range increases with additional ranks.

Grapple
(Tier: 2 Activation: Active (Incidental) Ranked: No ) Your character may suffer 2 strain to use this talent. Until the start of your character's next turn, enemies must spend two maneuvers to disengage from your character.

Parkour!
(Tier: 2 Activation: Active (Maneuver) Ranked: No) Once per round, your character may suffer 1 strain to use this talent and move to any location within short range. This includes locations that are vertically distant or have no easy access route, but there must be an object to move across or path to move along.

Stunning Blow
(
Tier: 2 Activation: Active (Incidental) Ranked: No) While making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.

Tier 3
Ambush (Tier: 3 Activation: Active (Maneuver) Ranked: No) Once per round while benefiting from cover, may make the Ambush maneuver. Add damage equal to Stealth skill to one hit of next successful combat check against a target within short range before the end of the turn.

Armor Master
(Tier: 3 Activation: Passive Ranked: No) When wearing armor, Increase total soak value by 1.

Disarming Smile
(Tier 3 Activation: Active (Maneuver) Ranked: No) Add 1 Success to all Pathos approach Checks.

Easy Prey
(
Tier: 3 Activation: Active (Maneuver) Ranked: No) Your character may suffer 3 strain to use this talent. Until the start of your character's next turn, your character and allies within short range add 2 Boost to combat checks against immobilized targets.

Powerful Blast
(
Tier: 3 Activation: Passive Ranked: Yes) Increase Blast damage dealt by +1 per rank of Powerful Blast.

Tier 4
N/A

Tier 5
N/A

Traits

Traits are passive special attributes which grant narrative bonuses. They are unlocked when you reach rank 4 in a stat, or from narrative actions. Every Trait costs 30 XP to buy. You get a free Trait when you reach rank 4 and rank 5 in a stat.

Brawn Traits
N/A

Agility Traits
N/A

Intellect Traits
All In My Mind – Spend 1 Fate Point. Redo any Crafting Phase without any loss of material/time.

Done My Homework
– Spend a number of Fate Points to introduce information about a previously unseen tech that can work in your favor.

Give This Kid A Nobel Prize! – Spend one 1 Fate Point. Resolve a Social Conflict immediately in your favor.

It's Alive! It's ALIVE! – Can successfully create something that can emulate intelligence. Allows the creation of fully sentient beings (programs/constructs), up to a number of times this trait is taken. A Fate Point must be spent to create such a being.

I Dreamt A Dream – Think of A Grand Ideal (a human creation that is seemingly impossible). Any check that directly advances the materialization of the Ideal receives a Boost Die.

Mad Scientist – Spend 1 Fate Point and assign materials. Get 2 random rolls to discover new technologies.

Sufficiently Advanced – Allows the creation of objects that shouldn't be possible with the current tech level. Spend a number of Fate Points. Add any Item Quality with Ranks = Fate Point Spent to any object you've made.

With a Box of Scraps! – Spend a number of Fate Points up to the number of times this Trait is taken. Reduce the rarity of all materials required for the Crafting Creation Phase by steps=Fate Point spent.


Cunning Traits
N/A

Presence Traits
N/A

Willpower Traits
N/A

Other Traits
Bought the Bank: N/A.

Blessed By Fate: Gain an additional Fate Point.

Goes Up To Eleven: N/A.

Knighted: N/A.

Plus Ultra: Spend 1 Fate Point. Ignore any Strain incurred in the following Combat/Social Conflict. Gain condition Overspent afterward.

Rose Garden: N/A.

Signature Flair: N/A.

The B-Team: N/A.
 
Last edited:
Mechanics
Mechanics
Dice mechanics in this quest is based on the Genesys system. The adaptation is a work in progress, so expect some modifications here and there.


Types of Dice and Rolls
There are six types of die in this system.

Positive Die
  • Boost die (Đ6) – Whenever there is something that gives you an advantage; it is represented by a Boost die.
  • Ability die (Đ8) – A representative of the ability you have in the roll in question.
  • Proficiency die (Đ12) – A representative of the training + ability you have in the roll in question.
Negative Die
  • Setback Dice (Đ6) – Whenever there is something that gives you a disadvantage; it is represented by a Setback Die.
  • Difficulty Die (Đ8) – Depending on the difficulty of the roll, a number of difficulty die is added to the dice pool.
  • Challenge Die (Đ12) – Represents a sheer challenge, or extreme adversity or opposition.
A dice roll is made by gathering a pool of positive and negative dice together and rolling to see the results. Positive dice are the boost, ability, and skill in question. Negative Dice are the difficulty, setback.

The number of ability and proficiency die is formed by the skills and their related stats. The number of ability die is always the greater of the skill/stat in question. Out of these, a number of dice are upgraded to proficiency dice (equal or lesser than the number of ability die.

Let's say you have Brawn (STAT) = 3, Athletics (SKILL) = 2. First, you'll add 3 Ability dice to the pool (for the STAT). Then, since you have 2 Athletics, you'll replace two of the three with Proficiency die (SKILL). So your pool would be 1 Ability dice, 2 Proficiency dice.

If you had Athletics = 3, and Brawn = 2, we'll first take Athletics, add 3 Ability die, and since we had Brawn = 2, replace that with 2 Proficiency die. So the pool will remain the same, 1 Ability dice, and 2 Proficiency dice.
Dice Results
There are six symbols on the faces of the dice, which make up for a variety of results. Positive Results are found only on Positive Dice, and Negative Results on Negative Dice.

Positive Results
  • Success (Ѕ) – Successes used to whether a skill check succeeds or fails. The more successes you have, the more likely you are to pass the check.
    Mechanically, one success is canceled by one failure. If at least one success remains after all calculations, the check succeeds. Sometimes the number of successes is also used to determine the magnitude of the success.
  • Advantage (Λ) – Advantage denotes an opportunity for positive possibility, regardless if one fails or succeeds the skill check.
    Mechanically, they are canceled by Threats/Disadvantages, in a 1:1 ratio.
  • Triumph (Ϟ) – A Triumph is a significant positive outcome. Mechanically, it counts as one Success + Super Advantage. A super advantage is in an advantage in a class of its own, and is basically assumed to trigger incredible effects. The success generated by Triumph can be canceled, but the Super Advantage always remains. Triumph is only found on Proficiency dice.
Negative Results
  • Failures (F) – Failures cancel out success. Multiple failures do not affect the magnitude of failure.
  • Threat/Disadvantages (V) – Threats cancel out Advantages, and represent distressful developments incidental to the result of the check.
  • Despair (X) – A Despair is a significantly negative outcome. Mechanically, it counts as one Failure + Super Disadvantage. A super-disadvantage is in a class of its own, and basically is a potent failure. The failure generated by Despair can be canceled, but the Super Disadvantage always remains. Despair is only found on Challenge Die.
Stats, Skills, and Talents
Basic Stats
  • AGILITY – Dexterity, hand-eye co-ordination. Characters with high Agility have great flexibility, good sense of balance, and deft hands.
  • BRAWN - Power, strength, toughness. High Brawn characters are physically fit, rarely get sick and have strong constitutions.
  • CUNNING – How crafty, devious, sly the character can be. High cunning characters are savvy, quick to pick up social and environmental clues, and can readily come up with short term plans and tactics.
  • INTELLECT - The character's intelligence, education, mental acuity, the ability to think and rationalize.
  • PRESENCE – Represents the character's charisma, moxie, and force of personality.
  • WILLPOWER – Reflects the character's mental fortitude, self-discipline and control.
Derived Stats
  • WOUND THRESHOLD (WT) – How much physical damage can one take before passing out. (=10 + BRAWN)
  • STRAIN THRESHOLD (ST) – How much mental strain can one sustain before falling unconscious. (=10 +WILLPOWER)
  • DEFENSE – Separated into two, Melee and Ranged. If written as it is, means both. Adds setback dice to opponent attacks, equal to the value.
  • SOAK – Value that is subtracted from all incoming physical damage. (= BRAWN)
  • ENCUMBRANCE – Total weight one can carry (=5+BRAWN)
  • RESISTANCE – Soak for social conflict. Is divided into three – Logos, Pathos and Ethos.
Skills

These are the skills in this quest.
  • Arcana ( ) – The magic skill, which is used for spell casting checks.
  • Athletics (BRAWN) – Performing any physical feats such as running, climbing or parkour falls under this skill.
  • Brawl (BRAWN) – Martial arts, wrestling, and unarmed combat.
  • Charm (PRESENCE) – The ability to chatter, compliment, and get other people to like you. When characters try to persuade others or give a performance, they use this skill. When used in social combat, Charm is opposed by Cool.
  • Coercion (WILLPOWER) – The use of threats, or physical intimidation to instill fear or respect. When used in social combat, Coercion is opposed by Discipline.
  • Computers* (INTELLECT) – Operation of computers and electronic systems, write complex programs, and hacking falls under this skill.
  • Cool (PRESENCE) – Staying calm and maintaining composure, keeping a poker face, looking unperturbed falls under this skill. Opposes Charm.
  • Coordination (AGILITY) – When characters face a challenge of agility, such as walking on a tight-rope, juggling items, and crawling inside a crevice, they use this skill.
  • Crafting* (INTELLECT) – The ability to build, repair, modify new things and substances.
  • Deception (CUNNING) – When the character lies or tries to hide something, he uses Deception. White lies don't count, but lies of omission do. In social combat, Deception is opposed by Vigilance.
  • Discipline (WILLPOWER) – The skill to focus one's mind and quiet their thoughts. Self-mastery and focus are represented by this skill. Opposes Coercion and Discipline.
  • Knowledge* (INTELLECT) – A broad skill that represents everything one needs to know, from physics to biology to theology and philosophy.
  • Leadership (PRESENCE) – Commanding people, giving orders, instilling loyalty and respect. In social combat, Leadership is opposed by Discipline.
  • Medicine (INTELLECT) – Any attempt to heal a being uses this skill.
  • Melee (BRAWN) – When fighting using a weapon.
  • Negotiation (PRESENCE) – When the character wants to make a deal. If there is a proposal for an exchange, this skill is used. In social combat, Negotiation is opposed by Negotiation.
  • Perception (CUNNING) – Active attempt to search the surroundings, notice clues, or find hidden things, this skill is used.
  • Ranged (AGILITY) – When fighting using a ranged weapon.
  • Resilience (BRAWN) – The skill to overcome pain and fight through the fatigue. Resisting poisons and diseases, and surviving hostile environments.
  • Skulduggery (CUNNING) – Disarming traps, picking locks, and covert, or criminal activity.
  • Stealth (AGILITY) – Act unnoticed by anybody or anything.
  • Survival (CUNNING) – Ability to find food and water in hostile lands, cope with dangerous conditions, and survive in a location that is far away from civilization.
  • Vehicles* (AGILITY) – Operation of all vehicles, from automobiles to locomotives.
  • Vigilance (WILLPOWER) – To be aware of your surroundings, without any conscious effort.
Leveling up a skill takes 5*(Next Skill Rank)+5 XP. If it is a career skill, reduce 5 XP.

*Represents skills that are too broad and may require additional talents to use in specific scenarios. Without the talent, the skill may not be used at all, or if permitted, is done with an additional Difficulty. Leveling these skills requires an additional 5 XP.

Skills may be uncoupled from their characteristic in several scenarios, depending on how it is being used. For example, Melee uses the BRAWN attribute, but it may be changed to AGILITY depending on the weapon/person in question.

Talents

Specialized skills/actions/patterns that your character has learned or is good at, through experience, practice, or any other means.

Talent breakdown –
  • Name: Each Talent has a Name.
  • Tier: Each Talent has a Tier, which means it costs more XP to purchase the talent. (5*Tier)
  • Activation: There are two types – Active and Passive. Active talents need specific circumstances or choices when to be used, which is described. Passive Talents are always on.
  • Ranked: If the talent is Ranked, it means the talent can be purchased multiple times. But each time it is purchased, the Talent Tier increases by 1 (up to 5).
Example Talent -
Clever Retort
Tier: 1
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per encounter, your character may use this talent to add automatic 2 Threats to another character's social skill check.
Equipment, Weapons, Armor, and Crafting
Items have rarity, which is modified by the places where it is sold. All items have encumbrance value.

Encumbrance Threshold

When a character crosses their ENCUMBRANCE, a Setback is added to all Brawn and Agility checks.

Furthermore, if Carried Encumbrance - ENCUMBRANCE >= BRAWN, they no longer get a free maneuver every turn, and every maneuver costs 2 strain.

For example, if BRAWN= 2, then ENCUMBRANCE = 5+2 = 7. If the Carried encumbrance is 9, it is over by 2, and thus the second rule is applied.
If characters want to lift something greater than their ENCUMBRANCE, they make an Athletics check with a difficulty of the difference between character ENCUMBRANCE limit and the object weight. If the object is over by 1, the difficulty is 1, and so on until a difficulty of 4.

Concealing Gear

If the character wants to hide something with en <=1, the searcher will make an opposed Perception vs Stealth if they are actively searching for it, and Vigilance vs Stealth if they're keeping an eye out in general.

Item Maintenance

Item has five damage steps. Minor, Limiting, Moderate, Major, Inoperable. Repairing them costs resources and checks on the Crafting skill.

Gear

Anything that isn't weapons or armor is gear. Gears have special rules.

Weapons
Weapon characteristics –
  • Name, Skill Used
  • Base Damage – Base Damage inflicted by the weapon. Every success generated by weapon use is added to it. If it has a + in front of it, it means the relevant Attribute also gets added.
  • Critical Rating (Crit) – Indicates the number of advantages required to trigger a critical hit with this weapon.
  • Range – Range of the weapon.
  • Encumbrance, Price, Rarity
  • Special – Special properties the weapon possesses.
Armor
Armor characteristics

  • Defense – Sets the DEFENSE of the character at a certain value.
  • Soak – Adds Soak to the character's SOAK value.
  • Encumbrance, Price, Rarity, Special
Craftsmanship
Crafting simply doesn't refer to creating objects or items. Any player creation which can give repeated, tangible benefits is something that can be crafted. Poems, songs, performances, computer programs, are all valid targets of craftsmanship.

Crafting something is done in 3 phases. Design Phase, Creation Phase, Enhancement Phase.

Design Phase

In the design phase, the item/creation is broken down into a number of research/ knowledge/crafting rolls. (If the player already has complete information required, he gets to roll with a Boost Die and/or lower difficulty).

The player must have a minimum no. of cumulative successes in order to successfully design their creation. Advantages and Threats do not cancel each other out.

Advantages in these rolls range from (+Success/+2 Advantage) to any roll in the next phase, a lower number of materials/time required, a better version of the item quality bestowed, an additional property, etc. Threats in the rolls mean (1 Failure/1 Threat) to any roll in the next phase, a greater number of materials/time, a lesser version of item quality, etc.

After the design phase is done, the player should know the creation (all characteristics) fully, the number of materials required for the project, the time required, and the number of rolls and difficulty for creation.

The player may redo the design phase as many times he wants but materials/time will always be spent. (keep narrative constraints in mind.)

Creation Phase

In this phase, the player will actively create the object in a number of craftsmanship rolls. (1 for simple objects, 2 for complex, 3 or more for magical). A minimum no. of successes are required in order to create it. Advantage/Threats cancel each other out.

An advantage in these rolls means a beneficial addition to any item property, (+1dmg/-1crit) the item quality Superior/Accurate. Disadvantage means similar negative outcomes.

A player may redo the creation phase, but material/time will always be spent.

Enhancement Phase

The enhancement phase can be skipped if one wants to.

This phase is used to bestow peripheral benefits to the item in question – as a representation of the maker's flair or skill, which is used for narrative purposes. The number of rolls doesn't exceed 2. Success means a property is bestowed, and Failure means the property is not bestowed.

Advantages range from +Advantage in Negotiation/Charm when interacting with certain people, an increase in disposition when interacting with certain races (dwarves look fondly upon dwarven work), and so on. Triumph may give +1 hardpoint.

Threats can range similarly, with certain people indisposed to you, the item attracting wrong attention, and so on. Despair adds a fate point to the GM Pool.

Material Range

Mundane – Uncommon - Special – Rare – Legendary – Mythic.
Item Qualities and Status Effects
These are the different qualities weapons and armor can have. Qualities can have ranks/rating, such as Blast 2 or Accurate 3.

  • Accurate - For every rank of Accurate, add +1 Advantage Dice.
  • Auto-fire - Increase difficulty by 1. If attack hits, trigger Auto-fire by spending 2 Advantage. Every time auto-fire is triggered, deal an additional hit to the target.
  • Blast - If attack is successful, each character engaged with target suffers damage equalling Blast rank + damage by number of success. If attack misses, Blast can still be triggered by spending 3 advantage. In that case targets suffer a hit = Blast rank.
  • Breach - For every rank of Breach, ignore 10 Soak.
  • Burn - Target suffers base damage of weapon for a number of rounds = Burn rating. Victim may try to stop by making a Average(2diff) Coordination roll.
  • Concussive - Target is STAGGERED for a number of rounds equal to weapon's concussive rating.
  • Cumbersome - Needs Brawn to wield. For each point of Brawn < Cumbersome rating, add a Difficulty dice.
  • Defensive - Add melee defense = Defensive rating
  • Deflective - Add ranged defense = Deflective rating
  • Disorient - Target is DISORIENTED for a number of rounds equal to weapon's disorient rating.
  • Ensnare - Target is IMMOBILIZED for a number of rounds equal to weapon's ensnare rating.
  • Guided - If attack misses, attack again if Advantage > 3. The difficulty of the second roll will be Average(2diff), and no. of ability dice will be replaced by no. of dice = Guided rating.
  • Inaccurate - Add a Setback dice for each rank of Inaccurate.
  • Inferior - Add a Threat on each check.
  • Knockdown - Requires 1 advantage to trigger, plus 1 additional per size of target beyond 1.
  • Limited Ammo - Requires a Reload manoever after a number of attacks = Limited Ammo rating. Cannot be used otherwise.
  • Linked - Spend 2 advantage to gain an additional hit, upto a number of times equal to Linked rating.
  • Pierce - Ignore Soak = Pierce rating. If Pierce > Soak, additional Pierce has no effect.
  • Prepare - Must do the Prepare maneuver for a number of terms equal to the Prepare rating. Moving, Being knocked prone, disruption may/may not reset the counter (depends on GM).
  • Reinforced - Immune to Sunder, Pierce and Breach.
  • Slow Firing - Must pass a number of rounds = Slow Firing rating before being used again.
  • Stun - Deals STRAIN on a successful hit = Stun rating. (STRAIN is not reduced by SOAK).
  • Stun Damage - Deals Strain Damage on a successful hit. (Strain Damage is reduced by Soak).
  • Sunder - Activated by 1 advantage (on both successful/unsuccessful hits). Reduces the quality of items targeted by 1 step. It can be activated multiple times in the same attack.
  • Superior - Add an Advantage for each rank of Superior.
  • Tractor - Target is immobilized while the beam is active, and is pulled towards the character.
  • Unwieldy - Needs Agility to wield. For each point of Agility < Unwieldy rating, add a Difficulty dice.
  • Vicious - When attack results in a Critical Injury, add 10*(Vicious Rating) to the roll.
Status Effects –

STAGGERED – Cannot perform any actions for a number of rounds. May be removed by a Resilience check.

IMMOBILIZED – Cannot perform any maneuvers for a number of rounds. May be removed by an Athletics, Brawl or Melee checks.

DISORIENTED – Adds a Setback Die to all checks for a number of rounds.
Combat
Combat consists of Rounds, in which a character does Incidentals, Maneuvers, and Actions.

Incidentals, Maneuvers, Actions

Incidentals are things that take no time at all. A character can perform any number of Incidentals per turn.

Maneuvers are actions that are tracked by the system. A character gets a free Maneuver every turn but can get another one by spending strain, advantage, or downgrading an Action. Maneuver usually doesn't require skill checks.

Actions – a character only has one Action every turn. They can downgrade it to Maneuver, activate an Ability, make a Skill Check, or a Combat Check.

Melee and Ranged Attacks

Melee attacks are always ĐĐ (2 difficulty). Ranged attack varies by distance. Engaged is Đ, Short is Đ, Medium is ĐĐ, Long is ĐĐĐ, Extreme is ĐĐĐĐ. If engaged with an opponent without melee weapon, add +Đ. If the ranged weapon is two-handed, add +ĐĐ.

Range Bands


We use an abstract representation of distance, with five ranged bands – Engaged, Short, Medium, Long, and Extreme.

Engaged is a subset of Short – it means you're actively facing a particular enemy. Engaging is only possible if target is in Short range. Engaging is done via the Engage Maneuver.

Short – Upto several meters of distance. Moving from one spot in Short range to another requires 1 Move Maneuver.

Medium – Upto several dozen meters of distance. Moving from Short range to another requires 1 Move Maneuver.

Long – Upto two to three times the distance of Medium. Moving from Medium to Long requires 2 Move Maneuver.

Extreme – Farthest range in which targets can interact. Moving from Long to Extreme requires 2 Move Maneuver.
Social Conflict
Instead of targeting physical wounds, in social combat, strain is targeted. When the damage is greater than half the strain threshold, the target will have the option to Compromise, that is, accept a condition and end the conflict.

If the target does not compromise, then the combat continues until Strain reaches 0, at which point a harsher Penalty is inflicted on the losing side.

The difficulty of social combat depends on several factors – the argument being made, the disposition of the character, etc.

There are three ways of approaching a social conflict.

Logos, Pathos, Ethos

Logos seeks to convince by the use of logic and reason. To use logic will be to use reasonable statements, facts, statistics, or citations. The stat used in most cases will be Intellect.

Pathos, or emotional appeal, means to persuade by appealing to their emotions. To use pathos is to invoke sympathy, to make them feel what you want to feel. The stat used will be the usual ones, or sometimes be substituted with Cunning or Presence.

Ethos is the ethical appeal, to convince based on the fact that is the right course of action. Ethos will vary from making oneself sound fair or unbiased, basing on authority, morality, history or principles of the character/target.

Every character has a Resistance on the type of approach – the value is subtracted from the roll. The Resistance may vary as the argument continues.

Advantages and Other Spends

Depending on the approach, the advantages will be different. A Logos based approach will help reveal the Motivations/Goals of the target while spending Advantage. A Pathos based approach reveals the feelings of the target on the subject/speaker/self or in general. An Ethos based will reveal the principles of the character. As the Motivations/Feelings/Principles of the character are revealed, you can target them more precisely (gain Boost Die with GM approval).

Approach and Argument.

You will provide an Argument – which contains have 3 Approaches in order. (eg. Logos, Logos, Ethos). The Argument itself may grant bonuses or maluses.
External Links
Combat Cheat Sheet - Here
Genesys Cheat Sheet - Here
 
Last edited:
[X]plan non cannon

[X] a gold medal for the champion of the track team (+BRAWN)

[X] It was Aunt May, who had died in a road accident.

[X] There is no wisdom that is greater than kindness.

[X] Otto Octavius. A genius whiz-kid with zero social grace.
 
[X] Plan: A Good Man

[X] a certificate for winning a local science exhibition. (+INTELLECT)

[X] It was Aunt May, who had died in a road accident.

[X] There is no wisdom that is greater than kindness.

[X] Jean DeWolff

she in canon had a thing fdor Spider man but was murdered before that became anything I kind of want us to see if it happens here
 
Last edited:
[X] Plan Drama King
-[X] a picture with all the members of the drama club. (+PRESENCE)
-[X] It was Aunt May, who had died in a road accident.
-[X] Don't let fear kill the greatness inside of you.
-[X] Jean DeWolff. A punk oddball who wants to be 'free'.
 
[X] plan: Web of Choices.
-[x] a certificate for winning a local science exhibition. (+INTELLECT)
-[x] It was Uncle Ben, who was killed in a robbery gone wrong.
-[x] When you make a choice, you also choose a consequence.
-[x] Otto Octavius. A genius whiz-kid with zero social grace.

Because, why not.
 
[X] Plan: A Good Man


Honestly Would prefer A Good Man, but In interest of keeping it in a higher vote count. I'm picking my runner up Web of Choices.

Edit: and someone else voted for A Good man so it's vindicated for me to vote for this.
 
Last edited:
[X] plan: Web of Choices.

I like this vote,the only thing im reluctant about is otto octavious,while we would have a good dynamic most of the time he goes villain
 
[X] Plan: A Good Man

[X] a certificate for winning a local science exhibition. (+INTELLECT)

[X] It was Aunt May, who had died in a road accident.

[X] There is no wisdom that is greater than kindness.

[X] Jean DeWolff
 
[X] Plan: A Good Man

I prefer playing a spiderman that plays up his intelligence. Spider man logic- I have super powers, well better make some good gear as well.
 
What setting is this? Comics? MCU?
Mostly a mixture of comics mixed with some of my own ideas.
I think we're tied at 4 votes each for A Good man and web of choices plan, with plan non-canon and drama king at 2 votes. I'll give it a few more hours, see if the tie breaks.
EDIT: And I was wrong, Plan Good Man has already won. Sorry for that. Voting closed.
 
Last edited:
You didn't Update it...
Adhoc vote count started by Totadileplayz on Jun 2, 2020 at 2:03 AM, finished with 23 posts and 19 votes.
 
Back
Top