A Legacy of Gotham - Mechanics
Dice -
Like many quests A Legacy of Gotham uses D100s for things like combat, research, social, ect ect. There are dice modifiers that you can get from attributes, skills, or traits.
Rerolls, if you want them you have to either have a trait or an item of some kind to give them to you.
Dice Explosions/Overflow only happen when the original roll without any modifiers is 90+
Attributes -
Attributes are your base stats, your strength or your intelligence for example. Everyone has them, but not everyone can max them out. Attributes go from 1 to 15. Using Strength as an example: 1 is "I have weak baby muscles.", 5 is an average person, 10 is a peak human like Batman and is the highest most humans can go, 15 is a demigod amongst men and they're people like Superman, Wonder Woman, or Martian Manhunter. It's possible to have an Attribute above 15, but anything above 15 is a big narrative event, and it could cause people to team up and attempt to stop you.
On to dice modifiers, a 1 in Strength would give you a - 40 modifier when you're fighting someone, or moving a couch because you are incredibly weak. A 5 would give you a modifier of 0, while a 10 would give you + 50.
- 1 = - 40
- 2 = - 30
- 3 = -20
- 4 = -10
- 5 = 0
- 6 = + 10
- 7 = + 20
- 8 = + 30
- 9 = + 40
- 10 = + 50
- 11 = + 60
- 12 = + 70
- 13 = + 80
- 14 = + 90
- 15 = + 100
Now for what the attributes that will be in this quest are:
Strength- How strong that character is, how much oomph they pack in their punches, and how well they can take hits.
Agility- How agile/fast a character is, how good that character is at getting out of the way, and how speedy a speedster can be.
Intelligence- How big your big brains are, how to build super-tech, or do detective work.
Charisma- How good a character is at inspiring, or terrifying others.
Luck- How lucky that character is, deals in loot/event rolls.
Skills -
Everyone has skills, whether they be for cooking, detective work, or holographic tech. Skills go from 0 to 5, with 0 being "I know this is a thing.", 2 being average, 4 being professional at that particular skill, and at 5 you are someone who pushes the boundaries of that skill.
If you happen to create a new skill, such as a unique fighting style or a branch of science that has barely been explored by the public at large you may obtain a trait.
As for dice modifiers:
- 0 = 0
- 1 = + 10
- 2 = + 20
- 3 = + 30
- 4 = + 40
- 5 = + 50
Traits -
Traits help make up who a person is and what they are. They also give nifty dice modifiers ,allow certain things to happen, or restrict you from doing things.
Take Superman's trait for example:
- Kryptonian: As a Child of Krypton you carry their legacy for brilliance forward. + 20 to intelligence rolls, with a yellow sun + 50 to strength and the ability to reach 15 in physical attributes
Retcons -
Comics are an ever evolving media, that's to say they keep going on and on and on. Therefore, they have retcons to correct, or change stuff to their liking.
This being a comic book quest, I felt that means we need some retcons. How we'll go about that is
Recton Points, which you(the players) can cash in at certain times.
What can Retcon Points be used for? Generally lying, and cheating. A character like the Joker uses Retcon Points to keep coming back from the dead, or to fake his death. Someone like the Scarecrow would use them to have you dosed with Fear Toxin after you defeat him, only to reveal it was a Fear Toxin hallucination all along.
Retcon points are awarded after arcs, or when I think you(the players) accomplish something big/neat/cool.
Training/Research -
Training is how to improve your attributes and skills. For attributes, training up to 5 easy, having DCs of:
- 1 = N/A
- 2 = 10
- 3 = 20
- 4 = 30
- 5 = 40
For anything above 5, you'll need training equipment or study material, and have DCs of:
- 6 = 70
- 7 = 80
- 8 = 90
- 9 = 100
- 10 = 110
When training an attribute above 5 you'll a dice modifier based on your training equipment/study material.
To get above ten in an attribute you have to have a trait, or item that allows it. Again, you'll need special equipment to help you train in someway and it'll give you a bonus. The DCs for that training are:
- 11 = 130
- 12 = 140
- 13 = 150
- 14 = 160
- 15 = 170
For skills you don't need equipment/material to train or research, unless it's something like Sword Mastery. Unlike with attributes for skills/research you won't have to beat a DC, you'll have to fill up the training/research gauge.
- 0 = 0/50
- 1 = 0/100
- 2 = 0/250
- 3 = 0/500
- 4 = 0/750
- 5 = 0/1250