-Tentative- MC3: European Theatre rules (tentative title) *Everything in here subject to modification.* -Basic Stuff- The game will be run in Tri-Stat, using d8s. 85 CP 40 SP -Stats and Skills- Use Variable Stat Costs. Use Modern Urban Fantasy skills. Archery and Heavy Weapons cost 5 SP. Acrobatics and Linguistics cost 4. -Some Other stuff- PCs may be humans or supernaturals. Both humans and supernaturals can have powers; the distinction comes from a few game elements (for instance, only supernaturals are affected by spirit wards, or certain attributes might affect humans only). A character MUST be determined to be one or the other. Half-breeds are considered to be supernatural. Supernatural creatures must be a race that can coexist with humans. No extra terrestials. Extra-dimmensional characters are an option, but be sure to discuss this with me before you create one. -Attribute Notes- Exorcism affects spirits and things capable of taking possession. It has no effect on corporeal undead. An incorporeal spirit under exorcism can be hit by normal attacks. Illusion costs 2-5 points (using the scale in the book, +1) per level. Extra illusions cost 1 CP per level of the illusion. Teleport costs 9 points per level. Invisibility costs 5 points per level. Sight and hearing take two attribute slots. Divine Relationship costs 2 points per level, and does not apply to critical failures. You can reroll your own rolls only. They are usable once per level per _Mission_, not session. Armor provides full protection for only the first 30 points of damage dealt. After that, it absorbs 90% of the damage. The remaining 10%, rounded up, constitutes actual HP loss. For example, if a character has 70 armor points and is hit by an attack that does 60 damage, he takes 3 points of actual damage. Armor penetration affects the "base" armor (the full 30 points) first. Mind Shield gives you the ability to resist possession, mind reading and mental intrusion, but it works both ways; telepathic thoughts sent by other characters may be resisted. -Attribute Restrictions- No Own Big Mecha. No Hyperflight. Maybe no Power Flux. I'm still not clear on how this one works. If you want it, talk to me about it. Maybe no Dynamic Sorcery. I might allow it as ritual type magic, however. Talk to me if you want it. -Modified Defects- Reaccuring nightmares slows down healing. Normally, characters recover their body + soul x 2 in HP and mind + soul x 2 in EP each night of rest. At level 1 of Reaccuring Nightmares, characters recover their body + soul in HP and their mind + soul in EP. At level 2 of Reaccuring Nightmares, characters recover half of these value. At level 3 of Reaccuring Nightmares, characters recover only 1 HP and EP a night. Burns Energy starts at a cost of 2 EP for 1 BP. EP cost increases per BP added as according to the book, at a cost of 1 BP lower (so 5 EP for 2 BP, 10 EP for 3 BP, etc.). The Slow defect on special attacks increases wait time by only 1 round per time it's taken. So, taking it twice would make the attack take 2 rounds before it goes off (substitute rounds with extra attacks if you like). -Languages- The diversity of the languages in Europe makes knowing more than one extremely useful. All characters automatically know English. For anyone who wants to expand their linguistics skills, other reccommended languages are other European languages. -Wealth- Wealth represents a character's level of lifestyle. This costs 2 points per level in MC3. Descriptions largely taken from ATC2, 'cause GM is lazy. Should one character chose to take another in, both will have the average of their collective wealth levels. This might not make much sense if you're uber rich and you take in a street pauper, but thems the breaks. Level 0: You have a small, one bedroom apartment, and make enough cash to eat and pay bills, but you can't really afford luxuries. Level 1: You have a multi-bedroom apartment with more tasteful furnishing. You make enough money to go see the occasional movie, too! Level 2: You have a small house and decent furnishings. You have no yard to speak of. You can afford to eat fancy on occasion, and have a little extra spending money. Level 3: You own a moderately large house and a yard with trees in it. You can afford to throw parties! Level 4: You own a rather large house and probably a decent chunk of land. Your furnishings are likely top-class. Level 5: You own a mansion, a corresponding estate, and all the trimmings and trappings contained therein (fine art, etc). Level 6: You've probably got multiple summer homes. Homes that are mistaken for mansions by the common folk, no less. A defect: "Less Wealth" is also available: 1 BP - You live in a cardboard box. It could say "To Airport" or "To Refinery", and you might be able to hide from soldiers in it if you're lucky, but it's still just a box. 2 BP - You don't even have a box. Not only that, but you can't afford any mundane items. Not even a pencil. You have one set of tattered and stained old clothes, and that's it. -Power Usage- Power Usage costs 8 CP per level, but unlike in dX, it does not have to be purchased for every power as a seperate skill. Instead, you may use the power usage skill for any power that you have listed as a specialty. As with all skills, specialties cost one CP except the first, which is free. -Spirit Wards- Spirit wards are available as minor gadgets. They are one use per minor slot taken, but can be replenished for free between missions. They have a multitude of uses: * When placed on a supernatural entity via an unarmed or thrown weapons attack, a spirit ward does 10 damage per round. It can be removed after, but that takes a combat action. It does no damage to humans, but it does affect incorporeal entities. * When placed on a person under possession or mind control, the victim can make a mind check to break free. * When placed on a doorway, window or some other entrence, a supernatural cannot pass through without spending great effort (it requires 20 EP to attempt to pass). In order to pass, the supernatural must make a soul roll at a +2 penalty. ** More powerful wards can be taken for 2 minor slots. They have double the effect (exception: It still requires 20 EP for a supernatural to pass a warded portal, but now at a +4 penalty). -Special Bullets- Special bullets are available as stated in the rules. In addition bullets that affect incorporeal targets cost 2 minor item slots. They cause no damage to non-incorporeal targets. -House Rules- Called Defense: If you think you're going to be attacked with a called shot, you can make a called defense. This lets you protect a certain part of your body (head, hands, shoulders... be specific) with a -3 bonus to defense. The downside is if the attack is not a called shot, or if it's called in an area you're not protecting, you recieve a +1 penalty to defense. Energy Rule: Characters function at full performance if they have more than 50% of their total EP. They take a +1 penalty between 50% and 25%, +3 below that, and straight out collapse at 0 EP. Spirit Link: In the past 3 years, a very small number of people have manifested the ability to create spirit links with other people. Spirit links allow the two participants to share a small amount of their power with each other. Creating a spirit link grants a predetermined attribute or attributes, depending on who the person you link with is. The bonus will be fairly minor, so don't worry too much if you don't find anyone you want to create a link with. A spirit link also allows the participants to know if the other feels endangered. If the person is ambushed and knocked out before they are able to feel endangered, or if they don't feel any danger even though they're fighting, though, the link won't let you know. So far, it has proven impossible for a Spirit Linker to link with another Spirit Linker. All PCs on the English team are Spirit Linkers. Therefore, they can only create links with NPCs. To create a link, the two people involved must trust each other. They must also both agree to it. That's all it takes. If they come to mistrust each other after the link is made, it will be broken. Only one spirit link can be made at a time. A link can also be broken by will, for such times as when you find someone you'd rather link with. The other participant will be aware of when this happens, however, and depending on their personality may take it as an offense. If one participant dies when a link has been created, the other will feel negative effects, possibly irreversable. It's important to take note of that before creating a link. To save the GM sanity, Spirit Links cannot be created during the character creation process; they can only be created after the game has started. There are certain people that have been deemed are incompatible for spirit links. Nobody has been able to establish a link with them. All servants/henchmen/ player-controlled NPCs are Incompatibles. -England Group- The England group consists of a vigilantee group that battles supernaturals for justice, or just to make life a bit safer for ordinary folk. They aren't paid much. They have more freedom than the organized group does, however. The England group will consist of a small, as-of-yet-undetermined number of players. * Supernatural creatures must be able to maintain a human appearance to be able to go out in public. * Characters must want to be in the organization; there's nothing forcing them to be there. * One person will be the main contact. This is the person who recieves information on potential missions; it has no effect on character importance. The rest of the characters must trust this person at least far enough to go on the missions. -Background- It's early October of of 2062, and paranormal activities are on the rise. The countries of Europe created The Holy European Supernatural Organization to deal with the new threat. However, after some time, England felt that HESO was not paying as much attention to its problems as the rest of Europe's. They ceased funding the organization. In response, the rest of the European Union barred the HESO from any operations within England. Without the support of HESO (also known as Mitternacht), England fast became a hot spot for supernaturals. In response, several small, private organizations appeared to deal with these paranormal threats. England is the only country left in Europe were the religious majority are not Catholic (said majority being Anglican instead). It is probably for this reason that they felt HESO was not providing sufficient support (whether this is true or not is debatable). While the majority of the populace in Germany are Catholic, there's also a large number of Protestants. Turkey no longer exists on the European Continent; the area has been replaced by the Byzantine Empire, and Istanbul is once again called Constantinople. Extreme tension remains between this new country and the rest of Turkey in Asia minor. The Vatican is home to the largest building in the world: the Grand Cathedral, called so because it practically IS the country. The building is huge, covering over 60% of the Vatican territory (Not that the Vatican is very large to begin with, but still). Hong Kong is its own territory, having broken from China in 2035. Technically an anarchy, it is in reality controlled by the Triads. Because of the low taxes, a number of corporations have moved their head offices here. The streets can get violent, as the Triads war against each other, but there is a mutual agreement not to use heavy arms or harm bystanders. -Updated Character sheet Rule- This is more a disclaimer than anything. It comes up often enough that I feel I should write it down: When submitting an updated character sheet, you must get it to me the day before the next session/mission your character's participating in. If you wait until just before the session to send it to me, any changes won't count until the next session after. This applies to both the French and English groups.