Your character is a Champion of Midworld. There are six types of Champion:
- Warrior
- Hardsuit
- Magician
- Adventurer
- Mystic
- Knight
The Champion's attributes are Might, Explore, Arcane, and Technology. The implicit point buy system associated with the atrributes and types means that Champions are effectively built on 8 points (with each point being a d4 dice).
NPCs have attributes, but not a type. Easy enemies might be built on 6 points, Medium on 8 and Hard on 10. For a wider spread, 4, 8 and 12 should work. House rule suggestion: A group of mooks might share one set of attributes between them.
Each type of champion can be customised by choosing three Special abilities from a list of six available for their type and creating a Unique Talent aspect.
Core mechanic is a d4 success counting dice pool based on the relevant attribute which can be augmented by Specials, Bonus Dice (d6), Gear (1d4) and Hero Stones. This pool is rolled against a Target Number. In the opposed rolls regarding Combat and Traps, the highest roll wins with the difference being the amount of damage in wounds done. PCs can take 5 wounds before they are out of action.
Hero Stones are a one at a time bennie that can add a d8 to a roll and make all the dice in the pool explosive. Exploding dice rules are a bit exotic and worth reading closely.
Lots of multi-column d8 GM Tables with supplementary material follow to provide the spark for a pick up game. They provide a lot of flavour and should inspire GMs interested in science fantasy gaming. In fact, it's worth getting this just for the tables if that's your sort of thing.
The only other things I might ask for are an additional page with a paragraph or two about the setting and either a sample bestiary or more guidance on creating NPCs/Enemies.
This looks great for pick up games, one shots and episodic non-campaign gaming in a Saturday Morning Cartoon science fantasy setting.
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