Chaos Earth Setting Rules

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Daniel
Daniel (Lars)
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Chaos Earth Setting Rules

Post by Daniel »

SETTING RULES
See the example Character Creation for more information:
viewtopic.php?f=222&t=3975


Starting Wealth will only really come into play at the beginning of the game. It will be played per page 145 of SWADE. You determine your wealth by Edges or background story. Pop an Edge or instead write up a good reason your wealth might be increased. Remember it really only matters for the beginning of the game.

Bennies. Will be handled exactly like SWADE says to. Page 89-90. Unless you have Edges that effect your starting number, you get 3.

Adventure Cards. Again as per SWADE. We will not start with them. After the Coming if the Rifts, in a moment of relative calm, I will ask you each to write a Interlude. It will describe a hardship or difficult thing you overcame before the fall. More on that later. Adventure Cards will be awarded for that.

Advancement. Will work as per site rules. Three month increments. However, I reserve the right to add in an Advancement that might occur directly after the fall. So between now June and September you may receive one extra Advancement.

Starting Gear, Vehicle, Owned Property’s and Weapons.
These things are going to change. A lot. You might be the local homeless person. You might be the rich dude down the way with a vintage DeLorean. Starting “Gear” will be you the Player Character presenting to me the GM what you think you would have based on your rocking cool and informative Background.

Born a Hero
Heroes may ignore the Rank qualifications for Edges during character creation. They must still meet any other Requirements as usual. The usual rules for Rank Requirements apply afterward.

Conviction
Conviction is a special award granted when a character experiences a great victory or catastrophic misfortune. Conviction can be spent to add a d6 to a Trait or damage total. The die can Ace, and its result is added to the final Trait total.

Advanced Science and Meds
Every Character get a boost to attributes. A free die type to one attribute. Good science, meds, and genetic engineering of the Golden Age.

Chaotic Dynamic Backlash
  • When a Player Character rolls a Critical Failure on an arcane skill check it results in Fatigue (described on page 150) and they must roll on the following table.
  • When a Player Character rolls a 1 on an arcane skill check it results in Fatigue (described on page 150) and they must roll on the following table.
  • Bennies may not be used for Critical Failures.
  • Bennies may be used to re-roll a 1 on skill check when not a Critical Failure.
CDB Chart
Roll a 2D6 for effect:

2
Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

3
Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

4
Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

5
Fear: All Player Characters with in a Large Burst Template must make a Fear check (a Spirit roll as a free action).
Success means a character manages to overcome the situation and carry on. A failed Fear check means the unfortunate soul faces the consequences below, depending on whether the source of fear was grotesque or terrifying in nature:
1d6 = 1, 2 or 3 = NAUSEA: Effected are overwhelmed by nausea, as if the scene was grotesque or horrific, such as a grisly discovery or learning a secret “Man Was Not Meant to Know,” the character is Shaken and Fatigued. Critical Failure means the victim must roll on the Fear Table as well.
1d6 = 4, 5 or 6 = TERROR: Effected are overwhelmed by terror as if a terrifying trigger, such as a monstrous creature or unknowable evil, is much more intense. Extras are typically Panicked. Wild Cards must roll on the Fear Table (at +2 with a Critical Failure on the Fear check). Roll a d20 and add the monster’s Fear penalty, if any, to the roll (a −2 adds +2 to the roll, for example).

6
Stunned: The character is Stunned (see page 106). However even if the character recovers from being Stunned he remains Distracted for the remainder of the combat.
Stunned characters:
• Are Distracted (and remain so as long as they’re Stunned)
• Fall prone (or to their knees, GM’s call)
• Can’t move or take any actions
• Don’t count toward the Gang Up bonus
• Are subject to the Drop
Recovery: At the start of a Stunned character’s turn, he makes a Vigor roll. Success means he’s no longer Stunned but remains Distracted and is now Vulnerable (these fade at the end of his next turn). A raise on the Vigor roll removes all ill effects.

7
Refreshed (Stolen Power): After the spell is cast the Caster regenerates 1d6+2 Power Points. Any other spell caster within a Large Burst Template losses 1d6 Power Points.

8
Id Self (Mirror Self) Roll a 1d6 to determine if the "clone" of the Spell Caster is an ally or enemy (under GM control).
1d6 = 1, 2 or 3 = Ally.
1d6 = 4, 5 or 6 = Enemy (under GM control, might be an immediate hazard or used as a pretend ally).
The ally is a clone of the caster except: it’s an Extra; it has the same number of current Power Points as the caster after subtracting for this casting; it cannot use the summon ally power; its skills (but not attributes) are one die type less (minimum d4) than the original; it has identical mundane equipment, no magical qualities, the Extra disappears when killed, otherwise stays in this dimension; has the Construct and Fearless abilities.

9
Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

10
Distracted: The hero subtracts 2 from all Trait rolls until the end of his next turn.

11
Exhausted: Instead of just being Fatigued, the Player Character subtracts 2 from all Trait rolls. If he takes another level of Fatigue, he’s Incapacitated.

12
Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
Multiple Languages and Literacy
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, all characters have the Linguist Edge for free (page 40), and ignore its usual Requirements. A character who actually takes the Linguist Edge knows a number of languages equal to her Smarts (instead of half her Smarts).
Additionally, every Character can Read. You be edumacated folk!

High Adventure
Characters can spend a Benny to gain the one-time use of a Combat Edge. They have to meet the Rank and any Edge requirements as usual but can ignore Trait requirements. Multiple Bennies can be spent in one round for multiple Edges, either for different effects or in order to meet a needed requirement to gain another Edge.

More Skill Points
Thanks to technology and improved education, characters in modern and futuristic settings have 15 skill points at character creation rather than 12. This helps them take Driving, Electronics, and other skills common in the modern world.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Chaos Earth Setting Rules

Post by Daniel »

Using Bennies in the Reign of Chaos Game:

Here are the ways characters can use their Bennies. Spending Bennies is always a free action, and may only be used on your own character.
  • REROLL A TRAIT TEST: As long as the roll wasn't a Critical Failure (see Critical Failures, page 88), you can spend a Benny to reroll any Trait test. Make the entire roll from scratch. If you're firing three shots on full auto and don't like the results, spend a Benny, pick up all three dice and your Wild Die and roll again. You can do this until you run out of Bennies, but must choose one of the “sets” of rolls to keep (not the best dice from each roll). If a reroll results in a Critical Failure, it must be accepted no matter what was rolled before. Such is the price of tempting fate!
  • RECOVER FROM SHAKEN: This is instant and may be done at any time, even interrupting another's actions if desired.
  • SOAK ROLLS: Bennies can also be used to prevent Wounds or recover from being Shaken. See Soak Rolls on page 96 for more information.
  • DRAW A NEW ACTION CARD: When the game is in rounds, a character can spend a Benny to get a new Action Card (see page 91). This occurs after all cards are dealt and Edges or Hindrances like Quick, Level Headed, or Hesitant are resolved. Then players or the GM may spend Bennies for an additional card as many times as they like and take their choice of all their draws. Edges like Quick or Level Headed do not apply to these additional cards drawn with Bennies. This continues until everyone (including the GM) passes. Then the round begins and no further cards may be drawn.
  • REROLL DAMAGE: Spend a Benny to reroll the damage for your character's attack. Include any additional dice you may have gained for a raise. Keep track of each result as the player may choose which to use.
  • REGAIN POWER POINTS: A character with an Arcane Background can spend a Benny to regain 5 Power Points (Power Points and their use are explained on page 147.)
  • INFLUENCE THE STORY: This one is entirely up to the Game Master, who may allow your character to spend a Benny to find an additional clue if you're stuck, come up with some mundane but needed item, or simply push an unimportant nonplayer character into being a bit more agreeable.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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