Chaos In The Hills

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Summary

Chaos In The Hills
General Social Combat knowledge Magic
Name Attribute Source
Alchemy Intellect Core Rulebook
Athletics Brawn Core Rulebook
Computers(Hacking) Intellect Shadow of the Beanstalk
Computers(SysOps) Intellect Shadow of the Beanstalk
Cool Presence Core Rulebook
Coordination Agility Core Rulebook
Disclipline Willpower Core Rulebook
Driving Agility Core Rulebook
Mechanics Intellect Core Rulebook
Medicine Intellect Core Rulebook
Operating Intellect Core Rulebook
Perception Cunning Core Rulebook
Piloting Agility Core Rulebook
Resilience Brawn Core Rulebook
Skullduggery Cunning Core Rulebook
Stealth Agility Core Rulebook
Streetwise Cunning Core Rulebook
Survival Cunning Core Rulebook
Vigilance Willpower Core Rulebook
Name Attribute Source
Charm Presence Core Rulebook
Coercion Willpower Core Rulebook
Deception Cunning Core Rulebook
Leadership Presence Core Rulebook
Negotiation Presence Core Rulebook
Name Attribute Source
Brawl Brawn Core Rulebook
Melee Brawn Core Rulebook
Ranged Agility Core Rulebook
Gunnery Agility Core Rulebook
Name Attribute Source
Knowledge Intellect Core Rulebook
History Intellect Echoes of the Past
Name Attribute Source
Mystic Intellect Core Rulebook
Entrophy Willpower Core Rulebook

Legally distinct setting about short anthropomorphic characters and there fight against the evil Doctor Egbert Benedict. Heroes will face his army of robots, and save the world from his terrible contraptions.

Important Characters

Doctor Eggman Egbert

This Mad man wants to take over the world using his powerful contraptions ,and MACHINES. He will DO ANYTHING TO TAKE OVER THE WORLD. ANYTHING

Uhhhhhhh Nothing else

bruh I ain't got any OCs. So its just MR. Egbert up there.

Archetypes

The Hero

When shit got crazy, you took the call of action to heart. You aren't amazing at any single thing, BUT DAMN you got heart.

The Hero
Brawn Agility Intellect Cunning Willpower Presence
2 2 2 2 2 2
Skill
1 Skill from the Combat Section, or 1 Skill With Willpower as its Core Attribute
I GOT YOUR LIMIT RIGHT HERE
You may ignore the effects of a Critical Injury for so many rounds up to your Willpower stat. Once this effect has ended, you suffer the consequences of pushing yourself.

After Pushing it, double the effect of your critical injury. EX: if you lose your free maneuver, instead you lose the ability todo any maneuvers.

The Techie

You rely on Technology to deal with your problems. Broken door? Make a machine to force it open. Need to go over a wall? Build Rocket boots

The Techie
Brawn Agility Intellect Cunning Willpower Presence
1 2 3 2 2 1
Skill
You gain a Rank in Mechanics.
Jerry Rigged
During an encounter, you can sacrifice a rank in Mechanics for to pull out a machine you made earlier to solve a current roll for you or to use as a weapon Rarity 5 or lower.

At the end of the Encounter, this machine breaks. You can regain your ranks by doing a wealth check at the end of an encounter in place of your Cool check to regain strain. 1 Success = 1 Rank

The Mystic

Touched by the arcane, You use spells and runes to fix your problems

The Mystic
Brawn Agility Intellect Cunning Willpower Presence
2 1 3 2 2 2
Skill
1 Rank in Arcane (or Mystic)
Overlimit
When casting a spell, you may burn a rank of your casting skill to add 3 Success to your dice pool. This can be done after the dice have been rolled.

Your ranks will be regained by doing a Cool check at the end of the encounter. This happens in place of doing a Cool check of Regaining your Strain. 1 Success is 1 rank back

The Faithful

In these times your faith has guided you to victory.

The Faithful
Brawn Agility Intellect Cunning Willpower Presence
2 2 2 1 3 2
Skill
You gain 1 Rank in Divine.
A Quick Prayer
You can Sacrifice 1 rank in Divine to achieve one of the following.

-Heal 1d4 Wounds/Strain -Upgrade the Next players roll -Upgrade the difficulty of the Next Enemies roll

You can regain these ranks by doing a Discipline roll at the end of an Encounter. This happens in place of doing a Cool check of Regaining your Strain. 1 Success is 1 rank back

The Sly

You focused on staying out of the limelight. Sneaking your way out of problems.

The Slyful
Brawn Agility Intellect Cunning Willpower Presence
2 2 2 3 1 2
Skill
Gain 1 rank in Stealth
Must Have Been the Wind.
During a stealth check, You can spend 2 strain to negate a failure you generated in a stealth roll.

Each additional failure cost and additional strain to negate.

The Speaker

Instead of Sword and guns, you studied the real blade. THE TONGUE.

The Speaker
Brawn Agility Intellect Cunning Willpower Presence
1 2 2 2 2 3
Skill
You gain One rank in any Social Skills
Encouraging Speech
You can Sacrifice a rank of either Leadership or Coercion to give the next player an upgrade to their dice pool.

During a Cool check to Regain strain, You can instead choose to regain sacrificed skill ranks.

You can take any Archetype and swap its weakness around.

OC Maker

Hedgehog

THE ULTIMATE SURFER

Hedgehog
Wound Threshold 10 Strain Threshold 10 EXP Mod +0
Talent: Cool Under Pressure
when a Cool roll is required you can spend 1 strain to add a Bonus Die, this can be used after the roll is made.
Talent: Spin Dash
You can curl up into a ball and charge at an enemy. Dealing damage equal to 2+brawn. You can hit a number of enemies in a row equal to your agility, each requiring their own melee skill check.


Cat

ITS A CAT

Cat
Wound Threshold 8 Strain Threshold 12 EXP Mod -10
Talent: Cat Like Grace
When hit by the Knock down effect, you can spend a story point to negate the effect.
Talent: 9 Lives
When you are either knocked unconscious from breaking the Strain threshold or from wounds. You can remain standing an amount of turns equal to your Willpower.


Bat

haHA

Bat
Wound Threshold 12 Strain Threshold 10 EXP Mod -10
Talent: Flight
As a bat you have two perfectly working wings to use. Getting hit while in the air requires a hard coordination check to remain in the air.
Talent: Wall Cling
You can Cling to any surface using an Easy Athletic roll. While Hanging from a wall you can fire any weapon with two Setback Dice added to the pool. Getting hit requires a Hard Athletics roll to stay on the wall.


Dog

Knuckles’ True Form, according to his hit single,"Unknown From M.E (OST Version) feat. SiivaGunner"

Dog
Wound Threshold 10 Strain Threshold 10 EXP Mod +0
Talent: Best Friend
When supporting another person on their roll, the other person can add an additional Bonus die to the roll.
Talent: Ready For Anything
Once per session as an out of turn incidental, you may move one Story Point from the GM’s pool to the Player’s Pool


Wolf

AWWWWWWOOOOOO

Wolf
Wound Threshold 14 Strain Threshold 8 EXP Mod -10
Talent: Alert
When rolling initiative you can roll either Cool or Discipline. Even if you are ambushed.
Talent: Hecking Mad
You can go hecking mad at the cost 2 stain per turn. While Hecking Mad you upgrade the difficulty of ALL Cool and Discipline checks BUT increase your Brawn by 2, this can break the cap. After that it cannot be used till the next encounter.


Rabbit

So Zetta Slow Wait what?

Rabbit
Wound Threshold 8 Strain Threshold 12 EXP Mod +0
Talent: Lucky Foot
After rolling a check, a Rabbit can spend 1 SP to remove one negative die from the pool.
Talent: Combat Leap
While in combat you can jump into the air, or over your enemy to gain the upper hand. This cost 2 strain and cost a maneuver to perform, but after doing this you can upgrade your next combat checks against the target by 2.

(Don't worry about the ceiling. Just assume all rooms are big enough)


Bird

Here I'll show you.

Bird
Wound Threshold 10 Strain Threshold 12 EXP Mod -20
Talent: Keen Eye
When performing a Perception check, You can add 1 Success to your pool. During a structured encounter, you can spend 1 Strain to add Pierce 1 to your attack. You can spend additional strain to increase the rank of Pierce.
Talent: Glide
While falling you can use your arm and leg feathers to glide. Gliding requires an average coordination check. Doing so will stop any fall damage, you can also travel one range band while falling.


Rat

Horny Jail Enforcer Supreme, but also, don't forget IT

Rat
Wound Threshold 10 Strain Threshold 10 EXP Mod +0
Talent: Plague Rat
When rolling a Resilience Check. You can add one Success to the result
Talent: Scurry
You can move 3 range bands instead of 2 at the cost of 1 strain.


Echidna

Entire race got dabbed on by angry water. but at least you get a cool hat..

Echidna
Wound Threshold 12 Strain Threshold 10 EXP Mod -10
Talent: Dig
As a maneuver You can dig underground. While underground you can move one range band. Coming out of the ground can be used as an attack with an upgrade to your dice pool. You can only dig in dirt, though some gear can let you dig into stone.
Talent: Allowed to Feel
You can sense any nearby Chaos Emeralds, Chaos Drives , and Master Emerald Shards. This ability lets you vaguely sense nearby things being powered by any of the three.


Robot

OK 1 2 3 4 5 6 7 8 9 10

Robot
Wound Threshold 10 Strain Threshold 14 EXP Mod -20
Talent: Built to Last
Unlike the meatbags of the world, a couple of stabs isn’t going to put you down so quickly. When rolling for Critical wounds, your roll takes a -10 to the total.
Talent: Machine
You do not need any help traversing dangerous environments. You take no penalty for being in a bad environment and do not need any items to travel in space.


Salamanders

Salamanders
Wound Threshold 8 Strain Threshold 12 EXP Mod -10
Talent: Regenerative Limbs
Once per day you can spend a story point to instantly recover from any critical wound. This can be done as an Action while in a structured encounter.
Talent: Toxic Spit
You can spit a ball of poison at your enemies, unless you can’t open your mouth.

Spit Weapon

Name Skill DAM CRIT RANGE SPECIAL
Spit, Poison Ranged 4 5 Short 'Burn' 2

Lizard

Not to be confused with The Little Lizard

Lizard
Wound Threshold 10 Strain Threshold 10 EXP Mod -10
Talent: Rough Hide
Your scales offer you good protection from most hits, giving you 1 Additional SOAK
Talent: Fire Breath
You always have a Fire breath weapon...well unless you can’t open your mouth.


Fire Breath

Name Skill DAM CRIT RANGE SPECIAL
Breathe, fire Ranged 4 5 Short Blast 1,Burn 1