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in question will fly as fast as a small jet, and be able to<br />
blast through things with the resistance <strong>of</strong> a barn wall. The<br />
Director places this description as the Ability's '3.0' mark<br />
on the Scale, which creates a character who is competent<br />
when compared to others <strong>of</strong> similar Ability, but who still<br />
has much to learn. The rest is decided as follows ...<br />
Setting: Four Color Comics<br />
Ability: Flame Powers<br />
Scale: Range<br />
10.0<br />
9.0<br />
8.0<br />
7.0<br />
6.0<br />
5.0<br />
4.0<br />
3.0<br />
2.0<br />
1.0<br />
0.0<br />
10.0<br />
9.0<br />
8.0<br />
7.0<br />
6.0<br />
5.0<br />
4.0<br />
3.0<br />
2.0<br />
1.0<br />
0.0<br />
- Max. Flight Speed <strong>of</strong> 2100 MPH.<br />
- Max. Flight Speed <strong>of</strong> 1750 MPH.<br />
- Max. Flight Speed <strong>of</strong> 1500 MPH.<br />
- Max. Flight Speed <strong>of</strong> 1250 MPH.<br />
- Max. Flight Speed <strong>of</strong> 1000 MPH.<br />
- Max. Flight Speed <strong>of</strong> 750 MPH.<br />
- Max. Flight Speed <strong>of</strong> 500 MPH.<br />
- Max. Flight Speed <strong>of</strong> 250 MPH.<br />
- Max. Flight Speed <strong>of</strong> 120 MPH.<br />
- Max. Flight Speed <strong>of</strong> 60 MPH.<br />
- Sputter, sputter ... phoo<br />
And ...<br />
- Decimate a Manhattan city block<br />
-Blast straight through a skyscraper, the long way<br />
- Slag Dr. Nefarious' Duraloy Robots<br />
- Melt a tank ... the whole thing<br />
- Melt a through a tank wall<br />
- Blast through a vault door<br />
-Blast through a typical brick wall<br />
- Blast through a typical barn wall<br />
-Turn trees into torches<br />
- Start bonfires<br />
-Fizzle<br />
Descriptors<br />
As with Abilities, it can be difficult to come up with<br />
any definitive list <strong>of</strong> Descriptors. However, with some<br />
thought, you should be able to produce a full enough list to<br />
act as a guide for further expansion.<br />
SYSTEM EXTENSIONS<br />
It's sometimes necessary to create or modify rules<br />
to accommodate a Setting. In fact, we not only expect it,<br />
but encourage it. The tailoring <strong>of</strong> Theatrix to a Setting<br />
would hardly be complete without new or modified rules.<br />
Think over the specifics <strong>of</strong> your Setting thoroughly before<br />
deciding how to handle any system extensions. Make<br />
sure that the style and implementation <strong>of</strong> any new game<br />
mechanic meshes well with the present Theatrix method<br />
ology. Most Setting specific features may be handled<br />
122 Theatr"lx - The Core Rules<br />
easily through extensions to the present Skill, Ability,<br />
Descriptor, and Flowchart systems.<br />
Try to avoid making up complex mechanics to<br />
handle rare cases. For example, if the focus <strong>of</strong> your<br />
Chronicle is magic, where most <strong>of</strong> the Actors' roles will be<br />
sorcerers or magi, then creating rules to handle spell<br />
casting and magical constructions is very important.<br />
However, if the focus <strong>of</strong> the Chronicle is to be superhe<br />
roes, one <strong>of</strong> whom happens to be a wizard, then instead<br />
<strong>of</strong> separate magic rules, you may want to handle the<br />
situation more openly and theatrically.<br />
Example<br />
The Director <strong>of</strong> a fantasy Setting wishes to create<br />
special rules to handle magic. After thinking about what<br />
she wants for the feel <strong>of</strong> the Setting, the Director comes<br />
up with an elemental type <strong>of</strong> magic. Each <strong>of</strong> the Actors<br />
who wishes magical power for their characters will take<br />
the Descriptor <strong>of</strong> an elemental force, eg. earth, fire,<br />
darkness, ice, etc., which will act as their magical affinity.<br />
Then the characters will take Abilities with appropriate<br />
Ranks, to signify their expertise in the various methods <strong>of</strong><br />
magical control, eg. abjuration, alteration, conjuration,<br />
divination, and/or transmutation.<br />
COMBAT<br />
You may also wish to develop a list <strong>of</strong> Difficulties for<br />
combat maneuvers, taking into account the various fla<br />
vors <strong>of</strong> combat available in your Chronicle. In addition, a<br />
list <strong>of</strong> the available weapons and armor, including the<br />
kinds <strong>of</strong> damage inflicted by those weapons, and the<br />
kinds <strong>of</strong> protection provided by that armor, can be helpful.<br />
RESOLUTION FLOWCHARTS<br />
The final act <strong>of</strong> creation you may wish to take, in fully<br />
detailing your Setting, is to write out new Advanced<br />
Resolution Flowcharts to better handle the feel <strong>of</strong> your<br />
Setting, or to handle Skills or Abilities not easily covered<br />
by the basic Flowcharts provided with the 'Core Rules'.<br />
We have provided a blank Advanced Resolution Flow<br />
chart for just this purpose. This can be used to fill out your<br />
Setting with specific flowcharts for archery, magic, or<br />
even starfighter combat. Go crazy.<br />
THE BASIC RULE<br />
Avoid all <strong>of</strong> this mess by purchasing our very<br />
pr<strong>of</strong>essional and fully developed Theatrix Setting Books,<br />
which come individually shrinkwrapped and ready for<br />
your Chronicle. If you're creating your own Setting, then<br />
remember to prepare well, do as much research as you<br />
can, be flexible, and above all, have fun.