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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.

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