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Published by nikollas84046679, 2024-03-05 02:08:44

BATMAN_GCC_RPG_Core-Book_EN

BATMAN_GCC_RPG_Core-Book_EN

50 — part 1: the heroes — LANGUAGES OF THE HERO The Hero can speak a certain number of languages, depending on their mother tongue and the environment in which they live and work. How well the character speaks their mother tongue, or maybe one or two foreign languages, depends on their Intelligence MOD. ◊ -2 or less: The character is illiterate and speaks only their mother tongue. ◊ -1 to 0: The character speaks, reads, and writes their mother tongue correctly, and also speaks the language of the environment they live/work in if it is a different one. ◊ +1: The character correctly speaks, reads, and writes both their mother tongue and the language of the environment they live/work in if it is a different one. Above +1, each MOD point gives the character an extra foreign language, as long as their past allows them to have learnt it. THE HERO’S PAST The last step in creating a character is to flesh them out a little, defining the main traits, the environments they live and work in, the details that set them apart, and the way they conduct themselves in their profession. For more details, check out the chapter The role of the Heroes - becoming a character in Gotham City, where you’ll find lots of advice about making a rounded character and bringing them to life.


51 — chapter 2: common Ways and the Ways of shadoWs —


52 CHAPTER 2: COMMON WAYS AND THE WAYS OF SHADOWS PRESENTATION Ways show a character’s skillsets and are split into 5 ‘levels’ of strength, showing the character’s degree of expertise in that particular Way. These Ways then grant ‘capacities’, which offer the Hero skills or new possibilities. One capacity may apply to several levels, with different levels of strength. Each character has access to several Ways when they are created, depending on their profile, and acquiring these must always be justified by the character’s past, profile, or training. Over the course of the scenarios, the character can acquire other Ways and capacities with their experience, and these too must be coherent with their background. Capacities have types depending on whether they require an action, are active permanently, are passive, etc. These types are indicated by a letter in parentheses following the name of the capacity. The differences between combat, free, and limited actions (for example) are explained in the section about the game system. (A) Action: The capacity requires an action in order to be used (in combat, it replaces an attack or movement action). (F) Free: The capacity requires a free action in order to be activated. The character simply has to state that they are using it. (L)  Limited: The capacity requires an entire game round in order to be used, and the character cannot do anything else. (M) Movement: The capacity requires a movement action in order to be used. (P) Passive: The capacity does not need to be activated in order to be used. Depending on the circumstances, the game master can nevertheless decide that its use is incompatible with the situation the character is in. (NA) Non applicable: The principle of activation does not apply for this capacity. LIST OF WAYS In Batman RPG, there are five different types of Ways: 1. Common Ways: These are ordinary skills that the character has acquired during their past or their training. 2. Superior common Ways: These are only accessible after fulfilling the indicated prerequisites (for example, you may be required to have reached a certain level in other Ways). 3. Ways of shadows: These are reserved for characters created in the “Shadows of Gotham City” and “Wonders of Gotham City” modes. TESTS AND CAPACITIES: 1. Some capacities allow you to roll 2 dice during a test and keep the best result. If the test is performed using a characteristic that already benefits from an Edge granting a similar bonus, the character not only rolls two dice but may also choose to automatically get a 10 on the dice roll instead of rolling it. 2. During a test, the bonuses granted by capacities within the same Way are not cumulative (unless stated otherwise). However, bonuses granted by capacities from different Ways are cumulative, as long as their use during a test is justified by the player and the Game Master.


53 — chapter 2: common Ways and the Ways of shadoWs —


54 — part 1: the heroes — 4. The superior Ways of shadows: These are only for characters created in the “Shadows of Gotham City” and “Wonders of Gotham City” modes. Additionally, these are only accessible after fulfilling the indicated prerequisites (for example, you may be required to have reached a certain level in other Ways, or have at least a certain score in a primary characteristic). 5. Ways of wonders: These are exclusively for characters who naturally have superpowers, i.e. Heroes created in the “Wonders of Gotham City” mode. Because there are so many of them, with a particular way of functioning, a whole chapter is dedicated to the Ways of wonder. THE COMMON WAYS Note: In the description of the capacities below, the term “per level” means “the number of levels possessed in this Way”. WAY OF THE ARTS Level 1, Artistic training (P): The character benefits from a +1 bonus for every level, applied to all tests related to knowledge of the arts (graphic arts, cinema, dance, theater, literature, poetry, architecture, music, etc.) In addition, they benefit from an extra bonus of +5 for all tests related to a type of art of their choice. Level 2, Muses (P): The character’s emotions are a powerful source of motivation and success. Every day, they benefit from a number of inspiration points per level. Each of these points may be spent to re-roll a die for a test the character has performed, apart from attack tests or rolls of the DD. Level 3, Unpredictable (F): The character adds their Willpower MOD to their initiative. They may also use their inspiration points to re-roll attack dice or DD. Level 4, Rich (NA): The character is a well-known artist and immediately receives the sum of $50,000 which is added to their revenue. Each year for the following ten years, they also receive an extra $50,000. Level 5, Famous (P): The character is now a celebrity. Their fame allows them access to some of the most select places and they benefit from a +5 bonus for all their tests of Willpower. Once per scenario, the GM may allow a powerful character to intervene in the character’s favor. WAY OF CORPORATIONS Note: By acquiring this Way, the player chooses the corporation or organization to which it applies: the army, diplomatic services, the world of medicine, universities, the underworld, secrets services, arts scene, forces of order, nightlife, courts of justice, etc. Of course, this choice has to be coherent with the character’s past, profile, and/or occupation. Level 1, Corporatism (P): The character benefits from a +5 bonus on all tests of knowledge related to the chosen corporation, and +1 per level to tests of Willpower made with regard to the members of their corporation. Level 2, Call a friend (P): Once per day, the character may ask an acquaintance for help, whether it’s for confidential information, occasional backup, etc. This favor is nonetheless subject to a test of Willpower difficulty 10 if it is fairly routine, difficulty 15 if the service requested requires investing a large amount of time or money, or is very risky, difficulty 20 if the favor could put the person in physical or mental danger, or cause them to go to jail if caught. Level 3, 50/50 (P): The character halves the cost and time necessary to access materials related to the chosen corporation, as well as restricted, rare, or even illegal equipment and materials. Level 4, Stroke of luck (P): Once per scenario, the character may surmount a difficulty thanks to an unexpected event that works in their favor. This stroke of luck does however have to be credible, justified by the player, and approved by the GM. Level 5, Mandarin (NA): The character has acquired a position of importance in their corporation. They benefit from a certain amount of celebrity and exceptional contacts, and this increases their Willpower and Intelligence values by +2 (don’t forget to adjust their MOD to reflect this). WAY OF DANGER Level 1, Unflappable (P): The character appreciates danger and knows how to handle risky situations. They benefit from a +1 bonus per level for all characteristics tests made in situations of imminent peril (picking a lock while police sirens get closer and closer, jumping between buildings, etc.) as well as all tests aimed at measuring the character’s reaction to a frightening situation.


55 — chapter 2: common Ways and the Ways of shadoWs — Level 2, Acrobat (P): The character benefits from a +5 bonus for all tests of Dexterity performed for climbing, jumping, or keeping their balance. In addition, they do not receive an attack penalty when balancing is difficult, and all damage from falling is reduced by 1 per level. Level 3, Ignore the pain (P): Once per combat, the character may ignore the DD of an attack they have just been the target of. They only lose the corresponding HP once the combat is over. Level 4, The more the merrier (P): The character’s strengths are increased tenfold when fighting several enemies at the same time. They benefit from a +2 bonus for their attack (for MA, RA, and SA) and +2 DEF when several adversaries attack them during the same round. Level 5, Backed into a corner (P): The character is not affected by serious wounds for the tests of Attack and Strength, and continues to use 1D20 rather than 1D12. Even if they are reduced to 0 HP, they can still perform one last action during their turn (attack or movement) before losing consciousness. WAY OF ESCAPE Level 1, Sharp (F): Once per day, the character doubles their speed of movement for a number of rounds equal to the Dexterity MOD (2 minimum). Level 2, Contortionist (P): The character benefits from a +5 bonus for any attempts to escape being immobilized, or for freeing themselves from anything restricting their movement, as long as this is possible thanks to the suppleness of their joints (for example, escaping from handcuffs using this capacity is impossible). Level 3, Way out (P): When being chased, the character benefits from a +1 bonus for their tests of Dexterity per level. Level 4, Dodge (F): Once per combat, the character benefits from a +1 bonus to their DEF for every level. They must state the use of this capacity before the opponent launches their attack. Level 5, Snake-like agility (NA): The character’s Dexterity score is raised by 2  points. In addition, this characteristic now benefits from an Edge. WAY OF INVESTIGATION Level 1, Analytical mind (P): The character benefits from a +1 bonus per level, for every test looking for clues. Level 2, Expertise (P): The character is specialized in collecting and searching for clues, in a specific domain related to their past or education (anthropology, archeology, astronomy, autopsy, ballistics, biology, chemistry, geology, paleography, parapsychology, photography, psychology, sociology, theology, etc.) They benefit from a +5 bonus for tests related to this domain (can be cumulated with level 1). At level 4, the character acquires a second specialty related to their past or the adventures they have been through. Level 3, Quick search (P): The character halves the time necessary for searching for any type of clue. Level 4, Photographic memory (P): The character has an excellent memory for everything they have seen and heard. If the players asks, the GM must remind them of all the details relating to a place they have visited or a conversation they have heard. The character also benefits from a +5 bonus for all tests of general knowledge. Level 5, Flawless intuition (P): The player now rolls two D20 for all tests searching for clues and keeps the result of their choice. Additionally, the player has intuition that allows them to sense when something might be missing, for example, when they leave a crime scene or finish investigating and have not discovered all the information necessary for the scenario to move forward. This feeling of “something’s not right here” is indicated to them automatically by the GM. WAY OF THE JACK OF ALL TRADES Level 1, Versatile (P): The character gains a level 1 capacity of their choice in any common way except the Way of silver. Level 2, Self-taught  (P): The character chooses a specialty (mathematics, physics, chemistry, biology, sociology, etc.) in the hard sciences or social sciences. They benefit from a +2 bonus per level for tests relating to the chosen specialty. The character choses a second specialty upon reaching level 4 and benefits from a +1 bonus per level for tests relating to that second specialty. Level 3, Fast learner (P): Once per game session, for one round, the character may copy a Level 1-3 capacity of a common Way owned by an ally who is present. At level 5 of this way, they may use this capacity a second time per game session.


56 — part 1: the heroes — Level 4, Handyman (F): Twice per game session, the character benefits from a +1 bonus per level for a test requiring a characteristic other than Intelligence. Level 5, Ultimate pragmatism (NA): The character increases by 2 points the score of the primary characteristic of their choice. In addition, all tests for this characteristic (except those for attacks) are now performed with an Edge. WAY OF THE MECHANIC Level 1, Mechanic (P): The character benefits from a +2 bonus per level, for all tests aiming to repair or understand mechanisms. Level 2, Modern systems (P): The character has been trained in the latest technology and also applies their Mechanic bonus to tests regarding complex systems (electronics, computers, etc.) Level 3, New equipment (P): The character benefits from a +5 bonus for finding suppliers of any kind of specialized materials (tools, vehicles, weapons, surveillance systems, alarms, etc.) Once per scenario and as long as the GM agrees, after 3D6 hours of searching, they may find heavy machinery (a plane, a light armored vehicle, heavy weapons, etc.) that is usually illegal to own or particularly difficult to obtain. Level 4, Resourceful (L): The character is capable of making repairs with whatever is available to them. The difficulty of the test does not take into account the fact that they are not in possession of the necessary tools or materials. They may halve the time necessary to make a repair when they are in possession of the necessary tools or materials. Also, once per scenario, they may make repairs using materials that are not meant for the job. Level 5, Upgrade (L): Once per game session, and as long as they spend 1D6 × 10 minutes, the character may improve a mechanism (weapon, vehicle, or something else) in order to benefit from a +2 bonus for all dice rolls required for using said mechanism. This bonus is valid for 1 week before the object becomes damaged and once again requires intervention from the mechanic. WAY OF MEDICINE Level 1, First-aider (L): The medical treatment given to a character in just a few minutes allows them to recuperate 1D6 HP and also benefit from a +5 bonus to all tests of Constitution attempted by the patient. Level 2, Doctor (P): The character knows how to diagnose injuries and sicknesses. They benefit from a +2 bonus per level, for all tests of medicine, biology, or anatomy. If they treat a wounded character before a period of rest, this allows the result of the Hit Points die used (i.e. 2 HD + level + Constitution MOD) to be doubled. Level 3, Surgeon (L): The character has been trained to perform heavy surgery in the field. By spending an hour at the bedside of an injured patient, the latter will not suffer the effects of a serious wound, provided that a difficulty 15 test of Dexterity is successful. If a new serious wound occurs, it cannot be treated in the same way. Level 4, Surgical precision (P): The character knows the vital points of human anatomy. They benefit from a critical success in MA or RA with a result of 18-20 on the D20, and add +1D6 to the critical damage obtained. Level 5, Expert (P): The character is an experienced surgeon and benefits from a +5 bonus for all tests of Dexterity relative to manual precision. The character Intelligence score is raised by 2  points and this characteristic now benefits from an Edge. WAY OF THE MELEE Level 1, Martial arts (P): the DD used for an MA performed by the character using their natural weapons (fists, feet, etc.) are 1D4 if they are at level 1, 1D6 if they are at level 3, and 1D8 if they are at level 5 (to which the Strength MOD is added as usual). In addition, the player may choose for the damage to be normal rather than temporary. Also, the character benefits from a +1 bonus per level in DEF against MA (unless they are Surprised). Level 2, Favorite weapon (P): The character chooses their favorite melee weapon (including natural weapons) and benefits from a +1 MA bonus when using it. Using a one-handed melee weapon (saber, axe, knife, rapier, etc.) or a natural weapon allows them to use their Dexterity MOD rather than their Strength MOD during an MA. Level 3, Follow-up (F): Once per turn, when the character reduces an adversary to 0 HP with an MA, they benefit from a free attack action against another adversary. Level 4, Double attack (L): The character may perform two MA during a round. However, the second MA is made using 1D12 rather than 1D20. Level 5, Weapon master (A): The character may choose to use 1D12 rather than 1D20 during their MA test, in


57 — chapter 2: common Ways and the Ways of shadoWs — order to add +2D6 to the DD (this cannot be used at the same time as the Double attack capacity). WAY OF PHYSICAL PROWESS Level 1, Accomplished athlete (P): The character benefits from a +1 bonus per level, for all tests related to physical activities (swimming, running, throwing, climbing, jumping, etc.). Level 2, Specialty (P): The character acquires a sporting specialty chosen by the player (athleticism, acrobatics, ball games, games using rackets, running, etc.) and benefits from a +5 bonus for all tests related to this activity (in addition to the level 1 bonus). Depending on whether the chosen sport uses mostly strength, endurance, or speed, the GM will determine the main characteristic to use: Strength, Dexterity, or Constitution. If it’s Constitution, the character immediately benefits from an extra 3 HP. If it’s Dexterity, they benefit from a +1 in DEF. If it’s Strength, they benefit from a +1 to the DD for MA. If it’s a combat sport, they benefit from a +1 in MA or RA depending on the specialty (combat sport or shooting sport). Level 3, Push the limits (F): A self-inflicted loss of 1 HP allows the character to benefit from a +5 bonus for a test of Strength, Dexterity, or Constitution. Using this capacity must be announced before rolling the die. A self-inflicted loss of 1D4 HP allows the player to state that they are using this capacity after rolling the die. Level 4, A perfect move (F): Once per day, instead of accepting the result of a D20 following a test for a physical characteristic (Strength, Dexterity, or Constitution) for an MA or RA, the player may choose to receive a natural 20. Level 5, Professional training (NA): The character raises by 2 points a chosen level 2 characteristic score. In addition, this characteristic now benefits from an Edge.


58 — part 1: the heroes — WAY OF PILOTING Note: At the creation stage, the player chooses a category of light vehicle (not including vehicles like freighters, freight planes, etc.) to which the Way applies, from the following: car, truck, motorbike, light plane, small motorboat, domestic sailboat. Level 1, Outstanding pilot (P): The character benefits from a +2 bonus per level, for all piloting tests (Dexterity) and for Initiative tests when they are driving. Level 2, Swerve (P): The character benefits from a +5 bonus for avoiding accidents. Additionally, they, their vehicle, and all its passengers benefit from a +2 DEF bonus when they are the target of an RA while abord the vehicle in question. Level 3, Versatile (P): The character chooses a new category of vehicle and benefits from all the bonuses and effects of the capacities in this Way for vehicles in this new category. Level 4, In one piece (P): If there is an accident, the passengers of the vehicle being driven by the character only receive half the damage that would usually receive. Performing a successful test of Dexterity (difficulty 15 for a ground vehicle, 20 for an airborne or floating vehicle) means that the vehicle is still usable after an accident. Level 5, Best of the best (NA): The character rolls two dice and keeps the best result each time they perform a test while driving a vehicle (piloting, avoiding, attacking, etc.). The character's Dexterity score is raised by 2 points and they are now capable of driving a third and last category of vehicle. WAY OF PSYCHOLOGY Level 1, Good listener (P): The character knows how to listen attentively and put people at ease so that they let slip information. The benefit from a +2 bonus per level, for tests of Perception performed to analyze the emotional state of the person they are talking to, as well as for tests of Willpower performed to obtain a confession or secret. Level 2, Mind of steel (P): The character has studied their own weaknesses and became particularly resilient. When they get a critical fail during a test, they immediately get back 1 EP. Level 3, Psychological intervention (L): When a person is the victim of a state of madness, anger, discouragement, or fear, the character may attempt a difficulty 10 test of Willpower in order to reason with them (limited action, one attempt per round). If the person in question is determined to physically assault the Hero, a difficulty 15 Willpower test can delay the attack by calming the person for 1D6 rounds, after which the person starts the combat (if the Heroes haven't started it in the meantime). Level 4, Psych exam (L): During a discussion, a test of Perception against the Willpower of the person being talked to allows their emotional state to be determined, even if the person is trying to hide it. A successful test allows the Hero to know whether the person is directly lying to them, or lying by omission. If the test fails, the Hero cannot try to use this capacity on the same person for the next 24 hours. Level 5, Heroic intuition (NA): The character's Perception score is raised by 2 points and their tests of Perception are now made with an Edge. WAY OF RANGED WEAPONS Note: in order to apply, these capacities require use of a ranged weapon. Level 1, Adjust (F): The character benefits from a +2 bonus for RA on a target closer than or at the limit of the weapon’s basic range. Level 2, Nice shot! (F): The character is not subject to the penalties that usually apply when the line of sight is blocked or partially blocked, or when a target is involved in melee combat. Level 3, Precision attack (A): When they perform a scoped RA action with a long gun, the character obtains double damage, triple if they obtain a critical success. Level 4, Fast attack (L): If they perform a limited action, the character may perform 2 RAs with 2 ranged weapons. The test for the second RA is made using 1D12 instead of 1D20, unless the character has the trait Ambidextrous. Level 5, Finding the weak spot (F): The character may choose to use 1D12 instead of 1D20 for an RA test, in order to add +2D6 to the DD for this RA. WAY OF SCIENCE Level 1, Scientific training (P): The character starts by choosing a specialty (mathematics, physics, chemistry, biology, sociology, etc.) in the hard sciences or social sciences. They benefit from a +2 bonus per level, for all tests related to this specialty. In addition, they benefit


59 — chapter 2: common Ways and the Ways of shadoWs — from a +1 bonus per level, for all tests of Intelligence with a scientific approach. Level 2, Egghead (P): By using their powers of deduction, if the situation is suitable, and the GM agrees, the character may replace a test that uses a physical characteristic with a test of Intelligence of the same level of difficulty. For example, to find a means of opening a door rather than breaking it down (replacing the test of Strength), avoiding damage from an explosion thanks to their knowledge of shockwaves (replacing the test of Dexterity), etc. This capacity never applies to a test of attack. Level 3, Strategist (P): The character applies logical reasoning and probability to their future actions and analyzes their effects through the prism of science. Their Intelligence MOD is added to their Initiative score. Additionally, every day they benefit from a number of extra dice rolls equal to their Intelligence MOD. Each roll is made with just one die of their choice (test, DD, etc.) Level 4, Hobbyist (P): The character’s natural curiosity allows them to be interested in numerous subjects, sometimes in a completely different sphere from science. They may choose any level 1-3 capacity they want in another (non-superior)common Way. If it requires a certain level, use the level reached in the Way of science. Level 5, Heroic intelligence (NA): The character's Intelligence score is raised by 2 points. In addition, this characteristic now benefits from an Edge. WAY OF SILVER Level 1, Life level (NA): The character starts with finances equal to Well-off (if they were already well-off, their capital benefits from a bonus of $50,000). Level 2, Influence (P): Slipping the right banknote into the right pocket, or simply ostentatiously showing one’s influence, can often help reduce the difficulties one may encounter. The character has 1 fortune point per level. Each  fortune point allows them to benefit from a +5 bonus on tests of negotiation and Willpower, and these may be spent after seeing the result of the action. Fortune points are recuperated at the end of the scenario (or game session, at the GM’s discretion), and may only be spent when faced with people whose finances level is below that of the character. Level 3, Luxury vehicle (F): Once during a scenario (or  game session, at the Game Master’s discretion), the  character may acquire the vehicle of their choice: a yacht, luxury car, small plane… This vehicle has particularly good performance and gives a +2 bonus to all piloting tests (Dexterity) performed by the person piloting it. Level 4, Favor (F): Once per scenario, as long as the GM agrees, the character may use their connections in order to obtain an important advantage in their social life (meet a celebrity, gain entrance to a VIP area, etc.) or their interactions with organizations (visit special sites, be freed from custody with bail, have an embarrassing investigation delayed, intervene in the vote for a local bylaw, etc.) In addition, their finances level is raised to Millionaire. Level 5, Home from home (NA): The character benefits from a comfortable home, either rented or lent by an acquaintance, in all of the world’s biggest capital cities. The player is free to decide, as long as the GM agrees, whether the place is discrete or ostentatious, has its own staff, and comprises all the usually amenities available in this type of accommodation according to the local laws for the country in question, for example weapons and illicit products. In addition, their finances level is raised to Billionaire. WAY OF SPEECH Level 1, Sweet-talker (P): The character knows how to convince, seduce, and lie. They benefit from a +1 bonus per level, for their tests of Willpower and Intelligence relative to actions requiring a verbal exchange. Level 2, Provocation (L): The character knows how to enrage the person they are talking to. A successful test of the Hero’s Willpower against the Intelligence of the target will make the latter furiously angry or even physically violent toward the Hero - the player decides which. If it suits the GM, the target may also allow their anger to reveal their true nature, reveal a secret, or make a decision that is not in their interest. The provoked target’s first attack is subject to a penalty of -5. Once the first provocation has succeeded, every ensuing attempt will be penalized with a cumulative penalty of -5. Level 3, Impostor (P): The character knows how to impersonate another person or someone from a particular profession or corporation. They benefit from a +5 bonus for all tests of imitation and disguise, which helps when trying to reproduce the style and jargon of the profession or organization to which they do not actually belong.


60 — part 1: the heroes — Level 4, Manipulator (L): The character may use their powers of persuasion (test of Willpower against the target’s), to change the target’s state of mind (but not the convictions or feelings they have): from calm to angry, happy to sad, despondent to motivated, trusting of someone to wary, etc. If they fail, the target’s state of mind will be even more fixed and the character will not be able to try again for 24 hours. Level 5, Heroic will (NA): The character's Willpower score is raised by 2 points. In addition, this characteristic now benefits from an Edge. WAY OF STEALTH Level 1, Discretion (P): When trying to pass unnoticed, the character benefits from a +2 bonus for their test of Dexterity per level. Level 2, Sharpened senses (P): The character benefits from a +1 bonus for all tests of Perception per level. Level 3, Sneak attack (P): When performing an MA against a Surprised adversary, the character inflicts an extra 1D6 damage (this bonus is not multiplied for a critical attack). Upon reaching level 5, this bonus becomes an extra 2D6 damage. Level 4, Ambush (L): In a few minutes, and as long as the surroundings permit it, the character may hide all their companions in any outdoor setting. As long as they do not move, the character and their companions are completely undetectable. If they attack enemies, the latter are considered Surprised for the first round of combat. Level 5, Heroic perception (NA): The character's Perception score is raised by 2 points. In addition, this characteristic now benefits from an Edge. WAY OF SURVIVAL Level 1, Nature lover (P): The character is at ease in natural settings. They benefits from a +2 bonus per level, for all tests of survival in such an environment. Also, when combat occurs in such an environment, their Initiative score receives a +1 bonus per level. Level 2, Stamina (P): The character is able to make a physical effort over a long period of time. When their movement requires physical effort (running, walking, skiing, biking, etc.), they can last twice as long without getting tired, while also carrying up to twice the weight.


61 — chapter 2: common Ways and the Ways of shadoWs — Level 3, Extreme conditions (P): The character has been trained in getting through difficult and dangerous environments (high altitude, extreme cold or heat, walking on a glacier, climbing, etc.) They benefit from a +5 bonus for all tests in these environments, for using specifical material, and for security procedures. Level 4, Guide (P): The character is capable of helping and guiding their companions in natural environments. As long as they are guiding, a number of people up to (3 + the Willpower MOD), benefit from a +5 bonus for tests of survival in nature or extreme outdoor conditions. In addition, the character is able to find either the shortest route or the safest route which no-one else would dare to follow: deep swamp, mountains blocking the way, uncrossable desert, etc. Level 5, Survivor (NA): The character has survived several dangerous situations and stared death in the face. They are able to muster superhuman resources to fight their fatigue or wounds. All their tests of Constitution are now performed with an Edge. In addition, if the character receives a serious wound, the player continues to use 1D20 for all tests of characteristics instead of a D12. THE SUPERIOR COMMON WAYS Note: In the description of the capacities below, the term “per level” means “the number of levels possessed in this Way”. WAY OF THE CHAMELEON Prerequisite: Reaching at least level 3 in two of the following Ways (or level 2 in three of them): Way of the arts, Way of speech, Way of corporations , Way of psychology. Level 1, Gall (P): The chameleon knows how to escape a sticky situation using their gift of the gab, and may use their Willpower MOD for any test that usually requires Intelligence. If they fail, their bluff is discovered and they are subject to a penalty of -5 for all their tests of Willpower for the rest of the scene. The chameleon is also a master of disguise, imitation, and falsification, benefitting from a +5 bonus when they have to pass themselves off as someone else or fabricate any false document that does not require very specialized materials (watermarked paper, special ink, holograms, etc.) Level 2, VIP pass (F): Thanks to their ease and selfconfidence, the chameleon is able to get into the most carefully-guarded places, whether it’s a select club, private area, restricted zone, or even an enemy’s secret base. If the GM agrees, spending 1 EP allows the player to convince people that they are welcome, belong to the staff, or have the necessary authorization. Level 3, Masquerade (L): The chameleon is skilled in the most sophisticated makeup techniques (hair and skin dyes, latex masks, padding, contact lenses, etc.) and can radically change their appearance (gender, age, ethnicity, body shape, etc.). Once per scenario, providing they have the necessary information for the situations they risk encountering, the chameleon may take on the identity of someone else of a similar size, after 1D6 hours spent making this physical transformation. If the GM agrees, and depending on how close they get to people while using this disguise, they will not be unmasked for the first 24 hours. Level 4, Ace up your sleeve (F): The chameleon always finds a way out. By spending 1 EP, they may escape from almost any dangerous or compromising situation by cleverly talking their way out of it. Level 5, Master of masks (P): During tests performed to pass themselves off as someone else, the chameleon cannot receive a critical fail. Additionally, they may use their Masquerade capacity twice per scenario, as long as they impersonate two different people. WAY OF THE COURT OF OWLS Prerequisite: Possessing elements which, in the character’s past, justify them belonging to the Court of Owls. Level 1, Secret society (P): The character benefits from a +5 bonus for all their Dexterity tests made in order to hide, camouflage themselves, etc. Level 2, Gotham City is ours (P, L): The character benefits from a +5 bonus for all tests of Willpower related to interacting with the city’s authorities, administrative boards, and seats of power. At level 4, they may, once per day, request aid from an acquaintance. This favor is subject to a difficulty 10 test of Willpower if it is an everyday favor, difficulty 15 if the favor requires a lot of effort, and difficulty 20 if it is likely to put the person in question in danger. Level 3, Talons (P): The character benefits from a +1 bonus for MA, RA, DEF, and Initiative. Level 4, Tactics (L): Using a limited action in order to devise a strategy allows the character to attempt a test


62 — part 1: the heroes — of Intelligence (difficulty 15). If they receive a normal or critical fail, the strategy fails and combat continues normally. If the result is a normal or critical success, the next attack aimed at the character automatically fails and the DD result for their next attack is doubled (if the attack fails, this bonus is lost). The character may now use the Call a friend capacity from the Way of corporations. The character's Dexterity score is raised by 2 points and each test performed in order to pass unnoticed is made with an Edge. Level 5, Lieutenant of the court (P): The character raises the scores of two Primary characteristics of their choice by 2 points. WAY OF THE DETECTIVE Prerequisite: Reaching level 3 in the Way of investigation, as well as level 3 in the Way of danger or psychology. Level 1, On the lookout (P): The character benefits from a +1 bonus per level for their test of Perception. If they also have the Sharpened senses capacity from the Way of stealth, this bonus is doubled, and tripled if they also have the Discret Trait. Level 2, Pick up a scent (F): Once per scenario, the character may find or isolate a credible lead. This allows them to automatically find a hidden clue, get a confession, or make a choice between a number of possible leads. This capacity may be used to find a person or a piece of information. Level 3, Intuition (P): During a conversation, the character may try to determine the emotional state of the person they are speaking to by performing a Perception test against their Willpower. The character benefits from a +5 bonus on this test if they have the Psych exam capacity from the Way of psychology. If successful, the detective knows if the target is lying to him directly or by omission. If the test fails, the character cannot use this capacity on the same target for 24 hours. Level 4, Track and trace (F): By spending 1 EP, and as long as the GM agrees, the character may obtain the information necessary for finding a minor non-player character (common thief, gangster, henchman, lowimportance individual, etc.) In 1D6 hours, they know the person’s current location and the possible presence of allies or particular defenses. Level 5, Superhuman insight (P): The character's Perception score is raised by 2  points. When they use their Intuition capacity, the test is performed with an Edge. WAY OF THE INFILTRATOR Prerequisite: Reaching level 3 in the Way of stealth, as well as level 3 in either the Way of the melee, the Way of danger, the Way of physical prowess, or the Way of psychology. Level 1, Codebreaker (P): The infiltrator can neutralize even the most sophisticated security systems. They benefit from a +5 bonus to all their tests aimed at neutralizing such systems, decoding encrypted content, and analyzing alarm or surveillance systems. Level 2, Bluff (P): The infiltrator knows how to mystify their enemies and benefits from a +5 bonus for all their tests related to lying (through fabrication or omission) or hiding information when being interrogated. Level 3, Alert (P): The infiltrator’s senses are on high alert at all times. They can no longer be Surprised. Level 4, Low profile (M): By spending 1 EP, the infiltrator disappears without a trace. All traces that could lead to them or their group being found are erased. During combat, they may also spend 1 movement action and 1 EP in order to hide and thus avoid any attack, until they start their attack or perform an action that reveals them to the opponent. Level 5, Superhuman discretion (P): The character's Dexterity score is raised by 2 points. In addition, each test performed in order to go unseen benefits from an Edge. WAY OF THE LEADER Prerequisite: Being at level 4 or higher and possessing a Willpower score equal to or above 16. Level 1, The providential man (P): The leader benefits from a +5 bonus to convince people they talk to that they are their ally, that they will bring good luck, and/or that they can provide support and protection. They may also spend 1 EP to allow an ally to benefit from the effects of the EP. Level 2, Warlord (P): The leader benefits from a +2 DEF bonus for as long as an ally is with 5 meters of them. They may also use their movement action to give orders (while also moving around ten meters themselves), and this gives an ally within earshot a +1 bonus to their attack and DEF.


63 — chapter 2: common Ways and the Ways of shadoWs — Level 3, Local scour (P): Any tests to find an object or a clue made by allies in the same zone as the leader benefit from a +5 bonus. Level 4, Extra help (F): Once per round, the leader may give an ally within earshot one additional action (attack or movement). Level 5, Collective good fortune (P): When used under the leader’s supervision, the use of EP is more efficient. When an ally within earshot spends an EP, they roll 1D6 and if the result is 5 or 6, they benefit from the effects without spending the point. In addition, the leader's Willpower score is raised by 2 points. WAY OF THE LEAGUE OF ASSASSINS Prerequisite: Possessing elements which, in the character’s past, justify them having trained with the League of Assassins. Level 1, Special weapon (P): The character chooses a light weapon for melee combat (saber, sword, dagger, etc.) or ranged attacks (bow and arrow, crossbow, blowpipe, bolas, shuriken, etc.), for which they benefit from a +1 bonus per level, either in MA or RA, depending on the chosen weapon. Level 2, The art of the sensei (P): The practice of martial arts developed by the League hardens the character’s body, senses, and will, increasing by 2 points the scores of two characteristics chosen from the following: Strength, Dexterity, Perception, Willpower. Level 3, Hidden in the shadows (P): The character benefits from a +3 bonus per level, for tests performed in order to disappear, hide, or move through the half-light or darkness without being detected by their enemy. Level 4, Lethal strike (P): When using the chosen weapon at level 1 of this Way, the character benefits from a critical success for a result of 19 or 20. Additionally, this attack inflicts the penalties of a serious wound for the entire duration of the following round. At level 5, the character benefits from a critical success with their special weapon for a result of 18, 19, or 20. Level 5, Master of hand-to-hand combat(P): The character’s MA rolls are made with an Edge. This capacity can no longer be used once the character has received a serious wound. WAY OF THE PROTECTOR Prerequisite: Being at level 4 or higher. Level 1, Backup (F): Once per round, when an opponent lands a successful attack on an ally situated in the protector’s immediate surroundings, the protector may spend 1D6 HP to try and make this attack fail. Roll a D20 and add the protector’s MA bonus. If the result is equal to or above the attack score, the attack fails. Otherwise, the attack causes damage as it would normally. Level 2, Under my wing (P): Once per game session, an ally may use the MOD of one of the protector’s characteristics instead of their own for any test apart from an attack test. At level 5, the number of uses rises to two times per game session. Level 3, Defender (P): All allies situated in the protector’s immediate surroundings benefit from a +2 DEF bonus. Level 4, Unwavering loyalty (P): When an opponent attacks an ally, the protector benefits from a +2 attack bonus and +1D6 to the DD (for MA or RA) against this opponent. Level 5, Pillar of the community (P): At the start of each combat, the protector and their companions within sight each benefit from 1 temporary HP for each of the character’s levels. These HP are the first to be lost, and it is only when they are reduced to zero that the character starts to lose their own HP. The temporary HP can only be used to take damage dealt by opponents. WAY OF THE STRATEGIST Prerequisite: Having an Intelligence score equal or superior to 16 and having reached level 3 in two of the following Ways, or level 2 in three of them: Way of corporations , Way of danger, Way of speech, Way of investigation, Way of psychology, Way of science. Level 1, Team spirit (F): When participating in a test performed in cooperation with others, the strategist may either offer a +5 bonus to all participants, or double the bonus received by each of them if the test is successful. Level 2, Natural leader (P): For each combat, the strategist has a number of re-rolls equal to their Willpower MOD. These re-rolls may be spent to roll the dice again for a test they have performed themselves or one performed by an ally.


64 — part 1: the heroes — Level 3, Several strings to your bow (P): Thanks to their multiple talents, once per scenario the strategist may use a level 1 or 2 capacity from any common Way (except the Way of silver). If this capacity offers bonuses for higher levels, the strategist considers that they have the same level in that Way as they do in the Way of the strategist. Level 4. A perfect plan (L): During a scene, the strategist may spend 1 EP to change the course of things, as if they were applying a preconceived plan. Using a flash-back, they describe how the plan had predicted the current situation and the positive outcome it ensured. If the GM agrees, the strategist is allowed to cancel the effects of a critical fail, or turn a defeat into a success. Level 5, Mind and body (P): When they use the capacity Several strings to your bow, the strategist may use a level 3 capacity. By using one re-roll granted by the Natural leader capacity, once per round they may exchange the Initiative scores of two allies. WAY OF THE WARRIOR Prerequisite: Being at level 3 in two of the following Ways, or level 2 in three of them: Way of ranged weapons, Way of the melee, Way of danger, Way of physical prowess, Way of survival. Level 1, Solid as a rock (P): Particularly tough, the character benefits from a natural DR of 1 at level 1, 2 at level 3, and 3 at level 5. Level 2, Improvised weapon (F): The character may spend 1 EP to improvise a melee weapon with the materials they have at their disposal. This weapon inflicts 1D6 DD and is automatically considered a favorite weapon if the character has the Way of the melee capacity. Level 3, Dynamite (L): Once per scenario, the character may perform a difficulty 15 test of Intelligence (Explosives) in order to destroy a vehicle or building using homemade explosives, as long as they have explosive materials (gunpowder, fuel, plastic, chemicals, etc.) Level 4, Group solidarity (P): When they are engaged in combat together with allies, the character may offer one ally one of the following bonuses each round: +2 DEF; +1  for attack and the DD; or +5 in Initiative. This bonus must be chosen at the moment the initiative is determined. The Surprised state prevents the character from using this capacity. Level 5, Two for the price of one (A): The character’s MA and RA may target two opponents who are next to each other. The difficulty of this attack is determined by the higher DEF score of the two opponents, with 2  added points. If it fails, neither of the two targets is hit. If it is successful, the character rolls the standard DD for each opponent.


65 — chapter 2: common Ways and the Ways of shadoWs — WAYS OF SHADOWS Four Ways of shadows (the Way of anarchy, of crime, of justice, and of order) are linked to the Ethics scores, but allow access to the superior Ways of shadows. The Ethics scores taken into account are those that the character possesses when they acquire the Way or the level of one of these Ways. The variations in Ethics scores after acquiring a Way or a level have no effect on them. The five other Ways of shadows (the Ways of martial arts, of invention, of investigation, of the target, and of courage) have no prerequisites, but do not allow access to superior Ways of shadows. Note: Reaching the fifth level in a Way of shadows (normal or superior) allows the MOD of any one primary characteristic to be raised by 3 points. In the description of the capacities below, the term “per level” means “the number of levels possessed in this Way”. WAY OF ANARCHY Note: To acquire a level in this Way, the character must possess a cumulative Anarchy and Crime score equal to the desired level. Level 1, All gone pear-shaped (F): During an action scene (chase or combat), the character may choose to test their luck by rolling 1D8. Until the end of the scene, if the result is an even number, they receive a bonus of the same amount for all their tests. An odd number means they receive a penalty equal to the result for all their tests. The die rolled becomes 1D10 at level 3, then 1D12 at level 5. Level 2, Like catching smoke (P): During combat, the character benefits from one extra movement action that can only be used to escape from their adversary. At level 4, they benefit from a +3 bonus for all tests aimed at allowing them to escape. Level 3, Incredible luck (P): The character’s number of EP is raised by 1 per level. Level 4, Everywhere and nowhere (P): The character has a secret hideout that they can escape to and avoid being found by the police, allowing them to emerge anywhere in the city a few hours later. Level 5, Boom! (P): The explosions and heavy weaponry used by the character double the damage they inflict. WAY OF COURAGE Level 1, Tough guy (NA): The character benefits from a +5 bonus for all tests of Constitution. The DD of their MA performed with natural weapons are 1D6 + Strength MOD, temporary or normal, as the character wishes. Level 2, Iron will (P): The character benefits from a +5 bonus for all tests of Willpower aimed at resisting fear, intimidation, or mental powers. Level 3, Veteran (P): The character benefits from a +1 bonus in Initiative, in DEF, and for their MA and RA tests. This bonus becomes +2 at level 5. When they perform an MA with their natural weapons (feet, fists, etc.), they may use their Dexterity MOD instead of the Strength MOD. Level 4, Extraordinary (NA): The player chooses two of their Primary characteristics, which become characteristics with an Edge. Level 5, Final attack (L): After having performed three attacks of the same type (MA, RA, or SA) against the same target, the character benefits from a +3 bonus and DD bonus of +3D6 for their next attack. This capacity can only be used once on each enemy. WAY OF CRIME Note: To acquire a level in this Way, the character must possess a cumulative Crime and Anarchy score equal to the level desired. Level 1, Master planner (P): Plans built by the character afford them substantial benefits when fighting adversaries. At the start of each combat round, they may choose either to gain their Intelligence MOD in Defense, or use their Intelligence MOD for their attacks (MA, RA, SA). Level 2, Master manipulator (NA): The character is gifted in the art of lying and manipulation. Their tests for persuading or tricking the person they are talking to benefit from a +5 bonus. At level 5, this bonus becomes +10. Level 3, Master recruiter (NA): The character has a number of level 1 henchmen equal to the level they have reached in this Way. The profile of these NPCs is to be agreed with the GM. At level 4, they may replace three level 1 henchmen with one level 3 henchman. At level 5, they may replace four level 1 henchmen with one level 2 henchman and a level 3 henchman, or with one level 5 henchman.


66 — part 1: the heroes — Level 4, Escape route (F): The character knows how to put together an escape plan in case of imminent danger. Once per combat, if their HP are close to zero, if they risk falling unconscious, or might be captured, the character may spend 1 EP to perform a difficulty 10 test of Willpower. If successful, they return to 1 life point, remains conscious, or miraculously escape, depending on the situation. Level 5, Total supremacy (L): The character may use a round to study an opponent’s weaknesses. They then perform a difficulty 20 test of Intelligence. The next attack aimed at the character studied inflicts double damage if the attack test is successful. WAY OF INVENTION Level 1, Innovation (NA): The character invents one of the two following objects: ◊ An MA or RA weapon that gives a +1 bonus at levels 1 and 2, a +2 bonus at level 3, and +3 at level 4 and 5. The DD for this weapon are 1D12 to which is added 1 per level. If it is an RA weapon, its range is 20 meters per level. At level 5, this weapon ignores to Damage Reduction lower than or equal to 5. ◊ Protection (armor, forcefield, etc.) whose Initiative score penalty is limited to -3 and which gives a DEF bonus equal to 4 + 1 per level. At level 5, the protection also offers DR5. Level 2, Discovery (NA): The character builds a device that gives them the effects of the obligatory capacity of one Way of wonders of their choice. Each level above level 2 allows them to add to this device a capacity from any Way of wonders. For example, a Hero has just reached level 2 and  decides to construct a jetpack. This device copies the obligatory capacity (Flight) of the Way of the air (a Way of wonders). Several adventures later, the Hero gains an extra level in the Way of invention. They may choose to add to their jetpack a second capacity from those on offer in the Way of the air. A critical fail when using the device causes it to break down, and it may be repaired in 1D6 combat rounds. As long as the device is not repaired, the tests of actions made using this device are performed with 1D12 instead of 1D20. If they are seriously wounded, the character cannot use the device. The device has 5 HP per level. If it is targeted by an attack, it uses the DEF of its owner (the object is also considered to measure less than a meter, and RA consequently receive a penalty of -3. See the rules governing ranged attacks for more information). When the device’s HP reach 0, it is destroyed. The character may rebuild it in as many days as there are capacities from the way of Wonders replicated. Level 3, Minor invention (NA): The capacities from the Way of wonders reproduced by the device now have a number of levels equal to the number of levels reached in this Way (for example, the Flight capacity imitated by the jetpack functions as if my inventor Hero had 3 levels in the Way of the air). Level 4, Major invention (NA): The character constructs another device that reproduces the obligatory capacity of another Way of wonders than the one chosen previously. This device obeys the same rules as the device created using the Discovery capacity. Level 5, Ultimate invention (NA): Rather than add a new capacity to one of their devices, the character may instead choose an Augmented Power capacity from a Way of wonders already reproduced by one of the devices they have invented thanks to this Way. Additionally, they may replace a Way of wonders capacity (except the obligatory capacity) of one of their devices by another one from the same Way. WAY OF INVESTIGATION Level 1, Fine-tooth comb (P): The character benefits from a +5 bonus for all tests searching for clues, and halves the time necessary for this action. When they reach level 3, they now benefit from an Edge for tests using this capacity. Level 2, Sleuth (F): By spending 1 EP, and as long as the GM agrees, the detective may obtain the information necessary for finding a minor non-player character (common thief, gangster, henchman, low-importance individual, etc.) In 1D6 hours, they know the person’s current location and the possible presence of allies or particular defenses. Level 3, Asking the right questions (P): During a discussion, a test of Perception against the Willpower of the person being talked to allows their emotional state to be determined, even if the person is trying to hide it. A successful test allows the Hero to know whether the target is directly lying to them, or lying by omission. If the test fails, the character cannot try to use this capacity on the


67 — chapter 2: common Ways and the Ways of shadoWs — same target for the next 24 hours. In addition, all their tests made during questioning benefit from a +1 bonus per level. Level 4, Nothing stays secret (L): The character becomes an expert in foiling the cleverest of plots and discovering the secrets of even the most cunning people they talk to. Once per game session, the character may spend 2 EP during a scene in order to obtain, by deduction or observation, some information that would otherwise have remained hidden. Level 5, Investigative genius (P): When they obtain this capacity, the character immediately increases their Intelligence and Perception scores by 2 points. WAY OF JUSTICE Note: To acquire a level in this Way, the character must possess a cumulative Justice and Order score equal to the desired level. Level 1, First-rate fighter (P): The character benefits from a +1 bonus to their DEF and from a +1 bonus for their tests of MA and RA. At level 3, the defense bonus rises to +2 and the character benefits from a critical success for their tests of MA and RA with a result of 19 or 20. Level 2, Out of nowhere (P): As long as they have previously made a successful test of discretion, during the first round of combat the character inflicts the Surprised state to their opponents. Level 3, Hidden in the shadows (P): When they try to pass undetected, the character benefits from a +2 bonus to their test of Dexterity per level. At level 5, their Dexterity score is raised by 2 points and each test performed in order to remain undetected is made with an Edge. Level 4, Just in time (F): Once per combat, the character may spend 1 EP to cancel the damage from an attack targeting them. Level 5, Last-ditch attempt (P): Once per game session, if the character is unconscious or at 0 HP, they can get back up for a duration of two rounds during which they can act normally, before falling unconscious again at the end of the second round. WAY OF MARTIAL ARTS Level 1, The art of combat (NA): The character benefits from a +1 bonus to their DEF, as well as a +1 bonus to their MA rolls. At level 3, the DEF bonus rises to +2 and the opponent’s MA tests receive a critical fail if the D20 result is 1 or 2. Level 2, Iron fist (P): Any MA requiring the use of natural weapons inflict 1D6 DD, temporay or not. At level 3, the DD rise to 1D8. At level 5, the DD rise to 1D10. Level 3, Dodge a projectile (F): If they can see their attacker, the character may (only once per round of combat) parry or catch a slow projectile (knife, hatchet, shuriken, etc.) that has been thrown during an RA for which they are the target. This action is performed in reaction to a successful RA made by the opponent. It requires a successful test of Dexterity with a difficulty equal to the score achieved by the opponent for their attack. This test of Dexterity benefits from a +1 bonus per level. If the test is successful, the projectile is knocked away or even grabbed (GM's decision), and the character receives no damage. If the test fails, the RA inflicts the DD as normal. Level 4, Rain down blows (L): Instead of performing their classic attack, the character may choose to direct several MA at a single target, with 1 attack per level. Each MA test is made with a D12 and each successful roll inflicts damage reduced by half (rounded down when necessary). Level 5, Healthy body, healthy mind (NA): The character increases the scores of two of the following characteristics by 2 points: Strength, Dexterity, Constitution, Willpower. WAY OF ORDER Note: To acquire a level in this Way, the character must possess a cumulative Order and Justice score equal to the desired level. Level 1, Hands in the air! (F): At the start of a combat, the character may perform a test of Willpower in opposition with the leader of their opponents (each ally of this leader affords them a +1 bonus). If successful, the adversaries are Surprised. At level 3, this test benefits from a +1 bonus per level. Level 2, Don’t move a muscle! (M): During a combat or chase, the character may use a movement action to make a test of Willpower in opposition with their opponents (each of them affords a +1 bonus to the opponent considered the leader) to order the opponents not to move. If successful, the opponents can no longer use the actions Break away and Flee. At level 3, this test benefits from a +1 bonus per level. Level 3, On my command! (P): The character benefits from a +5 bonus so they are obeyed by a group of humans not hostile toward them.


68 — part 1: the heroes — Level 4, Strength and honor (P): The character benefits from a +3 bonus to their DEF, as well as a +3 bonus to their attack rolls. Level 5, The rule of law prevails (P): The character increases the scores of two of the following characteristics by 2 points: Strength, Constitution, or Willpower. WAY OF THE TARGET Level 1, Eagle eye (F): When attempting an RA test, the character may choose one of the following: ◊ Double the range of their weapon, ◊ Be unaffected by penalties regarding cover, ◊ Obtain a critical success for a result of 18, 19, or 20. At level 3, they may choose two of the above options. Level 2, Elite weaponry (P): It is considered that the character cannot run out of projectiles before the tenth round of combat. At level 3, the character is unaffected by the Shooting incident rule and their critical fails for RA are treated as normal fails. Level 3, Precise and mobile (F): Once per combat, the character may roll 1D10 to have the result of this die added to an RA score that they make, or deduct the result of this die from an RA targeting them. Level 4, Diabolical accuracy (P): The character's Dexterity score is raised by 2 points. Additionally, they add their Dexterity MOD to the DD of an RA. Level 5, Successful hit (F): When they perform a successful RA test, the character may spend 1 EP for one of the following: ◊ Double DD inflicted, ◊ Ignore DR, ◊ Inflict the target with Weakened and Knocked over. THE SUPERIOR WAYS OF SHADOWS Note: In the description of the capacities below, the term “per level” means “the number of levels possessed in this Way”. WAY OF THE AGENT OF CHAOS Prerequisite: Having reached level 5 in the Way of anarchy. To acquire a level in this Way, the character must possess an Anarchy score at least equal to the desired level. Level 1, Hacked (P): The character benefits from a +10 bonus when they undertake pirating a computer network in order to broadcast a voice or video message. Level 2, Surprise! (P): During the first round of a combat, the character may inflict Surprised on a number of enemies equal to the level reached in this Way. Level 3, Tough (F): The character may request that one of the DD for an attack targeting them be re-rolled. Level 4, Fans (P): The character is the object of a bizarre cult started by lunatics from the city. Whenever desired, the Hero may benefit from the support of a number of level 1 henchmen equal to twice the level the hero has reached in this Way. The profile of these henchmen is to be decided in accordance with the GM. Level 5, Pow! (P): During a combat, the character may spend 2 EP after a successful attack in order to triple the damage inflicted (Strength or Dexterity MOD included).


69 — chapter 2: common Ways and the Ways of shadoWs — WAY OF COMMAND Note: To acquire a level in this Way, the character must have an Order score equal to the desired level. Level 1, A born leader (P): For tests of Willpower aimed at intimidating, the character benefits from a +2 bonus per level. Level 2, How dare you! (F): During a combat, the character may perform a test of Willpower in opposition with their opponents (each of which provides a +1 bonus to the opponent considered the leader). If successful, the opponents are Weakened for the rest of the round. At level 3, +1 bonus per level, for this test of Willpower. Level 3, That’s an order! (L): The character may force people not hostile towards them to obey a simple order. The number of people affected is equal to the character’s Willpower MOD. Level 4, Forward march! (L): By spending 1  EP, the character may, once during a game session and for the duration of a scene, call allies for help and thus benefit from the support of a number of level 1 henchmen equal to double the level they have reached in this Way. Level 5, Law and order (F): During a combat, the character may spend 2 EP after a successful attack in order to triple the damage inflicted (Strength or Dexterity MOD included). WAY OF THE CRIMINAL GENIUS Prerequisite: having reached level 5 of the Way of crime. To acquire a level in this Way, the character must have a Crime score at least equal to the desired level. Level 1, Horrific discovery (NA): The character gains the level 1 capacity of the Way of invention. At level 3, they gain the level 2 capacity of the Way of the visionary. Level 2, Aim true (NA): The character may use the capacity Finding the weak spot from the Way of ranged weapons. If they already have that capacity, they are unaffected by the D12 penalty and use a D20 for their attack test. Level 3, Incredible feat (F): Once per game session, the character may regain 1 EP for free. At level 5, they may regain 2 EP for free. Level 4, Dark curse (P): At the start of a combat round, the character chooses an opponent. Until the start of the next round, that opponent performs their attack tests with 1D12. Level 5, Master of evil (NA): The character’s Intelligence, Perception, and Willpower scores are raised by 2 points.


70 — part 1: the heroes — WAY OF THE VIGILANTE Prerequisite: Having reached level 5 in the Way of justice. To acquire a level in this Way, the character must have a Justice score at least equal to the desired level. Level 1, Heroic perception (NA): The character's Perception score is raised by 2 points. In addition, this characteristic now benefits from an Edge. Level 2, Superhuman block (F): Once per combat round, as long as they are aware of being attacked, the character may try to dodge an attack intended to cause them to take damage. They perform a test of Dexterity with a difficulty equal to the attack score. The test benefits from a +3 bonus, increased to +5 when the character has reached level 5. If successful, the attack has no effect. If it fails, the results apply normally. Level 3, Hand of steel (NA): The character benefits from a +5 bonus to the MA DD when using natural weapons. Level 4, Blatant superiority (P): Following a successful attack on a level 4 or lower opponent, the latter has to perform a successful test of Constitution, difficulty 20, or lose consciousness. In addition, the character doubles the damage inflicted on hordes of level 5 or lower in the case of a successful attack. Level 5, Worthy of the Dark Knight (NA): The character’s Strength, Dexterity, and Constitution scores are raised by 2 points. WAY OF THE VISIONARY Prerequisite: Having reached level 5 in the Way of invention and possessing a score of at least 20 in Intelligence. Level 1, Inspiration (P): In combat, using a weapon conceived via Way of invention, the character may replace the MOD of the characteristic associated with the type of attack (Strength for an MA and Dexterity for an RA) by their Intelligence MOD. Level 2, Temporary improvement (NA): The character may give the DD of a weapon a +1 bonus per level, or +2 par level to the DEF of their armor for the duration of the combat. These objects must be commonly used and not have received any particular modification. To be set up, these improvements require having 1D6 minutes and the necessary materials. Level 3, Modern combat (P): When fighting with a weapon or device built with the Way of invention, the character benefits from a +1 bonus par level, for their attacks and the DD of their weapon. When fighting with an armor or a defensive device built with the Way of invention, the character benefits from a +1 bonus to their Defense per level and +1 DR per level. Level 4, Ultimate masterpiece (P): One device built with the Way of invention can now cumulate a number of capacities equal to the character’s Intelligence MOD. Level 5, The power of the mind (NA): At the start of each day, the character chooses their Strength or Dexterity, and adds their Intelligence MOD to the MOD of that characteristic until the next rest period. WAY OF THE WEAPONS MASTER Prerequisite: Having reached level 5 in the Way of martial arts and having one of the following: a score of 20 in Strength, a score of 20 in Dexterity, or scores above 18 in Strength and Dexterity. Level 1, Favorite weapon (NA): The character chooses an MA weapon for which their MA and DD tests benefit from a +1 bonus per level. Level 2, Roundhouse (NA): The character’s MA and RA may target three opponents side by side. The difficulty of this attack is determined par the highest DEF score of the three opponents, with 3 extra points added. If it fails, none of the three targets is hit. If it succeeds, the character rolls the normal DD for each opponent. Level 3, Master stroke (P): For an MA test, the character benefits from a critical success for a score of 19 or 20. At level 5, a critical success is obtained for rolls of 18, 19, or 20. Level 4, Two sides of the same blade (P): The character adds either the Order and Justice scores or their Anarchy and Crime scores to their DEF. This bonus changes depending on the character’s Ethics scores. Level 5, Fatal strike (F): The character may spend 2 EP to triple the DD for an MA made with their natural weapons (Strength MOD included). This attack inflicts serious wound and ignores Defense.


71 — chapter 3: Ways of Wonders —


72 — part 1: the heroes — CHAPTER 3: WAYS OF WONDERS Ways of wonders represent extraordinar y and supernatural capacities whose origins (mystical, genetic, scientific, extraterrestrial, or other) must be determined by the player and Game Master. With their specificities, these Ways are bound by special rules, and are aimed at offering a vast range of powers and levels of strength. This list is not exhaustive and is voluntarily limited in order to correspond with most of the characters that haunt the streets of Gotham City, as here (apart from a few rare cases) superpowers are less spectacular, dangerous, and varied than in Metropolis or Central City. Nevertheless, with around thirty Ways of wonder, with 5 capacities each, the choice is large enough to allow many types to be included. HOW THE WAYS OF WONDERS WORK CHARACTERISTICS AND CAPACITIES Each Way of wonders is dependent on a characteristic whose MOD, unless otherwise indicated, is used for all tests and SA related to the Way. As for all the other Ways, the Ways of wonders each offer five capacities, but unlike the other Ways, each capacity acquired in a Way of wonders (including the obligatory capacity and the Augmented Power capacity) give 1 extra point to the characteristic related to the way. Unlike the classic Ways, the capacities of the Way don’t need to be acquired in a specific order (from levels 1-5 for the common Ways and Ways of shadows), except for the first capacity, known as the “obligatory capacity”. Once this obligatory capacity has been acquired, a character may acquire capacities in any order they please. It should be noted that contrary to common Ways and the Ways of shadows, the Ways of wonders do not offer any extra knowledge or skills in a domain that would add bonuses for tests related to the Way. THE LEVELS OF THE WAYS OF WONDER Like the common Ways, the Ways of wonders also have levels, and a level acquired in a Way contributes to all the bonuses that depend on the number of levels reached in the Way. However, unlike the other Ways, where the levels represent a capacity and a level of strength, the levels of the Ways of wonders may be purchased independently of a capacity. 2 Capacity Points (PC) can thus be used to buy: ◊ Either an extra capacity (i.e. one level and 1 characteristic point automatically attached to this new capacity). ◊ Or one level (without a new capacity) and 2 extra characteristic points. ◊ Or an Augmented Power Capacity (without an extra level) and 1 extra characteristic point. Note that, like for common Ways and the Ways of shadows, the number of levels acquired in a Way cannot exceed the character’s level of experience. AUGMENTED POWER CAPACITIES (APC) When the character possesses at least five levels in a Way (bought apart or with capacities), they can buy an “Augmented Power Capacity” (APC), which represents a stronger version of the capacity. Just like when you purchase a normal capacity in a Way of wonders, acquiring a APC raises the score of the primary characteristic by 1 point. Acquiring a APC does not grant any additional level to the Way of which it depends. CONCENTRATION To the existing capacities types for the common Ways (Action, Free, Limited, Movement, Passive, and Non applicable) we can add a new type for the Ways of wonders: Concentration (C): When a character using a capacity with this keyword loses HP, they must perform a test of Constitution with a difficulty equal to the number of HP lost. If they fail, the power immediately ceases to function.


73 — chapter 3: Ways of Wonders — MELEE OR RANGED SA Attacks made using the capacity of a Way of wonders are Special Attacks (SA). They are considered by default to be MA and thus governed by those rules. However, if a range is indicated, the SA is considered an RA and is governed by the RA rules. The same goes for the rare cases when the SA is said to have a ‘zone’. In this case, it is considered a zoned attack. WAYS OF WONDERS RELATED TO STRENGTH Note: In the description of the capacities below, the term “per level” means “the number of levels possessed in this Way”. WAY OF THE AIR (STRENGTH) Flight (M, C, obligatory capacity): During any combat, the character may spend a movement action to fly at a speed of 30 meters per level. They may also fly at a speed of 20 km/h per level for a duration equal to 20 minutes per level (after which they have to rest for roughly 30 minutes before being able to fly again). APC: For 1 movement action, the character may cover 60 meters per level by flying. Levitation (M): During a combat, the character is able to rise into the air. They can no longer be the target of an MA from an opponent still on the ground, and benefits from a +1 DEF bonus per level against RA. APC: The bonus becomes +2 per level. Aerial attack (A): The character has an advantage when fighting in mid-air. Their MA and RA benefit from a +1 bonus per level. APC: The character’s DEF benefits from a +1 bonus per level when they are targeted whilst in flight. Nosedive (M): The character may dive from on high at a speed of 150 meters per movement action (so 100 km/h). A Charge made at the end of this adds a bonus of +1D4 per level to the DD, but causes the character loses 1 HP for every 4 points of damage inflicted. APC: the DD bonus rises to +1D6 per level, and the loss of HP is -1 for every 6 damage inflicted. Long haul (M): Once in flight, the character may fly long distances at 80 km/h per level, for a number of hours equal to their Constitution MOD. APC: +1 per level to the Constitution score. WAY OF THE ANIMAL (STRENGTH) Zoomorph (P, obligatory capacity): The character’s appearance is that of a humanoid animal, in the same way as characters like Man-Bat or Killer Croc. The player chooses the animal whose traits they will be given (wolf, crocodile, bat, gorilla, bull, velociraptor, etc.) and they immediately acquire the Repugnant appearance Disadvantage. The scores of two  of the following characteristics rise to 20: Strength, Constitution, Dexterity, and Perception; the  character’s Intelligence and Willpower scores go down to 6. The character can communicate with animals with whom they share features, as if they belonged to the same race. In addition, their tests of Willpower aimed at intimidating the person they are talking to now use the character’s Strength MOD (rather than their Willpower MOD). The player may choose for this appearance to be permanent or for them to transform involuntarily under certain circumstances (a stressful situation, full moon, etc.) If this is the case, the transformation takes around 30 seconds, i.e. three rounds of combat. APC: The character’s transformation into a humanoid animal is started voluntarily and takes only ten seconds, i.e. one round of combat. Claws and fangs (P): The character acquires the natural weapons of the animal they resemble (claws, fangs, horns, etc.) The DD and tests of MA made with these natural weapons benefit from a +1 bonus per level. APC: The DD and MA test bonus becomes +2 per level. Leap (P): The character may leap onto an opponent situated up to 20 meters away. This leap is equivalent to the MA action Charge with bonuses of +1 in MA per level and +1D8 DD (instead of +1D6 DD). APC: The DD bonus becomes +1D10. If the attack is successful, the target is Knocked over. Agile and robust (M): The tests of Dexterity and Constitution performed by the character while they look like an animal benefit from a +1 bonus per level. APC: The bonus becomes +2 per level. Animal power (M): The character chooses a Way of wonders that fits the animal physique they have, and acquires the effects of the obligatory capacity of that Way of wonders. The authorized Ways are: ◊ Way of the air for an winged animal (birds, bats, etc.) ◊ Way of water for an aquatic animal (crocodile, shark, etc.)


74 — part 1: the heroes — ◊ Way of the giant for a large animal (giraffe, elephant, etc.) ◊ Way of the tiny for a small animal (insect, rodent, etc.) ◊ Way of invulnerability for an animal with a shell (turtle, anteater, etc.) ◊ Way of observation for an animal known for its keen senses (dogs, deer, felines, etc.) ◊ Way of speed for an animal known for its speed (gazelle, cheetah, etc.) ◊ Way of acrobatics for an animal known for being agile (chimpanzee, gorilla, panther, etc.) APC: The character see the effects increased as if the obligatory capacity has 2 levels in the chosen Way. WAY OF THE EARTH (STRENGTH) Fists of stone (L, obligatory capacity): By using a limited action, the character’s fists become encased in rock for a number of rounds equal to their Constitution MOD + 5. During these rounds, the DD for the MA they perform with their fists benefit from a +1 bonus per level. Additionally, the character is able to modify the form of a rock (of up to 25 centimeters per level) and dig a shoulder-width hole in the earth with a depth of 25 centimeters per level. APC: The DD bonuses become +2 per level. The size of holes dug and rocks is doubled. Body of stone (L): By using a limited action, the character may encase their body in rock and benefit from a +2 bonus per level to their DEF for a number of rounds equal to their Constitution MOD + 5. APC: The bonus of DEF becomes +3 per level. Demolish (NA): The MA made by the character using their natural weapons double their DD against structures made of stone, brick, plaster, concrete, etc. and may open a passage if the DD are higher than the resistance of the material. APC: The DD for the character’s MA do not take into account half of the DR for structures made of stone, brick, plaster, reinforced concrete, etc. Shockwave (L): The character hits the ground as hard as they can and provokes a shockwave that inflicts the state Knocked over and 1D6 DD per level to all living beings, objects, and structures within a radius of 10  meters (except for flying beings or objects). The  opponents may halve these DD by performing a successful test of Dexterity with a difficulty equal to the sum of the DD normally inflicted by the character. APC: The radius of the shockwave becomes 10 meters per level. Travel through rock (L): The character may press themselves down into natural ground coverings and spend a movement action to move at a speed of 10 meters per level. Once underground, they can no longer be the target of an MA or RA, but possibly still be affected by an SA depending on its type (at the GM discretion). APC: A free action allows the character to fracture artificial ground coverings. WAY OF THE FIST (STRENGTH) Herculean strength (P, obligatory capacity): The character develops colossal strength. Except for MA, their tests related to using Strength benefit from a bonus of +3 per level. They are able to lift things with a weight equal to 300 kg per level. APC: When performing a simple MA (without any other capacity), the character doubles their Strength MOD to determine the DD they inflict. Pound (P): The character has monstrous claws or fists and their MA made with their natural weapons inflict temporary DD (to which are added either the Dexterity or Strength MOD, as chosen by the player) based on the number of levels reached in the way: 1D8 for 1 level, 1D10 for 3 levels, 1D12 for 5 levels. APC: The damage inflicted is no longer temporary and does not take into account DR strictly below 5. Jump (A): The character may leap onto an opponent situated up to 30 meters away. This leap is equivalent to the MA action Charge, with bonuses of +1 in MA per level and +1D8 DD (instead of 1D6 DD). APC: The DD bonus becomes +1D10. If the attack is successful, the target is Knocked over. Catapult (L): The character may perform an RA by throwing a heavy object (range: 10 meters per level). The DD inflicted are equal to the Strength MOD + 1D6 per level. The weight of the object thrown cannot be more than 50 kg per level. After having successfully performed the MA action Grab, the character may also choose to project the target of the attack back a number of meters equal to double their Strength MOD. In this case, the target becomes Knocked over and Stunned. The character may also catapult an ally for a distance double their Strength MOD. APC: The RA of Catapult benefits from a +1 bonus per level.


75 — chapter 3: Ways of Wonders — Pummel (L): After having successfully performed the MA action Grab, the character may bash their opponent against a nearby element. This MA inflicts temporary DD equal to 1D6 per level + the Strength MOD, as well as making them Knocked over and Stunned. APC: The special action Grab benefits from a bonus of +1 per level and the DD are no longer temporary. WAY OF GRAVITY (STRENGTH) Lighter (P, obligatory capacity): The character can make inanimate objects less heavy, and this gives them a +1 bonus per level for tests of Strength aimed at lifting something. At level 3, the character may use a free action to make themselves less heavy, so as not to be subject to the DD of a fall. By spending a movement action, they may also make something located less than 20 meters away less heavy (a person, object, etc.) so that it is not subject to the DD of a fall. APC: The character obtains a +2 bonus per level to their tests of Strength, and can make a number of things equal to their Strength MOD lighter (if they are less than 20 meters away). Heavy strike (P): During a round of combat, the character may increase the force of any hits they make, and add 1D8 to the MA DD. APC: The DD bonus becomes +1D10. Pressure (L): This power allows gravity to be increased within a restricted area. After a successful SA test, the character inflicts 1D8 DD per level to a target situated less than 20 meters away, and pushes their opponent back 3 meters per level. The target must perform a difficulty 15 test of Strength in order not to be pushed back and possibly be Knocked over. These DD affect structures normally. APC: The DD bonus becomes +1D10 per level, and the difficulty of the test of Strength for the target becomes 20. Reinforcement (P): The character affects gravity unconsciously and reduces the impacts of hits. Their weight doubles, and their DEF benefits from a +1 bonus per level. APC: The character benefits from DR5. Reversed gravity (L): The character reverses gravity in a 10-meter radius zone around them. Apart from the character, everything (objects, living beings, etc.) inside this zone rises 6 meters into the air before falling and receiving 4D6 damage for a fall (or less if a ceiling or obstacle has blocked them from rising; see the section about fall damage in the chapter entitled Madness and danger). In addition, the character may use this power on themselves and rise up to 12 meters. APC: The character increases the speed at which the targets of reverse gravity fall, and the damage inflicted become 4D10. WAYS OF WONDERS RELATED TO CONSTITUTION NB: In the description of the capacities below, the term “per level” means “the number of levels possessed in the way”. WAY OF THE CHAMPION (CONSTITUTION) Athlete, obligatory capacity (P): The character increases their Strength, Dexterity, and Constitution scores by +1 point per level. APC: The points of Primary characteristics received for the purchase of a level (+2) or capacity (+1) may be attributed to the Strength, Dexterity, or Constitution scores as desired. Strong (P): Apart from the tests for MA, the character’s test related to the use of Strength benefit from a +2 bonus per level. They are able to lift objects with a weight equal to 200kg per level. APC (F): The character may leap onto an opponent up to 20 meters away. This jump is the same as the MA action Charge, with bonuses of +1 per level for MA and +1D8 DD (instead of 1D6 DD). Agile (P): During a combat, the character may perform a movement action on a vertical, slippery, or sloping surface without having to perform a successful test of Dexterity. APC (F): Once per round, the character may replace their DEF score with the result of a test of Dexterity. In addition, when the character is Knocked over, they may get up immediately thanks to a free action. Resilient (P): The character benefits from a +1 bonus per level to their DEF score. APC (P): The character has a natural resistance to damage (DR 3). Relentless  (P): The character regains 2 HP per level (without ever exceeding their initial total) during periods of rest. APC  (P): At the end of each round of combat, the character regains 1 HP per level (without ever exceeding their starting amount).


76 — part 1: the heroes — WAY OF ELASTICITY (CONSTITUTION) Malleable (G, obligatory capacity): The character can sculpt their body as desired and stretch it until it is only a few millimeters thick. This may to slip through the thinnest of cracks and benefit from a +1 bonus per level for all tests aimed at getting past an obstacle or leaving a closed space. They have the same bonus for all tests aiming at softening their fall, and if successful, damage is reduced by 5 points per level (however, if they fail, the DD for a fall are only reduced by 1 point per level). APC: The bonuses are increased to +2 per level and -10 DD per level in case of a fall. Stretchable  (P): The character can stretch their body and limbs, and thus move without taking into account differences of levels (floors of a building, heights, etc.) A movement action allows them to reach heights of 10 meters per level as if they were moving at ground level. They may also perform an MA on an opponent situated 10 meters away per level as if they were at close range. These skills additionally aid the character during chases on foot, allowing them to either lose an opponent by slipping through a space too narrow to be taken by the person chasing them, or catch an opponent by systematically gaining 1 degree of distance per round of the chase. APC: The height and distance values become 20 meters per level. For chases, 2 degrees of distance are gained each round. Constriction (L): When performing an MA, the character can choose to stretch their body and limbs and roll them around an opponent to immobilize them. If they succeed, the MA inflicts Paralyzed on the opponent (but with no damage). The opponent may free themselves by using a combat action and performing a successful test of Strength in opposition with the character’s Constitution. APC: The tests of MA performed by the character in order to immobilize an opponent benefit from a +2 bonus per level. Cushioned (P): The character’s body becomes capable of absorbing shocks thanks to its elasticity. They benefit from a +1 bonus per level to their Defense against attacks from attackers they can see. APC: They additionally benefit from DR5 against attacks from attackers they can see. Club (L): The character inflates their fists into a mass concentrating all their strength. An MA performed using these fists inflicts 1D4 temporary DD per level, to which is added their Constitution MOD. APC: The DD of an MA performed with the Club capacity become 1D6 per level (temporary or not, as you wish), to which is added the character’s Constitution MOD. WAY OF THE GIANT (CONSTITUTION) Growth (L, obligatory capacity): The character increases the size of their body (and proportionate weight) by 1 meter per level (but not their clothes or the objects they are carrying) for a number of rounds equal to their Constitution MOD. This increase in size gives them a +1 bonus per level for tests of Strength, as well as a bonus to the DD of their MA equal to +1D4 per level. APC: The duration of the Growth capacity is increased to a number of rounds equal to the number of levels possessed in this Way. The bonus for tests of Strength becomes +2 per level. You can take it (P): Using the Growth capacity gives a +1 bonus per level to the character’s DEF score. APC: The character additionally benefits from 1 DR per level. Massive strike (A): Using the Growth capacity and performing a successful MA allows the character to project an opponent back a number of meters equal to the number of DD inflicted. The opponent becomes Knocked over. After this powerful action, the character is Weakened until the end of the following round, unless they spend 1 EP. APC: An opponent projected backward following a successful MA receives extra DD of 1D6 per level. Using this capacity no longer inflicts Weakened on the character. Colossus (P): The Growth capacity now allows the character to halve the DR of structures when hitting an inert target (door, wall, vehicle, etc.) APC: When they use the Growth capacity, the character doubles the DD inflicted by their MA on inert structures. Titan (L): The character focuses all their energy to grow to immense size. They double the size (+2 meters per level) and bonuses obtained by their Growth capacity: +2 per level for tests of Strength, as well as a bonus to the DD of their MA equal to +1D8 per level. However, to maintain this form, they must perform a successful test of Constitution (difficulty 15 + the number of rounds already spent in this form) at the end of each round, or return to their normal size and become Weakened for one round. APC: The difficulty of the test of Constitution becomes 10 + the number of rounds already spent in this form.


77 — chapter 3: Ways of Wonders — WAY OF HEALING (CONSTITUTION) Quick recovery (P, Obligatory capacity): During periods of rest, the character regains +2 HP per level, in addition to those regained normally. APC: The character benefits from a +1 bonus per level for tests of Constitution performed after a serious wound. In addition, during these tests, a result of 1 on the D20 is no longer considered a critical fail. Accelerated regeneration (P): At the end of each round of combat, the character regains +1 HP per level (without ever exceeding their starting amount). APC (L): Once per day, the character regains the totality of their lost HP. Increased longevity (P): The character's HP score is raised by 1 point per level of experience (maximum 10) or 3 points per level if they possess 3 levels or more in this Way (maximum 15). APC: At level 10, the character's HP score is raised by 2 points per level (maximum 20). Bandage the wounds (L): The character can give treatment to another character near to them. The beneficiary of this capacity regains +1  HP per level of the character (without ever exceeding the beneficiary’s starting amount). APC: The target recovers +2 HP per level. Hardened (P, requires Accelerated regeneration): Once they have acquired this capacity, the character's Constitution score is raised by 4 points. This capacity also allows them to disregard all effects related to serious wounds. APC: When their HP reach 0, the character may attempt a test of Constitution, difficulty 25. If successful, recover +1 HP. WAY OF INVULNERABILITY (CONSTITUTION) Steel skin (P, obligatory capacity): The character benefits from a +1 bonus per level to their DEF score. APC: The character also gains DR10. Major endurance (P): The character is unaffected by poison and benefits from a +3 bonus per level for their Constitution tests. APC: When the character’s number of HP is equal to or below 0, they remain conscious but suffer from Weakened and Slowed for as long as they do not have at least 1 HP. Kinetic absorption (P): The character’s skin resists any DD inflicted by hits or impacts from projectiles. Whenever they are supposed to be affected by DD not provoked by heat, cold, or an electric charge, the character performs a test of Constitution (with difficulty equal to the DD). If this is a critical success, the DD are canceled. For a normal success, the DD are halved. If case of a fail (normal or critical), the DD are applied normally. APC: The character benefits from a +1 bonus per level to Constitution tests made using this capacity. After-effect (F): When an opponent performs a successful attack against the character (except for attacks using cold, fire, or an electric charge), the character performs a test of Constitution with a difficulty equal to 10  +  the result of the DD obtained by the opponent (meaning, without any reduction subsequently applied by the character). If successful, the character’s next MA benefits from a bonus of 1D6 per level to the DD. APC: For a successful test of Constitution using this capacity, the character adds the result of the DD obtained by the opponent (meaning, without any reduction applied after by the character) to the DD bonus. Major resilience (P): Once per day, when the character should lose HP during a round (for whatever reason: an attack, a fall, cold, fire, etc.), they may perform a test of Constitution with a difficulty equal to 20 + the number of HP they should lose. A success (normal or critical) allows them to avoid losing any HP. A normal fail halves the loss of HP. In case of a critical fail, the loss of HP occurs normally. APC: The character benefits from a +1 bonus per level to Constitution tests performed using this capacity. WAY OF METAMORPHOSIS (CONSTITUTION) Change appearance (M, C, obligatory capacity): By using a movement action, the character can change the appearance of their body (age, gender, skin pigmentation, eye and hair color, general appearance, etc.) They keep the same weight and height, but their body weight can be distributed differently. They benefits from a +10 bonus for all tests of disguise and discretion. Taking on a scary or attractive form also gives them a +1 bonus per level for their tests of Willpower. APC: The bonus to tests of disguise and discretion becomes +15 and their tests of Willpower benefit from a +2 bonus per level. More or less (L, C): The character can modify their height by 20cm per level. Becoming taller gives their tests of Strength and the DD of their MA a +1 bonus per level, but a penalty of -1 to their DEF. Becoming shorter


78 — part 1: the heroes — gives a +1 bonus per level to their DEF and their tests for passing unseen, but also a penalty of -1 per level to the DD of their MA. APC: The bonuses and penalties given by this capacity become +2 per level. Lookalike (L, C): The character can become the perfect doppelganger of a person with whom they have come into contact during a discussion, no matter how short (and thus reproduce their voice and facial expressions). Their tests of disguise are successful except in the case of a critical fail or if they meet someone who knows the person being imitated. APC: Using this capacity requires using a movement action instead of a limited action. Plastic form (F): The character can change the arrangement of their bodily mass in order to take MA damage better. This capacity gives them a +1 bonus per level for DEF, except for damage caused by an electrical charge, cold, or fire. APC: Using this capacity additionally gives 1 DR point per level. Monstrous form (L, C): The character can densify or modify their natural weapons so that their MA inflict DD of 1D4 per level, to which is added their Strength MOD. APC: The DD for MA performed using this capacity become 1D6 per level. WAY OF THE TINY (CONSTITUTION) Small fry (L, C, obligatory capacity): To avoid their enemies’ attacks, the character can reduce their size (but not their clothes or the objects they are carrying) until they are around 3-5cm high. They remain shrunk for a number of rounds equal to their Constitution MOD + 1 per level, but can return to normal size before if they so wish. The character retains all of their characteristics, apart from their Strength and the DD of their natural weapons (which are both reduced to 0), their weight (which becomes just a few grams) and their speed (reduced to 50cm per movement action). However, they benefit from a +5 bonus to their DEF against MA and +10 against RA (although these bonuses do not apply to zoned weapon attacks such as grenades, etc.) They also benefits from a +10 bonus to tests of Dexterity aimed at allowing the character to pass unseen. APC: Tests of Discretion benefit from a bonus of +15; the character retains their Strength and the DD of their natural weapons. Reducer (G, L, C): The character is automatically able to shrink anything in contact with them to their size: clothes, objects being carried, etc. They can only affect a maximum of their Dexterity value in kilograms. A limited action also allows them to shrink a consenting living being for 1 round per level, as long as the character remains at their usual size. Objects return to their normal size when no longer in contact with the character. APC: The character can additionally shrink one living being by spending a movement action. Light (M): The character can reduce their weight so they no longer suffer from falls (they are no longer affected by the DD). APC: With one limited action, the character can increase their density for a duration of one round per level, during which MA performed with their natural weapons inflict 1D6 DD per level. The blink of an eye (F): Changes in size and weight no longer require the character to make a limited action, so they can now change in the blink of an eye with a free action. APC: The character may perform this action twice per round of combat.


79 — chapter 3: Ways of Wonders — Minuscule (L, C): The character can reduce their size until they are practically invisible to the naked eye, for a number of rounds equal to their Constitution MOD + 1 per level. Their tests of Dexterity for passing unseen are automatically successful (unless they receive a critical fail) but their Strength, Constitution, and the DD of their natural weapons are reduced to 0, while their speed is reduced to 5 centimeters per movement action. However, they benefit from a +10 bonus to their DEF against MA (as long as their assailant can see them!) and can no longer be the target of an RA (except for zoned weapons such as grenades, etc.) APC: Once activated, the capacity lasts a number of rounds equal to their Constitution MOD + 1 per level + the character’s level of experience. WAY OF WATER (CONSTITUTION) Gills (NA, obligatory capacity): The character is able to breathe underwater and does not receive any penalty when fighting underwater. They remain subject to the effects of underwater pressure. APC: The character’s vision becomes sharper out of water. They can now see up to 10 meters maximum per level in near-darkness. Swim (P): When the character performs a movement action underwater, they are able to move at a speed of 20 meters per level (i.e. 100 meters per movement action at level 5, which is 70 km/h). APC: This speed becomes 30 meters per level. Abyss (NA): The character is no longer affected by pressure underwater and can swim at a maximum depth of [1000 meters × Constitution MOD]. Additionally, they benefit from a rudimentary sonar device, allowing them to perceive masses, forms, and movement even in the darkest of abyss. They also see underwater as well as on land (with the same amount of light). APC: The character becomes undetectable underwater by sonar, radar, etc. and benefits from a +1 bonus per level to their Strength score. Control water (L): The character can direct masses of water to produce underwater currents or forms in the open air, and can use water like a weapon, by performing an SA (with a range of 20 meters) that inflicts 1D4 DD per level + the character’s Constitution MOD. The target must perform a successful test of Strength in opposition to this RA or they are propelled 2D6 meters back and Knocked over. APC: The damage of the SA become 1D6 DD per level (+ Constitution MOD). King of the seas (G, L): The character can command a number of sea creatures equal to the number of levels possessed in the Way, and make them perform simple actions (attack, block, move, etc.) By using a limited action, the character may also make sea creatures come to them from a radius of x nautical miles, where x is equal to the number of levels possessed in the way (note that one nautical mile = 1.8km). APC: The number of sea creatures that the character can command is equal to their level of experience. WAYS OF WONDERS RELATED TO DEXTERITY NB: In the description of the capacities below, the term “per level” means “the number of levels possessed in the way”. WAY OF ACROBATICS (DEXTERITY) Superhuman agility (NA, obligatory capacity): The character benefits from a +2 bonus to their MA, DEF, and Initiative scores. They benefit from a +5 bonus for all tests for acrobatics, climbing, jumping, running, balancing, and dodging. APC: The MA, DEF, and Initiative score bonuses become +1 per level, and tests for acrobatics, climbing, jumping, etc. are made with a +10 bonus. Agile dodge (F): Once per round, the character may replace their DEF score with the result of a test of Dexterity. In addition, when the character is Knocked over, they may immediately get back up with a free action. APC: The test of Dexterity performed to activate Agile dodge benefits from a +1 bonus per level. On the walls (M): During a combat, the character can do their movement actions on a vertical, slippery, or sloping surface without having to make a successful test of Dexterity. APC: Using the On the walls capacity gives a bonus of +5 to the character’s DEF score until the end of the combat round. Quick and agile (M): Once per round, the character may perform an extra movement action. This action is made at their Initiative score -10. APC: The action is made at the character’s Initiative -5.


80 — part 1: the heroes — Acrobatic attack (L): During a combat, the character may replace their MA test with a test of Dexterity performed in opposition with the opponent’s Dexterity. If successful, the character inflicts on their opponent the DD that correspond with the weapon used, to which is added +1D6. APC: The test for the Acrobatic attack benefits from a +1 bonus per level, and the DD of the MA become +1D8. WAY OF DEFLAGRATION (DEXTERITY) Beam (A, obligatory capacity): The player chooses a type of energy (plasma, fire, ice, electricity, laser, etc.) They may perform an SA (range of 20 meters) allowing them to project a beam of this energy. The DD for this SA are 1D6 per level, to which is added the Dexterity MOD. APC: The character’s SA benefits from a +1 bonus per level. Multiple attacks (A): The character may perform an energy SA (range 20 meters) on 1 target per level +1. The SA test is made using 1D12 (rather than 1D20). The DD of each SA are 1D4 per level, to which is added the Dexterity MOD. APC: The tests of SA are made with 1D20 and the DD become 1D6 per level, to which is added the Dexterity MOD. Explosion (L): The SA performed successfully by the Beam capacity produces an explosion with an area of effect of 2 meters in diameter per level (DD 1D4 per level, to which is added the Dexterity MOD). Apart from the target of the SA, all the characters inside the area of effect have to perform a test of Dexterity (difficulty 15). If unsuccessful, they are Knocked over. APC: The difficulty of the test of Dexterity for opponents becomes 20. Homing in (L): The range of the Beam capacity is extended to 50 meters. The SA is made using 1D12, but it reduces the penalty inflicted by the target’s cover by 1 point per level. APC: Once the character knows of the existence of the target, their SA no longer need to have the targets in direct view. Perforation (F): The Beam capacity reduces the DR of its targets by 2 points per level. APC: The character can decide that their SA made using the Beam capacity do not inflict DD but instead destroy the target’s protection, whether cover or armor (except protection created using Way of invention). WAY OF FIRE (DEXTERITY) Fire mastery (P, obligatory capacity): The character reduces all fire DD received by 5 points per level. They may also suffocate, fan, spread, and direct flames, and are no longer affected by damage caused by fire smoke. APC: Fire (heat and smoke) no longer inflicts any DD on the character, and they are able to move through a fire without any inconvenience at all, unless the structure itself collapses. Flamethrower (A): The character can project flames through the air. The effects are equivalent to those of Beam in Way of deflagration: an SA (range of 10 meters per level) which inflicts DD of 1D6 per level, to which is added the Constitution MOD. APC: The character’s SA benefit from a +1 bonus per level. Unless they are wearing something fireproof, the target must perform a successful test of Dexterity (difficulty 15), otherwise their clothes catch fire and they receive fire damage (1D8 per round). Hand of fire (A): The character may perform a closerange SA which inflicts DD of 1D8 per level, to which is added their Constitution MOD. APC: The target of the close-range SA catches fire, unless they perform a successful test of Dexterity (difficulty 15). Burning aura (L): The character can generate extreme heat around themselves. They may create a zoned SA in an area around themselves with a range of 1 meter per level. This  attack targets all objects and living beings (apart from the character) within the zone and inflicts DD of 1D4 per level. The first time the target takes damage from this attack, they catch fire, unless they perform a successful test of Dexterity (difficulty 15), and take damage from the heat of the blaze (1D8 per round). APC: The DD of an SA made using the Burning aura capacity become 1D6 per level. The test for targets to escape the fire is now difficulty 20. Body of magma (L, C): The character raises their body temperature to close to that of magma (1,200°C). They are no longer subject to damage from fire (burns and smoke) and anything that comes into contact with their body immediately catches fire. Coming into contact with the character in this form immediately inflicts serious wounds (third-degree burns) and causes the immediate loss of 1D8 HP per level. However, this form does has its inconveniences: the character is Slowed and their Perception, Intelligence, and Dexterity MODs are reduced to 0. Also, certain surfaces (like asphalt) melt and/or catch fire under their weight (risk of sinking


81 — chapter 3: Ways of Wonders — or falling, determined by the GM depending on the situation). APC: The character no longer suffers from Slowed when using this capacity, and their Perception, Intelligence, and Dexterity MODs are simply reduced by half (rounded up when necessary). WAY OF RESTRICTION (DEXTERITY) When the character acquires this Way, they chooses which means will be used to impede their opponents; it could be ice (like Mr. Freeze), climbing plants (like Poison Ivy), a forcefield, a sticky substance, nets, etc. Impede (L, obligatory capacity): The character may perform an SA (range 20 meters) aimed at capturing an opponent. If successful, the target is Slowed (or Immobilized for a critical success) and may only extricate themselves from the impediment by spending a movement or attack action in order to attempt a test of Strength with a difficulty equal to the character’s score at the time of their SA. APC: SA benefit from a +1 bonus per level. Disarm (L): The character may perform an SA (range 5  meters) on one or several opponents (for the latter, use 1D12 rather than 1D20 for the RA test) in order to make their targets’ non-natural weapons unusable for a duration of 1 round per level. APC: SA targeting several opponents are made with 1D20. Blind (L): The character may perform an SA (range 10 meters) aimed at an opponent’s eyes. If successful, the target is Blinded (for a critical success, they are also Slowed) and may only shake off the impediment by using a movement or attack action in order to attempt a test of Strength with a difficulty equal to the character’s score at the time of their SA. APC: SA benefit from a +1 bonus per level. Shield (L): The character may use their power to protect themselves, cover all the people in a 2-meter range around them ,or protect an ally situated no more than 10 meters away. For the people in question, this shield offers a DEF bonus of +3 and DR5 per level. It disappears at the end of the round, but can be maintained for the following round by using a movement action. APC: The shield remains for a duration of 1 round per level, but disappears if the character loses any HP. Imprison (L): Once per combat, the character may perform an SA (range 30 meters) in order to enclose a target in a layer of mud. If successful, the victim is Immobilized for the rest of the combat, unless they make a successful test of Strength (only one allowed) with a difficulty equal to the score of the SA that imprisoned them. APC: SA benefit from a +1 bonus per level. WAY OF SPEED (DEXTERITY) Sprinter (P, obligatory capacity): The character gains a bonus to their movement actions of 50 meters per level, as well as a +1 bonus to their Initiative. APC: The bonus to the character’s movement actions rises to 100 meters per level and the bonus to their Initiative score becomes +2 per level.


82 — part 1: the heroes — Rapid (P): The character benefits from a +1 bonus per level to their DEF score. At level 3, they can run on vertical surface. At level 5, they can run on liquid surfaces. APC: The DEF score bonus becomes +2 per level. Charge (M): A Charge action instigated by the character during combat gives them a bonus of +1 per level to MA made at the end of the charge, and a bonus of +1D4 per level to the DD. APC: The DD bonus given by this capacity increases to +1D6 per level. Driven (P): Using a movement action during combat allows the character to gain an extra attack action. APC: The character gains a movement action as a free action. Marathon (NA): Once they get going, the character can run at a speed equal to their Dexterity MOD multiplied by 100 km/h. They can maintain this speed for a number of hours equal to their Constitution MOD. APC: The character’s Dexterity score is raised by +1 per level. WAY OF TELEPORTATION (DEXTERITY) Quick shift (M, obligatory capacity): The character may use a movement action to teleport a maximum distance of 10 meters per level, as long as they can see the place they want to reappear at. APC: The character can teleport a distance of 20 meters per level. Defense reflex (F): Once per round, when they should receive damage from a successful MA against them, the character may perform an SA test with a difficulty equal to the result of the MA. If successful, they are able to teleport a maximum distance of 1 meter per level, allowing them to dodge the attack and not lose any HP. When the character possesses at least 4 levels in the way, they may use this capacity to avoid the DD of an RA. APC: The character gains a +1 bonus per level for their SA tests performed for the Defense reflex capacity. Teleportation (L): The character can teleport to any place that they can remember, but becomes Weakened for the hour after doing so. When they possess at least 4 levels in this Way, they may take a person with whom they are in contact (with their permission or against their will). When the character possesses at least 5 levels in this Way, they may take with them up to five people or any object that is not fixed to the ground (like a vehicle or mobile structure) with its occupants. The maximum size of the object depends on the character’s level of experience (level 5: a standard car; level 8: a minivan or pick-up truck; level 14: a bus, a truck, a yacht, or jet; level 18: a container ship, aircraft carrier, etc.). APC: The character may attempt a test of Dexterity (difficulty 30) to teleport to an unknown place, but for which they have a photo or precise description. If they fail, the teleportation fails, the character reappears at a random location somewhere within roughly 100km of their point of departure, and they become Weakened for the following 24 hours. Intermittence (L): The character can use their power to surprise, dodge, and hit their opponents during combat. Once activated by a limited action, the character benefits from a +1 bonus per level to their Initiative, MA, and DEF scores, for a number of rounds equal to 4 + their Constitution MOD. APC: The capacity now lasts a number of rounds equal to 8 + their Constitution MOD. Violent teleportation (L): Once per combat, the character can teleport a target into a visible solid. They must first perform a successful MA test made with the help of a natural weapon. If they fail, the MA has no effect. If their test is successful (normal or critical), the character may attempt an SA test in opposition with a test of Dexterity by the target. If the character fails, nothing happens, and  the target can immediately make a free action attack. If they succeed, the character teleports the target a maximum distance of 20 meters and inflicts 2D6 DD per level on them. APC: All tests performed by the character for using this capacity benefit from a +1 bonus per level.


83 — chapter 3: Ways of Wonders — WAYS OF WONDERS RELATED TO INTELLIGENCE NB: In the description of the capacities below, the term “per level” means “the number of levels possessed in the way”. WAY OF CANCELLATION (INTELLIGENCE) NB: The character cannot cancel a capacity for a Way for which the opponent possesses more levels than the character has in Way of cancellation. No powers (L, obligatory capacity): By concentrating, the character can stop any capacity from a Way of wonders being used (except for No powers) for a whole round, in a zone centered on them with a diameter equal to 5 meters per level. APC: Once activated, the No powers capacity functions for a duration of 1 round per level, as long as the character performs a successful difficulty 15 test of Constitution at their Initiative score, as a free action. If they fail, this capacity ceases to function. Counter-measure (P): Each time an opponent makes an SA against them, the character may perform an SA test in opposition with the result of the opponent’s SA. If successful, the opponent’s SA has no effect. APC: The character benefits from a +1 bonus per level to their SA test made by this capacity. Opening (P): During a combat, the character can briefly halt the effects of the No powers capacity in order to allow their allies to use a capacity from a Way of wonders. APC: Using No powers requires using an attack action (rather than a limited action). Discriminating zone (L): The character can modify the No powers capacity so that they or one of their allies can use a number of Ways of wonders equal to the number of levels they possess in the Way of cancellation. APC: The number of powers that can be used is equal to 1 per level + Constitution MOD. Immunity (P): As long as the character performs a successful test of Constitution (difficulty 25), they cannot be affected by any capacity of a Way of wonders aimed at them directly. APC: The character benefits from a +1 bonus per level for the tests of Constitution made for the Immunity capacity. WAY OF COLD (INTELLIGENCE) Icy touch (P, obligatory capacity): The character reduces the DD inflicted by the cold by 5 points per level. In addition, their MA made with a natural weapon benefit from a DD bonus of +2 per level, and inflict Slowed on the target for a duration of 1 round per level, unless the target performs a successful test of Constitution, difficulty 10. APC: Tests of Constitution made by targets now have a difficulty of 15.


84 — part 1: the heroes — Cooler (L): The character lowers the temperature around them, with a range equal to 1 meter per level. Unless the creatures in this zone have the necessary protection (fur, winter clothes, etc.) or perform a successful difficulty 15 test of Constitution, they all become Weakened for a number of rounds equal to the character’s Constitution MOD. APC: The tests of Constitution performed by targets now have a difficulty of 20, and the range of the zone made cooler by the capacity becomes 2 meters per level. Slip and slide (A): The character can generate sheets of ice of 1 meter per level in order to hinder their opponents’ movements, or ramps of ice to move more quickly. During combat, any opponents present in the zone where the character had made a sheet of ice appear cannot move during that round, and the character can move at a speed of 20 meters per movement action. APC: To escape the zone refrigerated by the character, the opponents must perform a successful test of Dexterity (difficulty 15). If they fail, the opponent is Knocked over. Icy projectiles (L): The character projects spikes of ice. The effect is equivalent to that of the Beam capacity from Way of deflagration: an SA (range of 10 meters per level) which inflicts 1D6 DD per level, to which is added the Constitution MOD. APC: The character’s SA benefits from a +1 bonus per level and inflicts Slowed on the target for two rounds if they do not perform a successful test of Constitution (difficulty 20). Ice armor (L, C): The character generates an ice armor that gives them DR and a DEF bonus of +1 per level, for a number of rounds equal to 1 + the Constitution MOD. APC: The DR bonus becomes +2 per level. WAY OF MAGNETISM (INTELLIGENCE) Iron control (L, obligatory capacity): By using a limited action, the character can move something visible, with ferrous elements, and weighing a maximum of 500 kg per level (an object, a living being) through the air. They may also perform an SA (range 10 meters per level) inflicting 1D10  DD per level for blunt objects, and 1D10 DD per level +1D6 for sharp objects. APC: The character can move things weighing up to 1 ton per level. The SA DD become 1D10 DD per level +2D6 for blunt objects and +3D6 for sharp objects. Rip away (L): The character can rip away a secured object with iron elements (screwed bolt, an object fixed or held by an opponent…) situated at a maximum distance of 5 meters per level and weighing no more than 10 kg per level. They must perform a successful test with a difficulty determined by the solidity of the fastening or by the Strength of the opponent if the object is to be ripped from their hands. If successful, the character may move the object in the direction of their choice, for a distance equal to 5 meters per level. APC: The character benefits from a +2 bonus per level to tests performed using this capacity. Complex manipulation (L): The character can activate a simple or complex mechanism with ferrous components (door, lock, handgun, etc.) situated up to 10 meters per level away, and benefits from a +1 bonus per level to skill tests performed using this capacity. APC: The capacity now only requires the spending of a movement action to be activated, and the character can simultaneously activate 1 mechanism per level. Magnetic field (L, C): The character creates a powerful magnetic field around themselves across a radius of 1 meter per level. Metal projectiles cannot penetrate this field, and any creature carrying iron or steel must use a movement action and perform a successful test of Strength in opposition with the character’s Intelligence in order to come into contact with them. MA performed by opponents carrying iron or steel are made with 1D12. APC: The capacity now only requires the spending of a movement action to be activated, and all tests performed by the character using this capacity benefit from a +1 bonus per level. Deformation (L): The character can deform or break any object made mostly of iron or ferrous alloys, the surface area of which depends on the number of levels possessed in the way (1 level: size of a plate; 2 levels: size of a manhole cover; 3 levels: size of a sheet-metal plate; 4 levels: size of a small car; 5 levels: size of a minivan, etc.) Objects are bent out of shape as if they were being subjected to a lot of pressure, and are smashed if they reach their breaking point. APC: The size of the objects is doubled. WAY OF TELEKINESIS (INTELLIGENCE) Control (M, obligatory capacity): By using a movement action, the character can move something weighing a maximum of 50 kg per level (an object, a living being) through the air. They may also perform an SA (range 10 meters per level) inflicting 1D6 DD per level for blunt objects, and 1D6 DD per level +1D6 for sharp objects. APC: The character can move things weighing up to 100 kg per level. The SA DD become 1D6 DD per level +2D6 for blunt objects and +3D6 for sharp objects.


85 — chapter 3: Ways of Wonders — Manipulation (L): The character can activate a simple mechanism (door, lock, trap, button, etc.) situated up to 10 meters per level away, and benefits from a +1 bonus per level to tests of skill performed using this capacity. APC: The character can simultaneously activate a number of mechanisms equal to the number of levels possessed in the way. Defensive manipulation (A): The character may spend an action in order to attempt to slow down the projectile of an RA. They perform a test of Intelligence with a difficulty equal to the result obtained by the opponent’s RA. With a normal or critical success, the DD of the attack are reduced by 5 points per level. For a normal or critical fail, the RA DD are applied normally. APC: The RA DD are reduced by 10 points per level. Multiple control (L): The character can apply the Control capacity to as many targets as they wish, as long as the total weight is under 10 kg per level. The SA can be aimed at just one target (giving an extra bonus to the DD of 2D6) or up to 1 target per level (for this, the SA are made with 1D12 rather than 1D20, and do not benefit from an extra bonus to the DD). APC: The tests of SA against two or more targets or are made with a D20 rather than a D12. Animated objects (A): The character can use an object (weapon, item of clothing, shoes, etc.) worn by an opponent to make an SA on a target situated up to 10 meters per level away. If successful, and depending on the object used, they may inflict one of the following states: Stunned (the target receives a hit to the head), Blinded (a scarf, a cape, or a piece of fabric obscures the opponent’s eyes), Immobilized (an article of clothing wraps itself around the opponent’s limbs), Slowed (the opponent’s clothes become rigid), or Knocked over (the opponent’s shoes make them trip up). APC: The character may inflict two of these states on the target. WAYS OF WONDERS RELATED TO PERCEPTION NB: In the description of the capacities below, the  term “per level” means “the number of levels possessed in the way”. WAY OF ILLUSION (PERCEPTION) Projected illusion (M, obligatory capacity): By using a movement action the character is able to project an illusion at a distance up to 10  meters per level. This illusion affects one of the five senses (object or person for a visual illusion; noise for a sound-based illusion; smell for an olfactory illusion; feeling for a touch-related illusion; taste for a food-related illusion). This illusion may evolve (a person who moves, a noise or smell that changes, a brush of the skin that becomes painful, etc.) To see through the illusion, the people affected have to make a successful test of Perception with a difficulty equal to 10 + the illusionist’s Perception MOD. If they fail, they fall for the trick and believe the illusion is real. If they succeed, they see through the trickery and realize it is only a projection. APC: The difficulty of the test of Perception becomes 15 + the Perception MOD of the illusionist. Perturbing the senses (M, C): By using a movement action, the character can disorient anyone else situated within a range of 10 meters per level. Any test of Perception attempted within this area, and any test of Attack made targeting the character receive a penalty equal to the Perception MOD of the illusionist. APC: The capacity is now made using only a free action and lasts a number of rounds equal to the Perception MOD of the illusionist, but remain subject to the rules of concentration. Multiple projections (M, C): When they use the Projected illusion capacity, the character can produce a number of illusions equal to their Perception MOD. These illusions can affect several different senses and last a number of rounds equal to the Perception MOD of the illusionist. These illusions may be combined with each other, which can allow for a copy of a person to be produced that looks and sounds like them (the character appears, talks, etc.) The people seeing these illusions must perform a successful test of Perception with a difficulty equal to 10  + the Perception MOD of the illusionist. If they fail, they are duped and believe the illusions are real. If they succeed, they see through the trickery and realize it is only a projection.


86 — part 1: the heroes — APC: During combat, the projected illusions disorient the opponents. If they fail their test of Perception against this capacity, they lose their attack for that round , but on the next round can use a free action in order to try a new test of Perception. Disruption of the senses (A): The character targets a visible opponent less than 20 meters away. The target must make a successful test of Perception equal to 10 + the Perception MOD of the illusionist or instantly lose contact with reality to such an extent that they inflict damage upon themselves (1D4 per level + the Perception MOD of the illusionist) by falling, hitting themselves, or even through autosuggestion. A successful test of Perception allows them to receive only half of 1D4 per level and not be the target of this capacity during the next round. APC: The difficulty of the test of Perception becomes 15 + Perception MOD. World of illusion (L, C): For three limited actions (i.e. 3 rounds), which are necessary in order to concentrate, the character can project the illusion of an scene with a surface and size of equal to 20  meters per level. This illusion lasts 1 round per level + 5. The illusion created can be a representation of buildings, nature, or something else. Anyone situated within the illusion must make a successful test of Perception (difficulty 10 + the Perception MOD of the illusionist) at the start of each round in order to be able to start an action. If they fail, they lose their action for the round. If they succeed, they realize that their surroundings are an illusion, but are still disoriented and all their tests (including for attacks) receive a penalty of -10. APC: The difficulty of the test of Perception becomes 15 + the Perception MOD of the illusionist. WAY OF THE INVISIBLE (PERCEPTION) Furtive (P, obligatory capacity): The character benefits from a +2 bonus per level for all tests related to hiding themselves or passing unseen. APC: The bonus becomes +3 per level. Transparent (P): The character can make themselves be forgotten very quickly if they so wish. Strangers who have interacted with them have trouble recalling information about them or what they looked like, unless they make a successful test of Intelligence with a difficulty equal to 15 + 1 per level. Similarly, images of the character captured by cameras are out of focus or not taken from an angle that allows their face to be seen properly. This effect can be maintained by the character for a number of minutes equal to their Intelligence MOD + 1 per level. APC: The difficulty of tests of Intelligence made in order to remember the character is now 20 + 1 per level. Invisible (L, C): The character can play with light in such a way as to make invisible both their body and anything in contact with it (clothes, objects carried, etc., with a weight limit equal to their Constitution score for these). This invisibility lasts 1 round per level, to which is added the character’s Perception MOD. The character does however continue to emit smells and noises, and remains visible with infrared light, sonar, X-rays, etc. If an opponent manages to detect the character’s presence (depending on the equipment they have, or the circumstances), they may use an attack action to pinpoint the location of the character. An opponent who has managed to locate the character may attempt an attack, but has a penalty of -5 applied to their test. APC: The attack penalty for opponents having pinpointed the character’s location become -10. Disappearance (L, C): By using a limited action, the character is able to make someone else invisible (whether they agree or not) for a number of rounds equal to the Perception MOD, as long as the character remains visible themselves, and performs a successful test of Intelligence in opposition with the target’s Constitution if the action is being made without the latter’s consent or knowledge. APC: The character can make one person invisible per level. Spirited away (L, C): The character can render invisible an item no bigger than 1 meter per level (weapon, furniture, wall, clothing, etc.). The object and the materials in immediate contact with the character become completely transparent and disappear from view, but can still be felt and thus detected by other means than human sight. This invisibility lasts for as long as the character remains concentrated. APC: The character may use the capacity on 1 objects per level. WAY OF LIGHTNING (PERCEPTION) Resistance (P, obligatory capacity): The character reduces the DD of electricity by 5 points per level. They may also inflict 1D6 temporary DD as well as Stunned to anyone whose skin comes into contact with a part of the character’s body. APC: The DD inflicted by contact increase depending on the number of levels possessed in the way: 1 level, 1D8; 3 levels, 1D10; 5 levels, 1D12. These DD are no longer temporary.


87 — chapter 3: Ways of Wonders — High voltage (L): Any MA made with the character’s natural weapons or one that conducts electricity benefit from a temporary DD bonus of 1D6 per level and, if successful, inflict Stunned on the target. APC: The DD are no longer temporary. Lightning strike (A): The character may perform an SA (range of 20 meters). The DD for this SA are 1D6 per level, to which is added the Perception MOD. APC: The character’s SA benefits from a +1 bonus per level. Lightning (L): The character makes a zoned attack (with a diameter equal to 1 meter per level), which inflicts 1D4 DD per level to the people within the zone. APC: The SA inflict Stunned and 1D6 DD per level, to which is added the character’s Perception MOD. Electric current (L, C): The character can transform their body mass into an electrical charge and move around in this form by following conductive materials (such as high tension electrical lines) at a speed of 100 km/h per level. In this form, they are completely immune to electricity DD. APC (L): The character moves along high tension electrical lines at almost the speed of electricity, i.e. 170 000 km per second. WAY OF OBSERVATION (PERCEPTION) When they choose this Way, the character chooses one of three senses (sight, hearing, or smell) to which the capacities of the Way will apply. Increased perception (NA, obligatory capacity): When they perform a test of Perception for the chosen sense, the character benefits from a +3 bonus per level. The range and precision of the chosen sense also increases proportionally. APC: Depending on the chosen sense (vision: bonus of +1 per level for MA, once per combat; hearing: DEF bonus of +1 per level against an RA, once per combat; smell: the character can no longer be afflicted with Surprised and automatically detects individuals within a range of 10 meters per level). Extended senses (NA): The character can choose a second sense (sight, hearing, or smell) for which they benefit from the same advantages as the first sense (except for the those of the APC). APC: The character benefits from the APC of Increased perception for this second sense. Refinement of the senses (P): Depending on the chosen sense , the character has access to the following improvements: ◊ Improved sight with one of the following effects chosen by the character: infrared (detection of heat sources); night sight (vision in poor light and neardarkness); sharp vision equal to that of an eagle; projection and perception of X-rays allowing the character to see through thin layers of materials (must be validated by the GM). ◊ Extension of hearing to frequencies otherwise inaudible to the human ear (ultrasound and infrasound). ◊ Improved olfactive abilities to a level of finesse similar to that of a dog. APC: Dependent on the chosen sense (sight: DD bonus of +3 per level, once per combat, for finding a weak spot; hearing: bonus of +1 per level for tests performed in order to know what the person being spoken to is feeling, for example if they are nervous because they are lying; smell: the character has access to information like the state of health of the person being spoken to, the people they have been with recently, the places they have been in the previous hour, etc.) Perception plus (P): All of the character’s tests of Perception using the chosen sense are made with an Edge and obtain a critical success for a result of 19 or 20. APC: A critical success is obtained for results of 17, 18, 19, and 20. Hyper-perception (NA, requires Extended senses): The character can choose a third sense (sight, hearing, or smell) for which they benefit from the same advantages as the first two senses (except for the those of the APC). APC: The character benefits from the APC of Increased perception for this third sense. WAY OF THE SCREAM (PERCEPTION) Sonic explosion (A, obligatory capacity): The character can make a zoned SA with a 10-meter radius around themselves. This SA benefits from a +1 bonus per level, and inflicts 1D4 temporary DD per level to everyone (except the character) within the zone. The SA is not affected by armor but it is ignored by anyone with ear protection (earplugs, soundproof headwear, etc.) People within the zone have to do a test of Constitution with a difficulty equal to the score of the SA. If they fail, they


88 — part 1: the heroes — are Knocked over and Stunned (for one round). If they succeed, they are just Stunned (for one round). APC: The SA DD are no longer temporary and benefit from a bonus equal to the character’s Perception MOD. Piercing cry (L): The character can concentrate soundwaves and use them for an SA on an opponent. The SA has a range of 20 meters and inflicts DD equal to 1D6 per level, to which is added the character’s Perception MOD. If the SA is successful, the target has to perform a test of Constitution with a difficulty equal to the score reached by the SA, and if they fail they become Stunned for 1 round per level. APC: The attack ignores the target’s DR if it is 10 or under. SA tests benefit from a +1 bonus per level. Sonic manipulation (A): The character can deform the soundwaves they produce, changing their frequency and volume. This allows them to produce ultrasound and infrasound (which disrupts things like sonar), amplify the sounds they produce to painful volumes, and direct them so that just one person is affected, at a maximum range of 500 meters per level. APC: Anyone targeted by the use of this capacity has to perform a successful test of Constitution (difficulty 20) or become Stunned for a duration of 1 round per level. Soundwaves (L): The character can emit cones of intense soundwaves 20 meters long and 1 meter per level wide. This SA follows the same rules as Sonic explosion. APC: The DD of the SA made with this capacity are now 1D6 per level. Wall of sound (A): The character can emit vibrations that can fracture solids (glass, concrete, metal, etc.), by performing an SA which inflicts 1D6 per level to objects or structures. APC: When using this capacity, the SA DD for structures become 2D6 per level.


89 — chapter 3: Ways of Wonders — WAYS OF WONDERS RELATED TO WILLPOWER NB: In the description of the capacities below, the term “per level” means “the number of levels possessed in the way”. WAY OF DUPLICATION (WILLPOWER) Power copy (L, obligatory capacity): By performing a successful SA when close to a target who has a Way of wonders, the character can acquire one of the capacities possessed by that target. They can copy a capacity (not an APC) whether obligatory or not, but cannot copy a capacity that requires another to be possessed first. The character is considered to possess the same number of levels in the copied capacity as they do in Way of duplication. The character keeps this copied capacity for 1 round per level. The character cannot possess two copied capacities at the same time. APC: The character gains a +1 bonus per level for SA tests performed using this capacity. Power assimilation (F): When the character is the target of a capacity from a Way of wonders (the effects of which apply as normal), the character may attempt a test of  Perception (difficulty 15). If this is a success (normal or  critical), they assimilate this capacity with the same conditions as those duplicated by the Power copy capacity. APC: The character gains a +1 bonus per level to tests performed using this capacity. Multiple duplications (P): The character can possess 1 copied capacity per level at the same time. However, each SA test to copy an additional capacity is subject to a penalty of -5. APC: The character no longer has a penalty when copying an additional capacity. Skill theft (L): This capacity has the same effect as Power copy, but if the target fails a test of Constitution (difficulty 10), they lose the use of the copied capacity for as many rounds as the character has it. APC: The character gains a +1 bonus per level to tests performed using this capacity. Backup power (P): By performing a successful test of Willpower (difficulty 25), the character keeps a copied capacity and can use it later, but only once. APC: The character can use a copied capacity a number of times equal to their Willpower MOD. WAY OF MENTAL CONTROL (WILLPOWER) Convincing (NA, obligatory capacity): The character benefits from a +5 bonus for all tests of Willpower aimed at convincing, influencing, or seducing someone they are talking to. In addition, they benefit from a DR of 2 points per level against mental attacks. APC: The character's Willpower score is raised by 2 points. Under the influence (L): The character mentally gives a simple order to a target they have in their line of sight, making an SA test (range 20 meters) in opposition with the target’s Intelligence. If successful, the victim spends their next round trying to execute this order, which cannot be contrary to their survival instinct. APC: The character benefits from a +1 bonus per level for tests of SA performed using this capacity. Suggestion (L): The character selects a visible target and suggests an action made up of several steps (e.g. fetching an object, delivering a message, parking a vehicle at a specific spot, etc.). They perform an SA test (range 20 meters) in opposition with the Intelligence of the target. If the action is dangerous or diametrically opposed to their intentions in that moment, the target receives a +5 bonus. If the action is against their instinct for survival or against their morals or their immediate interests, the target gains a +10 bonus. The effect of the order dissipates after 10 minutes per level or when the suggested task has been accomplished. APC: The character benefits from a +1 bonus per level for SA tests performed using this capacity. Area mental attack (A): The character may perform a zoned SA (with a 5-meter diameter) on a visible place. All targets of their choice within this zone, and whose Intelligence is lower than the result obtained by the character’s SA, receive 1D6 DD per level. APC: The character benefits from a +1 bonus per level for SA tests performed using this capacity. Domination (L, C): The character concentrates their power on a target whose level of experience is less than theirs, in order for the target to become a puppet who follows their orders. The character performs an SA test (range 20 meters) in opposition with the Intelligence of the target, for whom there must be a line of sight. If successful (normal or critical), the target blindly obeys the orders given by the character (vocally or through thought projection), as soon as they are able to understand and execute them. The effect of this capacity


90 — part 1: the heroes — dissipates as soon as the character ceases to concentrate on dominating the target. APC: The domination effect continues even after the character ceases to concentrate, and dissipates by itself after a number of hours equal to 20 - the target’s Intelligence score. WAY OF NATURE (WILLPOWER) Listen to nature (NA, obligatory capacity): The character’s thoughts can be used to communicate with any plant they touch, allowing them to know what the plants have felt and what they have seen happen nearby. The character can identify each species of plant around them. APC: Without needing a physical connection with natural elements (plants, rocks, earth, water, dust, animals, etc.) the character can communicate with them through telepathy and sense the feelings and memories they have of experienced events. One with nature (P): When the character moves through a natural environment, they are never hindered by vegetation. During a chase on foot in a natural environment with vegetation, their opponents are subject to a penalty of -2 per level. APC: Each round of the chase, the distance is changed by 1 degree in favor of the character. Natural defense (M): The character calls on plants to help protect them, and if the combat takes place in an environment with vegetation, they benefit from a +2 bonus for DEF and DR of 1 point per level (no penalty to Initiative) for one round. APC: The bonus DEF is equal to the character’s Willpower MOD +2, and the character also obtains DR of 2 points per level. Vital flux (L): The character taps into the lifeforce of nature around them and can use this vital energy to heal themselves or someone else with 5 HP per level. APC: Once per day, the Vital flux capacity allows the character to regain all their HP and instantly heal any prejudicial state and temporary physical alteration (poison, sickness, etc.) Friend of nature (L, C): The character is able to control and use 1 plant per level situated near them, for a duration equal to 1 round per level. Each large plant they control can make 1 MA per round, with a bonus of 1 point per level. If successful, each MA inflicts 1D8 temporary DD, or does not inflict DD but makes the opponent Immobilized. To free themselves, the target has to perform a successful test of Strength with a difficulty equal to the character’s Willpower score. APC: The DD and duration of this capacity are increased by the character’s Willpower MOD. WAY OF THE STORM (WILLPOWER) Sudden gust (A, obligatory capacity): The character provokes a strong wind that affects a zone wih a diameter up to 2  meters per level. Each creature present in the zone must perform a successful test of Strength (with a difficulty equal to 1 per level + 10) or they become Knocked over and Slowed until the character’s next round. APC: The zone extends to a diameter of 5 meters per level. Any creature that fails a test of Strength receives temporary DD of 1D4 per level. Carrying wind (M): During combat, when outside, the character may use a movement action to move through the air at a speed of 10 meters per level. APC: The character’s speed becomes 20 meters per level. Storm (L, C): The character has to concentrate (limited action) for two rounds in order for charge the sky with electricity. On the following round, they may unleash an SA (range 10 meters per level) to hit an opponent with lightning. The DD of this SA are 1D6 per level, to which is added the Intelligence MOD. APC: The character can provoke a lightning strike on 1 target per level. Each SA uses 1D12 rather than 1D20. Whirlwind (L): The character makes a tornado appear around themselves with a diameter and height up to 2  meters per level. Unless made to dissipate by the character, this whirlwind remains for 1 round per level. Breaking through this wind barrier to reach the character inflicts 1D6 temporary DD, and requires the use of a movement action plus a successful test of Strength in opposition with the character’s Intelligence. MA by the opponents are made with a penalty of -5. The whirlwind gives a +10 DEF bonus. APC: The whirlwind gives DR5  for anyone who finds themselves inside it. Storm (A): The character can move any item weighing up to 10 kg per level (object, living being, etc.) through the air as long as it is within a 5-meter radius of them. Projecting these objects at one or several opponents allows the character to make an SA (range 10 meters per level) inflicting 1D6 temporary DD per level to everyone within the SA’s area of effect (diameter of 2  meters per level). APC: The character can move things weighing up to 20 kg per level. The SA DD become 2D6 temporary DD per level.


91 — chapter 3: Ways of Wonders — WAY OF THOUGHT (WILLPOWER) Detection of sentient beings (L, obligatory capacity): A successful test of Perception (difficulty 15) allows the character to detect all creatures with a brain within a radius of 10 meters per level. They can determine the nature of these beings (animal or human) and their exact location (distance and direction). APC: The range of this capacity becomes 50 meters per level and the character benefits from a bonus to their test of Perception of +1 per level. Detection of superbeings (L): By performing a successful test of Perception (difficulty 15), the character can detect the presence of all characters with a Way of wonders within a distance of 10 meters per level. However, they cannot localize or identify these people. Possessing three levels in this Way allows the character to determine the strength of the person or people detected (i.e. the highest number of levels they possess in a Way of wonders). Five levels allows them to detect which Ways of wonders the people possess. APC: The range for detection becomes 50 meters per level and the character benefits from a bonus to their test of Perception of +1 per level. Mind reader (L): By performing a successful test of Perception with a difficulty equal to the Intelligence score of the target, the character can spy on the superficial thoughts of a sentient creature (phrases, sounds, images, or desires that cross the target’s mind at that time) situated up to 30 meters away, whether they are visible or not. This capacity lasts 1 round per level. During the first round, the target performs a test of Perception (difficulty 15). If this is a critical success, they detect the intrusion as well as the identity and position of the intruder, and immediately stop the intrusion. If they receive a normal success, they detect the intrusion and immediately stop it. If they receive a normal or critical fail, the intrusion goes undetected. APC: The tests of Perception performed to start using this capacity benefit from a +1 bonus per level. The character can also target 1 target per level, but if they do, their tests of Perception are made using a D12. Mental attack (A): The character can launch a mental SA (range 20 meters) on a sentient being that they can at least partially see. This SA is made in opposition with the Willpower score of the target. If successful, it inflicts 1D6 DD per level and ignores DR. APC: The character can aim at one target per level, but performs the various SA tests with a D12. Mental intrusion (L): The character can scour the mind of a sentient being up to 30 meters away, looking for a memory (image, situation, scene, person, smell, noise, feeling, etc.) by performing a test of Perception with a difficulty depending on the nature of the information being searched for (common or public: 10; confidential, rare, or painful: 15; secret or hidden deep in the target’s mind or subconscious: 20, etc.) Success allows the character to find the information they are looking for, and failure means their search is unsuccessful. Unless they are unconscious, the target automatically detects the intrusion, and can resist by performing a test of Willpower with a difficulty equal to the score the character achieved in the test of Perception. If they receive a normal or critical success, the target identifies and pinpoints the location of the intruder, canceling the intrusion. If they receive a normal or critical fail, nothing happens. APC: The character benefits from a +1 bonus per level for their tests of Perception made for this capacity. They can also target 1 target per level, but their tests are made using 1D12.


92 CHAPTER 4: EXPERIENCE AND PROGRESSION GAINING EXPERIENCE Adventure after adventure, characters gain experience. In the game, this evolution is shown through an increase in the character’s experience level. As Batman RPG offers its characters a lot of freedom and a wide variety of adventures, we have chosen to simplify the system for gaining experience. This simplification has two goals: to avoid penalizing characters such as simple citizens whose progress may have been slowed by the modest tasks on offer, and give both players and the GM the necessary scope for what they consider a success. The principle is as follows: To go up a level, a character must obtain as many Achievements as their current level. One or two Achievements are available for each character per game session. Characters with a low level of experience can progress rapidly, even in the span of just one scenario. However, more experienced characters will have to get through several adventures in order to acquire the necessary number of Achievements. An Achievement is a notable experience, something that the character had the opportunity to accomplish over the course of the scenario, not necessarily successfully, and not necessarily just in their life as a hero - their private life could also be involved, or solely involved. Situations may involve the successes and setbacks that all of us face, things that make us wiser, improve our reflexes, our know-how, or how we approach life. The GM is free to award them as they see fit during the game, depending on the actions of the characters and during scenarios they have created themselves. Players may also be tempted to use their Exploit Points in order to accomplish a dramatic action, but this can only end in an Achievement being awarded if the exploit has been successfully completed in a particularly intense or extreme situation. It does however allow players to influence slightly how their characters can gain experience. Here are a few examples of Achievements that a character can obtain: ◊ Major progress made in the scenario, either alone or accompanied, ◊ A resounding success or spectacular failure, ◊ An important scene driven by and heavily featuring the character, ◊ A turning point in the character’s personal life or situation, ◊ A dramatic personal or collective event, ◊ A major confrontation, ◊ A traumatizing experience (near-death, an apocalyptic night, surviving an epic fight…), ◊ Victory gained over a sworn enemy, ◊ A Machiavellian plan foiled or concocted, ◊ A glorious or tragic feat that will go down in history, ◊ A stupefying exploit, etc. For a particularly striking event or feat, there can be multiple Achievements. Each character might obtain two or three at the end of an unforgettable scene. Similarly (in line with the examples given above), a resounding victory against a sworn enemy or a dramatic personal event that is a turning point in the character’s life can see them awarded two Achievements for the same event. The only limit is that a maximum of three Achievements can be obtained during one scene or after one particular event.


93 — chapter 4: experience and proGression — THE BENEFITS OF EXPERIENCE Each time the character moves up a level, they receive 2  Capacity Points that the player can spend to buy levels and capacities in the Ways they have chosen for themselves. Each time the character reaches an experience level with an even number (i.e. levels 2, 4, 6, 8, etc.), the character additionally gains a number of HP determined by a roll of their Hit Points Die (without the Constitution MOD added). Each time the character reaches an experience level with an odd number (i.e. levels 3, 5, 7, 9, etc.), the character: ◊ Gains a number of HP equal to their Constitution MOD (if it is below or equal to 0, the character neither loses nor gains HP). ◊ Increases either their MA or RA score by 1 point. ◊ Can acquire a new common or superior Way, as long as the necessary prerequisites are met. ◊ Can acquire a new common Way or a new Way of shadows, as long as the necessary prerequisites are met each time (for characters created in “Shadows of Gotham City” mode). ◊ Can acquire a new common Way (as long as the necessary prerequisites are met), a Way of shadows, a new Way of wonders, or one extra level in a Way of wonders they already possess (for characters created in “Wonders of Gotham City” mode). Above level 10, the number of HP gained by the character each time they reach a new level changes as follows: 1 HP if their Hit Points Die is a D6 or D8, 2 HP if their Hit Points Die is a D10 or D12.


94 — part 1: the heroes — ACQUIRING CAPACITIES IN THE WAYS POSSESSED OR RECENTLY ACQUIRED BY THE HERO Reminder: ◊ The cost of capacities in levels 1 and 2 of the common Ways initially in the character profile is 1 CP. ◊ The cost of all the other levels (levels 3, 4, and 5 of the common Ways initially in the character profile; levels 1 and 2 of the Ways not initially in the character profile; levels 1-5 of the Ways of shadows; all extra levels of a Way of wonders) is 2 CP. Of course, acquiring a level requires already having all the levels below it first (acquiring level 3 in a Way requires already having levels 1 and 2 of that Way, and thus having spent the necessary CP to have acquired them). In addition (except for level 1 characters who can possess level 2 capacities), it is impossible to acquire a level higher than the character’s experience level. For example, a level 3 character cannot acquire level 4 in a Way. Also, a character who possesses a Way of wonders can spend 2 CP to buy: ◊ Either a new capacity (one level and 1 extra point in the primary characteristic linked with the way), ◊ or a level and 2 additional characteristic points in the primary characteristic linked with the Way, ◊ or an Augmented Power Capacity (without an extra level) and 1 extra characteristic point. LIMITS TO THE NUMBER OF WAYS POSSESSED BY A CHARACTER A character can purchase capacities of Ways that do not belong to the initial Ways of their character’s profile, but the cost of level 1 and 2 capacities will be higher (2 CP instead of 1 CP for a level 1 or 2 capacity in the character’s initial Ways). A character cannot possess more than seven different Ways. They can possess as many Ways as they wish of each type (common Ways, Ways of shadows, and Ways of wonders), as long as the total number of Ways is never over seven (and always on the condition that the necessary prerequisites are met). However, in order to respect the spirit of the comics, we advise you not to go beyond two or three different Ways of shadows or wonders, and these should also have a certain coherence with each other, avoiding incongruous associations of powers, such as Way of the animal with Way of magnetism, for example. You may however decide, because of the concept of the character or their past, or the scenario, that a seemingly odd combination is justified, and decide not to take into account the limits that we advise. The choice is yours. ACCESSING WAYS OF SHADOWS AND WAYS OF WONDER Acquiring Ways of shadows and Ways of wonders is normally reserved for characters created in the “Shadows” and “Wonders of Gotham City” modes. If the scenario or story justifies it, you can still allow a character created in “Streets of Gotham City” mode to acquire a Way of shadows or even a Way of wonders. For example, an officer of the GCPD or an everyday citizen can suddenly discover their desire to become a crimefighter or have a superpower. The limitations given above are only aimed at keeping a certain coherence, but you are free to do otherwise. OUR ADVICE It is generally more interesting to focus on developing one Way, by acquiring all of its levels, than having several Ways and being limited to level 1 or 2 in all of them. As you might imagine, levels 1 and 2 only have fairly weak bonuses, and the usefulness of many capacities is linked to the number of levels possessed in the way. Also, being able to access superior Ways (or APC for the Ways of wonders) requires having 5 levels in the Way, and this should encourage you to limit the number of Ways possessed by your Hero, in order to get the best advantages for each of them.


95 — chapter 5: equipment —


96 CHAPTER 5: EQUIPMENT Whether legal or illegal, everything can be bought in Gotham City! This section contains the lists of goods or services that Heroes can procure for themselves, as long as they are prepared to pay the price. The laws governing weapons in Gotham City allow everyone to own and carry any kind of weapon openly. Most are bought in supermarkets or specialized stores, and no permit is required. Only explosives and heavy weaponry have restricted access. All the objects below are described with their price in USD. If you see the abbreviation NA (non-applicable), the object cannot be bought in a general or specialized store. However, if requested by the player or justified by the situation, the Hero can procure objects on the black market, sometimes after a few tests of Willpower. Naturally, the price will be much higher, depending on how rare or difficult the item is to obtain - the GM will decide. INITIAL FUNDS When the Hero is created, the player has a certain amount of funds. This sum represents the money immediately available for the character to spend without endangering their lifestyle, home, or financial equilibrium. Each month the Hero lives through in the game allows them to pay their general expenses and accrue money, an amount one-tenth of those noted below, which are determined by their finances. Destitute: $5 Poor: $200 Moderate: $2,000 Comfortable: $10,000 Well-off: $50,000 Millionaire: $700,000 Billionaire: $50,000,000 There’s no need to keep track of what the characters spend during a game session. The GM will assume that they are able to cover everyday costs (with more or less ease depending on how much money they have). A character’s capacity to make an exceptional purchase is up to the GM, depending on the capital they have. Of course there are numerous ways to get money in Gotham City, some of them legal, some of them less so. Bank loans, betting, the stock market, extorsion: this is to be decided with the GM, at the character’s own risk. CHOOSING EQUIPMENT WHEN CREATING A CHARACTER When a character is created, they have a standard wardrobe in line with their financial status and lifestyle: a uniform when appropriate; work clothes, leisurewear, sportswear, formal attire, etc.; combat suits for Heroes created in “Shadows” or “Wonders of Gotham City” modes, etc. They also benefit from the standard equipment necessary for their daily life, provided by the organization that employs them if they have a job (uniform, badge, handcuffs, locker, etc. for a police officer; specialized laboratory equipment for a scientist; office supplies and a vehicle for a journalist; a torch, earpiece, and dark suit for a guard, etc.), to be decided together with the GM. The character’s lifestyle (size and type of home, neighborhood, etc.) and belongings (consumer goods, vehicle, etc.) are determined by the level of their finances. If the player wishes to give their character other items not normally associated with their finances or job, they can spend all or part of the capital determined by their finances, referring to the prices indicated below. Obviously, these tables do not contain every single item available to purchase in the world, but you can easily check online the prices generally on offer. WEAPONS Below you will find the characteristics of numerous weapons. As human ingenuity knows no bounds in this area, these lists are not exhaustive, and we encourage you to use them as inspiration for whatever you want to use during your sessions. Note that Batarangs and other beloved weapons of Gotham City’s crimefighters and super-criminals are to be found in the section about gadgets.


97 — chapter 5: equipment — WEAPONS FOR MELEE ATTACKS Weapon DD DD MOD Natural weapons (fists, feet, head) 1D4 temporary Strength Iron bar 1D10 Strength Baseball bat, pickaxe handle, hammer, crowbar, cudgel, club 1D8 Strength Teargas Target Blinded and Stunned ― Broken bottle, make-shift knife, shiv 1D4 Strength Sword, saber, scimitar, axe, katana 1D10 Strength War axe (two-handed) 1D12 Strength Hatchet, dagger, kitchen knife, switchblade 1D6 Strength Machete 1D8 Strength Nightstick (electric) 1D6 temporary (+ Target Stunned and Knocked over) Strength Blackjack, whip 1D6 Dexterity Nunchuk 1D6 Dexterity Knuckleduster 1D3+1 Strength Rapier (critical obtained for a result of 19 or 20) 1D6 Dexterity Lit torch 1D6 + fire DD ― Chainsaw 2D6 ― WEAPONS FOR RANGED ATTACKS This table is only for reference, and covers all types of ranged weapons, including knives. You are free to adapt this according to the circumstances and tone you want your session to have. We’ve chosen a way of playing fairly faithful to the comics, in which ranged weapons lose a large part of their deadliness. Type Range DD Minimum strength Small short-range weapon 10 1D6 5 Small medium-range weapon 20 1D8 6 Small long-range weapon 60 1D10 7 Medium-size short-range weapon 30 2D6 8 Medium-size medium-range weapon 60 2D8 9 Medium-size long-range weapon 80 2D8 10 Medium-size very long-range weapon 120 2D8 14 Large short-range weapon 20 1D10 12 Large medium-range weapon 80 2D10 13 Large long-range weapon 150 3D8 14 Large very long-range weapon 200 3D10 16 Minimum strength: Represents the muscular effort needed for the use of ranged weapons (weight, necessary propulsion, etc.) If a character does not have a Strength value equal to or higher than the one indicated, they use a D12 instead of a D20 for RA tests performed with this weapon. If the weapon is said be ‘precision’, it allows 1 DD die to be added if it is used when lying down or with a viewfinder. If the weapon is electrified, it inflicts only temporary DD and is never more than short range. If the RA is a success, the target must perform a difficulty 15 test of Constitution, and if this fails they become Stunned and Knocked over.


98 — part 1: the heroes — EXPLOSIVE WEAPONS Grenades, plastic explosives, dynamite… Getting hold of explosives might be tricky, but nothing is impossible in Gotham City! So here are some of the most common explosives. All of them are illegal, apart from those authorized in certain professions (grenades and tear gas for the police force; dynamite for miners; defensive grenades and plastic explosives for the military, etc.) Defensive grenade: Fragmentation grenades explode and send shards of metal flying, inflicting 4D6 DD within a range of 5 meters. Victims may perform a difficulty 15 test of Dexterity to take only half the DD, but all of them are made temporarily deaf for 2D6 rounds - the Constitution MOD. Price $100. Teargas grenade: Launched by a grenade launcher or by hand, it spreads a cloud of gas in a radius of 5 meters for 10 rounds. Any character that remains in the zone for one round is Blinded for 1D6 rounds. Performing a successful difficulty 15 test of Constitution halves this duration. The effect continues even after leaving the zone. This grenade is different from the teargas (a sprayer used in melee attack on a single opponent). Price $50. Offensive grenade: Offensive grenades produce a ball of flame aimed at shocking the enemy. They inflict 2D6 temporary DD within a range of 3 meters. Victims must perform a difficulty 15 test of Constitution or become Stunned for a round, but all of them are made temporarily deaf for 2D6 rounds - the Constitution MOD. Price $50. Dynamite: Now superseded by more stable and practical explosives, dynamite is still used, even if doing so in a fight is a risky endeavor. Over time, dynamite sweats nitroglycerine, becoming unstable and susceptible to knocks. A stick of dynamite (composed of explosive matter and a fuse) is used like a grenade, but requires use of a limited action to be lit and thrown. If the attack test is a critical fail, the explosion happens at the spot where the character is standing. Dynamite inflicts 3D6 DD in a radius of 3 meters. Victims can attempt a difficulty 15 test of Dexterity in order to receive only half of the DD. Price $10. Plastic explosives: Appreciated for their simplicity of use, strength, and malleability similar to that of clay, plastic explosives are used with a detonator and in small quantities, particularly in military operations in urban areas, when blowing up locks and barriers. This means it is not suitable for use in combat (unless set up as a bomb to be triggered), but is very useful for characters who want to get into locked buildings, or attack enemy vehicles or weapons. Plastic explosives are resistant to water, can take knocks, and burn without exploding. A 1 kg block inflicts 4D6 DD with a range of 5 meters. Each additional kg increases the DD by 2D6 and the radius by 2 meters. To destroy a lock, extra little charges can be used. Price $50. PROTECTION The bonus DEF received when wearing protection (a protective vest, helmet, leggings, etc.) is integrated with the Initiative score, as well as for all tests of Dexterity. Light protective vest: This vest gives a +2 DEF bonus against MA, RA, and SA depending on the type of attack it is adapted to (for example, a protective vest is useless against Black Canary’s cry). It grants 5 points to the DD (DR5) against ranged weapons, unless the attacker has a critical success. Price $400. Heavy protective vest: This is like the light vest, but has added protection for the neck and lower abdomen, plus composite or ceramic plates on the chest and sometimes the back. It gives a bonus of +4 DEF and 8 DR against ranged weapons. Price $1,500. NB: Kevlar vests and ballistic plates deteriorate after being struck. After each hit (i.e. each time an RA succeeds without the bonus afforded by the vest), DR is reduced by 1 point. Heavy helmet: This gives a DEF bonus of +7 against MA and RA, and 12 DR against ranged weapons and explosives, as long as the head of the target is exposed. Price $400. Ancient armor: Depending on what it is made of, ancient armor (which is particularly long to put on) gives the following bonuses to DEF: ◊ Leather +2 ◊ Leather reinforced with metal +3 ◊ Gambeson and chain mail +4 ◊ Plates +6


99 — chapter 5: equipment — COMMON MATERIAL OUTFITS (Including clothing, footwear, and accessories) Price Standard outfit $20 Fashionable outfit $200 Elegant outfit $800 Haute couture outfit $2,000 Specialized sports outfit (hiking, military, etc.) $500 Technical or specialized outfit (CBRN defense, arctic wear, etc.) $1,000 Complete diving outfit $2,000 COMMON CONSUMER GOODS The prices listed below are just a few examples, and can obviously vary depending on the models, technology, and point of sale. We’ve only included objects that can easily play a part in a play session. If an item you are looking for is not in the list, check prices in stores. Name Price Digital camera $150 Portable GPS device (for a vehicle or hiking) $100 Glowsticks $30 Toolbox and basic tools $200 Climbing rope $100 Multifunction knife $40 Quality binoculars $1,,000 Electric torch $10 Rocket launcher $100 Handcuffs $30 Watch $150 Standard computer $300 Hi-spec computer $1,500 Tablet $500 Smartphone $200-1,200 Prepaid cellphone $50 Food (1-week supply) $200 HOME AND DAILY LIFE Service Price Monthly rent for a standard apartment $1,000 Monthly rent for a smart apartment $4,000 Night at a luxury hotel $1,000 Night at a standard hotel $100 Night in a dormitory $0 - 30


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