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RPG Sidekick & Power Guide

The document discusses different types of sidekicks one could have to help in battle, including robots and magicians. It also covers potential paths like being a rider or medic. Combat talents for dual wielding are presented. Finally, sample superpower assets are outlined that could represent different abilities when playing.

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HardRock
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0% found this document useful (0 votes)
37 views5 pages

RPG Sidekick & Power Guide

The document discusses different types of sidekicks one could have to help in battle, including robots and magicians. It also covers potential paths like being a rider or medic. Combat talents for dual wielding are presented. Finally, sample superpower assets are outlined that could represent different abilities when playing.

Uploaded by

HardRock
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Sidekicks

Sidekicks can be anything from companions to pets, but generally they should attempt to help you in battle. I think you could
arguably take “Kindred” and just make it any sidekick you want, so I don’t see much point in creating a lot of different types of
sidekicks.

Robot Magician

Your robot can help you with technological hurdles. Your sidekick can help you with mystical hurdles.

❏ Helpful: when your robot helps you fix or substitute some of ❏ Trait 1
your equipment, you add +1 as you Patch your Equipment ❏ Trait 2
with +wits. On a hit, take +1. ❏ Trait 3
❏ Hack: you can Enter the Fray or Strike against technological
foes by having your robot attempt to hack them. Roll +wits.
On a hit, take +2 momentum.
❏ Resourceful: when you Gather Information by scouring the 0 +1 +2 +3 — —
internet or applying technological gadgets, add +1 and take
+1 momentum on a hit.

0 +1 +2 +3 +4 —

Paths
Rider Medic

You are a master at riding motorcycles or other vehicles. ❏ When you attempt to Heal using first aid kits or other medical
aid tools, and as long as Equipment isn’t 0, choose one
(decide before rolling):
❏ When you leverage your vehicle to Give Chase, Travel or
Secure an Advantage, add +1 and take +1 momentum on a ❏ Add +2.
hit. ❏ On a hit, take or give an additional +1 health.
❏ When you Enter the Fray or Strike while driving your vehicle, ❏ When you Heal a teammate, a sidekick or other character
add +1. On a hit, take +1 momentum. Additionally, you can and score a hit, take +1 spirit or +1 momentum.
attempt to use your vehicle to cause extra harm. When you
❏ When you Take a Breather and choose the option to use a
do so, you cause +1 harm, but suffer -1 equipment. If you first aid kit, you show yourself to be very proficient at it. Any
reach 0 equipment while using this ability, your vehicle is teammates who are also choosing to use a first aid kit can
destroyed. take an extra +1 health, and do not suffer -1 equipment.
❏ Once per fight, when you leverage your vehicle to make a
move, reroll any dice. On a hit, take +1 momentum.

Devoted

❏ When you Turn the Tide, envision how your mission gives
you strength in this moment. Then, when you make your
move, add +2 (instead of +1) and take +1 momentum on a
hit.
❏ When you score a miss on Face Death or Face Desolation
while actively working on a mission and there are less than 2
points of progress remaining before you complete that
specific mission, as long as your momentum is higher than
your reset value you can choose to reset it and turn your
miss into a weak hit.
❏ When you Complete your Mission and score a miss, you
may reroll one challenge die. If you score a miss again,
reduce your maximum spirit by 1. You may recover this lost
spirit when you next Complete your Mission and score a
strong hit.
Combat Talents
Some combat talents I wanted to play with!!

Dual Wielding

If you are wielding a gun/weapon in each hand:

❏ When you Strike or Clash, you may add +2. If you do (decide
before rolling), inflict +1 harm on a strong hit and count a
weak hit as a miss.
❏ Once per fight, when you Secure an Advantage +edge by
making a bold display of your combat prowess, you may
reroll any dice.
❏ When you attempt to intimidate someone you’re holding at
gunpoint, add +2 and take +1 momentum on a hit.
Powers
Whenever you choose a power asset, you must necessarily take the first ability (it might be a move or a passive bonus). On
subsequent times as you level them up, you must pick them in order. With this I tried to come up with some base powers that
could be fluffed in several different ways when you’re playing, and in each title you will find comments on how I think you
could use these, though honestly the sky’s the limit and you can do whatever you think sounds cool or fits your character.
In general, I think you could give your character any powers you want, so long as they’re merely fluff. Like if you have light/fire
powers, naturally you could light up dark rooms. You don’t need an asset for that. Assets are basically for mechanical
bonuses. Additionally, you’ll notice some of these powers are… well, quite powerful, giving you extra health bars and stuff.
This would make fighting troublesome and dangerous battles probably easier, but I think that’s thematically appropriate for
superheroes with powers, so there’s that.
If you’re trying to create new power assets yourself, there are some things you should keep in mind: 1) “passive” powers
are powers that work so long as your Element isn’t 0, and they give you small and specific bonuses (such as Special
Attacks). These are so it doesn’t feel like your character can use their powers only a handful of times, and then it’s gone and
they have a debility. 2) “active” powers are powers which spend your Element. Though again, since Element is a limited
resource, it’s important that these feel relevant or dramatic. So in general, they should be powers that last for a while instead
of “one-time-use” or that give you really good bonuses.

Shapeshift Special Attacks

When you pick this power, choose either shadow, edge or iron. This is When you pick this power, choose either iron or edge, based on
the stat your new shape helps you boost, which we will call “specialty”. whether your attacks are ranged or melee. You can take this power
You may pick this power more than once, choosing a different specialty more than once, and must choose a different stat every time.
(/shape) every time.

❏ As long as Element isn’t 0, you cause 2 Harm instead of 1


❏ When you attempt to shapeshift, roll +element. On a strong even if you are not carrying any other weapons. Additionally,
hit, you manage to change your body’s shape. Whenever whenever you Clash or Strike using your chosen stat, you
you roll something +specialty that your shape would be add +1. You can also choose to add +element if you Strike
helpful at, add +2. Your shape has 3 health, and takes after you Turn the Tide. On a strong hit, you lose all Element
damage instead of you whenever you would Endure Harm. except 1. On a weak hit or a miss, you lose all of your
You can’t be healed while shapeshifted, and you can also not remaining Element and must Face Exhaustion.
use the move Power Through. When your new shape
❏ When you Clash or Strike with your chosen stat and manage
reaches 0 health, you return to your original shape and suffer to land a hit, you may use your power to augment your
-momentum equal to the last harm your shape suffered. On a damage. You can choose to suffer -element in order to cause
weak hit, as above, but your shape only has 1 health. On a the same quantity of harm.
miss, you fail to maintain your shape for more than a few
seconds. If you make another move right after this one that ❏ Whenever you Secure an Advantage during combat by using
uses your shape’s specialty, you may add +2, but must suffer your powers to hinder or distract your enemies add +1 and
-2 momentum and, on a miss, also Endure Harm (1 Harm). take +1 momentum on a hit.
You can drop your shape at any moment without momentum
losses. Regardless of the result, you suffer -2 element.
❏ Choose a secondary specialty that is different from the one
you’ve already chosen. While shapeshifted, you add +1 to
rolls in which that specialty would be relevant.
❏ On a hit, you may suffer -element to raise your shape’s
health (1:1 ratio, suffer on top of the original -2).

0 +1 +2 +3 +4 +5 +6
Energy Shield Resistance

❏ When you want to protect yourself, a teammate or a sidekick, When you pick this power, choose one type of energy/damage:
roll +element. On a strong hit, a shimmering shield appears electricity, fire/heat, cold, darkness, sound, bullets, whatever you feel is
out of nowhere and protects that character from harm. It has appropriate to your character’s power set. You can pick this power as
3 durability, which works kind of like health. Whenever a many times as you wish, but must choose a different type of energy
character protected by the shield would Endure Harm, the every time.
shield loses durability equal to the harm instead. Once it
reaches 0, the shield is gone. On a weak hit as above,
except the shield only has 1 durability. On a miss, you get a ❏ Whenever you would make an Endure Harm move against
shield with 1 durability, but it’s very stressful to maintain it your chosen type of damage, before you suffer -health, you
and you must Endure Stress (2 Stress). Regardless of result, can roll +element. On a strong hit, you don’t take any
you suffer -2 element. You can drop the shield at any time damage and can proceed with your game as normal. On a
you want. If you do so before durability reaches 0, you get weak hit, you can choose to suffer -element instead of
back +1 element. The shield can’t regain durability by any -health (if you do so, proceed with the game as normal,
means. otherwise suffer -health and roll Endure Harm). On a miss,
you proceed with the Endure Harm move as usual.
❏ Your shield has 4 durability on a strong hit and 2 on a weak Regardless of result, you suffer -1 element.
hit.

❏ You can use your shield to reflect the damage back towards
where it came. If your shield is hit but the durability doesn’t ❏
lower to zero, you can suffer -1 element to cause harm equal
to half the original amount (rounded down, minimum of 1).

0 +1 +2 +3 +4

Affinity Healing

This is for all of those heroes who have a strong affinity to a specific This power is for healing other people.
element or such. Fire-based powers have fire affinity, electricity-based
powers have electricity affinity, etc.
❏ If you’re using your powers to attempt to heal a teammate or
sidekick, roll +element. On a strong hit, your teammate or
❏ If you’re in an environment in which your affinity is present sidekick gets +2 health. On a weak hit, they get +1 health.
and make any rolls which your affinity could help with, add On a miss, they also get +1 health, but the healing is so
+1. Under the same conditions, you can also choose to stressful that you must Endure Stress (1 stress). Regardless
suffer -1 element to reroll any dice. of result, you suffer -1 element.
❏ If you are in an environment in which your affinity is abundant ❏ On a hit, you can choose to suffer extra -element to heal your
and make a roll that would make you suffer a loss of element teammate or sidekick health equal to that number.
regardless of result, you don’t suffer any losses on a strong ❏ When you use this power on a teammate, they can add +1
hit. on their next roll and take +1 momentum on a hit.
❏ If you are in an environment in which your affinity is
abundant, you can attempt to recharge element. Roll +heart
or +iron, whichever is lower. On a strong hit, you recharge
back +2 element. On a weak hit, you recharge back +1
element. On a miss, you don’t recharge any element and
must Pay the Price.

Mind Control Heightened Strength

❏ When you attempt to Compel a person to do as you say, roll ❏ When you pick this Asset, raise your Iron by one, but reduce
+element. On a strong hit, you can order that person to do your total Element by 2.
exactly as you say. That person will complete your order to
the best of their ability, and then your control will expire. On a
weak hit, the person will complete your order, but keeping
them under control is very stressing. You must Endure Stress
(1 stress). On a miss, you also Endure Stress, and your
order is confusing. You don’t manage to compel them, but if
you immediately make a move against them you can have
+1. Regardless of result, you suffer -2 element.
❏ If you make a Relationship Move against a person you
controlled within 24h of controlling them, you may add +1
and take +1 momentum on a hit.

List of things I’d like to do:
Paths
● Mercenary — adapt that path that uses wealth somehow?
● Assassin — like the black widow and stuff
● Engineer/Mechanic — focus on fixing equipment
● Detective — good at finding information and mixing clues
● Scientist — affinity towards sciency stuff
● Actor — good at keeping your mask safe, plus good at lying and stuff like that
● Famous — bonus to getting new connections, maybe?
● Criminal — master at shady stuff
● Politician — bonus to connections and compel, probably

Combat Talents
● Sniper
● Archer — hawkeye anyone?
● Battle Medic — different from medic because it might help heal during combat? Dunno if that’s too
powerful. Maybe force to sacrifice momentum for it.
● Blaster — uses weapons/powers of super destructive force

Powers
● Superspeed — bigass bonus to edge, diminish total element value
● Super strength — bigass bonus to iron, diminish total element value
● Flight — no idea how this might play out actually, stay tuned
● Cloning/Summoning — creating temporary companions
● Creating Items — using element instead of equipment to do stuff
● Regeneration — healing oneself
● Special Senses — bonus to gather information?
● Teleport — no idea, actually
● Invisibility — bonus to shadow when hiding probably, although you could probably use shapeshifting for an
invisible shape
● Telekinesis — no idea how this would work
● Telepathy — probably bonuses to connections and compel/gather info

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