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xLostCowboyx

About SuperHuman Legacy Quest

Dec 15th, 2015
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  1. About System:
  2. 1d100, best of three, crits active, roll high
  3.  
  4. About Stats:
  5. There are a few generic stats in SLQ, which are pretty self-explanatory, and you can check all stats in the MC notes. The more interesting stats require some background. Innovation and Instability are permanently linked, unless otherwise stated, if one increases then the other follows suit. Innovation is the percentile chance that you will get a new idea for technology, while Instability is the chance that you will have a mental breakdown in that process.
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  7. About Instability:
  8. The severity of the Breakdown is effected by Stress, making the negative effects more or less severe. A Breakdown will never result in anything that will explicitly kill you, but may have permanent negative effects. All you can do is keep your Stress in check and hope for the best.
  9.  
  10. About Lucidity:
  11. This is an entirely new stat, but will be very important. This is Thomas' world view and how clear it is. The higher this is, the less likely those suspicious men in black suits actually exist. This is one of the few stats that is merely implied, not outright given a number. The indicators of this are how Thomas' pills make him feel, how often he slips up in thought, and how he acts independently of your choices.
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  13. About Tech:
  14. What differentiates Thomas from other Supers is his ability to innovate. There will be a vote at the end of each thread about what you want to research, this is the use of Tech Points. You get a certain amount in an issue (TP/Thread) which can lead to new developments in already Innovated Trees. You won't necessarily be able to build them right away, but new Tech is what allows for those on-the-fly devices to fight the new Villain on the block.
  15.  
  16. About Perks:
  17. When Thomas does something that would develop his character, I will hand out a Plot Point. These can be used to buy perks to improve Thomas in new and exciting ways. Though abundant in the Origins Arc, these will be sparse from here on out. Choose wisely.
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  19. About Reflex:
  20. A new mechanic has been added in the form of "Reflex", which allows you to initiate your Enhanced Reflexes. It can be trained over time to increase the cap, but it only regenerates at the beginning of an arc, so spend it wisely. The effect of your Enhanced Reflexes allows you to make two actions during combat or tense situations instead of one.
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  22. About Supers:
  23. There are many superheroes, but not all are Supers. A Super is determined by a recessive gene in your DNA, as well as certain environmental triggers. One of these triggers has to be a traumatic experience of some sort, and another is the presence of certain neurological states. This is still very imprecise and theoretical, but largely supported, as opposed to the next theories. Legacies are the lineages of Supers that show similar powers among generations, though they normally improve or develop quirks as time goes on. A classic example is the Legacy of Captain Justice, who started as a powerful soldier in WW1 and is now able to fly, stop high-caliber bullets with his skin, and shoot lasers from his fingers. There is still much research to be done, but know this. Heroes are made, not born.
  24.  
  25. About Comet City:
  26. Thomas' hometown is very similar to most medium-size cities, quiet, friendly, and with more dark corners than an alley at midnight. Thomas actually led a rather sheltered life, but most of the organized crime was dispersed before he was born, thanks to the valiant efforts of masked vigilantes. Grandpa lives in a gated community overlooking the city, but Mom still lives in the suburban house you grew up in at Halley Heights. It has been a while since you visited the city proper.
  27.  
  28. About Cosmopolis:
  29. The Metropolitan city that houses many institutions dedicated to fine art, learning, and perform... screw the guidebook routine, this place is wretched. There has never existed such a gilded city in known history as in Cosmopolis. On the north bank of the Kuiper River lays the Shopping District, Cosmopolis Central Institute, Business District, Spiral Street, Corona Acres, and Helios Heights. The south bank borders the Venus Wastes, Mercury Projects, The Belt, Chinatown, Shroud Street, and Terra Fields. The Neptune Dam keeps the city powered, though much of it goes to a supermax prison called the Void. Far to the north of Cosmopolis, this walled fortress takes up more than a few city blocks and houses those too powerful or annoying to put in normal prison. There are many criminal elements in Cosmopolis, the weakened Cosmafia, the Yakuza, and many smalltime gangs occasionally led by Supers. Truly the gem of the Kuiper River.
  30.  
  31. FAQ:
  32. Q: Hundred Year War Quest wen?
  33. A: Dropped it, was not interesting to run, check my ask.fm for a more detailed answer.
  34.  
  35. Q: That isn't how (insert scientific field here) works!
  36. A: If this quest were true to life then I wouldn't include Superheroes.
  37.  
  38. Q: Why do you run so inconsistently?
  39. A: I am not a NEET and my internet and computer are not top-notch. I do try my best though.
  40.  
  41. Q: Is that going to change any time soon?
  42. A: After next summer my employer is sending me back to college, so yes, it should.
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