After doing the d20 modern to Amazing Adventures conversion I realized the Smart Hero is almost perfect for my Mastermind class for Amazing Adventures.
Insight: (Wis) Apron studying a target for at least one round and making a successful insight roll the character can make use of the power of deduction. This will give the character some general info about the target. This could be psychological or simply physical. Like notice the type of mud on boots or that missing cufflink.
Weakness:(Wis) After the first round of combat the Smart hero can make an
Wisdom roll to notice an enemies weakness. If successful the Smart
hero can use Intelligence adj to attack rolls for the rest of the combat.
After spending a full round watching some one perform a skill the Smart
hero can make an Int roll, if successful the smart hero can add +2 to
the next use of the same skill.
Plan: (Int) Before entering combat or a dramatic
situation the smart hero can make a plan. The smart hero makes an
intelligence roll. If successful all allies get a circumstance bonus
equal to the Smart heroes Int Adj. For a number of rounds equal to the
Smart Heroes level.
Level HD BtH EPP
1 6 HP 0 0
2 d6 +1 2,601
3 d6 +1 5,201
4 d6 +1 10,401
5 d6 +1 20,801
6 d6 +2 42,501
7 d6 +2 85,001
8 d6 +2 170,001
9 d6 +2 340,001
10 d6 +3 500,001
11 +3 HP +3 750,001
12 +3 HP +3 1,000,001
13+ +3 HP * +250,000
* +1 per level
I've had some time to think about some of the workings of ICRPG. Being a tinkerer at heart I can't help but want to come up with mat...
I see GMs and players complain about the "I hit it with my axe" limited view of combat. People often feel that if the rules don...
I've been toying with the idea of freeform magic for Green Ronin's Fantasy AGE system. Using both Ubiquity and D6 system as inspi...