d20 Cryptosnark Games Deeds Not Words.pdf

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T ABLE OF CONTENTS
Introduction
What’s New, What’s Different?
Building Your Super-Hero
Ability Scores
Races
Origins
Complications
Advantages
Classes
Adventurer
Armor Adept
Champion
Martial Artist
Mercenary
Mystic
Operative
Playboy
Psion
Rogue
Savage
Sidekick
Sleuth
Tech
Vigilante
Notes on Multi-Classing
Secondary and Derived Abilities
GM Option: Alignment
Multiple Identities
Super-Heroic Skills
Backgrounds
Fame
Reputation
Resources
Feats
Summary List
Alphabetical Descriptions
The Experience Tithe System
Super-Powers
Power Summary Lists
Alphabetical Descriptions
Learning and Improving Powers
Power-Stretching
Creating New Powers and Enhancements
Armor Adept Suit Modifications
Psionic Skills and Talents
Mystics and Mystic Spells
Summary Lists by Level
Alphabetical Descriptions
Super-Pets and Familiars
Super-Science
Extraordinary Machines
3
4
6
6
7
11
15
29
33
34
36
39
41
44
46
48
52
54
56
59
61
63
65
67
69
70
71
72
73
80
80
81
82
83
83
89
117
118
119
122
210
211
212
213
228
241
244
248
272
275
275
Extraordinary Chemicals
Weapons, Vehicles, and Equipment
Vehicle Systems
New and Modified Game Systems
Super-Strength/Super-Constitution
Unusual Movement
Computers: Using, Abusing, Intruding
Super-Heroic Hazards
New Combat Systems
Mayhem Tables
Forming Super-Teams
Aging and Reinventing Characters
Running the Game
General Advice
Modes of Play
Super-Heroic Encounter/XP Awards
Gaining Hero Points
GM Option: Titheless Play
GM Option: Super Martial-Arts Games
GM Option: Omega-Class Characters
Appendix A: Common Concept Templates
Appendix B: NPC Character Classes
Appendix C: NPC Threats and Complications
Appendix D: Super-Pets and Familiars
Appendix E: Bonded Animal Companions
Appendix F: Animated Shadows
Appendix G: Vehicle Templates
Index
Character Sheet
OGL Information
279
286
314
321
321
323
324
325
330
335
337
338
339
339
339
342
343
344
345
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347
350
356
361
365
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375
'd20 System' and the 'd20 System' logo are Trademarks
owned by Wizards of the Coast and are used
according to the terms of the d20 System License version
1.0. A copy of this License can be found at
www.wizards.com. Dungeons & Dragons(R) and Wizards of
the Coast(R) are Registered Trademarks of
Wizards of the Coast, and are used with Permission.
This product is not published or endorsed by Wizards of
the Coast, Inc.
Requires the use of the Dungeons & Dragons®
Player's Handbook, Third Edition , published by
Wizards of the Coast®
Visit Us on the Web at
http://www.allforart.com/cryptosnarkgames
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I NTRODUCTION
sion of my ever-growing project at no further cost (save to
their printers and paper supplies). After all, it’s their (magnifi-
cent, wonderful) fault that I’m able to do this at all.
In late July of 2002, I released a 318-page commercial PDF
called Deeds Not Words – my treatment of super-heroes for the
d20 system. I spent nearly a year in the research and produc-
tion of DNW, and on the eve of release I was a nervous
wreck, half-convinced that nobody would spare half a glance
at the darn thing. As it turned out, DNW attracted more atten-
tion and praise than I had ever thought possible (in fact, more
than I think it even deserved considering how obvious the
inexperience of its writer and designer was), making it possi-
ble for me to support the game with three supplements and
even branch out into other PDF game releases, which have
since become my primary means of making a living.
Now quit reading this, and start throwing Buicks through
brick walls!
Yours,
Scott Lynch
St.Paul, Minnesota
April 2003
Special Thanks are Due To:
Jennifer Hermey
Jason Sartin
The Good Dr. Rotwang
The Real Fraulein Codename
Darren Wieland
J. H. Frank
Eric Cullum
Darren Calvert
Jason Lego
Clarence Harrison
NDK
The Folks at the DNW Yahoo! Group
The RPGnet Forum Regulars
The Folks at the d20 Supers Yahoo! Group
If nothing else, this is a testament to the forgiveness and
generosity of DNW’s online fan base, and to the unexpected
power of the PDF format to turn ambitious goofballs into
profitable online micro-publishers.
What is Revision 1.1?
DNW Version 1.0 has been available for nine months as I
write this, and it has been a pleasant nine months, but the time
has come to update the system for everyone’s benefit.
Although I spent nearly a year of intense study on DNW 1.0,
there are serious gaps evident in my understanding of the d20
system within its pages. Many game terms and concepts are
misused, and there are enough glaring typos and editing mis-
takes to dishonor my family ten generations backward in time.
However, the most important factor in my desire to revise
DNW is the fact that its initial system was so limited in so
many ways. Although it was the best I could do at the time,
and hardly a disaster, I soon realized DNW 1.0 was a system
that could be improved upon in a hundred different ways.
That’s exactly what I set out to do with the revision you’re
currently reading– take the good parts of DNW, discard the
crap, replace it with a more robust and flexible system, and
create something that I would be happy peddling and support-
ing for many years rather than a few months.
Additional Extraordinary Thanks to:
Bradford C. Walker
John Lorenzsonn
Eugeniana Mahan-Miller
Ken Merriman
Jonah Gordon
Ragin Westerlund
Lawrence Waechter
Revision 1.1 is a hefty book, packing another 60+ pages
onto a document that was never slender to begin with. This is
partly because I’m a rabid completist working in a medium
with fewer page-count limitations than print, and mostly
because I just don’t know when to stop. My initial design
goal, way back in 2001, was for a book with 20 new or origi-
nal feats. Revision 1.1 contains more than 200 new and origi-
nal feats out of the 300 or so it describes. This sort of thing
happened to every single section of 1.0 and 1.1 alike.
Original System Testers
Keith Carroll
Michael Faber
J.H. Frank
Jennifer Hermey
John Lorenzsonn
Sean Poeschl
David Raabe
Jeff Rhody
Cole Sarar
Jason Sartin
Dan Stiglich
Darren Weiland
Chris Whiting
By most standards, given the number and depth of the
changes made, Revision 1.1 should be called a “second edi-
tion” of Deeds Not Words , but I have avoided the use of that
term for one primary reason. My license agreement with cus-
tomers specifies that “all revisions” of DNW are free in per-
petuity, from Revision 1.1 all the way to Revision 1.99999,
heaven forbid I should ever update the bloody thing that many
times. I felt that my customers were owed the “perfected” ver-
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W HAT’S NEW, WHAT’S DIFFERENT?
What are Origins?
After you’ve chosen a race for your character, you then
choose an origin, which describes the nature of the super-
powers available to him (if any).
The skill rank maximum for a Deeds Not Words character is
[Character Level] +4.
The skill rank maximum for cross-class skills in Deeds Not
Words is also [Character Level] +4. The one and only draw-
back to cross-class skills is that they cost two skill points per
rank.
How do Classes work?
Classes in Deeds Not Words work the same as ever.
What About Hit Points?
Hit points also function just the same as they always have.
After all, without Hitpoints, super-heroes couldn’t get sucker-
punched, shot, blasted with lasers, or dropped into the flaming
calderas of live volcanoes, could they?
What are Power Points?
Power points are what super-heroes in Deeds Not Words use
to fuel most of their amazing abilities. Power points represent
a combination of psychic and physical endurance.
Like hit points,power points are gained on a level-by level
basis according to class, although power points are affected
by the Intelligence ability modifier or the Wisdom ability
modifier.
What About Armor Class (AC)?
Armor functions quite normally in Deeds Not Words ,
increasing each character ’s AC rating and thus making them
harder to hit. Characters also receive class bonuses to AC that
rise as the characters gain levels. These class bonuses are
totally cumulative with AC gained from the use of armor .
A character recovers a few power points each hour, and his
entire pool is refreshed by regular sleep or rest.
What Else Does Armor Do?
Some armor also absorbs a certain amount of damage every
time the character gets hit. This ability is called Damage
Reduction (DR). For example, a DR rating of 2 means that 2
points are subtracted from the damage total of every attack
that actually hits the character.
What are Enhancement Points?
Enhancement Points (EPs) are what characters use to pur-
chase super-powers, feats, and advantages above and beyond
those allowed by race, origin, and class. Enhancement Points
may be compensated if characters take complications (see
below). Uncompensated Enhancement Points, on the other
hand, grant the character an Experience Tithe. A player may
take as many EPs worth of power for his character at 1st level
as the GM is willing to allow.
Furthermore, some armor also has a Ballistic Damage
Reduction (BDR) rating. BDR represents the fact that many
modern armors are specifically designed to ablate the impact
of bullets. Armor with a BDR rating always has a base DR
rating and a higher BDR number which is applied whenever
damage is taken from a ballistic impact. For example, a bul-
letproof vest has a rating of DR 3/BDR 6. Against a foe
wielding a baseball bat it would offer only DR3, but against
any foe with a firearm it would absorb a full six points of
damage.
What are Complications and Advantages?
Complications and advantages are options that may be
taken at 1st level. Complications make your character’s life
more difficult (and/or interesting) while advantages add to his
super-heroic arsenal of abilities and resources. Complications
may be used to grant a character a number of compensated
Enhancement Points, meaning that they do not grant him the
additional penalty of an Experience Tithe (see below).
Some armors also have special qualities such as fire or elec-
trical resistance. The Equipment section on page 286 provides
full disclosure of these abilities.
Advantages differ slightly from feats in that advantages gen-
erally reflect special backgrounds and possessions, while feats
generally represent trained or innate abilities.
What’s New With Skills?
Skills in Deeds Not Words function just as they always
have, and the formula is the same:
What is an Experience Tithe?
The Experience Tithe is a balance mechanism that helps
keep a bit of parity between characters with super-powers and
characters without super-powers in a long-running campaign.
As a character gains uncompensated Enhancement Points, he
also gains a number of negative XP called a “tithe.” While a
character has a tithe, half of his earned XP go toward paying
it off and half are used normally. Thus, “ordinary” folks level
up (for a while, at least) roughly twice as fast as more super-
powered characters do.
Ability Modifier + Misc Bonus + Skill Rank = Total
However, Deeds Not Words is by its very nature a game in
which skills are a bit more important than they are in a d20
fantasy setting. Each character class receives more skill
points, and it’s a good thing too because they’ve also got
more skills to spend them on.
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What are Hero Points?
Hero Points are a special resource used by Deeds Not Words
characters to accomplish heroic feats of daring that are
beyond the capabilities of ordinary folks. Be warned– NPC
villains have their own equivalent, called Villain Points!
and armor in Deeds Not Words fall into one of the following
categories:
Light Armor
Heavy Weapons
Medium Armor
Impaling weapons
Heavy Armor
Improvised Weapons
Powered Armor
Rifles
Hero Points are used most often to gain an additional d20
when a character makes skill checks– that is, the player may
roll two dice (rather than one) and select whichever of the two
outcomes is more favorable. However, depending on which
Mode of Play (see below) the GM has chosen, they may have
other abilities and effects.
Built-In Weapons
Shotguns
Edged Weapons
Submachineguns
Exotic Weapons
Thrown Weapons
Futuristic Weapons
Trauma Weapons
Handguns
Archaic Armor
All of these categories are explained more fully beginning
on page 115.
What are Modes of Play?
Throughout the years, we’ve seen many styles and
approaches to comic-book realities. Some comic worlds are
good-tempered wonderlands where characters never really
die– they just get knocked unconscious or sent to jail. Some
comics are grim and unrelenting in their quest for lethal “real-
ism” Most fall in between these two extremes. With Modes of
Play , the GM can tailor just what sort of fantasy world your
super-heroes are living in.
What about Masterwork Items?
Items and equipment in Deeds Not Words may still be craft-
ed to a “masterwork” level of quality. They may also be “cus-
tomized,” a process which tailors human clothing and equip-
ment to large, small, or unusually-shaped characters.
What is Expanding Damage?
Expanding Damage, usually abbreviated (E), is Deeds Not
Words’ way of categorizing and quantifying attacks or effects
that deal damage in a radius, with greater effect at the center
and less effect at the edge. Each expanding radius is usually
five feet, and damage decreases by one die of the appropriate
type per additional radius. For example, a bomb that does
3d6(E) would do 3d6 damage to anyone within five feet, 2d6
to anyone within 6-10 feet, and 1d6 to anyone within 11-15
feet.
In the Classical Mode , Hero Points may bend or break the
laws of physics in all sorts of ludicrous ways. Life as a cos-
tumed adventurer is dangerous but rarely deadly, and tongues
are planted firmly in cheek at all times.
In the Modern Mode , life is a bit more dangerous. Heroes
still routinely accomplish amazing feats, but consequences
have a way of asserting themselves, and death is a fact of life.
The Gritty Mode is the polar opposite of the Classical
Mode. Heroes find themselves constrained by the laws of
physics and mortality. Death is pretty frequent in a risky pro-
fession like vigilante adventuring.
What About More Specific Changes to
the d20 System?
There are indeed a few:
The GM is also free to shift the Mode of a game over time,
progressing from one to the other as he deems appropriate.
Jumping distance is not limited by character height;
Magic weapon enhancements do not negate Damage
Reduction (DR);
Most armor does not decrease character movement speed;
Spellcasting functions slightly differently (page 241);
0-Level spells do not exist. Detect Magic and Read
Magic are treated as 1st level spells;
The manner in which armor inhibits spellcasting has
changed;
Two-Weapon Fighting and Improved Two-Weapon
Fighting now apply to ranged weapons too;
Cleave is called “Cascade Blow;”
Great Cleave is called “Domino Effect;”
Defeat Security is used in place of the Disable Device
and Open Lock skills alike;
The abilities of Familiars have been modified.
Challenge Rating (CR) is referred to as Threat Rating
(TR)
What are Backgrounds?
There are three Backgrounds, and they are Resources ,
Fame, and Reputation . Resources dictates how much money
a character has available at the beginning of his adventuring
career, as well as how much he gains on a regular basis.
Fame represents how well-known a character is, but
Reputation represents how well thought-of he is by law
enforcement officials and the public in general. A character
with a negative Reputation score is generally thought of as a
villain.
A character’s rating in all three backgrounds may be affect-
ed by the events of an ongoing game.
What About Weapon and Armor
Proficiencies?
Ah, now there have been some changes here. All weapons
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