Prism Pocket Edition

The following is the *Pocket Edition* of *Prism: Supers*, a scaling dice (1d4-2d6) target number system by Urban Warlock Games (Lucia Chaisson). The following web page contains all information needed for simple character creation and basic rules.

For the complete *Core Rulebook*, please click here.

## Dice

roll 1d(=Die Rating / dR) as detailed in the **Power Grades** section below. A +1 (**Advantage**), +2 (**Double Advantage**), -1 (**Disadvantage**), or -2 (**Double Disadvantage**) may be applied in beneficial or negative circumstances at the GM's discretion.

### Mundane Actions

Actions that are difficult for Mundanes, but fairly easy for Parahumans to complete.

* **1-2:** **FAIL** (Negative result)
* **3:** **HALF-SUCCESS** (Positive + Negative result)
* **4+:** **SUCCESS** (Positive result)

### Superhuman Actions

The majority of all rolls you will be doing.

* **1-3:** **FAIL**
* **4-5:** **HALF-SUCCESS**
* **6+:** **SUCCESS**

### Heroic Actions

Actions that are challenging even for Parahumans.

* **1-4:** **FAIL**
* **5-8:** **HALF-SUCCESS**
* **9+:** **SUCCESS**

### Lesser Die

You can re-roll your die if it is **impossible** to succeed at a given task (d4, d6), if you roll the highest number on the die. Then, add both of your results together. If the number is greater or equal to the DC, you succeed. Otherwise, you *critically fail* at the task.

## Character Creation

A standard Adult Parahuman gets 20 points to put into Attributes called CHARACTER POINTS. Max. is 10, Min. is -1. Every odd number is a half-step (Ex. 5 = C+/1d8). -1 is an INSTANT FAILURE at any task associated with that Attribute.

### Attributes

* **Brawn:** *Strength* and *Health*
* **Agility:** *Physical reflexes* and *Speed*
* **Fitness:** *Stamina* and *Health*
* **Smarts:** *Knowledge* and *Memory*
* **Perception:** *Awareness*
* **Willpower:** *Mental Fortitude*
* **Leadership:** *Inspire*, *Give Speeches* (Groups)
* **Influence:** *Charm*, *Persuade*, *Intimidate* (1-on-1 encounters only)

### Derived Attributes

* **Health:** (=BRA + FIT)
* **Stamina:** (=FIT)

### Combat Stats

* **Parry:** (=1+AGI/2 r↓); Your base **Defense** **Value**
* **Dodge:** (=AGI); Your **Dodge** **Value**
* **Fighting:** (=BRA); Your base **Melee Attack** **Value**
* **Accuracy:** (=PER); Your base **Ranged Attack** **Value**

### Manoeuvres

The following manoeuvres can be initiated before *Initiative* is rolled or when you are taking your action. If you pick one manoeuvre, you cannot choose another in the same turn.

* **Attack**: Roll vs. Opponent's *Parry* to deal damage (Roll Attribute/Power Die Level a second time)
* **Dodge**: Roll vs. Opponent's *Attack* to avoid taking damage (+1 to-hit next round, if successful)
* **Block**: Transfer any Health damage (not ***Aura***) to Stamina (-1 to total)
* **Tank**: Take damage normally. Gain Advantage (+1) on your next Initiative roll (cumulative for each Attack Tanked)

### Cover

Certain kinds of **Cover** will give you bonuses (or penalties) against enemies in Ranged Combat.

 Moving Fast | +2 | Moving at the speed of a car or faster.

### Initiative

1. The GM declares Combat is active.
2. All parties declare their actions for the round (pick any manoeuvre)
3. All parties roll Initiative (=AGI)
4. The GM will sort the rolls in ascending order (lowest at the bottom)
5. Rolls are then resolved top to bottom

Repeat every round until all enemies or allies are incapacitated.

Initiative ties are settled by who has the highest base Agility score or by coin flip. On your turn, you can choose to make your action a ***delayed reaction*** to allow it to fire on another party's turn (for example: dodging).

***You cannot change your action once it is declared.***

### Assisting an Ally

You may **Assist** an ally once per ***Chapter*** for every two points of *Leadership* you have.

* If the helper's roll is ***>DC***, gain **+1** (+2 if Critical) to your Skill check.
* If the helper's roll is ***<=DC***, suffer **-1** (-2 if Botch) to your Skill check.

Only one ally may *Assist* a single target at a time.

### Strain (Stamina Damage)

Strain is non-lethal damage that recovers in around an hour. You cannot be killed from Strain, though any damage that surpasses -4 ST *may* seep into your Health Pool. Negative modifiers do *not* stack.

* **1/4:** **Minor Pain.**
* **2/4:** **Pain.**
* **3/4:** **Intense Pain.** (-1 to all rolls next round)
* **4/4:** **Tired.** (-1 to all rolls next round)
* **-1:** **Fatigued.** (-1 to all rolls until rest)
* **-2:** **Winded.** (-2 to all rolls until rest)
* **-3:** **Exhausted.** (-3 to all rolls until rest)
* **-4:** **Unconscious.** Roll vs. *Temporary Injury* (Concussion, Sprain, Broken bone, etc.)

### Static Attributes

* Aura (15): Acts like **Shields** preventing you from taking direct damage (can still take *Strain*). Can remove AU in chargen to gain +1 TP or improve it at the cost of 1 TP.
* Spirit (3): You can gain the following benefits from using one Spirit Point:
	+ Gain Advantage (+2 modifier)
	+ Re-roll a failed check
	+ Go beyond your current power cap (+1 PAM)
	+ Use new temporary Talent (A Rating)
	+ Regain **1/2** your *Stamina*, *Health* **or** *Aura* (Must be >0)

* Temporary bonuses last until the end of the scene and can be stacked. Spirit is gained from doing either **Heroic** (Hero), **Villainous** (Villain) or **Badass** (Vigilante) actions. Good roleplaying will reward you with a **Spirit Shard**. You can combine *six* Spirit Shards into *one* Spirit Point.

* Image: How well known you are. Positively, you are a celebrity revered by the public. Negatively, you are an enemy in the eyes of the people (and probably the law). The closer you are to zero, the less likely you are to be recognised in public.
* Wealth: Can be used to purchase Gadgets and other kinds of Equipment.

### Skills

You get three skills: one at **+3**, one at **+2** and one at **+1**, the number representing the Modifier you add to the applicable die rolls. Skills must be specialised so they cannot cover a wide variety of ideas. For example: You cannot have "Fighting", but you can have "Brawling", "Swordplay", "Grappling", etc. It costs 1 CP to add a new skill and 2 points to upgrade it.

**Example Skills:**

The **maximum** modifier you can have on top of any attribute is +5, counting Super Attributes, Skills and Misc. modifiers. There are ***no*** exceptions.

## Powers & Talents

Your **Power** is a single **concept** (Analyse, Transmutation, Fleshcrafting, Mind Control) while **Talents** are **how you use your power**. Some powers are more innately powerful than others, though not everyone can use their powers to their fullest capacity (especially if they are newly Awakened).

Example: If I have the **Power** *"Pyrokinesis"*, but I want to fly around using fire, that would be a **Talent** called *"Flaming Flight"* or something similar. Get creative.

Each Talent can be used to **Attack**, **Defend** or for **Utility** actions. Select one quality based on what makes the most logical sense for your Talent. If your Talent does not fall into any of the previous three categories, it is most likely a passive buff of some sort. In that case, it is called a **Power-Up**and does not give you any new actions.

Example:

* Energy Blast, Fire Bolt, Ice Fists: Attack
* Energy Shield, Dermal Armour, Resistance/Immunity: Defend
* Flight, Heal, Summoning: Utility
* Super Agility, Super Brawn, Super Intelligence: Power-Up

### Power Grades

The number associated with your power

* -1: F(**FAIL**) "Deficient": You are *crippled* in this attribute. All rolls involving this attribute will instantly fail. If your Game Master wishes, they may make you roll 1d2 (flip a coin). *Heads* is a half-success and *Tails* is a failure.
* 0: E(1d4) "Mundane": You operate at the average human level. By parahuman standards, you are very weak and cannot perform the majority of superhuman feats your more skilled comrades are able to.
* 2: D(1d6) "Peak Human": Your body operates at peak human levels. This is the baseline for most parahumans, though still not quite "average". This is rougly 1.25x as powerful as the average human level.
* 4: C(1d8) "Average": Your body operates at levels roughly 1.75x as powerful as the average human level.
* 6: B(1d10) "Good": Your body operates at levels roughly 2-3x as powerful as the average human level.
* 8: A(1d12) "Very Good": Your body operates at levels roughly 3.5-5x as powerful as the average human level.
* 10: S(2d6) "Exemplar": Your physical, mental, or social capabilities are 5.5-7x the level of peak human.
* 13+: SS(3d6) "Godly": You push the limits of reality when it comes to your given attribute. Your power is immeasurable. Your body operates at levels ***ten times*** the level of peak human.

You can increase your Grade by one step, making it *x*+, though it does not affect the Die Rating. Every point past **S Level** costs double the normal TP (S>S+ [2], S>SS [4]). The hard cap for Power Grades on most heroes is S+, though going through a *Second Awakening* can unlock higher-tier powers... Though doing so comes with extreme trauma. You must also take one mandatory ***Flaw*** per level above S-Rank.

### Range Increments

The following is a chart showing (semi-optional) range increments for the purposes of outlining your powers with the ***Power Traits*** system (consider the chart like grades rated *F* through *SS*, like assigning powers):

* **[0]:** Gives you a free **Power Trait** slot when chosen
* **[1]:** Faster than a normal human can react.
* **[2]:** Faster than parahuman reaction times (without speed powers).
* **[3]:** Fast enough to break the sound barrier.

**Example:** Archer's power has **A+ Rank** (Neighbourhood) range (10km) and his projectiles move at **A+ Rank** (9,000kph) so an **A Rank** in ***Speed*** is required to attempt to ***Dodge*** the attack.

### Power Level

* Potency: how strong your Talents are (=Highest Die Rating)
* Aptitude: negative side effects or other weaknesses (Ex. prolonged use causes nausea, bright lights cause blindness, circumstance reliant, etc.)
* Mastery: how good you are at using powers. You cannot use Talents which Potency > Mastery at their current dR.

### Power Classes

One's *Power* usually fall into multiple categories. Power Classes are just **descriptions** of your powers, they do not **define** your character or *who* they are, unless you want them to.

1. **Shifters**: "Powers that provoke physical change in oneself, others or the environment."
2. **Protectors**: "Generally summarised as: shielding or healing abilities."
3. **Shapers**: "Manipulating pre-existing energy in the world around oneself."
4. **Creators**: "The ability to generate new energy ad nihilo."
5. **Enhancers**: "Powers that increase the output of one's or a target's statistics or powers."
6. **Hexers**: "Powers that negate or dampen others's statistics or powers."
7. **Brawlers**: "Possessing melee combat specialties"
8. **Archers**: "Possessing ranged combat specialties."
9. **Captivators**: "Influencing others through mental powers."
10. **Thinkers**: "Non-targeted psychic abilities."
11. **Meddlers**: "Bending or breaking the laws of physics."

### Super Attributes

The only real "set in stone" powers are **Super Attributes**, such as *Super Brawn* or *Super Smarts*. Mechanically, they give you a +1 Modifier per dR to all rolls made with that Attribute. Unlike **Skills**, it also carries over to sub-attributes as well! Any Parahuman can have one or more Super Attributes that tie-in well with their other power, such as someone who can **read super fast** having **Super Smarts** as well. Hopefully, you will make more useful characters than *The Bookworm*, though.

**Bonuses:**

* **Super Brawn:** +*x* Health. You are much tougher than average.
* **Super Agility:** +*x* Dodge. Your reaction speeds are much faster than your average Parahuman.
* **Super Fitness:** +*x* Stamina. You can run much further than your average Parahuman.
* **Super Smarts:** Can gain a *Hint* from the Game Master once per session. You are better at puzzle solving and strategising than your average Parahuman.
* **Super Perception:** Roll twice while searching for clues. At the end of an Investigation, you are told how many clues you have missed.
* **Super Willpower:** *+x* Composure. You are more resilient to mind-based attacks.
* **Super Leadership:** +*x* \* 10 % chance of positive outcomes from a given speech. NPCs are more likely to have a positive first impression of you.
* **Super Influence:** +*x* Debate. NPCs are more likely to listen to you.

\*A Hint is any Yes-no question the GM *must* answer correctly. For the price of two Hints, you may ask an open-ended question. Hints refresh at the GM's discretion. A good frame of reference is at the start of a new *Episode*.

## Parahuman Classes

Classes in *World of Heroes* are not like how they are in other systems, such as *Dungeons & Dragons*, where it restricts your development and forces you on a skill tree. Instead, it simply gives you a base to start from and you expand it all from there.

* Basic Powers: "Overmen"
	+ >60% of all known Parahumans
	+ Have the most varied powers
	+ The only connecting factor is that 'basic' powers manifest from both the physical body and mind
	+ Masters of their power can use it fluidly without thinking, like martial arts masters
	+ While stressed, distracted or depressed, it may be difficult for some parahumans to use their powers to the fullest extent
	+ On average, Overmen tend to fall in mid-tier power levels
	+ **Example Powers:** Fire Manipulation, Enhanced Muscle Mass, Shapeshifting
	+ **Bonus:** None.

* Psychic Powers: "Erudites" or "Psychics"
	+ ~20% of all known Parahumans
	+ Rare among Parahumans, but not as rare as Gemini or Aces
	+ Erudites have powers that come purely from the mind
	+ While stressed or distracted, use of their powers becomes nigh impossible
	+ On average, Erudites fall into high-tier power levels
	+ **Example Powers:** Telepathy, Telekinesis, Mind Control
	+ **Bonus:** +2 Potency, -1 Aptitude. Additional free Power Trait on your first Talent.

* Extra Mutations: "Aberrations" or "Mutants"
	+ ~30% of all known
	+ Every Parahuman has some form of a minor mutation that separates them from the rest of Humanity, but Aberrations are characterised by having more than two visible mutations
	+ Mutations vary from strange eye/hair colour, weird scar-like tissue on arms, baldness, skin discolouration, random animal parts, etc.
	+ Mutant powers are almost entirely physical in nature and do not require much mental effort to use
	+ Mutants tend to either fall in very low or very high power levels (D or A)
	+ **Bonus:** Start with one Major Mutation that will affect how others see you. +1 Potency OR +1 Mastery.

* Dual Powers: "Gemini" or "Hybrids"
	+ ~5% of all known Parahumans
	+ Usually formed when two Parahumans meet and have a child (though it's still **very** rare)
	+ Powers often compliment each other in some way
	+ Two powers ≠ stronger powers
	+ Have more unstable and hard to use powers
	+ **Example Powers:** Fire/Ice Generation, Fear/Hope Aura, Light/Darkness Manipulation
	+ **Bonus:** Start with two linked Powers at -1 Potency (E). -1 Mastery. Increasing your Mastery costs double the normal points (2/rank).

* Power-affecting Powers: "Potentialkinetics" or "Aces"
	+ <1% of all powereds are "Aces"
	+ The strongest type of parahuman
	+ All Aces have AT LEAST A-tier powers
	+ Example Powers: Nullification, Mimic, Empowerment
	+ Bonus: +2 Potency, -3 Character Points.

* Multilaterally Powered: "Splicers"
	+ The most recently-discovered class of Parahumans, officially named in 1997, following the studies done at the Zarathustra Parahuman Academy by Professor Jesus Ross and his associates.
	+ Splicers have an extra set of powers laying dormant somewhere within their DNA
	+ Following a "Second Awakening", these powers become active giving the Parahuman, what appears to be, two distinct power sets
	+ It is hypothesised that around 10% of all known *Overmen* could really be *Splicers*, based on the analyses done at the ZPA
	+ **Bonus:** Can gain Secondary Powers from a Second Awakening

* Human Experiments: "Pawns" or "Patsies"
	+ A very unfortunate class of powered individuals who have been *forced* to undergo an Awakening by some external force
	+ It is believed that there are only a handful of these Parahumans in the entire world, considering the fact that finding dormant Parahumans and forcing them to awaken is a monumental task requiring time, education and a substantial fortune
	+ HE-Class Parahumans are **much** stronger than average Parahumans, though they tend to lack mental stability, considering their often incredibly violent Awakenings
	+ Due to the nature of their powers, they are often completely unique and go against the known rules that powers must normally adhere to
	+ In turn, however, it is believed impossible for an HE-Class Parahuman to undergo a *Second Awakening*
	+ **Bonus:** +3 CP,+3 TP. Maximum **4** Willpower. Can never undergo a Second Awakening. Gain the attention of an Outsider

...There are probably many other undefined types of Parahumans out there, considering what little we know of Power Theory even in the 21st Century. I implore you to get creative with your characters, and to have fun above all else!

## Milestones

Milestones are points in the arc of a story or during one's character when the GM will award you an amount of ***Character Points***, ***Talent Points***, and/or ***Spirit Shards***. There is no limit to when a GM will give out resources, but, here are the general rules I follow:

* Spirit Shards are rewarded by the players at the end of each session or chapter. This is also known as "deciding on the MVP" at my table.
* Character Points are rewarded by the GM at the end of each story arc. This represents how a character physically grows over time.
* Talent Points are rewarded by the GM at the end of each character arc. This represents how a character becomes more in-tune with themselves over time.

The following table shows a list of chronology terms that may or may not make an appearance in play:

 Campaign | Series | The totality of time played, from start to finish.

The terminology used is less important than understanding when to use the different levels of time as a Game Master. Sometimes, it's better left abstract.

For example: Turns are generally used for measuring combat encounters, but are too short to be (realistically) tracked in normal play.

Volumes, on the other hand, are useful to track in order to keep a sense of cohesiveness and structure. Depending on the GM's style, it may or may not come up in actual play, or be simplified to "days", "weeks", or "months".