Other Unique Features

 

What Sets Amazing Adventures Apart?

Amazing Adventures brings a number of unique features to the table, all of which are intended to bring a high adventure flavor to modern role playing, from player agency to wild car chases through crowded city streets. Here’s a few peeks at the unique mechanics it has to offer.

Unique Features: Fate Points

Fate Points are a mechanic that provides characters with the means to affect game play in small, but significant ways. They represent the actions of cinematic heroes, who always seem to make those dramatic comebacks, have sudden flashes of insight just in time, or call upon inner reserves of strength to fell the villain just when things look grim.

Using Fate Points

A character always has a limited amount of Fate Points, and while the character replenishes this supply with every new level he or she attains, the rate of attrition can far outstrip the rate of gain. As such, players must use them wisely. A character can spend Fate Points to do any of these things:

    • • Fortune’s Favor: alter a single d20 roll used to make an attack, attribute check, level check, or a saving throw.
    • • Mighty Blow: make a single, earth-shattering attack which also stands a chance of smashing the character’s weapon.
    • • You Missed!: Avoid an attack.
    • • Just Made It!: Automatically succeed at a saving throw.
    • • Second Wind: Recover lost hit points.
    • • Sound the Charge!: Double the character’s movement for the round.
    • • Down But Not Out: avoid death when reduced to below -10 Hit Points
    • • Providence Smiles: gain a Plot Break
    • Vehicle Combat

      Combat between two vehicles works exactly the same as combat between two characters. A vehicle has Dexterity and Constitution scores, and AC and Hit Points, just like characters do. Vehicles also have a fourth Attribute, Speed. A vehicle’s Speed (Spd) attribute works exactly like a Player Character Attribute, using the same table for bonuses and penalties. It’s a rough representation of the real-world speed comparison between any two vehicles. It’s not a direct conversion of actual miles-per-hour. If you really need to find out the mph (or kph, in Europe) of a vehicle, a web search should fix you up, fine. It shouldn’t be necessary for this game.

      Most tasks in vehicular combat are going to be resolved with Dexterity rolls by the driver or pilot of the vehicle. When piloting a vehicle, a character uses either his Dexterity score or the vehicle’s, whichever is higher. However, if the vehicle has a negative Dexterity score, this negative acts as a penalty to the character’s Dex. Combat proceeds between two vehicles exactly as in normal combat, rolling a d10 and adding Dex bonus for initiative, and using d20 and Dexterity for ranged attacks from the weapon. In this manner, player characters can interact seamlessly with vehicle combat. Remember, the pilot of a vehicle uses his Dexterity score or the vehicle’s, whichever is higher.

      Firearms

      Firearms are listed with a rate of fire (RoF): 1, 2, or 3. Some are designated Automatic (A). Weapons may fire one projectile per rate of fire, per attack; however, additional shots suffer a cumulative recoil penalty indicated as the weapon’s “Rec.”

      Fully automatic weapons may fire in bursts of 3, 5, 10, or 50 shots, imparting bonuses or creating an area effect attack, with the potential for more than one bullet to strike a target, based on how high the attack roll is, and any applicable saving throw made by the targets (in the case of an area of effect “spraying” attack).

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