This is GhostWave, a tabletop game using the homebrew, point-buy PRISM system.

PRISM stands for the core attributes of each Player Character:
Perception: Used whenever a character wants to hit something or detect something.
Reflex: Used whenever a character wants to duck an incoming attack. It’s also used for driving and sneaking.
Intellect: This is the basis of almost all learned skills. It also determines how quickly a character reacts to new information in combat. Intellect also represents a character mental integrity. The higher a character’s Intellect the more a character can rationalize all of their actions that transgress societal mores.
Social: Used whenever challenges of confidence or charisma come up.
Might: Representing a character’s strength and stamina. Add this number to all successful hand-to-hand attacks.

It costs 5 “build points” to increase one of these attributes.

The following are important other statistics:
Hit Points: All characters get a 10 Hit Point base plus their Might when they start.
Pain Threshold: A character’s pain threshold is activated whenever they lose 50% of their hit points in a single hit. That character must then make a Pain check:
d20+Perception vs. d20+Might
When making a pain check a character rolls Perception against Might. If their Might is higher characters play through their pain. If the target’s Perception is higher they are incapacitated by the pain for as many seconds as they failed their check by.
Jog/Run/Sprint: A character’s Jog is equal to their Height (without the inches— for simplicity). This is referred to as base movement. Each movement category builds on the last. Jogging for one second becomes a run, which in a second becomes a sprint. Running doubles your base movement, and sprinting triples it.
Reach: Height/2, subtracting inches.
Surge: Characters can overexert themselves once per day by multiplying a dice roll or power duration by their Level. The downside of “surging” is that the ability cannot be used again until the character rests.

POWER LEXICON

When you want to buy a new power you must first roll on the Die Intensity table. This tells you what die to associate with a given power.

DIE INTENSITY TABLE (roll a d100)
1-30: d6
31-55: d8
56-75: d10
76-90: d12
91-100: d20*
*Fun Fact: Critical hits only occur when rolling to hit or dodging.

NOTICEABLE: All powers are noticeable unless otherwise stated.
RANGE: Unless otherwise stated these powers are only effective within your Reach.
RATE OF FIRE: A power takes a number of seconds equal to half the highest result of a single die to activate in combat. So a Fireball that does 3d6 damage takes 3 second to use in combat.

ATTACK
COST: 6 Build Points per die.
RANGE: Reach
Attacks are offensive strikes (they all start off with melee range) that lower an opponent’s hit points. You can choose to make an Attack “lethal” or “stun.” A target is knocked back 1 foot for every 5 points of damage from an Attack. If you make an attack “stun” when an opponent’s hit points reach zero they go unconscious. They gain back their Hit Points back at a rate equal to their Might trait per hour. If you make an attack “lethal” when an opponent’s hit points reach zero they pass out and will most certainly die in a few seconds without some sort of aid!
Advantages
Oblique: Your Attack doesn’t originate from you. It originates from a source oblique to
your location (representing Lightning strikes or floating Helicopturrets). Useful because indirect attacks usually strike opponents’ flanks. +2 Build Points per Die.
Bypass: Your attack dice bypass a character’s Damage Reduction. Ignore a number of
Damage Reduction points equal to the damage rolled. +6 Build Points per
die.
EXAMPLE: Fire Guy is blasting Ironside with his Fireball Attack (3d10). Fire Guy can crank up the heat and Bypass Ironside’s considerable Hull (Damage Reduction 30). His fireballs hit Ironside and Fire Guy rolls 17 damage. This ignores 17 points of Damage reduction, which basically means Ironside has Damage Reduction 13. Fire Guy boils 4 points of damage into the metal monster.
This, like almost every other aspect of the game, can be purchased with limitations, the most obvious limitation on Bypass being Armor Piercing. The
Attack only “bypasses” defensive powers with the armor limitation.
Range: Your attack can affect targets beyond your character’s reach. It works d10 feet away per Perception point you have for 5 Build Points. It can be purchased multiple times.
Subtle: Your attack isn’t noticeable, or at least isn’t immediately traceable to you. Flat cost of 5 Build Points.
Limitations
Ammo: With this limitation an Attack only has so many uses. You decide on a number (usually between 1 and 20) and whenever you roll an Accuracy check below that number you only have one more use of your Attack left (your clip’s almost out, you only have one arrow in your quiver). The attack can be refreshed by means decided upon during purchasing. Lowers Build Point costby the number you
choose to roll over during Accuracy.
Recoil: When using attacks with this limitation make a Might check before combat begins. Each time you roll higher damage than that initial Might check reroll your Reaction Time. Lowers cuts cost per die by half.
Weapon: This describes attacks that aren’t innate. Guns, blasters, whips, amulets, etc. Any ability that’s not innate can’t be surged and can be taken away and broken just like real equipment.

ADDITIONAL LIMB
COST: 2 Build Points per Limb. Check with your Game Master before you buy. This is like
getting a face tattoo.
You have an extra limb! Whaaaaat?! This is super obvious and many people will freak out (unless you’re in a context where multi-limbed creatures are the norm).
Arm: You have a limb that can manipulate things. Your arm can automatically have the same Reach as your other arms, but add the number of limbs you have over your standard amount to Reach when calculating your Block bonus and your Might when trying to overpower someone.
Leg: You have a limb that adds to your propulsive force. Every extra leg increases your foot per second while Running or Sprinting. Every pair of legs increases your Unbalanced die type but lowers your Flank die type.
Limitations
Digitless: Your arm is actually a tentacle or some other manipulating limb without
fingers or claws. It takes you d4 seconds longer to perform task that uses fingers (like typing or squeezing a trigger). -1 Build Point.
Advantages
Greater Range of Motion: Your arm has a 180 degree arc of effectiveness. So when
you are attacking from this expanded range you use your normal die and not your
flank die. +2 Build Points.

ADDITIONAL SURGE
Cost: 15 Build Points
You have an additional surge that you can use before you rest. This is super valuable.
Cherish it!

AMBIDEXTROUS
Cost: 2 Build Points.
An additional “hand” is dominant, meaning you don’t use your Flank dice while using it.
This could also be a foot, or, if you are so inclined, a tentacle.

ANATOMICAL SEPARATION
Cost: 5 or 10 Build Points
You can remove a part of your body but still command it as long as it remains within the range of your targeting sense. 10 Build Points if it’s any part of your body. 5 Build Points if it’s the same part of your body each time you use this power.
Advantages
Remote Control: You continue to control your body part as long as it is within (d10 per Perception point) miles. Multiply this range by 10 each time you buy this modifier. Doubles cost.

Ghostwave

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