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.

Initiative
Repeat every round until all enemies or allies are incapacitated.
 * 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

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

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 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.
 * -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.

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: * 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.
 * 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.

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

...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!
 * 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

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:

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

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".