Skip to main content

Quick Note - GSR Quick info on villian creation

I plan for GSR to come with a few pre-generated villians for the heroes to face. Minions of higher powers, mobsters, and low level alien threats, however, the crux of the villians/monster/creatures in GSR should be unque and made by the referee for his or her unque vision of the game.

Villian Creation in a nutshell. All villians have a default of 9 dice to distribute to their statistics. Unlike Heroes, Villians only have 6 places for their dice to go:

Attack Rating: This is the generic base score for a villian attempting an attack.
Defense Rating: This is the generic base score for a villian's defense and ability to not be hit.
Health: The sum of the dice in this statistics determine the amount of punishment the villian can take before falling.

Up to 3 skills and or powers.

Example: Alien Champion

Attack Rating: 14 (3 dice)
Defense Rating: 6 (1 dice)
Health Rating: 4 (1 dice)

Power: flight (1 dice)
Skill: Firearms (2 dice)
Skill: Martial Arts (1 dice)

The 9 dice, as stated above is the base amount and as the heroes grow so should the enemies, thus the rule (currently) is that dice can be added or subtracted in any amount by the referee to make strong or weaker enemies to plague the heroes.


Popular posts from this blog

The Robathen's Coin Parts 1 -3

A long time ago I released a short story on drivethrufiction called "The Rabathen's Coin - An Arame Tale" that was meant to be the start of a series staring a mysterious thief named Arame.  Well, five years later and I have sold maybe six copies.  With that in mind I figured I might as well break it up into two or three parts and post in on the blog.

Thoughts are welcome as I am always interested in what others think of my original works.

The stench of rotten fish, sweat, mildewed wood and the ocean rose up from the black waters of the harbor in a visible mist that hung over the free trade city of Wickend adding to the already strong reek of human filth and cheap ale. The setting sun, unable to pierce the vile mist, washed over the crumbling buildings that lined the twisting streets of the Old District. From open doors and windows came the sounds of life, true life, of men laughing and boasting, of women flirting and dealing in their trades. To an outsider, the Old Distr…

[AGE] Iron Horse

I am starting to see a theme evolving here ... and it wasn't even planned.  Enjoy, and feedback is always welcomed!

Magic Item - Arcane Gauntlet

Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.