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 The Geass Ability Rules

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Haro
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Level: 100
Character Class: Mascot Robot

PostSubject: The Geass Ability Rules   Mon 19 May 2008, 1:46 pm

The Geass: Roleplaying Rules on how to use the Geass power in the Code GEASS RPG

In Code GEASS: Lelouch of the Rebellion, certain chosen individuals possess a supernatural power to compel and command any living being to do anything the first person commands him/her too, thru a hypnotic suggestion visually transferred via eye-to-eye sight between the person and his target. If a target looks into the personís eyes, he/she is now charmed and compelled to follow the personís orders unconciously. This supernatural ability is called geass (geas).

In the Code GEASS RPG, a select few persons can possess this power, as long as they follow the requirements below.

Geass

Minimum Attribute Requirement: Geass users must have a minimum of 16 in Mental Endurance. Only characters with exceptional scores (16+) in ME may possess a Geass power.

Determining if a player has the Geass ability:

For realism, only five percent (5%) of player characters in the Code GEASS RPG can have the geass ability.
A player creating a character in the Code GEASS RPG should tell the GM in the JB that he desires to have the geass ability.
The player rolls one twenty-sided die (1d20), and must roll a 20 to gain the ability.
The player adds a bonus determined by their ME scores to the dice roll, to improve their chances to get a score of 20. (See below for ME bonuses)
The player is only given two (2) chances to roll for the right to have a geass ability. If the first roll failed, a second roll is given. If the second fails, the character cannot have a geass ability, unless given to them by a witch/warlock in the game. (see below)
If a player rolls a 20, he gets the geass ability. The player will now roll for which geass ability possess. (See below for table of geass abilities)
Once a geass ability is chosen, the player and the GM for the Code GEASS RPG and game should take note of the ability, and keep it secret. The ability should not be revealed to anyone except in the game, and only upon the GMís permission.





Mental Endurance Modifiers for Determining Geass
ME Score 16 17 18 19 20 21 22 23 24
Dice Roll Modifier +1 +2 +3 +4 +5 +6 +7 +8 +9




Geass Types




[tr][/tr
Dice Roll (1d100) Geass Ability
01-20 Telepathy
21-30 Hallucination
31-40 Sleep
41-50 Mind Blast
51-60 Destroy Nervous System
61-70 Sense Geass
71-80 Identify Geass
81-84 Precognition
85-88 Dispel Geass
89-92 Absolute Obedience
93-95 Time Stop
96-98 Seal Geass (Reversible)
99-00 Memory Alteration (Reversible)


Last edited by Haro on Mon 19 May 2008, 2:07 pm; edited 1 time in total
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Haro
Mascot Robot
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Number of posts : 802
Race : Mascot Robot
Alignment : True Neutral
Registration date : 2008-05-11

Character sheet
PC Name: Pink-chan
Level: 100
Character Class: Mascot Robot

PostSubject: Re: The Geass Ability Rules   Mon 19 May 2008, 1:47 pm

Types of Geass


Absolute Obedience
Lelouch's power of Geass, "the power of absolute obedience", allows him to momentarily control a mind, in a fashion similar to hypnotism, and is situated in his left eye. When activated, a red bird-shaped sigil, similar to the mark on C.C.'s forehead, lights up in the eye and reaches out to its target(s). In order to successfully control a mind, eye contact with the target(s) must be made when activated, along with several other requirements. Unfortunately, the power cannot be used more than once on a given person.

Near the end of season one, Lelouch's Geass evolves and becomes permanently activated, activating its effect when he does not wish it to. Similar to Mao, this causes him to avoid contact with people in fear of accidentally using his power. After he was captured by Suzaku, his power was sealed off by his father's Geass, and he also loses his memory of it, until C.C. reawakens it. She gave him a contact lens that shields it, allowing him to use it when he wants simply by removing it. C.C. warns that if Lelouch's Geass becomes more powerful, the lens will not be able to block its effects.

Range: Direct Body Contact.
Duration: (see below)
Effects: Command target (see below)
Sigil: Red bird


Rules:
Player characters with the absolute obedience geass ability can use this power on other PCs and non-player characters.
Player character can command other geassed PCs and NPCs to do ANYTHING, EXCEPT for commanding a Player Character to kill himself/herself or another Player Character. You can command a Non-Player Character to kill himself or another person, however.
To use the geass, a geass user should be face-to-face with his intended target, and must look at the target in the eyes.
The geass user must secretly roll 1d20 plus his ME bonus to see if the attempt succeeds. The geass user must roll equal to or greater than the targetís ME score for the geass to succeed.
If the attempt is successful, the GM will PM the target that he has been geassed, and that he is compelled to do what the geass commands. The GM will have the discretion on when to tell the target of the geass command, according the wording of the command itself. The GM will not tell the target who cast the geass on him.
A target can only be geassed successfully once (1 time only) and cannot be subject to a geass ability again.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).


Telepathy
Mao's power of Geass allows him to telepathically hear every person's conscious thought within a 500 meter radius. He does not need to maintain direct eye contact with his victim and has no limit on an individual. Mao can concentrate on fewer victims at a time, which decreases his effective range, but allows him to read deeper into the victims' minds, even probe their memories. He cannot read something if the victim has no knowledge of it or has completely forgotten about it. Bird-shaped sigils are lit in both eyes all the time, because his power evolved and became permanently activated. C.C. gave the power of Geass to Mao when he was six. Since he hears people's thoughts at every moment, he wears headphones to drown out the sounds and sunglasses to hide his secret.

Range: 500 meter radius
Duration: 1d6 rounds + 1 round/level of geass user
Effects: hears everything within the radius of the geass
Sigil:

This ability can be used thrice (3) per day.
The PC must roll equal or lesser than 35% + 10%/level of geass user + ME score on a percentile die (1d100) to successfully activate the geass
When the telepathy geass is activated, the geass user can hear all the thoughts of all living humans with a 500 meter radius, using this information to his knowledge. The GM will reveal to the geass user via PM any secret information pertinent to the geass user that the targets are thinking of.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).


Rules:

Time Stop
Rolo's Geass is the ability to alter the perception of time of people within a limited sphere of influence around him. Those within the sphere stop perceiving time, other than Rolo, who continues to perceive the flow of time normally. As a result, Rolo appears to manipulate time and to teleport. When activated, a red bird-shaped sigil lights up in his right eye and can extend his sphere to a radius of several meters across, allowing him to use it in Knightmare combat. C.C. has confirmed it was V.V. who gave him his Geass.

Range: 5 meter radius
Duration: 1d6 rounds + 1 round/level of geass user
Effects: bonuses (see below)
Sigil:

Rules:
This ability can be used once (1) per day.
The PC must roll equal or lesser than 35% + 10%/level of geass user + ME score on a percentile die (1d100) to successfully activate the geass
When the time stop geass is activated, ALL player characters are rendered immovable, and only the geass user can act during the time stop. The geass user can attack targets with a + 4 to strike, and a penalty of -8 to dodge and parry for the targets.
When in a Knightmare, the geass user gains a +6 to strike, +10 to dodge and +10 to parry during the duration of the geass.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).



Destroy Nervous System
This power destroys the nervous system of a target, crushing vital body organs thru psionic force.

Range: Eye-to-eye LOS
Duration: Instantaneous
Effects: 2d8 + 1d8 hit points initial damage per level, 1d8 hit points successive damage until dead
Sigil:

To activate the geass successfully, the geass user must roll as successful strike roll on the target, with the usual bonuses, PLUS the geass userís ME bonus.
The target can make a parry roll against the geass, but with a -2 penalty.
This geass ability can only be used once (1) per four (4) rounds.
The geass user can attack only one (1) target with the ability.
A target can be geassed successfully with this ability once (1) only.
A target affected by the geass will suffer 2d8 hit points plus 1d8 hit points per level of geass user initial damage, plus 1d8 hit points per successive rounds until the person is dead or the geass is dispelled using a dispel geass power.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).


Hallucination
This power makes a target see an illusion that misleads him for a certain period of time

Range: Eye-to-eye LOS
Duration: 1d4 rounds + 1 round/level of geass user
Effects: target is mislead, - 4 to dodge, - 4 to parry
Sigil:

To activate the geass successfully, the geass user must roll as successful strike roll on the target, with the usual bonuses, PLUS the geass userís ME bonus.
The target can make a parry roll against the geass, but with a -2 penalty.
This geass ability can only be used once (1) per three (3) rounds.
The geass user can attack only one (1) target with the ability.
A target can be geassed successfully with this ability once (1) only.
A target affected by the geass will suffer the effects of seeing hallucinations, which will mislead him for the duration of the geass, or until a successful strike attack on the target is achieved, thus canceling the geass.
The target will suffer the following penalties: - 4 to dodge, - 4 to parry.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).


Precognition
Nunnally's power of Geass allows her to read "future lines" to see into the future. An entity similar to C.C., Nemo, bestows the power onto her. Like Lelouch, a red, bird-like sigil lights up in Nunnally's left eye when the power is activated.

Range: Geass User
Duration: 1d4 rounds + 1 round/level of geass user
Effects: +2 to strike, +6 to dodge, +6 to parry
Sigil:

This ability can be used once (1) per day.
The PC must roll equal or lesser than 35% + 10%/level of geass user + ME score on a percentile die (1d100) to successfully activate the geass.
When the precognition geass is activated, the geass user can predict 1d4 rounds + 1 round/level into the future, seeing the events and dangers that may happen to her. The geass user gains a bonus of +2 to strike and +6 to parry and dodge, on foot or on a Knightmare.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).


See Into The Past

Range: Geass User, must have direct contact with the target.
Duration: Instantaneous.
Effects: The user sees the past of any person he/she touches during its activation.
Sigil:


Sleep
This power forces targets to fall into a deep slumber for a certain period of time.

Range: Eye-to-eye LOS
Duration: 1d4 round + 1 round/level of geass user (see below)
Effects: target(s) fall asleep, cannot dodge or parry
Sigil:

To activate the geass successfully, the geass user must roll as successful strike roll on the target, with the usual bonuses, PLUS the geass userís ME bonus.
The target can make a parry roll against the geass, but with a -2 penalty.
The geass user can attack a total number of targets equal to his ME score divided by 2, rounded down, or up to his total number of attacks that round.
Multiple targets require one (1) strike roll each, taking up one (1) action per strike roll.
A target affected by the geass will automatically fall asleep for 1d4 rounds + 1 round per/level of the geass user.
A target that is asleep can be attack with a +4 bonus to strike for the geass user, while the sleeping targets cannot dodge or parry. However, a successful hit on the target will awaken him and negate the geass.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).
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Haro
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Number of posts : 802
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PostSubject: Re: The Geass Ability Rules   Mon 19 May 2008, 2:03 pm

Mind Blast
This power sends psionic energy into the brains of targets causing extreme pain and damage.

Range: Eye-to-eye LOS
Duration: Instantaneous
Effects: 2d8 + 1d8/level of geass user hit points of damage
Sigil:

To activate the geass successfully, the geass user must roll as successful strike roll on the target, with the usual bonuses, PLUS the geass userís ME bonus.
The target can make a parry roll against the geass, but with a -2 penalty.
The geass user can attack a total number of targets equal to his ME score divided by 2, rounded down, or up to his total number of attacks that round.
Multiple targets require one (1) strike roll each, taking up one (1) action per strike roll.
A target affected by the geass will suffer 2d8 hit points plus 1d8 hit points per level of geass user of instantaneous damage.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).



Sense Geass
This power allows the user to sense the effects of a geass or a geass user himself.

Range: 500 meters radius
Duration: 1d6 + 1 round/level of geass user
Effects: can detect geass or geass user within radius (see below)
Sigil:

Rules:
The Sense ability can be used thrice (3) per day.
The PC must roll equal or lesser than 35% + 10%/level of geass user + ME score on a percentile die (1d100) to successfully activate the geass.
If successful, a geass user can detect the presence of a geass or a geass user within the radius area. A second successful roll as that of the above with a +10% will correctly pinpoint the location of the geass or geass user.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).


Identify Geass
A more powerful form of Sense Geass, this power gives the user the ability to sense the effects of a geass or the location of a geass user. This power also gives the user the ability to correctly identify the nature of the geass ability sensed.

Range: 500 meters radius
Duration: 1d6 + 1 round/level of geass user
Effects: can detect geass or geass user within radius (see below)
Sigil:

Rules:
The Sense ability can be used thrice (3) per day.
The PC must roll equal or lesser than 35% + 10%/level of geass user + ME score on a percentile die (1d100) to successfully activate the geass.
If successful, a geass user can detect the presence of a geass or a geass user within the radius area. A second successful roll as that of the above with a +10% will correctly pinpoint the location of the geass or geass user.
The Identify ability can be used by rolling equal or lesser than 35% + 10%/level of geass user + ME score on a percentile die (1d100) + 10% extra bonus to successfully identify the nature of the geass ability being sensed by the user.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).


Dispel Geass
A more powerful form of Sense Geass, this power gives the user the ability to sense the effects of a geass or geass user. This power also gives the user the ability to cancel a geass effect on a geassed person, or negate a geass attempt of a geass user.

Range: Sense - 500 meters radius; Dispel - Eye-to-eye LOS
Duration: Sense - 1d6 + 1 round/level of geass user; Seal - instantaneous
Effects: sense geass; dispels geass effects; negates geass attempts by others
Sigil:

Rules:
The Sense ability can be used thrice (3) per day.
The PC must roll equal or lesser than 35% + 10%/level of geass user + ME score on a percentile die (1d100) to successfully activate the geass.
If successful, a geass user can detect the presence of a geass or a geass user within the radius area. A second successful roll as that of the above with a +10% will correctly pinpoint the location of the geass or geass user.
The Dispel Geass ability can be activated if the user can come within Eye-to-eye contact with the targeted geass user.
To activate the dispel geass successfully, the geass user must roll as successful strike roll on the target, with the usual bonuses, PLUS the geass userís ME bonus.
The target can make a parry roll against the dispel geass, but with a -2 penalty.
This dispel geass ability can only be used once (1) per three (3) rounds.
The dispel geass user can attack only one (1) target with the ability.
If the dispel geass attempt is successful, all geass effects of the target geass user is negated, and the geass user cannot use his geass for 1d4 rounds afterwards.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).


Seal Geass (Reversible)
A more powerful form of Dispel Geass, the user can detect the effects of a geass or a geass user himself. This power also gives the user the ability to seal the geass ability of a geass user, rendering it useless. This also gives the user the ability to unseal a sealed geass.

Range: Sense - 500 meters radius; Seal - Eye-to-eye LOS
Duration: Sense - 1d6 + 1 round/level of geass user; Seal - instantaneous
Effects: sense geass/geass effects; seals/unseals geass
Sigil:

Rules:
The Sense ability can be used thrice (3) per day.
The PC must roll equal or lesser than 35% + 10%/level of geass user + ME score on a percentile die (1d100) to successfully activate the geass.
If successful, a geass user can detect the presence of a geass or a geass user within the radius area. A second successful roll as that of the above with a +10% will correctly pinpoint the location of the geass or geass user.
The Seal Geass ability can be activated if the user can come within Eye-to-eye contact with the targeted geass user.
To activate the seal/unseal geass successfully, the geass user must roll as successful strike roll on the target, with the usual bonuses, PLUS the geass userís ME bonus.
The target can make a parry roll against the seal geass, but with a -2 penalty.
This seal/unseal geass ability can only be used once (1) per day.
The seal/unseal geass user can attack only one (1) target with the ability.
If the seal geass attempt is successful, the seal geass is rendered unusable permanently, or if it is unsealed.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).



Memory Alteration (Reversible)
The Emperor of the Holy Britannia Empire has the bird-shaped sigil marking on both eyes and uses his Geass to alter any of the victim's memories to his liking. Beyond erasing memory, the power inscribes false memories on top of the original, and can even seal another person's Geass, rendering it unusable. The Geass is still breakable by finding out about the true memories that was sealed. C.C. has confirmed it was V.V. who gave him his Geass.

Range: Eye-to-eye LOS
Duration: Permanent (reversible)
Effects: memory is altered; geass ability is sealed/unsealed
Sigil:

The Memory Alteration Geass ability can be activated if the user can come within Eye-to-eye contact with the targeted geass user.
The Memory Alteration ability can be used once (1) per day.
The PC must roll equal or lesser than 35% + 10%/level of geass user + ME score on a percentile die (1d100) to successfully activate the geass.
If successful, the geass user can read the memories of a target within his own mind. The geass user can also alter the memories of the target permanently, making him/her forget things that the geass user chooses.
The Seal Geass ability can be activated if the user can come within Eye-to-eye contact with the targeted geass user.
To activate the seal/unseal geass successfully, the geass user must roll as successful strike roll on the target, with the usual bonuses, PLUS the geass userís ME bonus.
The target can make a parry roll against the seal geass, but with a -2 penalty.
This seal/unseal geass ability can only be used once (1) per day.
The seal/unseal geass user can attack only one (1) target with the ability.
If the seal geass attempt is successful, the seal geass is rendered unusable permanently, or if it is unsealed.
A failed attempt of using this geass ability will automatically result in one roll in the geass user failed attempt penalty table (see Penalties).


Penalties for using the Geass abilities.

Prolonged use of the Geass abilities will eventually subject geass users to harmful side-effects, that will prove damaging to them.

To determine if penalties are acquired, the following conditions must be met.

An attempt to use a geass ability has failed.

The GM will roll percentile dice (1d100) adding the PCs (geass userís) ME score +5% per level of the geass user, and consult the table below


Geass User Failed Attempt Penalties





Dice Roll (1d100) Penalty
01-20 Death
21-22 Lose Geass Ability, Coma for 1d8 weeks
23-24 Lose Geass Ability
25-26 Permanent Activation Ė geass eye cannot be deactivated; -20% to next 1d6 geass attempts
27-29 Insanity Ė 10 to ME; -20% to next 1d6 geass attempts
30-32 -30% to next 1d6 geass attempts
33-34 -20% to next 1d6 geass attempts
35-36 -10% to next 1d6 geass attempts
37-38 Lose 1d4 points of ME permanently
39-40 Lose 1d4 points of PP permanently
41-42 Lose 1d4 points of ME for 1d8 rounds
43-44 Lose 1d4 points of PP for 1d8 rounds
45-46 Lose 3d12 hit points
47-48 Lose 3d8 hit points
49-50 Lose 3d4 hit points
51-52 Penalty of Ė 6 to strike for 1d4 rounds
53-54 Penalty of Ė 4 to strike for 1d4 rounds
55-56 Penalty of Ė 2 to strike for 1d4 rounds
57-58 Penalty of Ė 6 to dodge and parry1d4 rounds
59-60 Penalty of Ė 4 to dodge and parry for 1d4 rounds
61-62 Penalty of Ė 2 to dodge and parry for 1d4 rounds
63-64 Fall Unconcious for the next 1d6 rounds (same as sleep effects; see above)
65-66 Hallucinations for the next 1d6 rounds (same as hallucination effects; see above)
67-00 No harmful effects
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