heavy metal aeons new handouts
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H e a v y M e t a l Æ o n s - p l a y M a t e r i a l s
Playtest Edition
Date: 28 December 2015.
By Michael Sands
Archetype Illustrations by Juan Ochoa
Mortality Icons from game-icons.net. Anatomy, Cat, & Relic blade by Lorc.
Blast by sbed.
Includes:• Archetype Sheets
• Basic Moves
• Judge Reference
• Quest Worksheets
H e a v y M e t a l Æ o n s R P G
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M o r t a l i t y
A r m o u r
Spacesuit
A t t a c k M o v e s
B a s i c
A m p e d ( 1 E n e r g y )
Precision Shot 1 hit to a body location. Vaporise 1 body location.Hit & Evade 1 hit to a skin location, you
take 1 less hit back.2 hits to a skin location, youtake no harm back.
Blaster 2 hits to a skin location. E xplode 1 skin location.
H e a v y M e t a l Æ o n s R P G
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G e a r
Spacesuit (2 armour), Blaster, Starship (wrecked), Gadgets.
Choose 2: Laser-sword, Grenades, Robot, Machete, Heavy blaster, Sword,Spiderweave Armour (3 armour).
Signature item:
You have:
S t a r t i n g M o v e s
Gadgets You have three special gadgets to help you out. They start out
undefined, but when you have a need spend 1 Power to define it.That gadget has that function from now on. At the end of each
Song, you may leave any of your defined gadgets behind and take
an undefined gadget in place of each.
Recharge Regain 1 Power or Energy when you spend time tinkering withtechnical devices or find spare parts you can use.
l e v e l u p ( c h o o s e 1 o n q u e s t c o m p l e t i o n )
Repair StarshipYou can repair your starship and use it to get around. Any extraequipment on the ship is for you and the Judge to agree on.
Boost You may use 1 Power instead of 1 Energy to Amp an attack move.Technomancer You gain the Technomagic and Psychic magic domains.
+1 to Eldritch, Fast, Strong, or Tough (max +3), or Take A Trophy
A s t r o n a u t
“I may not know the name of
this rock, but I'll help you fight
for justice. And if we can get
my ship flying again, along the
way, that would be a nice
bonus.”The astronaut uses their high-tech
gadgets to be an all-round hero,
flexible in and out of combat.
Reference:Dune by Beastwars (video).
N a m e : _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
L o o k s :
E l d r i t c h
F a s t
S t r o n g T o u g h
E n e r g y P o w e r Allocate +2, +1, 0, -1 to Eldritch, Fast,Strong, and Tough. Then add +1 to Fast.Maximum Energy: 5 + Fast + Tough.Maximum Power: 5 + (Eldritch × 2).
L e v e l
T r o p h i e s
H i t L o c a t i o n s ( H u m a n o i d )
Skin: Head, Chest, Gut, Arms, Hands,Legs, Feet.Body: Heart, Brain.Mystic: Soul
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M o r t a l i t y
A r m o u r
A t t a c k M o v e s
B a s i c
A m p e d ( 1 E n e r g y )
Entangle Entangle 1 arm or leg, foecan't use gear held there.
Foe is entangled and on
the ground.
G e a r
S t a r t i n g M o v e s
Language of Beasts
You can speak with animals.
Begin with 2 animal companions from: bear, eagle, falcon, fox,
hound, horse, leopard, lynx, owl, lion, snake, wolf.
Recharge Regain 1 Power or Energy when you befriend a new animal, orspend time doing a favour for an animal.
l e v e l u p ( c h o o s e 1 o n q u e s t c o m p l e t i o n )
Beastlore You have studied beasts and monsters at great length. Whenever you first hear of, examine the spoor, or encounter a creature, ask
the Judge what special features you know about. They will tell you
the most important facts known.
Whispers When you befriend an animal, you may spend 3 Power for it to
become a new animal companion.Alpha You may spend 1 Power to summon a group of animals to aid you.
They must be the same type as one of your animal companions.
B e a s t m a s t e r
“I speak to the beasts, I know
their languages. You will not
escape me, and certainly not all of
my friends.”
The beastmaster is focused on animals:
you can talk to your companions andothers you meet on your quest.
Reference:Iron Wolf by Beastwars (song).
N a m e : _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
L o o k s :
E l d r i t c h
F a s t
S t r o n g T o u g h
E n e r g y P o w e r Allocate +2, +1, 0, -1 to Eldritch, Fast,Strong, and Tough. Then add +1 to Fast.Maximum Energy: 5 + Fast + Tough.Maximum Power: 5 + (Eldritch × 2).
H e a v y M e t a l Æ o n s R P G
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L e v e l
+1 to Eldritch, Fast, Strong, or Tough (max +3), or Take A Trophy
T r o p h i e s
H i t L o c a t i o n s ( H u m a n o i d )
Skin: Head, Chest, Gut, Arms, Hands,Legs, Feet.Body: Heart, Brain.Mystic: Soul
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M o r t a l i t y
Recharge Regain 1 Power or Energy when you celebrate your deeds withboasts, drink and drugs, sex, or feasting.
l e v e l u p ( c h o o s e 1 o n q u e s t c o m p l e t i o n )
Unstoppable When you have taken 2 hits, gain 2 armour for the rest of the fight.When you have a location taken out, gain 6 more armour for the
rest of the fight.
Adrenaline You may spend 1 Power instead of Energy in order to move to thefront of the Pit.All In You may spend Energy 1-for-1 to add more hits to the amount of
harm you inflict on a foe.
A t t a c k M o v e s
B a s i c
A m p e d ( 1 E n e r g y )
Roar 1 hit to 1 skin location, foegets -3 to next speed roll.
Destroy 1 skin location. Onefoe skips their next attack.
G e a r
S t a r t i n g M o v e s
Battle Fury You know a drug and music-fuelled rite to enter a battle trance. Inthe trance, you may spend 1 Power to:
• Ignore 2 hits from a foe’s attack.
• Do 2 extra hits against a foe when you strike them.
B e r s e r k e r
“The spirit of War is upon me, it
is best that you stand well
clear.”
The berserker is focused entirely on
combat, destroying foes with no
regard to her own wounds. She caninflict devastating attacks.
Reference:Seven Severed Heads by Turbowolf (song).
N a m e : _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
L o o k s :
E l d r i t c h
F a s t
S t r o n g T o u g h
E n e r g y P o w e r Allocate +2, +1, 0, -1 to Eldritch, Fast,Strong, and Tough. Then add +1 to Strong.Maximum Energy: 5 + Fast + Tough.Maximum Power: 5 + (Eldritch × 2).
Tear 1 hit to 1 skin location. Tear off 1 skin location.
Sword, Shield (2 armour), Dagger.You have:
Choose 2: Battleaxe, Pistol, Machete, Paired swords, Paired axes, Mail (4armour), Club, Bearskin (1 armour), Wolfskin (1 armour).
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A r m o u r
L e v e l
+1 to Eldritch, Fast, Strong, or Tough (max +3), or Take A Trophy
T r o p h i e s
H i t L o c a t i o n s ( H u m a n o i d )
Skin: Head, Chest, Gut, Arms, Hands,Legs, Feet.Body: Heart, Brain.Mystic: Soul
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M o r t a l i t y
A t t a c k M o v e s
B a s i c
A m p e d ( 1 E n e r g y )
Slice 1 hit each to 2 adjoiningskin locations
2 hits each to 2 adjoiningbody locations.
Lunge 1 hit to 1 body location. Pierce through 1 body
location.
G e a r
Sword, Axe, Hammer, Mace, Spear, Lance, Shield (2 armour),
Musket, Rifle, Bow, Battleaxe, Flail, Halberd.Choose 1: Beast-hides (3 armour), Mail (4 armour), Plate (6 armour).
Choose 2:
S t a r t i n g M o v e s
Combat Master When you take an action in a fight, don't move yourself right tothe back: go to the middle of the Pit instead. If the middle is a
fighter, rather than a space, put yourself ahead of them.
Recharge Regain 1 Power or Energy when you you boast of you deeds overdrinks, meet someone who has heard of your exploits, or best a
worthy foe or boss in single combat.
l e v e l u p ( c h o o s e 1 o n q u e s t c o m p l e t i o n )
Agile Each fight, you dodge the first hit each enemy scores against you:ignore the attack completely.
Deadly Each of your attack moves does +1 hit. If you took out a location,the extra hit spills over to the next location as usual.
Captain Gain command of a band of soldiers. Helping in a fight, you get +1to attack rolls, but they can get hurt too.
C h a m p i o n
"I stand for my people,
undefeated in any battle."
The Champion is a pre-eminent
warrior, who has devoted his life to
mastering combat. His combat
abilities are flexible and formidable,and he is a master of weapons.
Reference:Axethrower by The Datsuns (song).
N a m e : _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
L o o k s :
E l d r i t c h
F a s t
S t r o n g T o u g h
E n e r g y P o w e r Allocate +2, +1, 0, -1 to Eldritch, Fast,Strong, and Tough. Then add +1 to Strong.Maximum Energy: 5 + Fast + Tough.Maximum Power: 5 + (Eldritch × 2).
Choose 1: Riding beast, Lover's favour, Dice, Deck of cards, Bottle of rareliquor, First aid kit.
H e a v y M e t a l Æ o n s R P G
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A r m o u r
L e v e l
+1 to Eldritch, Fast, Strong, or Tough (max +3), or Take A Trophy
T r o p h i e s
H i t L o c a t i o n s ( H u m a n o i d )
Skin: Head, Chest, Gut, Arms, Hands,Legs, Feet.Body: Heart, Brain.Mystic: Soul
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M o r t a l i t y
A t t a c k M o v e s
B a s i c
A m p e d ( 1 E n e r g y )
Bite & Claw 1 hit to 1 skin location. Shred 1 skin location.Curse 1 hit to any location, foe has
-1 on next roll.1 hit to soul, foe has -1 onall rolls until the curse isbroken.
G e a r
Body slave, Collar, Palanquin & bearers, Jewellery.
Coat colour:
Choose some:
S t a r t i n g M o v e s
Cat Magic Although appearing as a domestic cat, you can talk and freelytransform yourself into one big cat form to fight.
You know the domains of Curses, Curse-breaking, Finding, andSpirits.
Recharge Regain 1 Power or Energy when you take a nap or indulge yourself with drugs (e.g. catnip).
l e v e l u p ( c h o o s e 1 o n q u e s t c o m p l e t i o n )
Spirit Walker You may take a ghost cat form and walk in the spirit world.You may spend 1 Power to give a command to a spirit.
Many Ears,Many Eyes
Cats of any communities you visit will recognise your status, and
will provide information and spy for you. You may spend 1 Power
to have them attack: they will overwhelm 1d6 unworthy foes each
time you make an attack move.
Human Form You may take a human form. You may switch between formswhenever nobody is watching.
M y s t i c C a t
"Get me some food, then we
can talk about cursing your
enemy.”
The mystic cat is a feline wizard,
able to talk, cast spells, and
transform into a formidable big catwhen fighting is necessary.
Cat magic is subtle but powerful.
Reference:Asleep In The Deep by Mastodon(video).
N a m e : _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
L o o k s :
E l d r i t c h
F a s t
S t r o n g T o u g h
E n e r g y P o w e r Allocate +2, +1, 0, -1 to Eldritch, Fast,Strong, and Tough. Then add +1 to Fast.Maximum Energy: 5 + Fast + Tough.Maximum Power: 5 + (Eldritch × 2).
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A r m o u r
L e v e l
+1 to Eldritch, Fast, Strong, or Tough (max +3), or Take A Trophy
T r o p h i e s
H i t L o c a t i o n s ( H u m a n o i d )
Skin: Head, Chest, Gut, Arms, Hands,Legs, Feet.Body: Heart, Brain.Mystic: Soul
C a t
Add Tail as a Skin location.
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M o r t a l i t y
A t t a c k M o v e s
B a s i c
A m p e d ( 1 E n e r g y )
Telekinesis 1 hit to 1 skin location,target knocked down.
Smash 1 skin location,
throw target.
G e a r
Pistol, Blaster, Psy-blade, Psy-blaster.Choose 1:
S t a r t i n g M o v e s
Telepathy You can talk mind-to-mind, to anyone you know or can directly
sense.You know the Psychic magic domain
Recharge Regain 1 Power or Energy after a full night's sleep or a few hours of meditation isolated from other minds.
l e v e l u p ( c h o o s e 1 o n q u e s t c o m p l e t i o n )
Domination Spend 1 Power to control another mind for a few seconds. Add theMind Control magic domain.
Inner World Spend 1 Power to induce hallucinations in a victim, or 2 Power totrap them in a hallucinatory world. This effect lasts for a few
minutes, but may seem longer for the victim.
Add the Illusion magic domain.Psy-boosters You have drugs to enhance psychic strength. When you take them,
gain +5 Power and +5 Energy but mark 1 hit against your brain or
heart.
P s y c h i c
V e t e r a n
“Ain't nothing here to scare
me. Nothing close to the
hellscapes I seen, deep in
the corners of a terrifiedmind.”
The psychic veteran was a special
forces telepath, destroying the
minds of her enemies memory by
memory.
Reference:Veteran of the Psychic Wars andFlaming Telepaths by Blüe ÖysterCult (song).
N a m e : _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
L o o k s :
E l d r i t c h
F a s t
S t r o n g T o u g h
E n e r g y P o w e r Allocate +2, +1, 0, -1 to Eldritch, Fast,Strong, and Tough. Then add +1 to Strong.Maximum Energy: 5 + Fast + Tough.Maximum Power: 5 + (Eldritch × 2).
Choose 2: Psy-helm (2 armour), Sword, Rifle, Psy-amplifier (+1 Power),Nanoweave vest (4 armour), Isolation gloves.
Crush Mind 1 hit to brain or soul. 2 hits to brain or soul, foe
to end of the Pit.
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A r m o u r
L e v e l +1 to Eldritch, Fast, Strong, or Tough (max +3), or Take A Trophy
T r o p h i e s
H i t L o c a t i o n s ( H u m a n o i d )
Skin: Head, Chest, Gut, Arms, Hands,Legs, Feet.Body: Heart, Brain.Mystic: Soul
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M o r t a l i t y
A t t a c k M o v e s
B a s i c
A m p e d ( 1 E n e r g y )
Brutalize 1 hit to 1 skin location. Smash 2 skin locations, youtake 1 hit to chest.
G e a r
Shotgun, Pistol, Rifle, Bomb-lances.Choose 2:
S t a r t i n g M o v e s
Battle Wagon You have a car, technical, or war-rig to drive into battle.When driving it, you automatically take out 1d6 unworthy foes
every attack in addition to your normal attack.
Recharge Regain 1 Power or Energy when you find a source of fuel or spend afew hours repairing the battle wagon and tuning the engine.
l e v e l u p ( c h o o s e 1 o n q u e s t c o m p l e t i o n )
Fang It When driving your wagon, you get +1 on all rolls.
Hot Rod Your battle wagon is the fastest thing around. You cannot becaught or outrun.
Walk Away You never get hurt by a vehicle crash. No matter how bad it was, you walk away from the burning wreckage. If you don't look back,
it explodes.
R o a d W a r r i o r
"My road to freedom and
redemption is a long one,
but you're welcome to ride
along for a while."
The post-apocalyptic road warrior
is an expert driver, as well as aformidable fighter.
Reference:Motherfucker From Hell by TheDatsuns (song).
N a m e : _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
L o o k s :
E l d r i t c h
F a s t
S t r o n g T o u g h
E n e r g y P o w e r Allocate +2, +1, 0, -1 to Eldritch, Fast,Strong, and Tough. Then add +1 to Strong.Maximum Energy: 5 + Fast + Tough.Maximum Power: 5 + (Eldritch × 2).
Choose 2: Bottle of nitro, Machete, Binoculars, Toolbox, Warlord's brand,Warrior tattoos, Biker jacket (1 armour).
Vehicular Assault 2 hits to 1 skin location. 2 hits to 2 body locations.
Battle Wagon:
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A r m o u r
L e v e l
+1 to Eldritch, Fast, Strong, or Tough (max +3), or Take A Trophy
T r o p h i e s
H i t L o c a t i o n s ( H u m a n o i d )
Skin: Head, Chest, Gut, Arms, Hands,Legs, Feet.Body: Heart, Brain.Mystic: Soul
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M o r t a l i t y
A t t a c k M o v e s
B a s i c
A m p e d ( 1 E n e r g y )
Soulburn 1 hit to soul. 2 hits to soul, plus yourecover 1 Power.
G e a r
Signature item:
S t a r t i n g M o v e s
Ancient Power Choose what style of weapon you are, and add the matching attackmoves. Suggestions: Sword, Axe, Bow, Dagger, Hammer, Spear, Mace, Gun.You may spend 1 Power to add +1 to any roll by channelling your powerinto your wielder. You know the Soul-devourer magic domain.
Recharge Regain 1 Power or Energy whenever you kill something and devourits soul. This includes anyone you kill with a soulburn attack.
l e v e l u p ( c h o o s e 1 o n q u e s t c o m p l e t i o n )
Bitter Edge Any hit you score poisons the victim. They will die, painfully, overthe next few hours.
Wilful Spend 1 Power to force your wielder to obey a one sentencecommand.
Dark Magicks Add 2 of these magic domains: Chaos, Death, Destruction, Storm,War.
S a p i e n t W e a p o n
“Give me souls and I will
lend you my power – the
power of an immortal spirit
of war.”
The sapient weapon is alive, and
possesses great magical power togive its wielder terrifying prowess
in battle. Take care not to lose
your wielder, finding another is
tiresome.
Reference:Black Blade by Blüe Öyster Cult(song).
N a m e : _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
L o o k s :
E l d r i t c h
F a s t
S t r o n g T o u g h
E n e r g y P o w e r Allocate +2, +1, 0, -1 to Eldritch, Fast, Strong,and Tough. Then add +1 to Eldritch.Maximum Energy: 5 + Fast + Tough.Maximum Power: 5 + (Eldritch × 2).
Runes of Power 1 hit each to 2 adjoiningskin locations.
Destroy 1 body location.A r m o u r
Their name:
Style:
Handle (skin)
Power source(body)
Weapon(skin)
Decide on wielder's name, attitude, and look. You may use them to make your own normal moves, otherwise the Judge controls them. They countas 7 armour, dying when all marked.
Wielder
Details:
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L e v e l +1 to Eldritch, Fast, Strong, or Tough (max +3), or Take A Trophy
T r o p h i e s
H i t L o c a t i o n s ( H u m a n o i d )
Skin: Head, Chest, Gut, Arms, Hands,Legs, Feet.Body: Heart, Brain.Mystic: SoulSoul
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M o r t a l i t y
A t t a c k M o v e s
B a s i c
A m p e d ( 1 E n e r g y )
Ley Channel 1 hit to a skin location. 1 hit to 1 skin location, and you regain 1 Power.
G e a r
Hatchet, Sickle, Big Knife.Choose 1:
S t a r t i n g M o v e s
Spirit Trance You may enter a trance with drugs and music, leaving your body towalk in the spirit world, where the spirits can tell you of far away
places and times.
You know the Spirit magic domain.
Recharge Regain 1 Power or Energy when you ritualistically commune withthe spirits for a few hours, or do a favour for a spirit.
l e v e l u p ( c h o o s e 1 o n q u e s t c o m p l e t i o n )
Touch of Life Spend 1 Power to heal someone: remove all hits from a location, orcure a disease. Add the Healing magic domain.
Spirit Master You may command minor spirits, and by spending 1 Power youmay command a major spirit.
Paths of theEarth and Sky
Spend 1 Power to lead companions on a spirit trod, bypassing
mundane obstacles.
S h a m a n
"The spirits foretold our
meeting, and that we would
be companions for a while.
Best not anger them."
The shaman is a master of the
spirits and the spirit world, shecan talk to and command natural
and unnatural spirits she
encounters, and when necessary
to walk in the spirit world.
Reference:The Wolf Ritual by Tengger Cavalry(song).
N a m e : _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
L o o k s :
E l d r i t c h
F a s t
S t r o n g T o u g h
E n e r g y P o w e r Allocate +2, +1, 0, -1 to Eldritch, Fast,Strong, and Tough. Then add +1 to Tough.Maximum Energy: 5 + Fast + Tough.Maximum Power: 5 + (Eldritch × 2).
Choose 2: Sword, Club, Battleaxe, Paints, Flute, Carved pipe, Beaded Vest,Apprentice, Beast-skin headdress (armour 1).
Sacred drugs, Drum, Spirit fetishes.You have:
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A r m o u r
L e v e l +1 to Eldritch, Fast, Strong, or Tough (max +3), or Take A Trophy
T r o p h i e s
H i t L o c a t i o n s ( H u m a n o i d )
Skin: Head, Chest, Gut, Arms, Hands,Legs, Feet.Body: Heart, Brain.Mystic: Soul
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M o r t a l i t y
A t t a c k M o v e s
B a s i c
A m p e d ( 1 E n e r g y )
Misdirection 1 hit to a body location , foemay not use armour.
2 hits to a body location, foemay not use armour.
G e a r
Signature item:
Choose 4:
S t a r t i n g M o v e s
Songs &Secrets
If you need to know some lost or secret lore, ask the Judge: they'll
tell you what you know about it, and how trustworthy the
information is. You know the Secrets magic domain.Recharge Regain 1 Power or Energy when you unearth lost knowledge or
rock out for an audience.
l e v e l u p ( c h o o s e 1 o n q u e s t c o m p l e t i o n )
Riff of Destruction
Spend 1 Power to unleash a Riff of Destruction, that takes out 1d6
unworthy foes and does 1 head hit to all worthy foes and bosses.
Songs of Power Add magic domain of Music plus 1 from: Storm, Death, Fire, Blast.
S k a l d
"Fear the power of this riff!"
The skald is trained in their
people's bardic tradition. They
know many songs, stories, and
secrets. They are also able to
wield their musical talents as a
magical weapon.
Reference:The Bard’s Song by Blind Guardian(song).
N a m e : _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
L o o k s :
E l d r i t c h
F a s t
S t r o n g T o u g h
E n e r g y P o w e r Allocate +2, +1, 0, -1 to Eldritch, Fast,Strong, and Tough. Then add +1 to Tough.Maximum Energy: 5 + Fast + Tough.Maximum Power: 5 + (Eldritch × 2).
Sword, Axe, Shield (2 armour), Drugs, Mail (4 armour), Face paint,
Tattoos, Pyrotechnics, Roadie (name: ______________), Amplifier,
Pet (name: ______________, type: _______________).
Cacophony Foe may not take an actionon their next turn.
1 brain hit and foe may nottake an action on their nextturn.
Guitar, Drums, Other: __________________________________An instrument:
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A r m o u r
L e v e l
+1 to Eldritch, Fast, Strong, or Tough (max +3), or Take A Trophy
Metal Legend You are a famous rocker. You can always find fans who will help
with simple needs. Spend 1 Power to have a gang of fans appear formore dangerous help, to create a distraction or to help in a fight.
Fans take out 2 unworthy foes each of your actions. If no unworthy
foes, add +1 hit to your attacks.
T r o p h i e s
H i t L o c a t i o n s ( H u m a n o i d )
Skin: Head, Chest, Gut, Arms, Hands,Legs, Feet.Body: Heart, Brain.Mystic: Soul
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M o r t a l i t y
Recharge Regain 1 Power or Energy when you kill in beast form, or craft atotem from a new type of creature.
l e v e l u p ( c h o o s e 1 o n q u e s t c o m p l e t i o n )
Emperor of Beasts While in a beast form, you may talk to other members of thatspecies. Spend 1 Power to make them obey a command.
Vigour Whenever you change forms, recover 1 hit.
Wild Magic You know the magic domains of Beasts, Changing, and Wild.
A t t a c k M o v e s
B a s i c
A m p e d ( 1 E n e r g y )
G e a r
Choose 3:
S t a r t i n g M o v e s
Totem Forms Spend 1 Power to transform when you have the correct totem. As a
beast, take +1 to rolls that your form excels in. You may return tohuman form freely. As a human, your senses are enhanced by your
totems.
You may craft a new totem from a creature you've slain.
Choose 2 starting totems: bear, eagle, fox, honey badger, leopard,
lion, owl, sea lion, snake, raven, wolf, wolverine.
S k i n c h a n g e r
“You have lost the trail? I can
still smell our prey, for all he
has hidden himself away. Follow
me to battle, if you can keep
up.”
The skinchanger may transform
himself into the forms of his totem
beasts. He embodies raw physical
power in battle, and may take
advantage of the senses of his animal
forms.
Reference:Killer Wolf by Danzig (song).
N a m e : _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
L o o k s :
E l d r i t c h
F a s t
S t r o n g T o u g h
E n e r g y P o w e r Allocate +2, +1, 0, -1 to Eldritch, Fast,Strong, and Tough. Then add +1 to Eldritch.Maximum Energy: 5 + Fast + Tough.Maximum Power: 5 + (Eldritch × 2).
Spear, Club, Axe, Shield (2 armour), Rifle, Bow,
Beast-hides (2 armour), Ritual finery, Fiery liquor.
Your totems, Beast-skin clothes.You have:
H e a v y M e t a l Æ o n s R P G
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A r m o u r
L e v e l +1 to Eldritch, Fast, Strong, or Tough (max +3), or Take A Trophy
T r o p h i e s
H i t L o c a t i o n s ( H u m a n o i d )
Skin: Head, Chest, Gut, Arms, Hands,Legs, Feet.Body: Heart, Brain.Mystic: Soul
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M o r t a l i t y
Recharge Regain 1 Power or Energy when you sacrifice a living soul to a Lordor Lady of Hell, or do what your Infernal patron asks of you.
l e v e l u p ( c h o o s e 1 o n q u e s t c o m p l e t i o n )
Infernal Slave You have enslaved a minor demon, it will follow any of your
commands to the letter.RunedHellblade
Gain a sword forged by a Lord or Lady of Hell. When you slay a
living being with it, the soul is sacrificed (giving a recharge) plus
restore 1 hit or marked Toughness box.
Dark Sorcery Add 2 magic domains: Chaos, Death, Destruction, Curses, Sin, Fire.
A t t a c k M o v e s
B a s i c
A m p e d ( 1 E n e r g y )
Fell Curse 1 hit to soul, foe can’t usearmour.
2 hits to soul, foe can’t usearmour, next allied attackon foe is Amped for free.
G e a r
Choose 3:
S t a r t i n g M o v e s
Demonologist You know the language of demons, and may call upon them for aid.Spend 1 Power to summon a demon from the Hell, and 1 Power to
compel a demon to follow a single order to the letter.
You know the Infernal magic domain.
S o r c e r e r
"Fear me, for I command the
powers of Hell itself! Bow before
me!"
The sorcerer commands infernal
magics, allowing them to summon
and bind demons, and cast the spells
of Hell.
Reference:Devil's Plaything by Danzig (song).
N a m e : _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
L o o k s :
E l d r i t c h
F a s t
S t r o n g T o u g h
E n e r g y P o w e r Allocate +2, +1, 0, -1 to Eldritch, Fast,Strong, and Tough. Then add +1 to Eldritch.Maximum Energy: 5 + Fast + Tough.Maximum Power: 5 + (Eldritch × 2).
Hooked sword, Black grimoire, Hell-mail (4 armour), Spiked mace,
Familiar (name: ________________, type: _________),
Cowering acolyte (name: _______________), Black candles, Skull,
Executioner's axe, Black stone spear.
Athame, Hooded robe.You have:
Athame 1 hit to a skin location. 1 hit to soul. H e a v y M e t a l Æ o n s R P G
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A r m o u r
L e v e l
+1 to Eldritch, Fast, Strong, or Tough (max +3), or Take A Trophy
T r o p h i e s
One use, treat a roll as 12.
H i t L o c a t i o n s ( H u m a n o i d )
Skin: Head, Chest, Gut, Arms, Hands,Legs, Feet.Body: Heart, Brain.
Mystic: Soul
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M o r t a l i t y
A r m o u r
Recharge Regain 1 Power or Energy when you relax and get drunk, stoned,or laid.
l e v e l u p ( c h o o s e 1 o n q u e s t c o m p l e t i o n )
First In When you charge into combat, you automatically get the firstaction: don’t bother rolling for it.
Hard Bitten If you take a hit, your next attack is Amped for free.Stealth Mode When you need to get into somewhere protected, ditch your heavy
gear, put the suit into stealth mode and you're in, no problems.
A t t a c k M o v e s
B a s i c
A m p e d ( 1 E n e r g y )
Enhanced Punch 2 hits to skin location. Smash 1 skin location.
G e a r
Choose 3:
S t a r t i n g M o v e s
Armoured
Veteran
Your powered combat armour provides you with 8 armour.
It systems allow you to spend 1 Power to:• use superhuman strength.
• fire the jump jets.
• repair 1 of your suit’s checked armour boxes.
S t a r T r o o p e r
"How many combat drops? Hell, I
stopped counting. It's all the same
anyhow – kill everything, wait for
relief to come pick up the pieces,
then go get a beer."
In her powered armour, she's a walking
tank, a source of utter devastation. Her
training didn't leave time for much else,
but she know lots of ways to kill people
and blow shit up.
Reference:Last Patrol by Monster Magnet (song orwhole album).
N a m e : _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
L o o k s :
E l d r i t c h
F a s t
S t r o n g T o u g h
E n e r g y P o w e r Allocate +2, +1, 0, -1 to Eldritch, Fast,Strong, and Tough. Then add +1 to Tough.Maximum Energy: 5 + Fast + Tough.Maximum Power: 5 + (Eldritch × 2).
Ocular, Sniper rifle, Grenades, Machete, Demolition charges,
Medikit, Rocket launcher, Close combat claw.
Death From Above 1 hit to head. If head istaken out, 1 hit to brain.
Smash or explode head. If head taken out, smash orexplode brain.
Your combat armour (8 armour), Heavy blaster.You have:
Heavy blaster 2 hits to 1 body location. Vaporise 2 body locations. H e a v y M e t a l Æ o n s R P G
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L e v e l
+1 to Eldritch, Fast, Strong, or Tough (max +3), or Take A Trophy
T r o p h i e s
H i t L o c a t i o n s ( H u m a n o i d )
Skin: Head, Chest, Gut, Arms, Hands,Legs, Feet.Body: Heart, Brain.Mystic: Soul
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M o r t a l i t y
Recharge Regain 1 Power or Energy when you take a trophy from a worthyfoe beast that you helped slay.
l e v e l u p ( c h o o s e 1 o n q u e s t c o m p l e t i o n )
Survivalist Never roll for dangers related to bad weather or routine wildernesshardship. You can always find or make shelter.
Blood Drinker You habitually ritually consume mighty prey to improve yourself.
Add +1 to two of Fast, Strong, or Tough. Your look develops bestialor monstrous details, add them now.
Sharpshooter When you fire at an enemy from a distance, taking time to aim,Amp one shot for free and the target may not use armour.
A t t a c k M o v e s
B a s i c
A m p e d ( 1 E n e r g y )
Bullseye 1 hit to 1 body location. Pierce or sever 1 bodylocation.
G e a r
Choose 1:
S t a r t i n g M o v e s
Hunter You never lose a trail you are following. In a fight with a beast ormonster, your first attack is Amped for free.
T r o l l k i l l e r
“Yes, I've fought a wyvern
before. What markings does this
one have? Ah, those are nasty
ones. Don't worry, I can deal
with it.”
A specialist in the tracking and killing
of monsters and wild beasts, the
Trollkiller fears nothing in the wilds –
instead, the wilds fear them. They are
exceptionally tough and experts in
combat with monsters.
Reference:The Hunter by Mastodon (song).
N a m e : _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
L o o k s :
E l d r i t c h
F a s t
S t r o n g T o u g h
E n e r g y P o w e r Allocate +2, +1, 0, -1 to Eldritch, Fast,Strong, and Tough. Then add +1 to Tough.Maximum Energy: 5 + Fast + Tough.Maximum Power: 5 + (Eldritch × 2).
Bow, Crossbow, Rifle, Blaster rifle.
Spot Weakness 1 hit to skin location, foecan’t use armour.
Destroy 1 skin location, foecan’t use armour.
Machete, Bag of monster lures, Beast-fang necklace.You have:
Choose 1: Light beast-hide (2 armour), Heavy monster carapace (4 armour).
H e a v y M e t a l Æ o n s R P G
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A r m o u r
L e v e l +1 to Eldritch, Fast, Strong, or Tough (max +3), or Take A Trophy
T r o p h i e s
H i t L o c a t i o n s ( H u m a n o i d )
Skin: Head, Chest, Gut, Arms, Hands,Legs, Feet.Body: Heart, Brain.Mystic: Soul
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M o r t a l i t y
Recharge Regain 1 Power or Energy when you slay someone you have agrudge against, or come upon a reminder of your mortal life.
l e v e l u p ( c h o o s e 1 o n q u e s t c o m p l e t i o n )
Best ServedCold
When you roll an attack on someone on your grudge list, double
the number of hits rolled. Take out hits count as 8.
Lord of Unlife Other undead creatures will recognise your unholy quest.You know the Death and Unlife magic domains.
Lineage You find a surviving descendant or relative. If they come with you,gain +1 on rolls when their insight helps. Otherwise any time you
visit them is a reminder of your mortal life.
A t t a c k M o v e s
B a s i c
A m p e d ( 1 E n e r g y )
Death Touch 1 hit to 1 skin location. Withered death to 1 skinlocation.
G e a r
Choose 1:
S t a r t i n g M o v e s
Undead You're already dead. Locations are only taken out if they are
vaporised, explode, or destroyed by magic. Severed body parts stillwork. If destroyed, do not take a Post-mortem Archetype.
V e n g e f u l
R e v e n a n t
“Kill you? No. No, that would be
far too quick. Far too simple.”
Dead already, you are very hard to
destroy. Your living death provides you with powers you will use to
pursue those who wronged you, and
enact justice - well, justice of a sort -
upon them all.
Reference:Last Exit for the Lost by Fields of theNephilim (song).
N a m e : _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
L o o k s :
E l d r i t c h
F a s t
S t r o n g T o u g h
E n e r g y P o w e r Allocate +2, +1, 0, -1 to Eldritch, Fast,Strong, and Tough. Then add +1 to Strong.Maximum Energy: 5 + Fast + Tough.Maximum Power: 5 + (Eldritch × 2).
Ragged mail (3 armour), Musket, Several daggers, Decayed crown,
Tattered robe, Torn map, Book filled with names.
Soulburn 1 hit to soul. 2 hits to soul, plus yourecover 1 Energy
Ancestral Sword, Ancient Axe, Fell Spear.Choose 1:
Grudges Name the people and creatures you hold a grudge against. Youalways get +1 on rolls to hurt or punish them.
H e a v y M e t a l Æ o n s R P G
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A r m o u r
L e v e l
+1 to Eldritch, Fast, Strong, or Tough (max +3), or Take A Trophy
T r o p h i e s
H i t L o c a t i o n s ( H u m a n o i d )
Skin: Head, Chest, Gut, Arms, Hands,Legs, Feet.Body: Heart, Brain.Mystic: Soul
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M o r t a l i t y
Recharge Regain 1 Power or Energy when you spend time gathering herbs,or if asked for help you do it without concern for payment.
l e v e l u p ( c h o o s e 1 o n q u e s t c o m p l e t i o n )
Moonchild When the moon is in the sky, you may walk the moonbeams,appearing in any other moonbeam with a step. Add magic domains
of Changing and The Moon.
Poisoner'sForesight
You may spend 1 Power to poison someone, if you have any accessto them at all. For 2 Power, you may do this retroactively.
Seer Each task, foretell the future. Tell the Judge what you fear, theywill say if it could happen plus something useful. Add Scrying
magic domain.
A t t a c k M o v e s
B a s i c
A m p e d ( 1 E n e r g y )
Poisoned Touch 1 hit to 1 skin location. 1 hit to 1 skin location. In 1minute foe dies or isknocked out (you choose).
G e a r
Choose 3:
S t a r t i n g M o v e s
Witchcraft You may spend 1 Power to heal someone 2 hits, concoct a poison,or brew a magic potion, plus you can see and talk to spirits.
Your magic domains are Healing and Curses.
W i t c h
“A little dragon's blood, a little
eye of newt. Drink up, now.”
The witch has access to powerful
magic to heal the sick or curse the
healthy. He also has the help of a
familiar spirit in animal form.
Reference:Rabbit's Foot by Turbowolf (song).
N a m e : _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
L o o k s :
E l d r i t c h
F a s t
S t r o n g T o u g h
E n e r g y P o w e r Allocate +2, +1, 0, -1 to Eldritch, Fast,Strong, and Tough. Then add +1 to Tough.Maximum Energy: 5 + Fast + Tough.Maximum Power: 5 + (Eldritch × 2).
Sword, Hatchet, Grimoire of spells, First aid kit, Runestones, Tarot
cards, Hex bags.
Hex 1 hit to any location. Destroy soul.
Athame. Poisons, potions, and mystical ingredients.You have:
Athame 1 hit to 1 skin location. 1 hit to soul.
Your familiar: Cat, Dog, Rat, Toad, Crow, Owl, Fox, Stoat, Bat. Name: ____________
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A r m o u r
L e v e l
+1 to Eldritch, Fast, Strong, or Tough (max +3), or Take A Trophy T r o p h i e s
H i t L o c a t i o n s ( H u m a n o i d )
Skin: Head, Chest, Gut, Arms, Hands,Legs, Feet.Body: Heart, Brain.Mystic: Soul
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M o r t a l i t y
Recharge Regain 1 Power or Energy when you take a few hours in an arcanelibrary or communing with the source of one of your domains.
l e v e l u p ( c h o o s e 1 o n q u e s t c o m p l e t i o n )
Combat Magic In fights you may spend 1 Energy instead of 1 Power to cast a spell.
Archmage Choose 2 more magical domains, from the Magical Path list or
these: Chaos, Order, Artifacts, Metamagic, Counterspells.Adept You may cast spells from your mastered domains without spending
1 Power.
A t t a c k M o v e s
B a s i c
A m p e d ( 1 E n e r g y )
Mystical Blast 1 hit each for 2 skinlocations
2 hits each to 2 bodylocations.
G e a r
Familiar:
S t a r t i n g M o v e s
Magical Path Choose 2 magical domains: Storm, Blood, Earth, Light, Fire, Sea,Flora, Beasts, Shadow, Stars, Water, Air, Healing, Curses.
W i z a r d
“Using an Enochian fire
channelling against me? There
is a flaw in your formula, as you
ought to know. It allows me to
turn the spell against you… with
just a gesture, like so. Goodbye.”
An arcane expert, she has a deep
knowledge of magical traditions and
mastery of multiple magic domains.
She excels at spell casting.
Reference:The Wizard by Black Sabbath (song).
N a m e : _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
L o o k s :
E l d r i t c h
F a s t
S t r o n g T o u g h
E n e r g y P o w e r Allocate +2, +1, 0, -1 to Eldritch, Fast,Strong, and Tough. Then add +1 to Eldritch.Maximum Energy: 5 + Fast + Tough.Maximum Power: 5 + (Eldritch × 2).
Cat, Fox, Imp, Owl, Rat, Raven, Terrier, Tiny dragon, Toad.
Name: ________________
Etheric Bolt 1 hit to 1 skin location. Disintegrate 1 bodylocation.
Spellbooks, Wand.You have:
Choose 1: Staff, Athame.
Choose 2: Runed mail (5 armour), Pistol, Mystical reagents, Two potions,Arcane tome.
H e a v y M e t a l Æ o n s R P G
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A r m o u r
L e v e l
+1 to Eldritch, Fast, Strong, or Tough (max +3), or Take A Trophy
T r o p h i e s
H i t L o c a t i o n s ( H u m a n o i d )
Skin: Head, Chest, Gut, Arms, Hands,Legs, Feet.Body: Heart, Brain.Mystic: Soul
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M o v e s
D a n g e r o u s A c t i o n
Roll 2d6 + appropriate ability, +1 if your archetype specialises in this area.
C a s t A S p e l l
Describe your intention and agree with the Judge on spell preparations.
Spend 1 Power and roll 2d6 + Eldritch, +1 if within an archetype magic domain.
In a fight, harmful and protective spells have special rules:
• Harmful spells do 1 hit to any location appropriate to domain, or 2 hits if
Amped with 1 Energy.
• Protective spells provide 2 armour, or 4 armour if Amped with 1 Energy. C o m p l e t e A T a s k
Pick one of these:
• Level up: choose one of the options for your archetype. Be warned that this
gives the Judge more to spend on your foes.
• Recharge 2 Power or Energy points.
• Heal 1 hit.• Repair 1 piece of damaged armour completely.
• Erase all marks against your Toughness resistance.
You may also take advantage of your normal recovery move if it would be
possible in the aftermath of your victory.
• Result 10 or more You succeed at your attempt and avoid the danger.
• Result 7-9 Succeed at a cost. Judge may ask you pay a price, suffer
harm, or face an unexpected complication.
• Result 6 or less The danger comes to pass, and something terrible happens.
• Result 10 or more The spell is cast as you wished.
• Result 7-9 The spell is cast, but you must choose one:
• it has reduced effect.
• it has reduced duration.
• there is a dangerous side effect.
• Result 6 or less The spell goes horribly wrong.
R e c o v e r y
You recover 1 hit or 1 Toughness resistance box when you have a chanceto get a proper rest (e.g. a meal and a good night's sleep).You recover 1 hit when you get normal treatment for your wounds.Spent Power and Energy is recovered based on your archetype's recovery
move.If any hero has an ability that heals, follow the rules for that in addition to basicrecovery.
Complete A Quest
Hits against locations that were not taken out are all healed. You may also repair
all your armour and erase marks on your Toughness resistance.
Then pick 1 of these:
• Level up: choose one of the options for your archetype.
• Restore a taken out location (and any dependant locations). Describe how this
healing or replacement took place.
• Replace a crossed out item with something similar.
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F i g h t s
The starting order of the Pit is determined by each fighter rolling 1d6 + Fast.
Break ties with Fast. If still tied, foes go before heroes. E a c h T u r n
Any fighter may spend 1 Energy to move to the front of the Pit.
Then the fighter at the front of the sequence moves to the back of the Pit and
takes their action (usually an attack).
A t t a c k
Select who you are attacking, where you are aiming, and which combat move you
use, then roll 2d6 + Strong.
Amp your attack by spending 1 Energy, this means you will use the Amped
version of the combat move effect.
T a r g e t s
Combat moves target different areas: Skin comprises all surface body parts, Body
adds the brain and heart, and Mystic adds the soul.
When a hero scores hits against an unworthy foe group, one foe is taken out for
each hit. Destroy effects take out 1d6 unworthy foes.
• Result 7-9 Your victim is hit by your attack but you must choose 1:
• You are hit by a counter-attack. They may amp this
attack if they wish.
• You are disarmed (your weapon could be lost, stuck, out
of ammo, or broken).
• Your attack is weakened (it does 1 less hit per location
affected).
• Result 6 or less Your foe hits you with a counter-attack (as under 7-9), and
also chooses two of these:
• You are disarmed, as the 7-9 option.
• Your foe regains 1 Energy or Power.
• Your foe’s attack is Amped for free.• Your foe immediately moves to the front of the Pit.
• You may not use armour.
M i t i g a t i n g H i t s
You can mitigate incoming hits by:
• marking off a Toughness box.
• marking off an Armour box.
• crossing out an item from your character sheet.
If your foe got a 10 or more, 1 hit cannot be mitigated – you can't mark off
anything to get rid of it.
H a r m
If a fighter takes 1 or more hits from an attack, move them back one place in the
Pit.
O v e r k i l l
Taken out locations are crippled and unusable. If there were any excess hits that
aren’t “used” by taking out the location, then the excess “pushes through” to the
next location towards the heart or brain.
Spillover follows these directions (for humanoids):
• Hand => Arm => Chest => Heart• Foot => Leg => Gut => Chest => Heart
• Head => Brain
If a hero is about to die, they get to go out with glory.
Foes are taken out when they take lethal damage, or they may surrender first.
G o i n g O u t W i t h G l o r y
In a fight, take the next turn. Your attack roll counts as if you had rolled a 12, plus
Amp the move for free. If you want to use any other abilities that cost Energy or
Power, you may do so at no cost.
If not in a fight, you get one last heroic effort, which will succeed. If any move
rolls are required you do not roll, but succeed as if you had rolled a 12. If you wishto spend Power or Energy, spend as many as you want regardless of how many
you actually have left.
Lastly, describe how you die.
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T h e J u d g e
A g e n d a
Once the heroes are on their way, your agenda is to:
• Describe the world as the heroes explore it.
• Provide adversity so you can be a fan of the heroes as they overcome it.
• Ensure that the world follows its own rules.
• Don’t let the story get bogged down.
J u d g e M o v e s
• Introduce and describe some deeply weird shit.
• Introduce a new place, person, beast, or monster.
• Introduce a danger from the current task.
• Foretell the future.
• Tell them the price for what they desire.
• Inflict harm, as established.
• Cut forward in time to something interesting.
• Ask a hero to narrate a flashback.
• During a fight, have your foes try their hardest to win.
• Ask a hero “So, what do you do now?”
W o r k O u t F o e N u m b e r s a n d B o o s t s
You have a set budget for how many foes the heroes will face. You can draw on
this budget when creating each task, and use the balance for the final quest goal.
1. Each task has 1 group of unworthy foes to defeat.
2. You get one worthy foes per hero.
3. There is one boss for the final task.
4. For each hero level, you get a Boost. E.g. If there are 2 level 1
heroes and 1 level 3 hero, you would get 5 Boosts. Boosts may be spent to
increase foe numbers and abilities.
As you play, make sure you add to your Boosts whenever a hero levels up.
S p e n d i n g B o o s t s
Add a group of unworthy foes: 1
Add a worthy foe: 3
Increase a worthy foe ability 1
Increase a boss ability 2
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Q u e s t W o r k s h e e t - M a i n Q u e s t
T o t a l H e r o L e v e l s B o o s t s
Sum of Hero Levels
M a i n Q u e s t :
Boss:
Worthy Foes:
Unworthy Foes:
Other Dangers:
Notes:
F i r s t T a s k :
Worthy Foes:
Unworthy Foes:
Other Dangers:
Notes:
W o r t h y F o e s
Number of Heroes S p e n d i n g B o o s t s
Add a group of unworthy foes: 1
Add a worthy foe: 3
Increase a worthy foe ability 1
Increase a boss abil ity 2
S t y l e :
W o r l d :
H e a v y M e t a l Æ o n s R P G
genericgames.co.nz/heavy_metal_aeons
B o s s A b i l i t y I n c r e a s e s
• +2 Fast
• +2 Strong
• +4 Energy
• +2 Toughness
• +4 Armour
W o r t h y F o e A b i l i t y
I n c r e a s e s
• +1 Fast
• +1 Strong
• +2 Energy
• +1 Toughness• +2 Armour
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Q u e s t W o r k s h e e t - T a s k s
T a s k :
Worthy Foes:
Unworthy Foes:
Other Dangers:
Notes:
T a s k :
Worthy Foes:
Unworthy Foes:
Other Dangers:
Notes:
H e a v y M e t a l Æ o n s R P G
genericgames.co.nz/heavy_metal_aeons
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B o s s
M o r t a l i t y
B o s s A t t a c k s
B a s i c
F a s t
S t r o n g E n e r g y
A m p e d ( 1 E n e r g y )
N a m e :
M o t i v e :
D e s c r i p t i o n :
Piercing 1 hit to 1 body location Destroy 1 body location.Basic 1 hit to 1 skin location Destroy 1 skin location.
Defender 1 hit to 1 skin location oravoid returned harm.
Destroy 1 skin location andavoid returned harm.
Magic 1 hit to 1 body location. Destroy any 1 location.
Blaster 1 hit each to 2 skinlocations.
Destroy 1 skin location, 1hit to body location.
Soul-burner 1 hit to soul, armour can’tbe used.
Destroy soul, armour can'tbe used.
M i t i g a t i o n
T o u g h n e s s
Start with 4, add morewith Boosts.
A r m o u r
Start with 2, add morewith Boosts.
B o s s e s
Pick a name and describe them.Give them a motive, something they wantthat is directly opposed to the heroes andtheir quest. B o s s A b i l i t y O p t i o n s
Pick one of these:
• Balanced: +2 Fast, +2 Strong, 4 Energy.
• Hard Hitter: +1 Fast, +3 Strong, 4 Energy.
• Tricky: +2 Fast, +1 Strong, 6 Energy.
• Speedy: +3 Fast, +1 Strong, 4 Energy.
• Amped: +1 Fast, +2 Strong, 6 Energy.
• Energised: +1 Fast, +1 Strong, 8 Energy.
B o s s A t t a c k O p t i o n s
Pick one or two of the listed attacks (crossout the others). M i t i g a t i o n
Start with 4 Toughness and 2 Armour.
U n w o r t h y F o e s
N a m e :
D e s c r i p t i o n :
F a s t
S t r o n g
0
G r o u p S i z e
U n w o r t h y A t t a c k s
B a s i c
A r m o u r
U n w o r t h y F o e s
Describe them.A b i l i t i e s
Fast 0.
Strength starts at -1, add 1 for each:
• They outnumber the heroes.
• They are well-prepared for the
heroes.
• They are exceptionally well-armed.
Group size: 4 per hero.
Armour starts at 0, plus 1 for each of
these:
• They outnumber the heroes.
• They are extremely tough.
• They have exceptional armour.
A t t a c k s
Give them one basic attack based on
their main weapons.
H e a v y M e t a l Æ o n s R P G
genericgames.co.nz/heavy_metal_aeons
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W o r t h y F o e
M o r t a l i t y
W o r t h y A t t a c k s
B a s i c
F a s t
S t r o n g E n e r g y
A m p e d ( 1 E n e r g y )
N a m e :
M o t i v e :
D e s c r i p t i o n :
Piercing 1 hit to 1 skin location Destroy 1 body location.
Basic 1 hit to 1 skin location 2 hits to 1 skin location.
Defender 1 hit to 1 skin location oravoid returned harm.
1 hit to a skin location andavoid returned harm.
Magic 1 hit to 1 body location. 1 hit to any location.
Blaster 1 hit to a skin location. 3 hits to skin location.
Soul-burner 1 hit to soul, armour can’tbe used.
2 hits to soul, armour can'tbe used.
M i t i g a t i o n
W o r t h y F o e s
Pick a name and describe them.Give them a motive, directly opposedto the heroes and their quest.A b i l i t i e s
Pick one of these:
• Balanced: +1 Fast, +1 Strong, 3 Energy.
• Hard Hitter: +0 Fast, +2 Strong, 3
Energy.
• Tricky: +1 Fast, 0 Strong, 5 Energy.
• Speedy: +2 Fast, 0 Strong, 3 Energy.
• Amped: 0 Fast, +1 Strong, 5 Energy.
• Energised: 0 Fast, 0 Strong, 7 Energy.A t t a c k O p t i o n s
Pick one or two of the listed attacks(cross out the others). M i t i g a t i o n
Start with 2 Armour.
U n w o r t h y F o e s
N a m e :
D e s c r i p t i o n :
F a s t
S t r o n g
0
G r o u p S i z e
U n w o r t h y A t t a c k s
B a s i c
A r m o u r
U n w o r t h y F o e s
Describe them.A b i l i t i e s
Fast 0.
Strength starts at -1, add 1 for each:
• They outnumber the heroes.
• They are well-prepared for the
heroes.
• They are exceptionally well-armed.
Group size: 4 per hero.
Armour starts at 0, plus 1 for each of
these:
• They outnumber the heroes.
• They are extremely tough.
• They have exceptional armour.
A t t a c k s
Give them one basic attack based on
their main weapons.
H e a v y M e t a l Æ o n s R P G
genericgames.co.nz/heavy_metal_aeons
T o u g h n e s s
Start with 0, add morewith Boosts.
A r m o u r
Start with 2, add morewith Boosts.