Aurora
Core Rulebook 1.1Core Mechanic
Roll d100 equal to or under skill value for a standard success. Degrees of success scale with the margin: standard (full value), difficult (half value), very difficult (quarter value), legendary (01 only). Misfortune triggers on rolls of 96+ (99+ for skilled characters). Combat uses initiative based on Dexterity, with major actions, minor actions, and reactions (number limited by Dexterity / 30). Defenders choose to dodge, parry, counterattack, or maneuver as reactions. Superpowers cost energy points and risk destabilizing the dimension when used in front of witnesses.
Best For
Groups who want a crunchy BRP-based sci-fi game where superpowered agents travel to other dimensions on tactical missions, build up a shared base between operations, and face detailed combat with location-based wounds.
Highlights
Dimension-hopping premise supports any genre or historical period within a single campaign. 16 superpowers with leveled upgrades and a risk-reward discretion system. Base-building expands Facility 13 with modules like the Isomer Forge (iconic weapons) and Nanite Workshop. 120+ weapons spanning primitive, modern, and futuristic eras. Detailed wound tables by body location and weapon type.
Considerations
11-step character creation process is detailed but lengthy. Translated from Polish — occasional language inconsistencies. No free rules or SRD available.