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Post by Dionon on Jun 6, 2009 2:53:37 GMT -5
What if, instead of that, You can get it TO 11 with 2x normal cost, but you can't USE it at 11 unless you spend 3 Drama Points per use.
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Post by dorkknight23 on Jun 6, 2009 2:57:54 GMT -5
Hmm. Also an option. I'll have to mull this over.
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Post by Dionon on Jun 6, 2009 18:48:19 GMT -5
It would make alot of sense, and honestly would keep people from ruining the game with "Well I have an 11 in my Mastery of Kung Fu... I'm going to twist his head off" and you having to do it because there are neck break techniques in martial arts..
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Post by dorkknight23 on Jun 6, 2009 18:51:37 GMT -5
I like that, actually. Yeah. 3 Drama Points are required to use it, since characters with 11s rarely pull them out and then only in desperate situations.
Have tweaked the Hulk CAD in response. His Strength now maxes out at 11.
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Post by Dionon on Jun 6, 2009 20:38:01 GMT -5
Schwigitty
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Post by dorkknight23 on Jun 7, 2009 17:36:44 GMT -5
As of right now I'm getting an itch to playtest. A few game ideas that are percolating for playtesting:
* Heirs to the Atom: 20 stones, teenage mutant heroes, GeNext-be-damned, damnit! Might even be silly about it and start a "Brainstorming/Worldbuilding" thread before things get going. * Worldbreakers: The opposite extreme, 60 stones, in which attempts are actively made to create overly powerful and, if not gamebreaking, at least game-stretching characters and set them loose sandbox style on the Big Apple. In other words, "Worse Case Scenario."
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Post by superfrog on Jun 8, 2009 1:58:14 GMT -5
Your rules look pretty damn good. I'd be up for playtesting either or both versions when/if you decide to do so. I may even -with your permission- set up a playtest game for them myself.
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Post by dorkknight23 on Jun 8, 2009 4:04:18 GMT -5
Before posting my big action list, some proof I’m reading the 2.0 thread (as a sidenote, it’s amusing how I independently came up with that Innate Talent/Generic Modifier idea): Overstrain as a function of Drama Points:
Instead of a +1 option, Overstrain is available to all actions. For the cost of 4 Drama Points, the character received free stones equal to the maximum amount they can expend to the action they’re using, such stones can exceed the limit of the action box. However, after this the action is out of commission for the rest of the issue minimum, longer depending on the nature of the injury, and the limits of GM cruelty (that poor GM had it out for Banshee...) Likely reserved for extremely dire straits.
Flashback Panels: They only get sporadic usage here, but they’re nice. I like ‘em. No change necessary.
A new modifier Second Wind: CL = Dur-1 (min 1/3 CP)
Like a really weak reconstitute self, it brings you back with just 1 white stone of health, but that might be all you need to give that least speech or make that last attack.
Options: All other options, as of now, are left as is. The advantage/disadvantage system for MURPG is part of the what I think “works” (along with the general idea for pricing, resource management, and Difficulty/Resistance.) Equipment is also going to be left untouched as of now.
Out of Ammo: From the Spider-Man Guide, a rule I like so much I’d want to make it featured (and wish I came up with myself.)
“Unless you’ve decided to keep track of ammunition, you can assume that you’ll never run out during an adventure. But when the going gets tough, you can get a few free stones by announcing that your weapon has run out of ammo. You instantly get a number of free stones equal to the Weapon Modifier! You can place these stones in another Action or use them to replenish your energy pool. But you can’t shoot the weapon again until you find more ammo.
For example, when Silver Sable is running low on energy stones, she announces that her +2 automatic pistol has just run out of ammo. She instantly gets 2 free bonus stones, ditching the gun and putting 2 stones into her next Close Combat attack.
The same rule can apply for a melee weapon that breaks during combat. Just remember that the character can always re-arm when she returns to base or finds a new weapon.”
As a caveat, I’d want to encourage that for improvised weapons (like breaking a bottle over somebody’s head for example,) will give you a +1 modifier the first round and 1 free stone for the next panel. Good for a barfight or when you’re fighting dirty.
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Post by dorkknight23 on Jun 8, 2009 4:07:18 GMT -5
The Big Action List:
I made some initial notes, then cross-checked what I came up with against the work over at the 2.0 board...and surprisingly we had some similar notes.
Credit where Credit is Due: Flight, Force Blast, Manipulate Body Density, Metamorphosis (NOTE: I excised "must remain at least vaguely humanoid in size and shape and you cannot grow additional limbs" and "nor could you sprout wings, since they would be additional limbs,") and Telepathy options, are lifted verbatim from the 2.0 as it stands right now. Force Field has been mildly edited for removing Material Classes (the -1 now stands to allow it to be affected by Armor Penetration.)
Acrobatics Option: Roll Out! +1 cost level: In addition to the abilities described, Acrobatics can function as Speed for the purpose of movement, for those who bounce, roll, tumble, or otherwise nimbly move in ways that belie their speed.
Animal Training: As is.
Astral Travel: As is.
Biocomputing: A “custom action.” Concentration, no bonus, Interface with Computers (+2.)
Black Ops/Spying: This action has been shelved in favor of a new action Stealth.
Blasting Folded into Flight.
Charge Objects Now an option of Force Blast
Combat, Close, and Ranged Both kept.
Computers: Specialized Technology.
Concentration: As is.
Clairvoyance: As is, possibly use as an option for Telepathy as well.
Corrosive Touch: As is.
Create Illusions: CL = AN+1
Poster-action for “Options Bought as Actions.”
Dance As is.
Drain Energy: As is.
Energy Absorption/Reflection As is.
Fear As is.
Fireworks Now an option of Force Blast.
Flight I really like the 2.0 version, actually… [Ruthlessly stolen]
Force Blast I really like most of the 2.0 version, actually (except for the Mastery part)… [Ruthlessly stolen]
Force Field Y’know what, I really like the 2.0 version, actually…
Gambling (A Specialized Variation of Stealth)
General Knowledge As is.
Genetic Engineering: (Now a special option for Inventing. See below.)
Growth Cost Level: AN+4 As is, except can be improved by LOE.
Healing As is
Hex-Spheres As is.
Horsemanship As is.
Inventing (Needs reworking, but not 100% feeling the 2.0 version…)
Invisibility As is.
Iron Will: As is.
Leadership As is.
Manipulate Density
Manipulate Mutagenic Fields Barely should even qualify for an action. SCRAPPED.
Master of Elements As is.
Mastery of Kung Fu You have got to be kidding me. SCRAPPED.
Metamorphosis
ADDENDUM: Shapeshifting is available as a +1 CL option to Metamorphosis.
Nerve Punch: (Rename “Nerve Attack” or, if you’re cheeky, “Vulcan Nerve Pinch”) +2 option for Close Combat.
Ninja Shelved. “Ninja,” however, is a more than appropriate Specialty for Close Combat, Ranged Combat, and Stealth.
Phase Shift Modified:
Pheromones As is.
Phoenix Force, Full SCRAPPED.
Phoenix Force, Limited Remove the “limited.” A VERY powerful Power Package. Jean Gray had/has/will have this at 11.
Power Boost: As is.
Private Investigating: Folded into Stealth.
Psychiatry CL=AN+3 Includes Intelligence bonus. In it’s way a sort of power package. Specialized General Knowledge, can combine with Social Skills, and repair mental damage. I think it’s useful but overpriced as is.
Psi-Weapon As is.
Shapeshifting As is.
Shrink: Cost Level: AN+3 As is, except can be improved by LOE.
Social Skills: As is.
NEW ACTION: Specialized Actions For -1 to Cost Level, an action can cover a more specific application at the cost of being useless for anything except that. For example, if a character’s General Knowledge only applies to something like Marine Biology or another scientific specialty, they could purchase it an CL = AN instead of AN+1 (1-1=0.) Musician would be worth more than Guitar, Kree Technology would be worth less than Technology, and Motorcycles would be worth less than Vehicle Operation.
Statecraft As is.
Steal Superpowers: SCRAPPED.
NEW ACTION: Stealth Cost = AN
Call it Thieving, call it Black Ops or Spying, call it Detective Work, Investigating. A character with Stealth is the kind of sneaky thief, spy, PI, or Ninja that can evade capture, hide, move silently, or perform in a sneaky way. However, with Specialties and Emphases, a Stealthy character can become an expert cat burglar, corporate saboteur, or assassin-for-hire.
Notes for Action Box: (Agility Bonus included) (Specialties)
Stretching: As is.
Summon and Control Animals As is.
Swimming: As is.
Technology: New Option: Repair (+1) to cost level Acts as Medical Healing for mechanical devices of complexity less than or equal to AN.
Telekinesis: As is.
Telepathy: (Needs very little don to it, but I like the options for Control others and Mental Block that the 2.0 rules came up with).
Teleportation: As is.
Thieving: Folded into Stealth.
Tongue/Tail/Tendril Whip: As is.
Unstoppable: As is.
Vehicle Operations: Specialized version of Technology.
Ventriloquism: Both Ventriloquism and Webslinging are good examples of pricing custom powers.
Wall-Crawling/Climbing: As is.
Webslinging: See Ventriloquism
MAGIC: I’d ban the everloving hell out of Asgardian sorcery. And, I would add this one rule. Rule 5: The GM is encouraged to work with the mage in question on setting a thematic “school” to your magic (examples might include Ancient Egypt Hermeneutic Magic, Witchcraft, Chaos Magic, the “Four Elements,” Voodoo, etc.) Logic can be then used to determine the kinds of magical effects that make most sense out of using your mastery or other relevant magical actions.
Magical Travel: Now a Power Package maybe up of various movement actions.
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Post by dorkknight23 on Jun 8, 2009 4:09:13 GMT -5
Modifiers: (Note, the option for Immortality and Self-Contained Life Form was taken from the 2.0 thread.) Adamantium Skeleton As is. Animal Senses: As is. New Option: Radar Senses, +3 New Option: Cybernetic Senses, +5 New Options: Enhanced Vision, +1/cost per variety. Bionic Self-Repair: As is. Bone Weapons: Part of Innate Talent. Claws: Part of Innate Talent. Copy Ability/Action/Modifier (Options found here) Cosmic Awareness: Prescience taken to 11. Cybermorphics: As is. Cybernetic Senses: As normal, also available as an option for Animal Senses. Defense, Energy: As is. Defense, Magical: As is. Defense, Mental: As is. Destiny Force: SCRAPPED. Duplicate Self: As is. Fast Draw: As is. Flexible Skeleton: As is. Healing Factors: 2x Healing: CL = Durability All as is. Immovability: As is. Immortality: As is, but also an option for Self-Contained Life Form. Immune to Reality Distortion: As is. Innate Talent: New Modifier (detailed on first page. Can be reworked into things like Claws, Psychocentric Power Template, and Targeting.) Interdimensional Travel: As is. Invulnerabilities: Minor ones retained. Major Invulnerabilites All Scrapped. Instead they should be Toughness, Energy Defense, and Mental Defense taken to 11. Limb Regrowth: As is. Luck [Personal]: As is. Photographic Memory: As is. Photographic Reflexes: Option of Copy Ability/Action/Modifier, but with another five stones removed to have to actually have to watch the action being performed, and another five removed for only being able to only exert as many stones as you’ve seen performed. Precognitive Flashes: As is. New Modifier: Prescience CL=MN Allows the user to spontaneously and subconsciously detect possible danger, enabling them to shift stones equal to the modifier number to defense (or, at the player’s option, to an appropriate movement action [like Flight, Force Field, Teleportation, or Phase Shift.] If they take this option, they can’t shift stones to defense, only to that one action in question,) or negate situational modifiers based on attacking an opponent shielded by illusion/deception/invisibility or any other similar situations (stepping on creaky floorboards and navigating a darkened room, for example.) However, actions like Illusion or Invisibility of a higher AN ignore this totally (so the Invisible Woman can still sneak up on Spider-Man.) Spider-Man, for the record, has this at MN 7. Notes: For characters who “have a bad feeling about this.” Psycho-Centric Power Template: Folded into Innate Talent. Radar Senses: Option for Animal Senses, but still a modifier in its own right. Reflexive Dodge As is. Reconstitute Self: As is, but as was recommend in the 2.0 rules can be used as an option for Healing Factor. Resistance to Entanglement: As is. Self-Contained Life Form: As is. Can add Immortality for 1 white, can possibly rename “Robot”. Sense Mutants: As is. Sonar Senses: Can be purchased on its own, or used as a +1 option for Animal Senses. Stealth: Scrapped. Suppress Mutant Powers: As is. Targeting: Folded into Innate Talent. Totem Enemy: Scrapped. Toughness: As is. Transform Self: Modified. Transform Self/Possession: As is. Transform Self by Touch: Can be reworked as a disadvantage to Metamorphosis (-1, need to touch material in question to transform.) Transforms Other by Touch: Metamorphosis: Powers Affect Others, doesn’t affect self, one form only. Translation: As is. Vision, Enhanced As is. Individual options can be used as a +1 part of Animal Senses. Weapons Morphing: Scrapped.
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Post by dorkknight23 on Jun 8, 2009 17:22:51 GMT -5
Some final thoughts for right now: Healing Factors: When initially purchasing a Healing Factor, you keep a note of the Health you used as a base for it. This should be your starting Health score. Should your Durability improve, either through LOE or an action like Growth, you can still heal at an enhanced rate, but regeneration rate is either the baseline for Healing Factor (3/2Health for the Health you purchased [+Stamina]) or your current Health Score [+Stamina]. In terms of Stamina and Energy Reserves, these numbers are reduced by 1 point per point of Health increase for Growth (to a max of 0.) Example: Growing Guy has Growth 5, a Durability 2, and a Healing Factor. At his normal height and Durability, he regenerates 3 red/panel, If he puts 1 into Growth and improves his Durability to 3, he still regenerates 3/panel. By putting 5 stones into Growth he can improve his Durability to 7, but he only regenerates 7/panel. He needs to improve his Healing Factor with LOE in order to get it up to the equivalent Durability of 7 for the energy regeneration rate to apply at that size. He still heals 1 white stone an hour regardless of his relative size. Destiny Force: Scrapped as is, but a similar vague “power plot device” could exist, but, such a vague and powerful modifier should be given for free and only at the GM’s consent. And… I’ve just put up recruitment threads for Worldbreakers and X-Men: Heirs to the Atom.
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Post by Shadowbane on Jun 8, 2009 18:48:07 GMT -5
I have a question on the Innate Talent. Since you have removed targeting, reflexive dodge, claw . Does this mean that I can need to have a specific innate talent like those name or can I use it for say both targeting and reflexive dodge?
For example I buy Innate Talent at 4, does this mean I can use Targeting at 4 and Reflexive at 0 or use both at 2 which would equal 4.
ok Second Question Health, Energy Reserves and Stamina. Could you expand these a bit more. How to buy them. Where does standard energy come from.
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Post by browwiw on Jun 8, 2009 18:57:00 GMT -5
I noticed you didn't add the Combat Actions (close and ranged).
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Post by dorkknight23 on Jun 8, 2009 21:28:00 GMT -5
I have a question on the Innate Talent. Since you have removed targeting, reflexive dodge, claw . Does this mean that I can need to have a specific innate talent like those name or can I use it for say both targeting and reflexive dodge? For example I buy Innate Talent at 4, does this mean I can use Targeting at 4 and Reflexive at 0 or use both at 2 which would equal 4. Reflexive Dodge is still there! But you can use it to mimic targeting. And Close and Ranged Combat are so safe that I forgot to even include them. They are left untouched!
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Post by Rinjo on Jun 10, 2009 22:52:32 GMT -5
can you please explain power packages a bit more... say I wanted to buy a power package with:
Telepathy, telekinesis and force blast. Would I buy it as a mastery and pay for each additional ability at the +cost to its AN?
/confused!
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