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Post by dorkknight23 on Oct 5, 2009 13:13:28 GMT -5
Table of Contents: Overarching Rule Changes (Energy, LOE, etc.) Actions and Modifiers Advantages/Disadvantages/Equipment
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Post by dorkknight23 on Oct 5, 2009 13:14:06 GMT -5
Semantics: I might try to separate the red/white stone distinction, going for Points. Character Creation Points would thus be different from Character Energy. Naming the two the same thing (like “character levels” and “levels of a dungeon”) only leads to confusion (c.f. Order of the Stick.) Cost Levels: As is. For whatever reason I like this system.
Make sure to instill a Rule 0, if it isn’t as blatantly spelled out: “GM has an important job. He has to make sure everyone is having fun. And he has to make sure characters are built fairly and not to take advantage of the system purely for the sake of exploiting rules to try and create a more powerful character than the others. The GM is allowed final approval on character creation and what seems logical or justifiable. The GM is also encouraged to not be a jerk about this.”
Like Marxist theory does, a few of my edits presuppose a much more positive human nature than I’ve encountered in the past, so there will be numerous warnings to this effect (for both players and GMs) where they seem essentially necessary. Luckily, this is not a system for an improved socioeconomic structure.
Rule 0.5: “If you aren’t having fun, you need to stop playing and have a brief and immediate discussion as to why and how. Everyone should then apologize and shake hands like grown-ups.”
Action Resolution: As normal. Difficulty and Resistance, the core of the system, works just fine.
However, make this explicit: “The second to last sentence at the body of the D&R chart, ‘to be able to attempt the action, the total of your action number, ability bonus, and modifier must be = to the Difficulty’ should be excised. Instead, to be able to succeed at an action, your Action Number must be equal to the Difficulty Number.”
Weapons/Actions/Modifiers: Left almost entirely untouched.
The Abilities: “Characteristic Abilities”/”Innate Abilities”/Something Like That: Intelligence: As before except for Intelligence-based characters….
Strength: As before. Agility: As before. Speed: As before. * All of these can have Efficient added onto them (but not the ones below, although there’s hardly a point to them being efficient.)
Energy Related Abilities: Health: renamed Durability Energy Reserve: Identical to Energy Battery in all but name. Can be 0.
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Post by dorkknight23 on Oct 5, 2009 13:15:17 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]
Quote: AN +2 CL This might come to you because you have wings like Angel, mastery over the wind like Storm, or just a power like Rogue. Your maximum airspeed is equal to your AN, up to a maximum of airspeed 5 (750 mph).
To carry objects in flight, stones must be applied against weight (see the D&R chart), and do not count against airspeed. The maximum weight you can carry in this fashion is limited by your Strength.
Options +1 CL = Supersonic. You have the potential to exceed the speed of sound; your maximum airspeed is limited only by your AN.
+2 CL = Unstoppable. Your flight behaves like the Unstoppable Action: total stones of effect (including stones spent on speed) represent the hardest substance you can penetrate. Example: Cannonball has a Flight AN of 7. He wants to smash through a concrete wall (hardness 6) to escape from an ambush, so he puts 6 stones into flight: 1 to move at up to 200 mph and 5 more to overcome the hardness of the concrete wall.
-1 CL = Fits With Main Power. Characters with wings (such as Angel) or an appropriate Mastery of Elements (such as Storm) can qualify for this power. Characters who's flight is merely superfluous (such as Ms. Marvel) pay normal cost.
-1 CL = Limited Maneuverability. Your ability to fly is awkward or unrefined; you may not hover in place, and resistance is doubled during takeoffs, landings, and while performing complicated maneuvers (as decided by the GM).
-1 CL = Max Speed 3. Regardless of your Action Number, you may not exceed an airspeed of 3. (This is the limit for natural creatures such as birds; characters whose abilities are based on those of natural creatures might qualify for this discount.)
-1 CL = Max Speed 2 When Carrying.
Force Blast I really like most of the 2.0 version, actually (except for the Mastery part)… [Ruthlessly stolen]
Quote: AN +0 Force Blast is a generic name for a whole category of variable-range energy attacks, from fireballs to Cyclops' Optic Blasts; with various Options at your disposal, you can even represent Jubilee's fireworks, or Gambit's charged objects.
It comes with a default range of 4, and you can choose 2 Cost Levels of Options and/or Advantages for free. Don't forget to choose an element, such as fire, radiation, or force.
Options +3 CL = Charge Objects. You can opt to charge an object and throw it a distance of up to Range 2. Your attack gains the benefit of the object's weapon modifier and properties. (If you are like Gambit and can only charge objects, reduce your Range from 4 to 2, for a -2 CL discount.)
+1 CL = Absorb Unused Stones. As Fireworks. (An efficient option for those occasions when an opponent dodges out of range or is knocked out before your action comes up.)
Force Field Y’know what, I really like the 2.0 version, actually…
Quote: AN +2 CL You can surround yourself with a field of force to protect against attacks. Force Field stones shifted to defense protect you normally (on a 1 stone for 1 defense basis, unlike the previous 1 stone for 2 defense rule). Your Force Field can absorb additional punishment at the cost of additional energy: any damage you would ordinarily take from an attack instead comes out of your energy pool. The maximum amount of damage that your Force Field can sustain from any individual attack is equal to twice your AN.
Example: Sue Storm is trying to hold off a rampaging Hulk; she has a Force Field AN of 9, an Energy Pool of 6, and is at full energy (30 stones in her Pool). Not sure what to expect, she cautiously puts 6 stones into her Force Field and shifts them to defense. The Hulk slams a massive fist down on her force field for a total of 13 stones of attack. Ordinarily, such an attack would exceed her defense by 7 stones, resulting in 3 white stones of damage; however, Sue's Force Field can absorb up to 18 stones of punishment from a single attack. Those extra 7 stones of attack come out of her Energy Pool instead of her health. Her Force Field has kept her safe for this Page, but if this keeps up she'll run out of energy fast!
You can also expand your Force Field to protect nearby allies. To do so, announce at the start of the Page that you are offering protection to allies within a certain radius; you must pay stones for an area greater than 2. Any ally within this radius may opt to take shelter within your Force Field; however, in doing so, they are unable to physically affect characters outside the Force Field, which might limit their ability to attack enemies.
Example: Hellion, Surge and Elixir are in a desperate battle against a squadron of Purifier soldiers. At the start of the page, Hellion offers to expand his Force Field to protect his allies. He has a Force Field AN of 5, so he pays 1 stone for area 3, or 25' in total diameter and shifts 4 stones into defense. Elixir happily agrees to take shelter, but Surge decides she's okay on her own. Elixir can't physically attack the Purifiers, but he gains 4 stones of defense from the Force Field. If Elixir is attacked for more than 4 stones, Hellion can pay additional energy from his Pool to reduce the damage, up to a total of 10 stones of protection.
Options +1 CL = Offensive Force Field. This option allows you to attack with your Force Field, either as a Range 3 attack, or by combining stones with Close Combat. Stones shifted to defense cannot also be used to attack.
+1 CL = Create Constructs. You can create simple objects made out of force, such as bridges. Area determines the size of the construct (pay for area above 2 as usual). Your construct can support a weight equal to 2 times the number of stones of effect (see the Difficulty and Resistance chart). Your construct has a defense equal to the number of stones of effect; you can pay energy from your pool to absorb additional damage up to a maximum of twice your AN as usual for a Force Field. If the construct sustains even one stone of additional damage, it is destroyed.
-1 CL = Personal Effect Only. You may not expand your Force Field to protect others.
-1 CL = Can be neutralized by Armor Penetration.
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 [See Below]
Invisibility As is.
Iron Will: As is.
Leadership As is.
Manipulate Density
Quote: AN+2 CL You are capable of altering your body's density, becoming heavier or lighter as you desire.
For each stone of effect you can move your body weight 1 step up or down on the D&R chart. The maximum weight you can achieve is equal to your natural weight plus your AN; your weight cannot fall below 1. For each stone of increase you gain 1 strength or 1 toughness (your choice). All changes to your weight last for approximately 1 hour; if you wish to return to your normal weight prematurely, you must pay stones to increase or decrease your weight as usual.
Options +2 CL = Phase Self. You can reduce your weight to zero, which causes you to phase. Unlike the Phase Shift action, you do not disrupt electrical devices, nor can you bring those you touch into phase as well. You may purchase any Options normally reserved for Phase Shift (such as Phase Stun or Phase Attack).
+2 CL = Potent Density. Each increase in weight grants you both +1 to Strength and to Toughness.
Manipulate Mutagenic Fields Barely should even qualify for an action. SCRAPPED.
Master of Elements
Mastery of Kung Fu You have got to be kidding me. SCRAPPED.
Metamorphosis
Quote: AN+3 CL Metamorphosis is the ability to dramatically change your physical body. In its simplest form you can alter and enhance your physical attributes and design; with enough Options, this Action can be immensely powerful.
This Action does not allow you to mimic the appearance of specific individuals: that is the realm of the Shape Shifting Action. However, clever applications of Metamorphosis can help a Shape Shifter mimic the physical abilities of their pretend identities, making the ruse that much more convincing.
Default Rules 1. You are limited to physical/morphological Abilities, Actions and Modifiers only. You can enhance your strength, grow scales for Toughness, and sprout claws, but you can't develop, Telekinesis since it isn't a physical change.
2. Each stone spent grants you 1 Ability point, AN or MN, and allows you to shift 1 point of an Ability, Action or Modifier into another Ability, Action or Modifier. For example: You want to adopt a more feral form with claws that is more agile, but weaker than your usual form. You put 3 stones into Metamorphosis, which buys you Claws 3. You also get to shift 3 points of your Strength into Agility.
3. Metamorphosis is unusual in that it costs all of your actions in a panel. You may walk any distance you would ordinarily cover without spending stones and you may be able to speak a few short sentences. However, you benefit from your new form immediately at the start of the Page, allowing you to take advantage of any new defensive modifiers you may have morphed.
4. When you morph, any wounds in your starting form carry over to your new form. This can never lower your health below 2 red stones. Example: Husk has Durability 3 in her natural form, but she is currently injured and missing 1 white stone of health. She morphs into a more durable wooden form which has Durability 4; when the transformation is complete, she is left with 3/4 health. After a long fight in her wooden form, Husk wants to switch back to her "human" form. She is now badly injured and is at only 1/4 health. Her 3 stones of wounds carry over, and when her Durability reduces to 3, she finds herself left with only 2 red stones. She's in bad shape!
Options +1 CL = Extreme Transformation. You can shift up to twice as many points of Abilities, Actions or Modifiers as normal.
+1 CL = Animal Affinity. You can adopt the form or features of any animal, provided you can mimic the appropriate CAD. You can even sprout animal limbs such as wings or a tail. Every two stones spent for effect also allows you to shift your size/weight up or down one point on the D&R chart (though you may not phase by reducing your mass to zero).
+2 CL = Omni-morph. You can adopt just about any form or substance you can think of. Every two stones spent for effect also allows you to shift your size/weight up or down one point on the D&R chart (though you may not phase by reducing your mass to zero).
+2 CL = Self Repair. Each time you morph you automatically heal 1 white stone of health for every 3 stones of effect (round down).
+1 CL = Mind of the Beast. You can unlock feral power by adopting a more bestial intellect. You may shift stones out of your Intelligence into physical Abilities, Actions and Modifiers (but not the other way around; you cannot improve your Intelligence).
+1 CL = Rapid Metamorphosis. You can change shapes faster and with greater ease. Morphing costs only you 1 Action.
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 A Skill Package (note the increased cost.) Also available.
Phase Shift Modified:
Quote:
Cost Level = AN+2
Phase Shift allows the character to become a living ghost, passing themselves through matter (and most physical enemy attacks.) You can be phased for one panel for one stone spent. This does, however, have limitations. For one, other phased characters can still target another phased character of equal or lesser AN. For another, mental and magical attacks can still affect them. Thirdly, phasing puts a great physical strain of the character. Regardless of their AN, they cannot stay phased for longer periods than their (undamaged) Health score they will return to their solid state and be knocked out. They must remain unphased for at least one full panel, they can then return to being phased again. Fourth, increasingly dense materials are more difficult to phase through. Take the hardness of the material and subtract it from the Phase Shift AN. If the result is greater than 0, then you can’t pass through the material (or, if you spend a drama point, can pass through but be knocked out in the process for a number of panels equal to twice the difference [or 2, whichever is more.]) If the result is a positive number, you can pass through it by spending 1 stone per panel passing through it (so you should be careful trying to phase through something like a whole building, or the whole Earth, you’ll have to come up for air eventually!)
For example: Kitty Pryde has Phasing of 8 (with options,) and wants to phase past some Secondary Adamantium, which has some hardness of 9. She can do it, but only by spending a drama point and by being knocked out afterward for 2 panels. However, she can pass through anything of Hardness 8 or lower easily.
High ANs thus, are important, to pass through denser materials, avoid other phased things, and phase for periods at least equal to your health.
Options: -1 cost level for being able to pass through tiny cracks, but being unable to escape airtight or waterproofed containers. -2 for still being vulnerable to attacks while passing through objects Disrupt Electrical Systems: +1 cost level, limited to complexity = AN. Walk on Air: +1 cost level, max Speed 1 Phase Others by Touch: +2 Phase Attack: As Normal Phase Stun: As Normal
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; a skill package; Specialized General Knowledge, can combine with Social Skills, and repair mental damage.
Psi-Weapon As is.
Shapeshifting As is.
Shrink: Cost Level: AN+3 As is, except can be improved by LOE.
Social Skills: Unchanged, except for: Distracting Banter [+1 to cost level]: Attack versus Intelligence or Social Skills (whichever is highest,) “damage” is removed from stones shifted to defense, then from action boxes, and then from the opponent’s energy reserve.
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 (which might be worth AN-1,) Kree Technology would be worth less than Technology, and Motorcycles would be worth less than Vehicle Operation.
Statecraft The Quintessential Skill Package.
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).
Quote: +2 CL = Control Minds This option allows you to seize control over the weak-minded, forcing them to act as you please. Resolving mind control involves 4 steps:
1. Overcoming Mental Defense To initiate mind control, a telepath must allocate stones and choose a target as usual.
a) Stones of Telepathy are compared to the target's total mental defense (Intelligence + Telepathy AN + Mental Defense modifier). Stones of attack in excess of mental defense should be noted, as they represent the Difficulty and Resistance to escape mental control:
Difficulty cannot exceed your Telepathy AN Resistance can be piled up to infinity
b) If the attack is successful, the victim loses any actions they may have left to resolve in the same Page. Any stones spent on those lost actions are refunded.
2. Maintaining Control Victims are not necessarily helpless; depending on the strength of the telepath, they might have a chance to fight back. However, the telepath may choose tighten their grip on the victim:
a) At the start of each of your subsequent Panels, the victim may struggle against your mental shackles if his Intelligence (or Telepathy AN, if applicable and preferred) meets or exceeds the current Difficulty. If the victim so chooses, subtract his Intelligence (or Telepathy AN) from the bond's Resistance.
b) Subsequently, you may spend stones of Telepathy to pile on more Resistance and Difficulty. Subtract the victim's mental defense as usual; however, you may ignore their Mental Defense modifier, if any. Any stones in excess add to Difficulty and Resistance. (Remember, the maximum Difficulty is equal to your Telepathy AN.)
c) If at the end of your Panel the Resistance is reduced to 0 or less, telepathic control is broken, and the victim may act again as normal on the next Page.
d) You must spend at least 1 stone of upkeep in Telepathy each page in order to maintain mind control, even if your victim can no longer struggle against you.
3. Weakening Resistance The following factors may also reduce Resistance:
a) Bleed-off: At the start of every Page, the Resistance drops by 1.
b) Pain: For each White stone of health the victim loses, reduce Resistance by 3. Example: The Purifier captain is slapped by one of his ballsy subordinates in an effort to rouse him from the mental control. The attack exceeds his Defense by 1 red stone; he loses 1 white and consequently, the Resistance of the mind control drops by 3 stones.
c) Morality: Each time the victim is forced to do something strongly against their nature (attacking a friend, hurting a loved one, suicidal behaviour), the GM may choose to reduce the Resistance by 1 to 5 stones, depending on the severity of the act. This reduction takes place immediately, before the act is carried out; if this reduces the Resistance to 0 or less, the bond breaks instantly and the action is not performed.
d) Reason: A friend or ally of the victim may attempt to talk them out of their mental prison. Stones of Social Skills or Psychiatry are compared to the Difficulty of the mental control; any stones in excess of the Difficulty are taken out of the Resistance. Allies with a powerful connection to the victim (family member, lover, best friend) may benefit from a situational modifier.
4. Controlling the Victim While mental control is unbroken, you may decide how the victim acts:
a) You may allocate the victim's own stones into their Action Boxes as you please. The maximum number of stones you may allocate in this fashion per panel is equal to the Resistance you have piled up.
Example: Emma Frost has Telepathy 8 with an Int bonus of 4. She attempts to mentally control a Purifier captain, who has an Int of 3 and a Mental Defense modifier of 3 (thanks to an anti-telepathy chip implant). Emma acts first and allocates 8 stones into her attack, dealing 2 "damage" and gaining control. The Purifier captain loses his actions (his stones are refunded) and stands motionless like a zombie when his panel comes up.
At the start of the second Page, one point of Resistance "bleeds off". Additionally, the Purifier captain can now try to struggle out of his telepathic bonds. The Difficulty of the mental control is 2 and the Resistance is down to only 1. His Int of 3 is higher than the current Difficulty, so the Resistance falls to -2. The mental bond will break at this rate, unless Emma tightens her grip!
And that's exactly what she does. Not one to take chances, Emma Frost spends another 9 stones of telepathy (1 stone of upkeep, and 8 stones of attack). The Purifier's Mental Defense modifier no longer applies (since she's already breached his defenses), so only the Purifier's Int 3 counts as defense against the attack. 5 stones get through. The Difficulty increases to 7 and the Resistance both increases from -2 to 3. Because the Difficulty is so high, the Purifier is now helplessly ensnared.
Now Emma is free to control the Purifier as she pleases. Since the Resistance is 7, she may allocate up to 7 stones of the Purifier's own energy into any Action she pleases. She puts 2 of his stones into Ranged Combat (+3 for the captain's assault rifle) and targets one of the captain's own men. The GM assigns a circumstance bonus of 1 stone for such a surprise attack!
Quote: +2 CL = Mental Block This option allows you to lock away a target's powers, temporarily blocking access to some or all of their ability; with enough time and effort, a mental block can be made permanent.
The Difficulty and Resistance of creating a mental block is relative to it's strength and duration:
Determining Strength and Difficulty The Difficulty is equal to the portion of an Action Number you wish to reduce. Thus, if you wanted to reduce an Action Number from 6 to 2, the Difficulty would be 4. Your Telepathy AN must meet or exceed the Difficulty to even attempt this procedure.
If an Action Number is reduced to zero, the Action cannot be used at all, even if it has an associated ability bonus or modifier.
Determining Duration and Resistance The Resistance of creating a mental block is equal to the Difficulty x the desired Duration (found on the Difficulty & Resistance chart). To create a permanent block, multiply the Difficulty by 20.
Creating the Block You cannot block an Action that you don't know exists; in other words, you must have seen the power in use, or have learned of its nature through telepathic probing or some other method first. You cannot use this option to block mundane Actions, such as Close Combat or General Knowledge (instead, use the Edit Memories option). You may only block one Action at a time.
To create a block, first determine the desired strength and duration and calculate the Resistance. Next, you must overcome your target's mental defense (the sum of their Intelligence, Telepathy AN, and Mental Defense modifier, if any). You can ignore the mental defense of a willing subject. Any stones in excess of mental defense count against the Resistance. You do not need to overcome the Resistance in one attempt, but all contributing attempts must be made in consecutive pages, without interruption.
Removing Blocks Removing a mental block requires the Repair Minds option; however, a telepath can always remove a block of their own creation, even without the Repair Minds option.
To remove a mental block, a telepath must first overcome the same Difficulty (equal to the AN that has been blocked). The Resistance is equal to the Difficult x the remaining duration. The Resistance of removing a permanent block is equal to the Difficulty x 20 stones.
Example: Upon discovering a young telekinetic named Julian Keller, Emma Frost secretly probes his mind to understand the nature of his power. Her probe reveals a disturbing lack of control over his telekinesis, and she fears he may be a danger to himself and to others as his powers develop. The simplest and safest solution, she reasons, is to block the most devastating portion of his power.
Keller has a Telekinesis AN of 9. Frost believes he'll have a much easier time with an AN of 5. The Difficulty of creating such a block is 4; easily within the limits of her own Telepathy AN 8. She wants to make the block permanent (she can remove herself if and when she feels he's ready), so the Resistance is set at 80 stones. It is no simple task, and will require a sustained effort if she is to complete the block before she exhausts herself.
First she creates a telepathic link so that she can complete her work at a distance, in the privacy of her office. She recovers 5 energy per panel, and so she puts 5 stones into Telepathy: 1 stone to maintain the link, and 4 stones towards the block. Due to Julian Keller's Intelligence of 2, only 2 stones get through and count against the resistance. While it will take her a whopping 40 pages of work (upwards of 20 minutes at 30 seconds per page), as long as she isn't interrupted she will eventually be successful. Perhaps she should limit his flight speed, too..
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.
The Big Modifiers List (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
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 +1 to cost level; Regenerate stones at a rate of 3 red/2 health. All as is.
SIDEBAR: Healing Factors and Increased Durabilities:
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.
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 (Can be reworked into things like Claws, Psychocentric Power Template, and Targeting.) Cost Level = MN+4
Based off of Psychocentric Power Template and Personal Luck (pretending the latter has +3 for it’s usefulness to any action and a -1 for a highly specified circumstance [to only help when succeeding by one stone,]) “Innate Talent” is a MN+4 Modifier that can be applied to a set range of actions determined by the player and the GM. Sage, for example, might have her renamed Innate Talent apply to Telepathy and Computers and added a +1 to allow her free stones to interface with computers (although it’s kind of stupid, since she has Biocomputing already, but like Gambit’s Agility Bonus to Charge Objects...sometimes a GM just raises up his hands and goes “whatever.”) Either on its own or combined with some Stamina, Efficient, or a combination thereof, this can allow a character with low Health to be able to really perform in specific situations. If it applies only to a less effective action (one specific skill,) should be worth -1 disadvantage, whereas applying to any and every action is a +3 advantage.
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.
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.
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:
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 Oct 5, 2009 13:17:13 GMT -5
New Advantages and Disadvantages
Most of these are lifted from the 2.0 thread. Subject, of course, to plausibility, and GM approval. No amount of disadvantages can decrease an action to cost 2 less than its normal AN, or 1/3 a character creation point, whichever is higher. Should disadvantages exceed this amount, the GM can potentially award 1 additional Drama Point to the character for creating a phenomenally unbalanced action, but they will receive no further discount in character creation stones than the amount listed below.
Lowest Amount You Can Pay, After Disadvantages: 1: 1/3 2: 1/3 3: 1/3 4: 2/3 5: 1 6: 2 7: 3 8: 4 9: 6 10: 9
Disadvantages
Equipment Building Rules For the core mechanics, see The Guide to Hulk and the Avengers page 90-91, Appendix D. These are fundamentally unchanged, but, as always, are subject to GM approval.
Vehicles: I generally like the way vehicles work in the original rules. The one thing they’re genuinely missing is pricing. Here are the ways to get vehicles.
Wealth: as with basic equipment, appropriate wealth can be used to purchase an “off of the line” vehicle. They can later be tweaked or improved (supercharged, or pimped, or whatever) by Inventing (either the owner, another PC, or a friendly [possibly even unfriendly] NPC) at GM discretion.
Using stones: For exemplary vehicles at start of play, like the Green Goblin’s glider, stones may be used. This requires the input of both player and GM to come up with what seems like an equitable price.
MN+2 stones, with MN being the highest value (speed, damage, maneuver modifier, or defense modifier,) is a generally good place to start. All other attributes of vehicles should be less than that. [NOTE: Difficulty and Resistance to operate the vehicle are independent of this, and should always be arbitrated by the GM.] It’s up to the GM and player to decide these values should be (as appropriate to the vehicle,) however, using the pre-existing vehicles as baselines. Ghost Rider’s motorcycle, for example, should be comparable to a supercharged motorcycle.
They can later be tweaked or improved (supercharged, or pimped, or whatever) by Inventing (either the owner, another PC, or a friendly [possibly even unfriendly] NPC) at GM discretion.
Team vehicles: if a team has an appropriate Inventor or Influence-type character (like Iron Man or Professor X,) the GM might provide the players with a team vehicle “free of cost” (or free of player stones or wealth at any rate.) The GM should come up with something for this, using a baseline vehicle as a template (perhaps with some increased.)
Powered Armor
Powered Armor, as it stands in the core rules, is a complicated addition that seems potentially the best option over any other. Why be mutant, metahuman, or mage, when you can put on a high-tech battlesuit and kick some evil butt. While high-tech battlesuits are awesome, they should not be the obvious choice for new characters.
The goals for the retread power armor are: 1) slightly decrease its power (to make it a powerful alternative without being gamebreaking.) 2) simplify the rules to make them.
A BRIEF SIDEBAR ON ROBOTS: Robots are now built no different than any other character. However, they would easily suggest certain modifiers (Extended Lifespan, Cybernetic Senses, and Self-Contained Modifier) and challenges (Non-Human Appearance, Alien Mindset/Difficulty Understanding Humanity, etc.) Robots may pay +1 to the cost level of their intelligence to have the capabilities of an equivalent Suit Intelligence = Intelligence.
Powered Armor can be theoretically built during play using Inventing, subject to the same restrictions and GM approval. Most characters, however, should be encouraged to build their armor at start.
Powered Armor is purchased the same as any other equipment, except every ability, action, and modifier receives an automatic -2 discount to cost level. They receive no additional discounts to abilities, actions, or modifiers.
Powered Armor takes one panel to take on or take off. Powered Armor users are limited to using 2 actions per panel like other characters.
Wealthy characters can benefit more from funding powered armor, from R&D to other resources. Stones spent purchasing Wealth may be refunded back into purchasing your powered armor at a flat 1-to-1 exchange.
Finally, Powered Armor abilities, actions, and modifiers can be improved either through the use of inventing (and GM approval) or with the expenditure of Lines of Experience as normal.
Powered Armor is thus a versatile and potentially powerful option for characters, but not to the point of outstripping other types of characters at start of play. It’s only after heavy investments that a guy like Iron Man begins to outperform other powerful characters.
Iconic Equipment
Captain America’s Shield, The Silver Surfer’s Board, Quasar’s Quantum Bands, Thor’s Hammer, Venom’s symbiote. There are some items so iconic to a character that they serve of a major part of who the character is and what the character stands for. They’re what makes that character that character.
When creating iconic equipment for a character, you first will need GM approval and assistance in the process. The GM, as always, has final say to the price of anything.
NOTE: Powered Armor as described CANNOT be iconic, no matter how crucial it is to the character.
Iconic Equipment is something that is core to your character concept (but, to reiterate, not Powered Armor.) It should be equipment used for something, either weapons, a handy device, or something provided for defense again, powered armor doesn’t count.)
We clear on the powered armor not counting for iconic equipment? Good, just testing
Iconic Equipment can, unlike other equipment, be improved by lines of experience, for a cost of an additional +1 to cost level to the relevant ability/action/modifier. This means, by investing lines into the weapon, the player can improve it’s weapon modifier, defense bonus, or action numbers.
Mentor: (Special Modifier) Cost = 1 white stone, see below
At GM’s discretion, particular intelligent or magical or other iconic items might extra lines of experience to the owner (as per a master-student relationship) towards a certain ability, action, or modifier.
For abilities, actions, or modifiers with no increase to cost level (i.e. a base cost of Cost Level = AN+0), then the Mentor modifier costs 1 white stone. For each +1 to AN, the cost of the modifier increases on the cost level chart. So Mentor (Flight,) for example, would cost 3 white stones. Mentor (Toughness) would cost 4 white stones. Mentor cannot be used on power packages or other combined actions.
(This will, of course, change the price of some of the items presented in the back of the Core Book, X-Men Guide, Hulk and Avengers, and Spider-Man’s Guide to New York.)
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Post by dorkknight23 on Feb 18, 2010 0:00:00 GMT -5
In Playtesting…
Multiple Actions a Panel
Earlier I said how much I love the 2 action/panel rule. I still do. But we as people multitask every day, sometimes doing 3 or more things, but it’s hard to focus all of our attention all of those different ways.
This is in playtesting: a character may do X number of actions a panel, where X is equal to 2 less than their Intelligence, minimum 2. If a character does more than 2 actions, they prioritize their actions (first, second, third, all the way to ninth for someone with an 11 Intelligence.) Each action after the second gets a negative sit mod equal to 2 less than the action’s priority (for example, the third action would get a -1 sit mod, the fourth a -2, and so on.) Having a specialty and/or emphasis in “Mulittasking” could mitigate or remove this sit mod entirely.
Only 2 actions still may be combined at once, however.
MURPG Combo Attacks
Sometimes there are things that a character can do pretty often that, although they are awesome, often bend or outright break the rules of MURPG. Should we let the rules dictate that we can’t do it because it’s easy? No! A thousand times no!
Initially created characters cannot have combos. Combos have to be purchased with lines of experience. The amount varies depending on the combo involved and the power and coolness of the move, but a good rule of thumb should be somewhere between 3 and 10 LOE. The primary rules for a combo should be: 1) they are cool, 2) they create an effect that would be identical for each use, and 3) they should use 2 actions, and/or employ a modifier [whether a piece of equipment or power] (so perhaps a character could use a particular modifier to aid with a combo with one action, or two,) in short, multiple effects should be used for a combo.
Performing a Combo
Performing a Combo is exactly the same as any other action, save it’s the only action you use in the panel, and the stones of energy are spent the exact same way every time.
Designing a Combo To start designing a combo you need a character and a GM.
1) Describe the Effect: This is how the move plays out. Get creative, be visual, and have fun with it! Note to GM’s: make sure to be reasonable to the rules without stymieing the creativity of the player.
2) Determine the Cost: Once this is set for a combo, it cannot be changed. This is the amount of stones that are always spent for that combo. If the player wants to upgrade a combo, he’ll have to pay for and design a new one. Adding Options: * Spend stones equal to the additional cost of an advantage or option to allow it for the combo [and only for the combo.] For example, if you want an area effect as part of a combo, it would be 3 stones away from effect. * Upgrading a similar advantage (for example, 2x to 3x damage) costs the difference between the two in stones (so, for that example, 2 stones.) * For 2 stones a character can use all the stones in their energy pool, but are stunned afterwards for 1 panel. * The equivalent of Drama Point can be used at a rate of 1 red/point, so getting two free stones to the action would be the equivalent of 1 red, making sure you succeed by 1 stone would cost 3 red, and Overstrain would cost 4 stones. * Combining a modifier to an action would cost 1 stone. Disadvantages: Certain disadvantages, if judiciously used, might allow extra stones to be added for effects, up to double the action number of the highest action or modifier involved.
3) Set the Guidelines: These are the Actions and/or Modifier involved, and the minimum Action Numbers or Modifiers required as well. These may be above or below the characters current ANs, according to the GM (so they might need to improve in certain areas before spending lines towards the combo.)
4) Set the LOE cost: As stated above, 3 to 10 LOE is a good guideline, based on the power of the combo and the rigorousness of the guidelines. Some rough guidelines are presented only for the sake of edification. If it’s low power, with low requirements, set a low cost. If it’s higher power with low requirements, set a higher cost. If it’s medium power with low cost, set a medium cost. If it’s medium power with high requirements set a lower cost. If it’s high power with high requirements a medium cost.
This is all open to the GM’s interpretation, and he is the final arbitrator of requirements and any and all costs.
CLASSIC EXAMPLE: Johnny Storm’s player wants to burn things. Like, really burn them. He has a Force Blast as part of his Mastery of Fire, but he wants to be able to put all of his stones into a “Nova Flame” that is centered on him and can cause huge amounts of damage in excess of his action number. He has Mastery of Fire 5 and Immolation (a renamed and fire-element-themed Electrification) at MN 3. He also has an Energy Reserve of 9. He runs his idea by the GM, Stan, and he approves. After describing the visual effect, they determine the cost. It’s basically a super-hot area force blast centered on Johnny, and he wants it to be really hot. So, first he throws 2 stones towards being able to use all his energy that panel, but being stunned afterwards, and 3 towards being able to always succeed by 1 stone (so he can burn basically anything,) and 1 stone to link it to Immolation (so he can gain 3 free stones towards effect.) He also wants it to do intense damage, so he upgrades his force blast to 3x damage, which would be 2 stones, and he wants an area effect centered on himself, so that’s 3 stones. That leaves no stones possible of effect (not counting the free ones for immolation,) so Johnny wants to add on a couple of disadvantages. Stan agrees to give him 1 stone for always having the area effect centered on himself, and another 1 stone for always causing collateral damage, and 2 stones for being unable to discern between friend and foe (anything in the range is burned the same amount.) He also gives 1 more stone for a special “out of control” that would cause it to flare up if he absorbs too much fire and has to either use it or go far away to safely discharge it. Johnny agrees to the disadvantages, especially since he needs the stones.
So, when Johnny wants, he can spend all his stones into a 3x damage, Area of Effect (centered on himself) 9 stone fire attack that always does at least 1 damage to the opponent. Pretty powerful.
Next, the requirements. Johnny wants to be able to do it now without raising his AN, so he asks Stan to set the requirement to Mastery of Fire 5, Immolation 3. Even if these numbers improve, the above attack is going to remain the same.
Now, Stan has to set the cost. It’s very high power, and the requirements are at best moderate (anyone with Johnny’s powerset could develop it at a similar AN if so inclined, like, the Super-Skrull.) So, as a high power but moderate cost combo, he sets the cost at 8 LOE. Johnny wishes it was cheaper, but he realizes how powerful it is, and sets about paying for it.
NOT-SO-CLASSIC EXAMPLE: In DorkKnight23’s PBP game “The Guardians” (which, for the purposes of this argument, is Retread compliant, which it isn’t yet,) the alien superhero Flypaper (played by the amazing Andyman) has Flight 6, Immovability 5, Strength 8, Close Combat 4, and Wallcrawling 5. He has the idea to use his immovability both in the air, or clinging to surfaces, to hold onto an opponent moving at high speeds and injure them. The GM thinks this is awesome, but since it doesn’t work with the rules as is, and instead of just ignoring the rules for the sake of logic and/or awesomeness, wants to make two combos for them. One for holding still in the air, the other for clinging to a surface.
For the first combo, DK figures out how this combo would work mechanically. The move basically uses the opponent’s high speed against them. There are three parts of it at work: Flypaper hovering with Flight, grabbing the opponent with Close Combat, and effectively giving them whiplash with Immovability. The GM decides the costs: 1 stone would be to remain airborne with Flight, 4 stones into Close Combat for a touch attack, and then a 5-stone attack of modifier stones from Immovability. He would need 1 stone to combine his Immovability to the Close Combat, but other than that, nothing else applies. The result is spending 6 stones for, if it connects, a 9-stone attack. But that still isn’t quite as awesome yet. He also should be able to use the enemy’s momentum against them, so, the GM puts two more stones in for “can always combine with opponents movement action,” with a note that certain movement type actions wouldn’t be affected (teleporting or astral/dimension travel primarily.) So that’s 8 stones for a 9 stone+X attack (where X is the number of stones of speed a character has.) Pretty good for what you’re spending. (Flypaper already has a combo that allows him to use his Wall-Crawling and Immovability as a Phase Attack, essentially ripping the chunk of whatever he’s holding off of a person or object. So he can generally, as part of two panels, use these two combos.)
Now for guidelines: DK thinks Flypaper can do this within his existing skill set, and sets them at Flight 6, Immovability 5, and Close Combat 4. Those requirements are common to a “flying brick” type skillset, but not exceptionally common, although it would be easily within reach at character creation. For moderate power and low requirements (per his own opinions, of course,) DK sets the cost at 6 LOE.
The wall-crawling variant on the combo would be priced and cost the same.
Multiple Character Combos
Wolverine and Colossus have the Fastball Special, and sometimes characters use complimentary powers together in new and creative ways. The rules are the same as designing a combo for one player, except the two players both pay for it, and agree on how many lines each would spend towards it. These should typically cost at least 5 to 10 LOE.
CLASSIC EXAMPLE: Wolverine and Colossus’ players have an awesome idea! Colossus could throw Wolverine at the opponent, creating a sort of Fastball Special. They run it by the GM and he thinks it’s an awesome idea. Colossus has a Strength of 7 and Ranged Combat 2, and Wolverine has Close Combat 5 and his Claws modifier (+3) (Armor Penetrating, of course.) The GM allows Colossus’ player to combine his Ranged Combat with Wolverine’s Close Combat, so that’s +2 to the cost (the whole attack, since one part has 2x damage, would count for double damage.) Other than that, the mechanics is straightforward: 1 stone to lift, 5 stones to throw Wolverine fifty feet (a fair distance.) Colossus would spend 2 stones of Ranged Combat, combining with Wolverine’s usual full 9 stones in Close Combat with a +3 modifier from Claws. So, in total, that would be a 14-stone, Armor Penetrating, 2x Damage attack, the kind of thing that might seriously injure an unprepared Sentinel or any other big hitter.
Now for the requirements. The GM decides the requirements are straightforward enough: Strength 7 and Ranged Combat 2 for Colossus and Close Combat 5 for Wolverine. The GM decides these requirements are low, but so are the benefits, so he makes the cost 5 LOE. Wolverine and Colossus’ player decide to split that 3/2 (Wolverine is still figuring out his character, and is willing to take the extra lines so Colossus can focus LOE towards increasing his Strength.)
The GM later adapts it to include movement actions (like Teleportation and Flight) as Wolverine makes the combo work with other teammates (like Nightcrawler, Rogue, Cannonball, Armor, etc.)
NOT-SO-CLASSIC EXAMPLE: In DorkKnight23’s PBP game “X-Men: Heirs to the Atom,” two of the characters can make force fields. John Darkholme (Manticore) has the action at AN 2, and Francesca McCoy (Dionon) has it at AN 4. They want to be able to combine their fields together into one more protective or larger field (although in terms of Difficulty and Resistance, it would only count as Difficulty 4 for anything requiring difficulty or resistance [Francesca’s higher AN. If both were equal, they could potentially be 1 higher, or able AN 5.]) For the overlapping force field effect, that seems pretty straightforward, 2 stones to always combine the two actions, and 1 stone to combine John’s Toughness (which is linked to his invisible force fields) to the equation. So, for a total investments of 6 stones, they could create a 9 stone field, 3 stones have to be towards defense (from John’s Toughness,) but up to 4 could be used to spread out the area.
DK sets the requirement as Force Field 2 and 4, respectively, but since the power is also fairly low, sets the cost as 5 LOE, to be divided between John and Francesca 2/3 or 3/2, respectively.
Limits on Combos
The only limits to the number of combo’s a character has are the creativity of the player and their willingness to spend LOE towards them. Wolverine, for example, might have a “berserker rage” combo, and also have variants of the Fastball Special with Colossus, Rogue, Nightcrawler, Armor (dude likes to be thrown at people)… One item of note: mentoring or other ways of gaining less LOE cannot under any circumstances lessen the cost for combos. A GM might require a PC to learn a combo from a certain teacher, or develop it on their own, depending on the game and the nature of the combo.
Other than that, go nuts!
Other:
As of right now, I’m removing Accumulate Energy as an option for Mastery of Elements, if only because Combos could be used to cover most (if not all) of their theoretical uses. None of my playtesting games currently have it, so it’s not a big issue, but FYI.
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Post by dorkknight23 on Mar 7, 2010 2:03:32 GMT -5
Mission Statement: Inventing as it stands in the core rulebook is problematic at best. It’s a bit vague and can lead to a lot of overpowering situations (a character with Inventing without proper storyteller intervention could bust the seams off a game without too much effort and vastly overscale other characters.)
I’m not 100% in love with the 2.0 Version of Inventing either, unfortunately. But, I’m still not crazy about the version I came up with either.
So, Inventing should be able to allow a character to devise new items, sometimes for temporary items, sometimes for permanent new equipment for teammates and the inventor.
After hashing it out, I’ve tried to come to something that has some hard concrete rules to it and is potentially quite powerful without being gamebreaking (to give tech geniuses like Reed Richards, Tony Stark, and Hank Pym room to shine.)
Inventing Cost Level = Action Number +5
Invention is an action that comes with an Intelligence bonus, and is dependent on Technology (its AN may not exceed the characters Technology rating.) If linked to another more highly specific knowledge-related action, such as Medical Healing, Mutant Sciences, Computers, or Ballistics, the GM may allow a -1 disadvantage and restrict the action towards creating Medical equipment, mutant-related equipment, computers and electronics, or weaponry, as appropriate. A player can use Inventing to create any type of equipment, with a limit on the average of the Intelligence score and Inventing AN of the character (added together and divided in half, rounded down.) They may have up to their Inventing AN of pieces of equipment “in play” at any given time. To create an item, the player spends 1 stone per Aspect Number of the item in question, and 1 stone per +1 of any advantages (the player, or the GM, may impose disadvantage on items as well. They do not affect the cost.)
Any item created by Inventing can only be used for 1 Issue, unless the inventor (or another player who wishes to use it permanently) wishes to pay LOE to keep it. The cost of this purchase is 10 lines of experience +1 per the total cost of the item in white stones (minimum 1.) The player must pay off the item, investing at least 1 line of experience per issue (or more) towards this. After paying off the item, they may then consider the equipment iconic and use it accordingly.
EXAMPLE: Spider-Man’s player has Inventing at AN 1 and Intelligence 7. He wants to have a set of special tracers to follow escaping criminals using his Spider Sense. They basically function as a highly focused version of Sense Mutants, so the GM allows him as Cost = MN. Spidey makes them at Modifier 4 (the highest MN he can.) He spends 4 stones to design them, but if he wants to keep them for a prolonged period of time he needs to spend 14 LOE (10+4 lines) to keep them permanently. Since he only has Inventing at AN 1 he can only have this invention active for now.
Inventions at start-up should be purchased like normal equipment, as normal.
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Post by dorkknight23 on Mar 9, 2010 20:25:09 GMT -5
NEW RULE: EFFORTLESS EFFECT
Reed Richards shouldn't have to spend energy to realize what he's looking at is a toaster oven, or Henry McCoy diagnosing a common cold. In non-combat situations, a character can perform any action of Difficulty AN-2 or less effortlessly (e.g. without spending energy.) In combat situations, however, energy still must be used as normal, regardless of the actual skill level (allowing a punk like Stilt Man to get the jump on both Spider-Man and Daredevil.) This saves the energy of characters towards combat and allows them great leeway for high AN characters to perform amazing feats.
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Post by dorkknight23 on Apr 4, 2010 23:39:24 GMT -5
Preamble/Forewarning:
The following is a very powerful action, which, in the hands on an unethical player, might take the fun out of the game for everyone involved. Every GM has the right to disallow this action, or to allow it for NPC use only. No whining.
New Action: Cosmic Powers
Cost Level: Action Number+6 Cost Levels
Some heroes are a cut above earthbound heroes, power-wise. Be they Sorcerer Supremes, wielders of the Power Cosmic, Omega-Level Mutants, or even if they possess the power of a billion exploding suns, they can throw around phenomenal cosmic powers the like of which make even gods and demons nervous.
When purchasing this action, the character can perform any powered action (like Flight, Force Blast, etc.) at an Action Number 2 less than the regular Action Number (minimum 1). This does not apply to what could be described as “skills” (like Close Combat, General Knowledge, Social Skills, or Stealth.)
In addition to this, the power has a number of “Action Specialties” equal to the Action Number. Each of these is a singular action or modifier (such as Force Blast, Flight, Phase Shift, Toughness, etc.) that can be used at the full action number. Each Action Specialty can have a net cost with advantages and disadvantages equal to the CL. For modifiers that are a set cost (like Translation) consider it AN 1 and try and figure out what the Cost Level would be to pay for it. For example, Self-Contained Lifeform costs 3 stones, so you could acquire it as a specialty any time after AN 4 (which is the equivalent of CL=1+4.) These can be traded out between Issues with GM approval.
As an addendum: any actions or action specialties do not provide any discount to any other actions or modifiers. For example, a character with Telepathy as an Action Specialty does not gain a discount purchasing Telekinesis or getting Telekinesis as another Action Specialty. If the character were to later purchase or acquire the action to take up another action box, normal discounts would apply to other actions.
Example #1:
The Silver Surfer has Cosmic Powers at AN 10. In addition to 10 Action Specialties (things like Flight, Create Portals, Manipulate Matter, Transmute Matter to Energy, a Force Blast, Create Illusions, Mutagenic Healing, and Phase Shift, and two more,) he can perform any effect he can describe up to AN 8 by spending stones in his Power Cosmic accordingly.
Options: Intelligence bonus: +2 to cost level. People with these power levels are often able to perform amazing feats “seemingly with a thought.” Thus, the Intelligence bonus is discounted for this action. Magical Ability/Sorcery: +1 to Cost Level For Sorcerer Supremes, Sorcerers, Masters of Magic, Shamans, Voodoo Houngan, etc. For the increase to cost level, the following are included: 1) Identify Magic Rituals or pull out other Occult Lore. 2) Magic Resistance Modifier at half AN (rounded down.) 3) Summon/Control Demons/Spirits/Faeries/Ghosts or other “Supernatural Beings” at GM’s discretion 3a) Invocation: +1 option: the Sorcerer can invoke the powers of ancient cosmic beings, calling on their power to perform amazing effects. For each stone spent, the invoker would have an additional stone spent towards a specific related Action Specialty calling on their power (such as The Crimson Bands of Cytorrak or the Images of Ikonn.) This would stack with the Efficient advantage. However, depending on how involved the beings in question are, or their morality, they might disallow this to be used on a whim (or whenever the GM describes it is dramatically viable.) Other disadvantages may apply, depending on the nature of the beings (for example, Faerie Magic might not work on Cold Iron.) In the Marvel Universe, these include beings like the Elder Gods, the Octessence, or the Vishanti. 4) Instead of performing any action at -2 AN, like normal cosmic powers, it is reduced to -1 AN instead. 5) This action costs double LOE to improve unless the character has a mentor (usually an NPC but this may not always be the case) with a high AN in this action. The character must obey their mentor if they want to receive those benefits, and might even find themselves caught in precarious or unethical situations because of it. Once a wizard reaches AN 5, the character can no longer benefit from any Mentoring, but the character may begin mentoring another character and receive bonus lines to this action as normal.
Cosmic Power Mentor: +1 to Cost Level With this, the character may more rapidly purchase or improve actions or modifiers. For each line invested in an action or modifier considered an Action Specialty, they receive 1 additional line of experience. This line must be spent to improve the AN or MN in question or pay off Cost Level.
Highly Specialized Set: -1 to cost level Although the character still has the same number of allotted “Action Specialties” and can still perform limitless feats, as long as they describe it in the context of their abilities. Very common amongst Omega Mutants like Storm, The Scarlet Witch, Iceman, or X-Man.
Comments:
Extremely powerful, and possibly gamebreaking in the wrong hands, but the best way to represent some of the most powerful members of the Marvel Universe and possibly beyond. “All-Powerful” Cosmic Beings like Galactus and the Living Tribunal would have this at AN 11.
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Post by dorkknight23 on Apr 6, 2010 13:10:36 GMT -5
Janus' Leadership Corollary: Leadership cannot normally combine with Telepathy or Magic.
However, if the character in question has either Telepathy or Magic at AN 2 or higher, and Leadership at AN 1 or higher, they can put stones from Leadership into Telepathy or Magic as though it were a normal action.
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