Post by Ziegander on Feb 22, 2010 1:37:16 GMT -5
The following will become the complete list of house rules that I will use in all MURPG games that I GM for the foreseeable future.
COMPLETE HOUSE RULES LIST
1) Characters may use the special Intelligence-based energy rules for any ability of their choice. For instance, a character like the Flash might decide that their connection to something like the Speed Force grants them the power to perform their actions and thus the player decides to pay double for his Speed (and triple for Durability) in order to use Speed to determine his Energy, and gaining an Energy Pool equal to double his Speed and Energy Regeneration equal to his Speed. If a player chooses to do this I'd like a reasonable explanation for Strength, Agility, or Speed based energy. Just put a little thought into it is all I ask.
2) The Efficient option is available to all Actions AND Abilities. To further help with the energy issue, the Energy Battery and Deep Reserves Modifiers are also available.
3) *Based on some of WildKnight's house rules* Action to Modifier costs +5 levels, however using any "Action-Modifier" still requires that you use one of your two actions per panel. Actions that come with an Ability bonus still do, but you must actually spend energy from your own pool to benefit from it. Stones that come from the general pool of an Action-Modifier do not need to all be used in an Action, but those that aren't used simply go away. These stones cannot be shifted to defense, but in the case of an Action-Modifier with an Ability bonus, if the character adds stones from his own Energy pool those may be shifted to defense.
4) Abilities may be bought as Modifiers for the same +5 cost levels. In which case, if an Action comes with an Ability bonus that you bought as a Modifier you automatically add stones from the general pool up to your Ability score whenever you use that action (you decide the number of stones to add from 0 to the maximum).
5) *Courtesy of WildKnight* For purposes of Lifting, all characters with a strength of 4 or greater can freely lift objects of a weight (on the D&R chart) at least 3 less than their Strength Ability, and reduce resistance for lifting by an equal amount.
6) Some actions may be bought with a Durability bonus for +2 cost levels, as follows: Force Blast, Mutant Healing (Mutant ONLY), Stretching, Blasting (or Strength), Fear, Pheromones, and Corrosive Touch. Players can choose Durability instead of Strength or Speed for their ability bonus to Unstoppable without paying extra cost levels.
7) Any house ruled or homebrewed Actions/Options/Modifiers must be approved by me before play (including anything from these boards OR the Unofficial Spidey Guide). Perhaps more excitingly, if a player has an idea for their character that isn't covered by an existing Action/Option/Modifier, I AM willing to work with players to create new material.
8) The quick and dirty Magic rules. Mastery of Magic doesn't exist, nor does Sorcery. Only 1 and 2 of the four restrictions on magic detailed in the Core Book, pg 63, apply. Magical Healing, Hex-Spheres, Summoning, Witchcraft, Magical Travel, Voodoo, and Asgardian Sorcery are the only default magical actions. Summoning, Witchcraft, Magical Travel, Voodoo, and Asgardian Sorcery now all cost AN+3 levels, rather than simply +2, and Asgardian Sorcery can only be used to produce the specific effects given rules in the Hulk/Avengers Guide (ie: it DOESN'T have the same basic powers or options as Sorcery). Hex-Spheres, now designated a Magical action, can be resisted by Magical Defense. Magical Travel takes one panel to prepare, unless bought off for +1 cost level.
If a player wants to use Magic, but what the player wants to do (perhaps casting illusions, mesmerizing targets, or energy attacks) isn't covered by one of the above Magical actions that player should discuss with me what their aims are, and I will work with them to produce a new Magical action to fit to the best of my ability.
ADDITIONAL RULES/COMMENTS
I will use the Knocked Out vs Vaporized suggestion from the Hulk/Avengers guide. Character death is a very certain possibility; however, given that this is Marvel Universe, resurrection is also a very possible outcome. If the player wants, I will have no qualms exploring that route, or allowing them to create a new character and keep playing. If the character wants to stop playing I won't pressure them for resurrection or a new character.
The Wounded Intelligence-Based Characters rule from the Hulk/Avengers Guide will be used for any characters using the house rules to gain energy from an ability other than Durability.
Options Taken as Actions is allowed on a case-by-case basis. If you want to take a specific option as an action in and of itself, let me know, and I'll consider it. The same goes for options of Modifiers in the rare case they might be able to be taken as Modifiers of their own.
Combining two or more Actions into a single Action box will be possible, however it will cost Lines of Experience. The base cost is 3 lines, but for actions that cost extra cost levels (such as Force Field which costs +3 cost levels) you must pay a number of additional lines equal to the total of extra cost levels among the Actions you wish to combine. For example, combining Technology (AN+2) and Inventing (AN+6) would cost 11 lines of experience. Options, Advantages, and Disadvantages applied to Actions also modify the number of lines required.
More to come...
COMPLETE HOUSE RULES LIST
1) Characters may use the special Intelligence-based energy rules for any ability of their choice. For instance, a character like the Flash might decide that their connection to something like the Speed Force grants them the power to perform their actions and thus the player decides to pay double for his Speed (and triple for Durability) in order to use Speed to determine his Energy, and gaining an Energy Pool equal to double his Speed and Energy Regeneration equal to his Speed. If a player chooses to do this I'd like a reasonable explanation for Strength, Agility, or Speed based energy. Just put a little thought into it is all I ask.
2) The Efficient option is available to all Actions AND Abilities. To further help with the energy issue, the Energy Battery and Deep Reserves Modifiers are also available.
3) *Based on some of WildKnight's house rules* Action to Modifier costs +5 levels, however using any "Action-Modifier" still requires that you use one of your two actions per panel. Actions that come with an Ability bonus still do, but you must actually spend energy from your own pool to benefit from it. Stones that come from the general pool of an Action-Modifier do not need to all be used in an Action, but those that aren't used simply go away. These stones cannot be shifted to defense, but in the case of an Action-Modifier with an Ability bonus, if the character adds stones from his own Energy pool those may be shifted to defense.
4) Abilities may be bought as Modifiers for the same +5 cost levels. In which case, if an Action comes with an Ability bonus that you bought as a Modifier you automatically add stones from the general pool up to your Ability score whenever you use that action (you decide the number of stones to add from 0 to the maximum).
5) *Courtesy of WildKnight* For purposes of Lifting, all characters with a strength of 4 or greater can freely lift objects of a weight (on the D&R chart) at least 3 less than their Strength Ability, and reduce resistance for lifting by an equal amount.
6) Some actions may be bought with a Durability bonus for +2 cost levels, as follows: Force Blast, Mutant Healing (Mutant ONLY), Stretching, Blasting (or Strength), Fear, Pheromones, and Corrosive Touch. Players can choose Durability instead of Strength or Speed for their ability bonus to Unstoppable without paying extra cost levels.
7) Any house ruled or homebrewed Actions/Options/Modifiers must be approved by me before play (including anything from these boards OR the Unofficial Spidey Guide). Perhaps more excitingly, if a player has an idea for their character that isn't covered by an existing Action/Option/Modifier, I AM willing to work with players to create new material.
8) The quick and dirty Magic rules. Mastery of Magic doesn't exist, nor does Sorcery. Only 1 and 2 of the four restrictions on magic detailed in the Core Book, pg 63, apply. Magical Healing, Hex-Spheres, Summoning, Witchcraft, Magical Travel, Voodoo, and Asgardian Sorcery are the only default magical actions. Summoning, Witchcraft, Magical Travel, Voodoo, and Asgardian Sorcery now all cost AN+3 levels, rather than simply +2, and Asgardian Sorcery can only be used to produce the specific effects given rules in the Hulk/Avengers Guide (ie: it DOESN'T have the same basic powers or options as Sorcery). Hex-Spheres, now designated a Magical action, can be resisted by Magical Defense. Magical Travel takes one panel to prepare, unless bought off for +1 cost level.
If a player wants to use Magic, but what the player wants to do (perhaps casting illusions, mesmerizing targets, or energy attacks) isn't covered by one of the above Magical actions that player should discuss with me what their aims are, and I will work with them to produce a new Magical action to fit to the best of my ability.
ADDITIONAL RULES/COMMENTS
I will use the Knocked Out vs Vaporized suggestion from the Hulk/Avengers guide. Character death is a very certain possibility; however, given that this is Marvel Universe, resurrection is also a very possible outcome. If the player wants, I will have no qualms exploring that route, or allowing them to create a new character and keep playing. If the character wants to stop playing I won't pressure them for resurrection or a new character.
The Wounded Intelligence-Based Characters rule from the Hulk/Avengers Guide will be used for any characters using the house rules to gain energy from an ability other than Durability.
Options Taken as Actions is allowed on a case-by-case basis. If you want to take a specific option as an action in and of itself, let me know, and I'll consider it. The same goes for options of Modifiers in the rare case they might be able to be taken as Modifiers of their own.
Combining two or more Actions into a single Action box will be possible, however it will cost Lines of Experience. The base cost is 3 lines, but for actions that cost extra cost levels (such as Force Field which costs +3 cost levels) you must pay a number of additional lines equal to the total of extra cost levels among the Actions you wish to combine. For example, combining Technology (AN+2) and Inventing (AN+6) would cost 11 lines of experience. Options, Advantages, and Disadvantages applied to Actions also modify the number of lines required.
More to come...