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Post by takewithfood on May 29, 2010 15:06:57 GMT -5
Hey gang, So, I've been itching to run a MURPG game set in the world of Buffy the Vampire Slayer (aka the "Buffyverse") for over a year now, and I think I finally have the time to give it a proper go. To do so, though, we'll need some specialized rules. The new rules need to accomplish a few things: 1. Account for the fact that, with a few exceptions, beings in the Buffyverse are not nearly as powerful as Marvel characters. 2. Include explicit rules for certain common situations, such as staking a vampire. 3. Still be close enough to the usual MURPG to be easy to learn. To accomplish these goals, I've been tinkering with what I call MURPG Lite in another thread. I've received some good feedback, and I think some of the rules are ready for play. We may need to tinker with some things here and there, but such is life with MURPG. ^__^ Anyway, this thread is meant to be home to a compilation of rules to be used in the game. It will include: 1) MURPG Lite adjustments to the D&R chart 2) MURPG Lite combat actions (Unarmed, Melee, Projectiles, Firearms) and Modifiers (Dirty/Trick Fighting so far) 3) A new Magic system for the Buffyverse 4) Rules for creatures such as Slayers and Vampires Once this is complied, and if everything looks good, I'll put up a recruitment thread and find some players. I may need to work on the setting a little more, but hopefully that will be out of the way soon enough. So, enough blab. The rules:
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Post by takewithfood on May 29, 2010 15:07:11 GMT -5
The Difficult & Resistance ChartIn order to reflect a slightly lower-powered world, some changes need to be made to the Difficulty and Resistance Chart. Mostly this involves dialing everything down a step and making the upper reaches of some sections (such as the Strength row) less extreme. One important detail to note is that all physical abilities peak at 4 for humans instead of the usual 3. Thus, a human being in peak/Olympic-level condition could have an ability of 4. Here are the new rows: StrengthThe weights listed below roughly represent the maximum weight that an individual can lift and hold above their head. They may be able to push, drag, budge or shift objects weighing one category more. (Thus, an Olympic weight lifter with a Strength of 4 can clean and jerk 500 lbs, but might be able to deadlift or press up to 1,000 lbs for a very short time.) Str | Max Weight | Example | Description | 1 | 50 lbs | small dog | feeble | 2 | 100 lbs | child | average | 3 | 250 lbs | adult human | athletic | 4 | 500 lbs | motorcycle | peak human | 5 | 1,000 lbs | bear | superhuman | 6 | 2,500 lbs | sedan | | 7 | 5,000 lbs | humvee | | 8 | 10,000 lbs | elephant | | 9 | 25,000 lbs | school bus | | 10 | 50,000 lbs | cement truck | |
SpeedSpeed represents absolute top sprinting speed. 100m dash world record holder Usain Bolt is estimated to have a top speed of just over 27 miles per hour, but even he can't keep up that pace for long (and maybe he's literally a speed demon). Spd | Max Speed | Example | Description | 1 | 3 mph | cross a street | feeble | 2 | 6 mph | 1 block | average | 3 | 12 mph | 2 blocks | athletic | 4 | 25 mph | 5 blocks | peak human | 5 | 50 mph | 10 blocks | superhuman | 6 | 100 mph | 20 blocks | highway car chase | 7 | 200 mph | 1.5 miles | F1 race car | 8 | 400 mph | 3 miles | light aircraft | 9 | 800 mph | 6 miles | mach 1 | 10 | 1,500 mph | 12 miles | speeding bullet |
LeapingThe leaping distances below represent the maximum horizontal distance a character can leap assuming they have at least a short running start. Use your Strength to determine the maximum distance you can leap. To calculate how high you can jump vertically, or horizontally without a running start, treat your strength as one point lower than usual (to a minimum of 1). The old Area/Leaping row on the MURPG D&R chart simply becomes the Area row. Str | Leap Distance | Description | 1 | 1 foot | feeble | 2 | 5 feet | average | 3 | 10 feet | athletic | 4 | 25 feet | peak human | 5 | 50 feet | superhuman | 6 | 100 feet | | 7 | 250 feet | | 8 | 500 feet | | 9 | 1,000 feet | | 10 | 2,000 feet | |
HardnessHardness is a measure of how much strength is required to deform or break a certain object. The exact strength required depends on the object's material and its construction: frail object such as a glass bottle or a brass hinge might be one step more fragile than the material its made of, while a particularly durable object like a safe might be one step harder. In general, if your stones of Strength meet or exceed the object's hardness, you can break or deform it. Very large objects might have a higher resistance that could require multiple panels to break through (such as smashing through a thick brick wall). Proper tools like crowbars and sledge hammers may increase your effective strength when it comes to breaking some objects. Hardness | Material | Example | Description | 1 | paper, cheap glass/plastic | smash a beer bottle | feeble | 2 | glass | smash a window | average | 3 | wood | break a board, kick in a door | athletic | 4 | light metal | bend copper pipes | peak human | 5 | brick, concrete | snap handcuffs, punch through wall | superhuman | 6 | steel | bend bars, tear off car door | | 7 | titanium | smash steel blast door | | 8 | advanced alloys | tear into bank vault | | 9 | ruby | | | 10 | diamond | | |
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Post by takewithfood on May 29, 2010 15:07:25 GMT -5
Combat Actions & Modifiers
As mentioned above, an important part of running a game in the Buffyverse is trying to keep low-powered combat (or, really, powerless combat) interesting. One way to make this happen is to expand on the existing mundane combat actions, and fill them with enough options such that no two combatants will look or fight the same way.
For starters, Close Combat has been split into two distinct Actions: Unarmed (hand to hand martial arts), and Melee (combat with melee weapons such as swords). Likewise, Ranged Combat has been split into Projectiles (thrown weapons, bows, and the like) and Firearms (guns). As promised, they each have several options available for purchase, making the game more about just having a high ability score and AN.
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Post by takewithfood on May 29, 2010 15:07:38 GMT -5
Magic
In the Buffyverse, magic dominates everything. It is by far the most powerful force in the universe, which makes it both coveted and feared.
Mastering all facets of magic is all but impossible, and yet even the most amateur practitioner can work a basic spell with only a few materials and the correct pronunciation. Most spells are cast by first researching a ritual, gathering the correct reagents, then performing a careful incantation. The entire process can take hours or days, and very complex or difficult rituals can take a great deal of time indeed.
True masters of the craft, however, can become so skillful at magic that they are capable of casting spells instantaneously, often with nothing more than a few words and a gesture. But be warned: those who delve too deeply into their magic risk becoming addicted to the rush of raw, primal power. They don't call it the Dark Arts for nothing, you know.
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Post by takewithfood on May 29, 2010 15:07:49 GMT -5
Slaying
So, punching, stabbing and shooting things is all well and good, but what about slaying? She's the Vampire Slayer, not the Vampire Stabber or the Vampire Sniper.
Well, first of all, here's what the Slayer gets when she becomes the chosen one:
Slayer Power Package Strength -> 6 Agility -> 5 Speed -> 5 Durability -> 5 Recovery -> 5 Energy Pool - > 5
Physically, the Slayer is superior to even the most athletic human in the prime of their life. Particularly, Slayers are strong - stronger than just about any vampire they may cross. She also gains a collection of Modifiers:
* Instinct 2 (modifies Unarmed, Melee, Projectiles and Firearms) * Precognitive Dreams * Healing Factor * Toughness 2 * Reflexive Dodge 2
Slayers are supernaturally tough and have a higher than normal pain threshold. They also have keen instincts for combat, both offensively and defensively.
What they lack is formal training. In the early days after being called, a Slayer will have to rely on brute force and her new-found instincts to keep her alive. It is up to her Watcher to see that she receives proper training in tandem with the experience she will gain in the field.. assuming she lives that long.
Unfortunately, the night is full of evil creatures bent on ending the Slayer's life, not the least of which is the vampire:
Vampire Power Package +1 to existing Strength, Agility, and Recovery * all physical Abilities max out at 5, instead of 4
Even fresh out of the grave, vampires are stronger, quicker, and more energetic than they were in life. What's more, they have plenty of room to grow - truly ancient vampires can physically match a Slayer in nearly every way.
They also benefit from a variety of Modifiers, and of course their trademark ability to drain blood:
* Drain Blood 5 (as Harmful Touch w/ improved drain; must break skin; with Fangs only) * Fangs 1 (modifies Close Combat when dominating a grapple; enables Drain Blood) * Toughness 2 (no x2 damage) * Animal Senses 3 * Mental Defense 3 * Healing Factor (undead: can't fall below 1 red) * Self Contained (does not need to eat, sleep, drink, or breathe, but may) * Immortal (does not age)
Vampires are conscious and mobile, but are otherwise dead: their hearts do not beat, their lungs do not oxygenate their blood, and their major organs serve little purpose. So, though they may be slowed and irritated by gunshots, stabbings, and severe beatings, none of these things will truly kill them. (Conventional damage can reduce them to as little as 1 red stone of health, but no less.) Their bodies even heal such damage at incredible rates. Their senses are supernaturally sharp, and even their minds are partially protected from intrusion magical intrusion.
While all of that sounds great, vampires are far from invincible. They have several weaknesses that a Slayer can exploit, if they've been properly trained by a knowledgeable Watcher.
Vampire Vulnerabilities Fire Damage from fire ignores a vampire's toughness and can remove a vampire's last red stone of health. Furthermore, damage sustained by fire heals at the "natural" rate (one red stone per 12 hours, one white per 24 hours thereafter).
Electricity While not lethal to vampires, electricity still poses a danger. Electrical attacks (such as tasers or lightning strikes) ignore a vampire's toughness.
Sunlight Indirect sunlight (such as being in a room with windows) is at most an irritation to vampires, but direct sunlight is extremely lethal to them. Direct sunlight is treated as a 6 stone attack at x2 damage for every page of exposure - often enough to kill a vampire in a single page. If the vampire has some way of covering themselves up (such as a tarp or heavy blanket), they can shift stones to defense (typically Agility, Speed, and/or Durability); otherwise, there is no defense against this attack.
Staking Wooden implements such as stakes and wooden-shafted arrows gain the "Staking" Advantage. These weapons can remove a vampire's last red stone of health if they pierce the monster's heart.
Beheading Attacks with an appropriately edged weapon (usually one with at least a x2 damage advantage, such as a broadsword or a battle axe) can also remove a vampire's last red stone of health, via decapitation.
Holy Water Holy water burns a vampire's impure flesh (and that of many demons, as well). A small vial of holy water is treated as a +1 stone thrown weapon that deals +1 damage. It isn't much, but it's better than nothing. Larger quantities of holy water may deal x2 damage. Except in rare circumstances, holy water is not deadly enough to remove a vampire's last stone of health (unless, say, you can trick a vampire into drinking it..).
Crosses Crosses burn vampire flesh in the same way that holy water does, though it is harder to use them as weapons. Instead, they are typically used to ward vampires away, keeping them at a distance by presenting them with conviction. Characters presenting a cross can use Social Skills as though it were the Fear Action against vampires (typically removing stones from their Combat actions).
Typically, vampires are slain by beating them down until their last white stone of health is removed. Then, while they are stunned, a stake is thrust into their heart. A beheading with a heavy edged weapon is an acceptable substitute for staking, but stakes are small, light weight, and easy to conceal, making them the ideal weapon for a teenage girl who only wants to destroy evil, not her social life.
For humans who do not have the fortune (or misfortune) of being the one and only Slayer, staying out of hand-to-hand combat range is probably preferable. Only the very brave and very well-trained should even consider tangling with a vampire; everyone else should consider using a crossbow, lobbing a few vials of holy water, brandishing a cross, or just plain running (screaming and arm flailing optional).
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Post by takewithfood on May 30, 2010 14:48:10 GMT -5
Drama Stones Here are special rules for "Drama Stones", which effectively replace the old "flashback panel" system; you're welcome and encouraged to write something special when you spend a Drama Stone, but it doesn't have to be a flashback.
And here's what you can do with them:
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