Post by Cernunnos on May 2, 2012 6:06:17 GMT -5
-=CERNUNNOS' GAME HOUSE RULES=-
As with all of my games, this is a "Sandbox Style" play game. I love character interraction and character building, not only because it keeps games alive during slow update periods, but because it adds to the general content of the story. This means that just about anything is fair game around here. At any time please feel free to start your own thread for character-to-character interraction (GM might add stuff here and there plot-wise).
Please title it appropriately, relating it to any existing issue (for example Issue 3.x: "Insert Thread Topic", or 3.a: "Insert Thread Topic"). Again, this game is meant to be fun and should/will be character (plot-point) driven. I want to keep this game alive as long as you guys are with me and having fun, so please continue to build this game with me.
Having said that, please keep in mind that this is a pbp style game, and as such, it is restricted to play-by-posting. Meaning that games around here live and die by updates and intrest. Keeping games alive is dirrectly correlated with GM updates as well as player posting and interraction. Please do everyone a favor and post when you can so no one loses intrest in this game, or any other on this board.
Know that I do have a real life just like you, and that this game comes second to that life. That said, I can only commit to "Officially Update Posting" once every two weeks. If this is too slow for you then please join another game, because I only want people who are in it for the "Long Haul" in my games.
I promise you... the updates will be more than worth it if you wait for them.
*TRANSFORMATION CHARACTERS*
Basics:
When determining the character creation CAD cost for characters with the Tansformation Modifier, look at all of the forms that you wish for your character to have and compare them.
- You only pay for the most expensive of the Abilities/Actions/Modifiers between all of the forms your character wishes to have.
- In addition to the above rule, you must still pay if you wish to have transformation forms beyond the first. (2w stones per form after first, 10w stones for unlimited forms.)
*DURABILITY (HEALTH/ENERGY/REGENERATION)*
Basics:
At character creation Durability = the cost of the number you want x3, because you are paying for three seperate things one time each (Health/Energy/Regeneration). In my games, you pay for Your Health, Energy and Regeneration seperately. Each of the three values costs as if they were at AN/MN+0. That said, please keep in mind the following:
- When creating your character, Durability no longer equals your stone cost x 3. The reason why Durability costs this (stone cost x3) during character creation, is because you are essentially paying for three seperate values (Health/Energy/Regeneration) one time each at the same number.
- Durability and Health are now one in the same. Meaning that Health is free, as it doubles with your Durability. When damaged, 1 Health still soaks up 1-3 damage stones that get through on your character.
- Your Energy number will represent your character's starting Energy Pool which, as always, will be your Energy number x 3.
- Your Regeneration number will be the actual number of stones you regenerate from panel to panel.
- Characters who have Power Armor have an equal Health/Energy/Regeneration number as established by their Durability.
- This ruling does away with the House Rules for Energy Battery and Deep Reserves as well as the "Death Spiral" phenominom in MURPG. All healing Factors still add to your Regeneration stone count.
*OPTIONS TAKEN AS ACTIONS AND ACTIONS TAKEN AS OPTIONS*
Basics:
- I allow players to use the rules found on p.52 of the X-Men Guide which allows you to turn specific Options found under Actions into Actions themselves. I also allow players to do the opposite and turn Actions themselves into Options (at the same CL), if they so wish, so that they can fully customize their character at character creation.
*ADDING ABILITY BONUSES TO ACTIONS*
Basics:
- Free Ability Bonuses offered under an Action in the book remain free at character creation.
- Adding an Ability Bonus onto any Action that does not currently have one, costs (+2 CL).
- Adding a second Ability Bonus onto an Action that already has an Ability Bonus costs (+5 CL).
*FREE FORCE FIELD OPTION FOR MASTERY ACTION*
Basics:
- The free Force Field Option for Masteries only grants a number of free stones to your Defense equal to the amount of stones you place into your Mastery Action that panel (up to your AN). If any of these stones are shifted into your Defense, then you will receive an additional stone toward your Defense as if it were a regular Force Field.
*AREA EFFECT VS. COLLATERAL DAMAGE*
- In my games Area Effect attacks, effect an area (on the Area/Leaping section of the D&R chart) equal to your full stone investment, while attacks that do Collateral Damage, effects an amount of area one less than that of your full stone investment.
- When you place the Area Effect Advantage on your CAD, you must specify when/where the AoE will take place (centered on/around attacker, after the target takes damage, along the projectile's path, ect). There are plenty of options here, but they need to be specified at character creation. If not, then it is left open for the GM to interpret as needed per situation.
- In keeping with the rules on p.43 of the core book when attacking with Area Effect attacks, if you so wish, you may decrease the AoE by paying 1 stone (taken from the attack) for 1 stone in distance less.
*BLASTING ACTION*
Basics:
- Blasting costs (+4 CL) in my games.
- The free Force Field you receive from Blasting only grants a number of free stones to your Defense equal to the amount of stones you place into your Blasting Action that panel (up to your AN). If any of these stones are shifted into your Defense, then you will receive an additional stone toward your Defense as if it were a regular Force Field.
*MAINTAINING ACTIONS VS. STONES INTO ACTION BOX*
Rules for these two mechanics are not quite clear in the game guides. My take on them is outlined below.
Basics:
- If an Action allows for you to maintain it from panel to panel (Metamorphosis, Shapeshifting, Invisibility, Manipulate Body Density, certain Telepathy options, etc), then you must pay for it normally in the first panel. Each subsequent panel you may pay the maintenance fee and choose to maintain it as one of your two Actions for that panel, however your benefits from the power is equal to that of you initial investment.
- If an action places stones directly into your Action box (Psi-Weapon, Strategy option for Leadership, ect), then this does not count as your two Actions per panel.
*INVENTING AND ITEMS/POWER ARMOR*
Basics:
- Submit your starting CAD without your Power Armor added into your Stone count, because it makes no sense to have you spend Character Creation Stones on something you can invent in game or during your character's career.
- LOE put towards an Ability/Action/Modifier stacks on top of your Invention Aspect. This means that over time you may eventually have several Abilities/Actions/Modifiers, made through the Invention Action, on your CAD higher than your Invention Aspect. (Example: Spider-Man's Web Shooters and Iron Man's Strength in the MURPG Core Rule Book)
P.A. ABILITIES:
- You may have one Ability up to your Invention Aspect.
- You may have one Ability up to one number below your Invention Aspect. (To a minimum of 1)
- All other Abilities must be two numbers or more below your Invention Aspect. (To a minimum of 1)
P.A. ACTIONS:
- Remember, the rules limit the number of Actions on CADs to 9.
- You can not have a number of Actions added to your base character CAD, greater than your Invention Aspect.
- You may have one Action added to your CAD up to your Invention Aspect.
- You may have one Action added to your CAD up to one number below your Invention Aspect. (To a minimum of 1)
- All other Action added to your CAD must be two numbers or more below your Invention Aspect. (To a minimum of 1)
- You may only have a number options under each Action equal to your Invention Aspect.
P.A. MODIFIERS:
- You may have one Modifier added to your CAD up to your Invention Aspect.
- You may have one Modifier added to your CAD up to one number below your Invention Aspect. (To a minimum of 1)
- All other Modifiers must be two numbers or more below your Invention Aspect. (To a minimum of 1)
- In addition to the rules outlined above, your P.A. Toughness cannot exceed your suit's Durability.
- In addition to the rules outlined above, your P.A. Reflexive Dodge cannot exceed your suit's Agility.
- In addition to the rules outlined above, your P.A. Targeting cannot exceed your suit's S.I.
- You may only have a number options under each Modifier equal to your Invention Aspect.
*P.A. COMBAT (CLARIFICATION)*
Basics:
It seems to be that the MURPG core book's rules are contradictory and sporadic at best on this topic. Being so, I'm not going to lie, combat rules for power armor as well as droid/robot/synthezoid characters is a little complicated and unclear. That said I wish to place a ruling clarification for them here in my home rules for all to follow, so as to stay uniform for all of my games. I am going to post my interpretation of how I see the rules working for these characters. If I am wrong/mislead please inform me so that I might change them.
- Characters utilizing powered armor have two energy pools to draw from. One being their own personal pool, and the second being from their suit's. When performing Actions clarify where you are drawing your stones from.
- Characters utilizing powered armor can only perform a single personal action on their turn, drawing from their own energy pool. Should this be Ranged Combat or Close Combat, if they have the P.A. Combat Specialty, they may combine their personal Action with that of their suit's.
- PA suit/Droid/Robot/Synthezoid, ect. characters can perform a number of actions per panel equal to their S.I. or A.I. number.
- The number of Actions one can perform, through their S.I. or A.I., are limited to a single action per body part (head, hands, arms, chest, legs, feet, ect).
- In order for PA suit/Droid/Robot/Synthezoid, ect. characters to use their specialized "Weapon Systems Modifier" (if they have one) they must first put stones into the Ranged Combat Action Box as a single Action. The resulting blast will be the total of the stones placed into the Ranged Combat Action and the "Weapon Systems Modifier."
- The Targeting Modifier applies to Ranged Combat and to specialized ranged attacks (Blast, Laser, Beam, ect), that are directed at a target offensively only. Therefore the Modifier must be combined into the Ranged Combat Action box prior to shifting it into your various "Weapon Systems" or into another single specific Action after you reallocate your stones.
I hope I didn't confuse you any more than you already are, and I also hope that I simplified the rules for you. Again the rules are indeed intricate and complicated surrounding this matter, so I might even be wrong in my interpretation of them. If indeed I am wrong/mislead, again please inform me so that I might change them here in my rules.
NOTES ON POWER ARMOR
If you have power armor, remember that you will have two Energy pools. One for your suit and one for you. As you know you can combine your Actions with those of your suit, but please take Energy from their respective pools. Meaning I dont want Energy for a PA blast coming from your Energy, I want it coming from the suit's. Or another example would be you using the suit's Energy pool in order for you to place a lot of stones into your Intelligence Action to think of something real quick-like in battle...
*QUICK INVENTING AND REPAIRING ITEMS*
Basics:
Some times characters rushed for time may wish to cut corners when trying to invent or repair items. To do so use the House Rules for Quick Inventing/Repairing presented below. Although this might help characters create things quicker, they might pay for it later when they try and use the item.
- Once the total Invention Factor of an item is found, the player may lower the stones by a number of their choosing. Each stone removed this way however, increases the probability that something will go wrong.
- The GM then places the remaining Invention Factor stones into a bag as white stones, and then places a number of red stones into the bag equal to number of stones that the player removed from it. Furthermore the GM places a number of additional red stones into the bag equal to the greatest Invention Aspect that the item will provide.
- The GM then secretly draws a number of stones from the bag equal to the number of stones originally removed from the Invention Factor. Each red stone removed is an "Error Stone."
- If the amount of "Error Stones" pulled from the bag is equal to or under the character's Technology AN, then the item functions as intended.
- If the amount of "Error Stones" pulled from the bag exceeds the character's Technology AN, then the item will malfunction. The GM keeps track of the "Error Stones" and continues play as normal with the character finishing the item, and the GM not warning the player of its failure. During play the GM will reveal, in whatever way they see fit, that the item doesn't function properly. How it malfunctions or breaks is up to the GM.
- If a player wishes to repair a malfunctioning item, then he will need to make up for their poor workmanship from before by putting in some long hours. Multiply the amount of "Error Stones" with the original Invention Factor. The resulting number is the new "Repair Factor."
- Items with a "Repair Factor" can not be rushed and must be repaired using the normal Invention rules.
As with all of my games, this is a "Sandbox Style" play game. I love character interraction and character building, not only because it keeps games alive during slow update periods, but because it adds to the general content of the story. This means that just about anything is fair game around here. At any time please feel free to start your own thread for character-to-character interraction (GM might add stuff here and there plot-wise).
Please title it appropriately, relating it to any existing issue (for example Issue 3.x: "Insert Thread Topic", or 3.a: "Insert Thread Topic"). Again, this game is meant to be fun and should/will be character (plot-point) driven. I want to keep this game alive as long as you guys are with me and having fun, so please continue to build this game with me.
Having said that, please keep in mind that this is a pbp style game, and as such, it is restricted to play-by-posting. Meaning that games around here live and die by updates and intrest. Keeping games alive is dirrectly correlated with GM updates as well as player posting and interraction. Please do everyone a favor and post when you can so no one loses intrest in this game, or any other on this board.
Know that I do have a real life just like you, and that this game comes second to that life. That said, I can only commit to "Officially Update Posting" once every two weeks. If this is too slow for you then please join another game, because I only want people who are in it for the "Long Haul" in my games.
I promise you... the updates will be more than worth it if you wait for them.
*TRANSFORMATION CHARACTERS*
Basics:
When determining the character creation CAD cost for characters with the Tansformation Modifier, look at all of the forms that you wish for your character to have and compare them.
- You only pay for the most expensive of the Abilities/Actions/Modifiers between all of the forms your character wishes to have.
- In addition to the above rule, you must still pay if you wish to have transformation forms beyond the first. (2w stones per form after first, 10w stones for unlimited forms.)
*DURABILITY (HEALTH/ENERGY/REGENERATION)*
Basics:
At character creation Durability = the cost of the number you want x3, because you are paying for three seperate things one time each (Health/Energy/Regeneration). In my games, you pay for Your Health, Energy and Regeneration seperately. Each of the three values costs as if they were at AN/MN+0. That said, please keep in mind the following:
- When creating your character, Durability no longer equals your stone cost x 3. The reason why Durability costs this (stone cost x3) during character creation, is because you are essentially paying for three seperate values (Health/Energy/Regeneration) one time each at the same number.
- Durability and Health are now one in the same. Meaning that Health is free, as it doubles with your Durability. When damaged, 1 Health still soaks up 1-3 damage stones that get through on your character.
- Your Energy number will represent your character's starting Energy Pool which, as always, will be your Energy number x 3.
- Your Regeneration number will be the actual number of stones you regenerate from panel to panel.
- Characters who have Power Armor have an equal Health/Energy/Regeneration number as established by their Durability.
- This ruling does away with the House Rules for Energy Battery and Deep Reserves as well as the "Death Spiral" phenominom in MURPG. All healing Factors still add to your Regeneration stone count.
*OPTIONS TAKEN AS ACTIONS AND ACTIONS TAKEN AS OPTIONS*
Basics:
- I allow players to use the rules found on p.52 of the X-Men Guide which allows you to turn specific Options found under Actions into Actions themselves. I also allow players to do the opposite and turn Actions themselves into Options (at the same CL), if they so wish, so that they can fully customize their character at character creation.
*ADDING ABILITY BONUSES TO ACTIONS*
Basics:
- Free Ability Bonuses offered under an Action in the book remain free at character creation.
- Adding an Ability Bonus onto any Action that does not currently have one, costs (+2 CL).
- Adding a second Ability Bonus onto an Action that already has an Ability Bonus costs (+5 CL).
*FREE FORCE FIELD OPTION FOR MASTERY ACTION*
Basics:
- The free Force Field Option for Masteries only grants a number of free stones to your Defense equal to the amount of stones you place into your Mastery Action that panel (up to your AN). If any of these stones are shifted into your Defense, then you will receive an additional stone toward your Defense as if it were a regular Force Field.
*AREA EFFECT VS. COLLATERAL DAMAGE*
- In my games Area Effect attacks, effect an area (on the Area/Leaping section of the D&R chart) equal to your full stone investment, while attacks that do Collateral Damage, effects an amount of area one less than that of your full stone investment.
- When you place the Area Effect Advantage on your CAD, you must specify when/where the AoE will take place (centered on/around attacker, after the target takes damage, along the projectile's path, ect). There are plenty of options here, but they need to be specified at character creation. If not, then it is left open for the GM to interpret as needed per situation.
- In keeping with the rules on p.43 of the core book when attacking with Area Effect attacks, if you so wish, you may decrease the AoE by paying 1 stone (taken from the attack) for 1 stone in distance less.
*BLASTING ACTION*
Basics:
- Blasting costs (+4 CL) in my games.
- The free Force Field you receive from Blasting only grants a number of free stones to your Defense equal to the amount of stones you place into your Blasting Action that panel (up to your AN). If any of these stones are shifted into your Defense, then you will receive an additional stone toward your Defense as if it were a regular Force Field.
*MAINTAINING ACTIONS VS. STONES INTO ACTION BOX*
Rules for these two mechanics are not quite clear in the game guides. My take on them is outlined below.
Basics:
- If an Action allows for you to maintain it from panel to panel (Metamorphosis, Shapeshifting, Invisibility, Manipulate Body Density, certain Telepathy options, etc), then you must pay for it normally in the first panel. Each subsequent panel you may pay the maintenance fee and choose to maintain it as one of your two Actions for that panel, however your benefits from the power is equal to that of you initial investment.
- If an action places stones directly into your Action box (Psi-Weapon, Strategy option for Leadership, ect), then this does not count as your two Actions per panel.
*INVENTING AND ITEMS/POWER ARMOR*
Basics:
- Submit your starting CAD without your Power Armor added into your Stone count, because it makes no sense to have you spend Character Creation Stones on something you can invent in game or during your character's career.
- LOE put towards an Ability/Action/Modifier stacks on top of your Invention Aspect. This means that over time you may eventually have several Abilities/Actions/Modifiers, made through the Invention Action, on your CAD higher than your Invention Aspect. (Example: Spider-Man's Web Shooters and Iron Man's Strength in the MURPG Core Rule Book)
P.A. ABILITIES:
- You may have one Ability up to your Invention Aspect.
- You may have one Ability up to one number below your Invention Aspect. (To a minimum of 1)
- All other Abilities must be two numbers or more below your Invention Aspect. (To a minimum of 1)
P.A. ACTIONS:
- Remember, the rules limit the number of Actions on CADs to 9.
- You can not have a number of Actions added to your base character CAD, greater than your Invention Aspect.
- You may have one Action added to your CAD up to your Invention Aspect.
- You may have one Action added to your CAD up to one number below your Invention Aspect. (To a minimum of 1)
- All other Action added to your CAD must be two numbers or more below your Invention Aspect. (To a minimum of 1)
- You may only have a number options under each Action equal to your Invention Aspect.
P.A. MODIFIERS:
- You may have one Modifier added to your CAD up to your Invention Aspect.
- You may have one Modifier added to your CAD up to one number below your Invention Aspect. (To a minimum of 1)
- All other Modifiers must be two numbers or more below your Invention Aspect. (To a minimum of 1)
- In addition to the rules outlined above, your P.A. Toughness cannot exceed your suit's Durability.
- In addition to the rules outlined above, your P.A. Reflexive Dodge cannot exceed your suit's Agility.
- In addition to the rules outlined above, your P.A. Targeting cannot exceed your suit's S.I.
- You may only have a number options under each Modifier equal to your Invention Aspect.
*P.A. COMBAT (CLARIFICATION)*
Basics:
It seems to be that the MURPG core book's rules are contradictory and sporadic at best on this topic. Being so, I'm not going to lie, combat rules for power armor as well as droid/robot/synthezoid characters is a little complicated and unclear. That said I wish to place a ruling clarification for them here in my home rules for all to follow, so as to stay uniform for all of my games. I am going to post my interpretation of how I see the rules working for these characters. If I am wrong/mislead please inform me so that I might change them.
- Characters utilizing powered armor have two energy pools to draw from. One being their own personal pool, and the second being from their suit's. When performing Actions clarify where you are drawing your stones from.
- Characters utilizing powered armor can only perform a single personal action on their turn, drawing from their own energy pool. Should this be Ranged Combat or Close Combat, if they have the P.A. Combat Specialty, they may combine their personal Action with that of their suit's.
- PA suit/Droid/Robot/Synthezoid, ect. characters can perform a number of actions per panel equal to their S.I. or A.I. number.
- The number of Actions one can perform, through their S.I. or A.I., are limited to a single action per body part (head, hands, arms, chest, legs, feet, ect).
- In order for PA suit/Droid/Robot/Synthezoid, ect. characters to use their specialized "Weapon Systems Modifier" (if they have one) they must first put stones into the Ranged Combat Action Box as a single Action. The resulting blast will be the total of the stones placed into the Ranged Combat Action and the "Weapon Systems Modifier."
- The Targeting Modifier applies to Ranged Combat and to specialized ranged attacks (Blast, Laser, Beam, ect), that are directed at a target offensively only. Therefore the Modifier must be combined into the Ranged Combat Action box prior to shifting it into your various "Weapon Systems" or into another single specific Action after you reallocate your stones.
I hope I didn't confuse you any more than you already are, and I also hope that I simplified the rules for you. Again the rules are indeed intricate and complicated surrounding this matter, so I might even be wrong in my interpretation of them. If indeed I am wrong/mislead, again please inform me so that I might change them here in my rules.
NOTES ON POWER ARMOR
If you have power armor, remember that you will have two Energy pools. One for your suit and one for you. As you know you can combine your Actions with those of your suit, but please take Energy from their respective pools. Meaning I dont want Energy for a PA blast coming from your Energy, I want it coming from the suit's. Or another example would be you using the suit's Energy pool in order for you to place a lot of stones into your Intelligence Action to think of something real quick-like in battle...
*QUICK INVENTING AND REPAIRING ITEMS*
Basics:
Some times characters rushed for time may wish to cut corners when trying to invent or repair items. To do so use the House Rules for Quick Inventing/Repairing presented below. Although this might help characters create things quicker, they might pay for it later when they try and use the item.
- Once the total Invention Factor of an item is found, the player may lower the stones by a number of their choosing. Each stone removed this way however, increases the probability that something will go wrong.
- The GM then places the remaining Invention Factor stones into a bag as white stones, and then places a number of red stones into the bag equal to number of stones that the player removed from it. Furthermore the GM places a number of additional red stones into the bag equal to the greatest Invention Aspect that the item will provide.
- The GM then secretly draws a number of stones from the bag equal to the number of stones originally removed from the Invention Factor. Each red stone removed is an "Error Stone."
- If the amount of "Error Stones" pulled from the bag is equal to or under the character's Technology AN, then the item functions as intended.
- If the amount of "Error Stones" pulled from the bag exceeds the character's Technology AN, then the item will malfunction. The GM keeps track of the "Error Stones" and continues play as normal with the character finishing the item, and the GM not warning the player of its failure. During play the GM will reveal, in whatever way they see fit, that the item doesn't function properly. How it malfunctions or breaks is up to the GM.
- If a player wishes to repair a malfunctioning item, then he will need to make up for their poor workmanship from before by putting in some long hours. Multiply the amount of "Error Stones" with the original Invention Factor. The resulting number is the new "Repair Factor."
- Items with a "Repair Factor" can not be rushed and must be repaired using the normal Invention rules.