Post by honestiago on Jun 23, 2014 23:50:30 GMT -5
Greets all:
Been awhile since I've posted here. My life has straightened out to golden status and I have plenty of time on my hands (as I inch toward retirement). I'm thinking of running a game here and actually staying with it (who'd-a thunk it). I'm not sure about anything other than:
*i'd like to run the Supers! Revised rpg.
*i'd like to run silver age in my old Coastal City setting (aka Mammoth City)
Other than that, I'm open to suggestions.
Oh, and a hearty hello to dorkknight, TWF, Dionon, WK., OurLadyWar (formerly Psilocke). Geez, Is manticore still around by chance?
Cheers,
iago
PARAMETERS: Relics of the New Age (RONA)
*#/players: It's been awhile for me, so let's say 5?
*Rules set: Supers! Revised Rpg (which means we'll use the dice rollah!). These are avalable at rpgnow, etc. I could, of course, share my pdf of the rules. Only thing is, I know the authors personally, and really don't wanna take money out of their pocket (that said, I will send you a copy if you ask).
*Starting Pool: Base=20d, with additions detailed in House Rules, below.
*Threads: One team thread. Everyone gets a solo thread, if they want it. There might be “Team-Ups” as well. (My work schedule grants me a lot of time these days).
*Nemesis: Build your own Nemesis! If you take the Enemy disad, and that enemy is a Supervillain, you can build your own personal albatross. There are no set limit on dice pool for your nemesis, but be judicious about design. A 40d character is cosmic in nature in Supers! You are also welcome to select campaign organizations as enemies (Kraken [our versionof Hydra] and F.O.E. [“Friends of Enterprise”], for example).
*Idea submission: Submit character ideas via PM. A completed CAD is welcome. I'll trust you on the random rolls, if you go that route (see below)
OVERVIEW: RONA depicts a world in which Superheroes are just now emerging due to the effects of a strange probability-affecting “emerald energy” (see the History thread for more details). This energy (often called “Greenwave”), has caused your character to become a superhero, either by altering his DNA (causing physical and/or mental mutations), affecting probability (making experiments and gadgets work; opening wormholes to other dimensions, etc.), or perhaps simply causing a change in mindset (your character suddenly gets the urge to don a garish costume and assume an alter-ego).
Greenwave Effects: the effects of the Greenwave are more or less random. To create a hero in this spirit, you'd be better off using the random character creation set in the are presented with a series of tables. If you decide you’d rather develop your own superhero without resorting to random dice rolls, that's cool, as well.
House Rules, Character Creation: You'll need to decide just what the Greenwave did to you (i.e., the source of your powers), either by choice or at random. If you choose to create your own character, you have total control, but do not receive Boons or Limitations (below). You'll still need to choose which of the following Origins apply to you (below).
If you choose random, you are granted the Boons (Free Dice!) and Limitations of your choice, as listed below. To determine your Origin randomly, roll a d6:
1-2=Mutation
3-4: Probability
5-6: Urge
Effects of Origin:
Mutation: The Greenwave interacted with your character at the DNA level, causing some sort of mutation. It could have simple happened one day (poof! You were strong and could fly), or a series of events caused it to manifest (you fell into a vat of radioactive gunk and emerged green-skinned, powerful and very angry). The particulars of how this occurred are up to you to describe. BOON: If you roll this Origin, you get +2d to add to any of your Resistances (either +2d in one resistance power, or +1d in two Resistances). MUTATION LIMITATION: Because you are more inherently powerful than your average bear, you can only ever have 1d in your permanent competency pool.
Probability: The Greenwave affected the environment in some way that caused your transformation/appearance as a super. Perhaps a failed experiment suddenly worked (your suit of armor has made you a walking tank!), or the laws of time and physics were momentarily warped (bringing you, a reptilian warrior from 33,647 AD to Planet Earth). Again, the particulars are up to you. BOON: If you roll this Origin, you get +2d to add to your Powers (+2d to a single power, or +1d ro 2 powers). PROBABILITY LIMITATION: You are limited to a maximum 2d in your permanent competency pool.
Urge: The Greenwave has given you the urge to go out and fight crime. You have no “powers” per se (meaning everything you do is by gadget, training or sheer willpower). BOON: If you roll this Origin, you get your choice of: 3d to apply as follows: (a) +3d to your permanent Competency Dice (refreshes each adventure), or (b) Gain a free 3d Advantage, (c) +3d to your Aptitudes to be dispersed as you see fit (cannot use these dice to take Super Aptitude). At your option, you may instead disperse these 3d among Competency, Aptitudes or Advantages as you see fit (EXAMPLE: you could take 2d in your Competency pool, then assign the other 1d to Aptitudes, or an advantage. URGE LIMITATION: The downside to the Urge origin is that, unfortunately, that you have no inherent powers. You’re just an ordinary human being with an extraordinary compulsion to do good. You do not have any real Powers. As such, your resistances are capped at 4d. You can allocate more than 4d to a Resistance, but you can only ever take the highest 4d when you roll (similar to the Aptitude cap at taking the highest 3d). NOTE: 4d in a resistance indicates a low-level super, the peak of human perfection. If you have 4d (or more) in a resistance area, your backstory needs to explain how your character achieved such perfection.
TOTALLY RANDOM CREATION: If you wish, you can use the random character creator found in the rules. If you do this, dispense with rolling for an Origin. You get +3d to your starting pool. After building the super, you can then choose the appropriate Origin.
NEW ADVANTAGES: RONA has a pair of advantages not found in the RAW:
Connections: your Hero knows people in a various walks of life. In game terms, you can add Connections dice to other checks for the purposes of making contact. For example, a character with both Investigation and Streetwise (aptitudes) could add a Connections dice to ether check, for the purposes of uncovering information, following up leads, or locating a specific contact.
Exit Strategy: The character is able to slip out of the worst situations, having planned his retreat ahead of time. Note that this Advantage requires a dice roll against a target number (TN) to actually escape (the more difficult the situation, the higher the TN). Typically, you'll need 2d in it for it to be viable. NOTE: This one happens to be a favorite of certain super villains (and, of course, Batman).:-)
Been awhile since I've posted here. My life has straightened out to golden status and I have plenty of time on my hands (as I inch toward retirement). I'm thinking of running a game here and actually staying with it (who'd-a thunk it). I'm not sure about anything other than:
*i'd like to run the Supers! Revised rpg.
*i'd like to run silver age in my old Coastal City setting (aka Mammoth City)
Other than that, I'm open to suggestions.
Oh, and a hearty hello to dorkknight, TWF, Dionon, WK., OurLadyWar (formerly Psilocke). Geez, Is manticore still around by chance?
Cheers,
iago
PARAMETERS: Relics of the New Age (RONA)
*#/players: It's been awhile for me, so let's say 5?
*Rules set: Supers! Revised Rpg (which means we'll use the dice rollah!). These are avalable at rpgnow, etc. I could, of course, share my pdf of the rules. Only thing is, I know the authors personally, and really don't wanna take money out of their pocket (that said, I will send you a copy if you ask).
*Starting Pool: Base=20d, with additions detailed in House Rules, below.
*Threads: One team thread. Everyone gets a solo thread, if they want it. There might be “Team-Ups” as well. (My work schedule grants me a lot of time these days).
*Nemesis: Build your own Nemesis! If you take the Enemy disad, and that enemy is a Supervillain, you can build your own personal albatross. There are no set limit on dice pool for your nemesis, but be judicious about design. A 40d character is cosmic in nature in Supers! You are also welcome to select campaign organizations as enemies (Kraken [our versionof Hydra] and F.O.E. [“Friends of Enterprise”], for example).
*Idea submission: Submit character ideas via PM. A completed CAD is welcome. I'll trust you on the random rolls, if you go that route (see below)
OVERVIEW: RONA depicts a world in which Superheroes are just now emerging due to the effects of a strange probability-affecting “emerald energy” (see the History thread for more details). This energy (often called “Greenwave”), has caused your character to become a superhero, either by altering his DNA (causing physical and/or mental mutations), affecting probability (making experiments and gadgets work; opening wormholes to other dimensions, etc.), or perhaps simply causing a change in mindset (your character suddenly gets the urge to don a garish costume and assume an alter-ego).
Greenwave Effects: the effects of the Greenwave are more or less random. To create a hero in this spirit, you'd be better off using the random character creation set in the are presented with a series of tables. If you decide you’d rather develop your own superhero without resorting to random dice rolls, that's cool, as well.
House Rules, Character Creation: You'll need to decide just what the Greenwave did to you (i.e., the source of your powers), either by choice or at random. If you choose to create your own character, you have total control, but do not receive Boons or Limitations (below). You'll still need to choose which of the following Origins apply to you (below).
If you choose random, you are granted the Boons (Free Dice!) and Limitations of your choice, as listed below. To determine your Origin randomly, roll a d6:
1-2=Mutation
3-4: Probability
5-6: Urge
Effects of Origin:
Mutation: The Greenwave interacted with your character at the DNA level, causing some sort of mutation. It could have simple happened one day (poof! You were strong and could fly), or a series of events caused it to manifest (you fell into a vat of radioactive gunk and emerged green-skinned, powerful and very angry). The particulars of how this occurred are up to you to describe. BOON: If you roll this Origin, you get +2d to add to any of your Resistances (either +2d in one resistance power, or +1d in two Resistances). MUTATION LIMITATION: Because you are more inherently powerful than your average bear, you can only ever have 1d in your permanent competency pool.
Probability: The Greenwave affected the environment in some way that caused your transformation/appearance as a super. Perhaps a failed experiment suddenly worked (your suit of armor has made you a walking tank!), or the laws of time and physics were momentarily warped (bringing you, a reptilian warrior from 33,647 AD to Planet Earth). Again, the particulars are up to you. BOON: If you roll this Origin, you get +2d to add to your Powers (+2d to a single power, or +1d ro 2 powers). PROBABILITY LIMITATION: You are limited to a maximum 2d in your permanent competency pool.
Urge: The Greenwave has given you the urge to go out and fight crime. You have no “powers” per se (meaning everything you do is by gadget, training or sheer willpower). BOON: If you roll this Origin, you get your choice of: 3d to apply as follows: (a) +3d to your permanent Competency Dice (refreshes each adventure), or (b) Gain a free 3d Advantage, (c) +3d to your Aptitudes to be dispersed as you see fit (cannot use these dice to take Super Aptitude). At your option, you may instead disperse these 3d among Competency, Aptitudes or Advantages as you see fit (EXAMPLE: you could take 2d in your Competency pool, then assign the other 1d to Aptitudes, or an advantage. URGE LIMITATION: The downside to the Urge origin is that, unfortunately, that you have no inherent powers. You’re just an ordinary human being with an extraordinary compulsion to do good. You do not have any real Powers. As such, your resistances are capped at 4d. You can allocate more than 4d to a Resistance, but you can only ever take the highest 4d when you roll (similar to the Aptitude cap at taking the highest 3d). NOTE: 4d in a resistance indicates a low-level super, the peak of human perfection. If you have 4d (or more) in a resistance area, your backstory needs to explain how your character achieved such perfection.
TOTALLY RANDOM CREATION: If you wish, you can use the random character creator found in the rules. If you do this, dispense with rolling for an Origin. You get +3d to your starting pool. After building the super, you can then choose the appropriate Origin.
NEW ADVANTAGES: RONA has a pair of advantages not found in the RAW:
Connections: your Hero knows people in a various walks of life. In game terms, you can add Connections dice to other checks for the purposes of making contact. For example, a character with both Investigation and Streetwise (aptitudes) could add a Connections dice to ether check, for the purposes of uncovering information, following up leads, or locating a specific contact.
Exit Strategy: The character is able to slip out of the worst situations, having planned his retreat ahead of time. Note that this Advantage requires a dice roll against a target number (TN) to actually escape (the more difficult the situation, the higher the TN). Typically, you'll need 2d in it for it to be viable. NOTE: This one happens to be a favorite of certain super villains (and, of course, Batman).:-)