Changed the text for the version to also include date of publishing.
Made some minor changes to text to make each page fit better.
Made some minor changes to text to make each page fit better.
Minor errors in spelling corrected here and there
Core Mechanics New Stuff
Added the Second Wind mechanic to the guide. Its been such a normal part of our own game that I forgot to add it to the 2.0 rules. At least I think it still has a place in 2.0.
Actions New Stuff
The option Lone Road have been renamed to Small Seats, and the name has been given to another option
Added an option to Summoning where the things you can summon is only simple minions, which is called Minions.
Added a option for Copy Superpower called Permanent Copy
Removed the Stun aspect of psi weapons since it already could gain Stun with its mechanics, which was a different version from the advantage. This was a bit confusing and the psi weapons was much stronger.
Removed the Extreme Duration from Copy Superpower since it seemed like something that wouldn't be worth those extra Cost levels.
The Summoning option Quick Caller's cost has been reduced to to +2. It seemed way to pricy compared to other options that did more. Also altered the Limiting Realm option's text and changed the name to Specific Realm
Made some changes to the text in Telepathy, calling it "Maintaining Connection" instead of "Maintaining ControL", since you need the option to control others.
Renamed the Force Field option Personal Effect Only to Personal Shield
There as an error in Healing's pricing (it was +2 when it should be +1)
Corrected the text on the image for Summon and Control Animals/b
Further expanded the Toughness option Absorb Kinetic Energy with the option to further specify what types of damage can be absorbed. Also added a new option called Specialized Defense
Added an option for Power Up called Storage
Added a Venomous modifier (which Kito and Brainstem helped develop)
Added a little extra text for Sense Mutants, mentioning that it can be used as a template for other "sensor" powers (this was actually added in 1.3, but wasn't mentioned in the change log)
Advantages/Disadvantage New Stuff
Added a Requires Recharge Disadvantage (Kito helped shape this idea)
Reworked the Stun advantage so that it lowers Energy Recovery instead. My group and I felt that the "draining" of energy stones was rather inefficient compared to just hitting the target and didn't themeatically "stun" the target at all.
Removed the +1 Damage advantage. It was never used, and 1 Cost Level for 1 damage is just not worth it. If more damage is desired: increase AN/MN or 2x Damage.
Renamed the Energy Defense option Absorb Energy, to Absorption since it should be a given that it is used to absorb energy in a power that works around energy.
x3 Damage said "Adds x2 damage to your power" in its description and have now been corrected
For some reason, Out of Control was missing from disadvantages and have been added
So, haven't been active here for a loooong while.. I mean, 4 years since last post here.. Yiikes... But I hope everyone is doing OK and are safe. Been busy with life and playing other games.. have gotten really into PbtA lately, but fell over some of my 2.0 files and realized I had updated it at some point without uploading.
Thinking of getting back into the project a little bit to try and expand on the GM'ing section a little more to make it less book-keeping/management-heavy, which is something that kinda pushed me away from MURPG. So the next version would include things like: * Use what I have learned about Affinity Publisher to make a proper book format * MUCH smaller pdf size.. Sheezh Microsoft word is bad at converting or I am bad at MS Word. * Rules to lessen the book keeping for the GM (hope for some help here)
But that is for another time. For now, here is most of the newest changes in 1.5
Looking back on the older version, there are so many things I don't remember why didn't get into the book, so I have added a lot of things from the official books, maybe with a little change in cost.
But other than that, the changes in this is version is huge. I am pretty sure I' have missed allot of what have been added or changed during the creation of this version, so sorry if I missed that in the change log.
As always, you are welcome to come with feedback and corrections.
Design Changes • Edited a lot of text to make it look somewhat pretty. • Decreased the size of the Cost Level text to better look like the original design. • Removed much of the coloring in the background making the pdf much more printer friendly.
Corrections • Corrected a lot of heading displacements for Actions and Modifiers
Character Profiles Character profiles are now a thing!!
However I don't know the characters to well or read their comics (read some Ms. Marvel). So most of the info is from wikis and various sites. So there may be things missing and the text may be very boring and lacking.
But people are welcome to come with corrections or additions to the info, or even other/more characters since I am planning on adding more later on.
Core Mechanics New Stuff • Broken bones and such was mentioned in the original book, but never how it actually worked. So added some possible mechanics on how I thought these could work under "Healing & Conditions".
Actions New Stuff Added allot of things that have inspired me. These are mostly from Manah-tan and Black Sam., whom have been busy while I have been on break for MURPG 2.0. • Astral projection added a new options: Passenger and Cross Over (from Black Sam's house rules) • Business Skills: Was missing • Clairvoyance added some new options: Visionary, Postcognition, Precognition, Psychometry, Dedicated Sight and Far Sight(from Black Sam's house rules) • Duplicate Self added some new options, some inspired by Manah-tan: Body Double, I am Legion, Trigger and Fragile Clones • Growth: Added a new option:Limb Enlargement • Hex Sphere: Added some alterations on how the duration and effects are handled. • Healing: Made a new version of this Action for 2.0, hoping to make it more viable and exciting to play with. Kito, Gris, RidiculousNinja and Ieska helped shape it. Also added som new options: Harvest Pain, Soothing Touch, Survivor, Resurrection, No Healing and Absorb Wounds • Inventing: Added some new traits: Easy-To-Use, Extra Copy, Fragile and Volatile. Also added a new option: Tinkerer • Invisibility: Added some new options: Affects Others and Mental Invisibility (shortened down though). These are from Black Sam. • Leadership: Added new options: Bolster, , , • Harmful Touch: Added an option: Poisonous • Psychiatry: Was missing and I don't remember if there was a reason for that. So it is back. • Power Boost: Was missing and I don't remember if there was a reason for that. So it is back. • Statecraft: Was missing and I don't remember if there was a reason for that. So it is back. • Summoner: Added some new options: Subservient and Animator. The first is from Manah-tan (increased the cost a little), and the second is from Black Sam. • Suppress Power: New action that is inspired greatly by Black Sam's Neutralize Power, but I felt it was a "nothing-or-all" effect, especially when many primary powers where around the 7's, so you would need Neutralize Power at 8. Also added some extra options. • Transform self by Touch: Added for 2.0 with new rules and has become an Action with the name "Elemental Adaption" • Telepathy: Noticed allot of options missing, so these have been added: Can't Read Minds, Create Illusions, Empath, Mind Scan, Psychic Attack, Requires Eye Contact, Suggestions. Some of them are from Black Sam, with some changes to the mechanics. • Telekinesis: Added a new option: Weak, from Black Sam. • Teleportation: Added new options: Star Gate, Time Travel, the first is from Black Sam and the second is and oldie from Guide to Avengers, though with some changes to their mechanics.
Changes • Duplicate Self: Changed some option names. • Harmful Touch: Made some changes to Drain Abilities option. It was very hard to get anything out of it due to the user having to do 3 stones of damage, which meant it was worth nothing if it was below 3. Also made some change to Lethal Touch, which required you to overcome Durability and Toughness. • Leadership: Changed Leadership's Strategist option to resemble Wildknight's which was much simplere and did the same. • Mastery of Magic: Removed the Scrying option since I have added Clairvoyance. • Summoning: Made some changes to the text for the option Minions to make it more clear and give better guidance. • Teleportation: Increased the number of stones for unknown areas and slightly changed the mechanic for the Familiarity option. Also renamed the Clear Mirror option to Create Portals, and gave it a range.
Modifiers New Stuff • Defense, Magical: Was missing and I don't remember if there was a reason for that. So it is back. • Bane: An advantage that makes a power more effective against certain types of enemies. • Heightened Senses: From Black Sam, however there was some mechanics missing, so I have tried to add this. Also added all the other senses abilities into this. • Immolation: Added back my old immolation modifier. I am however, not sure why I removed it in the first place. • Immunity: Added the immunity modifier from Black Sam, however I havn't added the ones for Magical, Mental and Phsysical immunities since these can be represented by a very high defense. Also changed the pricing a little so it would follow the Cost Level chart. • Power Up: Added a new option: Bersker, inspired by the Rage option in my old MURPG House Rule Assemble book.
Changes • Defense, Mental: Added some options: Booby Trap and Fortitude. These two are from Black Sam, however I can recal seeing them from way back. • Defense, Magical: I do not remember why this was removed back in the days. • Cybernetic Senses: Moved to Heightened Senses. The idea is from Black Sam. • Radar Sense: Moved to Heightened Senses. The idea is from Black Sam. • Wealth: I've added the functionality of the Resources modifier to Wealth, which I found in Manah-Tan's rules, whom took it from Rowlet, whom took it from Andrew's rules. It gives some actual mechanics to Wealth, which it grealy lacked. I've have also increased the cost to the same as the Resources modifier.
Advantages/Disadvantage New Stuff • Bane: An advantage that makes a power more effective against certain types of enemies. • Obvious Power: From Black Sam's house rules. Added abit of extra text to give some more filling. • Only Works in Certain Environment: Expanded the rules and options with some more mechanics and guidelines. • Personalized: From Black Sam's house rules.
Changes • Affects only Non-living Substances: Renamed to Can't Affect Substance, making it broader than just for non-living substance. • Conflicting Interest: Added some more flavor text. • Venomous: Removed and moved the idea for poisons into Harmful Touch instead. • Only in Conjunction with “________________”: Renamed to Only in Conjunction with Action/Ability • Power is Deadly to Use: reworked the mechanic a bit and changed the text a little.
Challenges New Stuff • Clumsiness: Added from Black Sam's house rules • Cursed: Added from Black Sam's house rules. • Less Useful: Added from Black Sam's house rules. • Pacifist: Added from Black Sam's house rules. • Stick Up for Underdogs: Figured I should add this back, even though it could be covered by Conflicting Interests or a Compulsion.
Changes • Weak Immune System: Changed so it had some more solid mechanics to it. Now it lowers the effective Durability against venoms, toxins, ect., per stone it grants.. • Looking None Human: Renamed to Strange Appearance and changed the text a little, inspired by Hoots Rowlet's rules. • Deadly Enemies: Added a little bit more descriptive text to give some inspiration. • Overstrain: Added the text and extra option from Black Sam's house rules.
Equipment New Stuff • Reworked allot of the text and methods of creating an item, breaking it down with hopefully more clear steps and better inspiration. • Added rules for customizing vehicles with Technology or Vehicle Operation.
Changes • Added some more text for better descriptions and inspiration, but also to fill out some of the empty space.