Post by gothfather on Sept 24, 2004 5:59:30 GMT -5
RIPPED! from Heroclix
By Michael Wolf
As a fan of both Marvel comics, I have played all three incarnations of role-playing games set in the Marvel Universe. While I've always enjoyed (and in the most recent case, loved) playing these games, something about them never sit right with me.
You see, in many comic, there are "normal" heroes, such as Captain America and The Punisher, that while having little actual power, still manage to save the day time and again. The first game by TSR did nothing to represent this, but their second attempt, useing the SAGA system, did much to improve this. The third game, by Marvel themselves, is by far the best game to date, but has one of the problems the first one had: it doesn't take into accound "mundane" abilities. In an attempt to rectify this, I started working on a new system to codify Cap's tactical thinking or Kingpin's ability to always have a backup plan...
.....but then I got lazy and wound up ripping it off from another game.
Since MURPG has a pricing system, theoretically ANY Action, Modifier, or Weapon is possible...so long as you're willing to pay the cost in generation stones. After all, you do get what you pay for and you pay for what you get. So, with the help of Wizkids Heroclix game (of which I'm a big fan of, and I only steal from the best), I sat down and pounded out some new options for the heroes and villians that regularly beat the hell out of eachother for our amusment.
Just so you know, this is NOT a conversion. Mini's combat and RPGs is like apples and oranges and connot be "mixed" in the literal sense. If anything, simply the names and general "feel" of the Powers in Heroclix have been used to inspire some new actions and such for MURPG, so don't it so seriously. Also note that NONE of this has been playtested, so for heaven's sake check with your GM (or your players) before useing any of this stuff.
New Actions
Regeneration - Cost Level = Action Number +1
Description - The hero can regain lost Health as an Action. For every 3 red stones spent for Regeneration, he regains one while stone.
Comments - This is for those that don't want to shell out the stones for Healing Factor. It's cheaper, but it requires effort on the part of the hero...effort that probably won't be availible in the middle of a fight.
New Action Options
Close Combat
• Charge (+3 Levels): the hero may count up to half (rounded down) of the stones allocated to Close Combat as stones also applied to Speed for the purposes or movement. Example: If Wolverine (who now has this option) allocated four stones to his Close Combat Action, he would be able to move two stones worth of distance at no additional cost. If he needs to move faster, he can still throw in more stones for movement.
Fear
• +1 to Cost Level to Perplex and confuse the target instead of filling the him with terror, either through psionic means or simply by being cosmicly weird. This CAN be done to robots and such, so long as the target has some sort of brain (this of course excludes Mindless Ones).
Ranged Combat
• Running Shot (+3 Levels): the hero may count up to half (rounded down) of the stones allocated to Ranged Combat as stones also applied to Speed for the purposes or movement.
New Modifiers
Poison - Cost Level = Modifier Number + 3
Description - This modifier allows for a instant, free counter-attack on an enemy that attacks hand-to-hand. This can represent poison secreted from the skin, an electric shock, or any other passive-aggresive ability. The attacker much at least try to hit the hero with this Modifier. After the attack has been resolved, the hero then attacks with this Modifier's (and only this Modifier's) Stones.
Comments - I know that the Poison Special Ability in HC was supposed to represent spitting poison or some other such ability, but I thought MURPG needed some sort of counter-attack power.
Mastermind - Cost Level = Modifier Number + 4
Descrition - The hero has one extra Flashback panel for every action number he or she has in this Modifier. Easy, neh?
Comments - This was this only simple (or sane) way I could think of making this ability translate to MURPG. It gives the player a lot of leeway and basically represents certain characters' ability to plan ahead.
Willpower - Cost Level = Durability +3
Decription - The hero is preternatually driven and refuses to let up even when he or she is exhausted. This Modifier allows the hero to gain ONE extra red stone when stones are recovered, but only if the hero has LESS than his Durability in Energy stones.
Example - Captain America has a Durability of 4 and the Willpower Modifier. When he recovers energy stones at the beginning of the turn and has only 3 red stones, he will regenerate his normal 4 stone PLUS is Willpower stone.
Comments - Simple but potentially expensive.
Michael Wolf is lucky to be alive, yet squanders his time on earth by writing about gaming, a hobby that has driven him to the poor house several times. He currently lives. You can read his personal rants at www.livejournal.com/userinfo.bml?user=gothfather .
By Michael Wolf
As a fan of both Marvel comics, I have played all three incarnations of role-playing games set in the Marvel Universe. While I've always enjoyed (and in the most recent case, loved) playing these games, something about them never sit right with me.
You see, in many comic, there are "normal" heroes, such as Captain America and The Punisher, that while having little actual power, still manage to save the day time and again. The first game by TSR did nothing to represent this, but their second attempt, useing the SAGA system, did much to improve this. The third game, by Marvel themselves, is by far the best game to date, but has one of the problems the first one had: it doesn't take into accound "mundane" abilities. In an attempt to rectify this, I started working on a new system to codify Cap's tactical thinking or Kingpin's ability to always have a backup plan...
.....but then I got lazy and wound up ripping it off from another game.
Since MURPG has a pricing system, theoretically ANY Action, Modifier, or Weapon is possible...so long as you're willing to pay the cost in generation stones. After all, you do get what you pay for and you pay for what you get. So, with the help of Wizkids Heroclix game (of which I'm a big fan of, and I only steal from the best), I sat down and pounded out some new options for the heroes and villians that regularly beat the hell out of eachother for our amusment.
Just so you know, this is NOT a conversion. Mini's combat and RPGs is like apples and oranges and connot be "mixed" in the literal sense. If anything, simply the names and general "feel" of the Powers in Heroclix have been used to inspire some new actions and such for MURPG, so don't it so seriously. Also note that NONE of this has been playtested, so for heaven's sake check with your GM (or your players) before useing any of this stuff.
New Actions
Regeneration - Cost Level = Action Number +1
Description - The hero can regain lost Health as an Action. For every 3 red stones spent for Regeneration, he regains one while stone.
Comments - This is for those that don't want to shell out the stones for Healing Factor. It's cheaper, but it requires effort on the part of the hero...effort that probably won't be availible in the middle of a fight.
New Action Options
Close Combat
• Charge (+3 Levels): the hero may count up to half (rounded down) of the stones allocated to Close Combat as stones also applied to Speed for the purposes or movement. Example: If Wolverine (who now has this option) allocated four stones to his Close Combat Action, he would be able to move two stones worth of distance at no additional cost. If he needs to move faster, he can still throw in more stones for movement.
Fear
• +1 to Cost Level to Perplex and confuse the target instead of filling the him with terror, either through psionic means or simply by being cosmicly weird. This CAN be done to robots and such, so long as the target has some sort of brain (this of course excludes Mindless Ones).
Ranged Combat
• Running Shot (+3 Levels): the hero may count up to half (rounded down) of the stones allocated to Ranged Combat as stones also applied to Speed for the purposes or movement.
New Modifiers
Poison - Cost Level = Modifier Number + 3
Description - This modifier allows for a instant, free counter-attack on an enemy that attacks hand-to-hand. This can represent poison secreted from the skin, an electric shock, or any other passive-aggresive ability. The attacker much at least try to hit the hero with this Modifier. After the attack has been resolved, the hero then attacks with this Modifier's (and only this Modifier's) Stones.
Comments - I know that the Poison Special Ability in HC was supposed to represent spitting poison or some other such ability, but I thought MURPG needed some sort of counter-attack power.
Mastermind - Cost Level = Modifier Number + 4
Descrition - The hero has one extra Flashback panel for every action number he or she has in this Modifier. Easy, neh?
Comments - This was this only simple (or sane) way I could think of making this ability translate to MURPG. It gives the player a lot of leeway and basically represents certain characters' ability to plan ahead.
Willpower - Cost Level = Durability +3
Decription - The hero is preternatually driven and refuses to let up even when he or she is exhausted. This Modifier allows the hero to gain ONE extra red stone when stones are recovered, but only if the hero has LESS than his Durability in Energy stones.
Example - Captain America has a Durability of 4 and the Willpower Modifier. When he recovers energy stones at the beginning of the turn and has only 3 red stones, he will regenerate his normal 4 stone PLUS is Willpower stone.
Comments - Simple but potentially expensive.
Michael Wolf is lucky to be alive, yet squanders his time on earth by writing about gaming, a hobby that has driven him to the poor house several times. He currently lives. You can read his personal rants at www.livejournal.com/userinfo.bml?user=gothfather .