Post by baalshamon on Jan 14, 2004 17:00:11 GMT -5
I have incorporated the following rules regarding SAGA cards for my campaign. It has proven to work well in the past 30 or so game sessions.
Saga in MURPG
Each character starts with an edge of 0 and gains 1 edge as follows:
00 Lines of Experience = Edge 0 (Most People, Typical thugs, goons, mooks, . . .)
10 Lines of Experience = Edge 1 (Most Combat Veterans, New Heroes, Elite Goons)
20 Lines of Experience = Edge 2 (Elite groups like SHIELD, some what experienced heroes)
50 Lines of Experience = Edge 3 (Most heroes who have earned a reputation)
100 Lines of Experience = Edge 4 (Elite Heroes)
250 Lines of Experience = Edge 5 (Heroic Arch-types)
500+ Lines of Experience = Edge 6 (Immortal Beings)
Each character get 2 cards plus his edge to start with at the beginning of each issue.
He may use the cards as follows:
· As free stones of energy on an action. These stones will not exceed his total maximum allotted to said action.
· To change the Panel card
· To have the character on the card arrive in the story at some point that the GM decides.
· The character may discard the card as damage, absorbing a number of red stones = to the number on the card.
Restrictions:
1. If a player uses a doom card he must give it to the game master who can use it against the party whenever he chooses.
2. If the card used matches the ability bonus used with an action he may exceed his normal max in said action by the number of free stones given. Red = Agility, Green = Strength, Purple = Speed, and Blue = Intelligence and Black = Durability.
The game master gets one card per player present + a # of cards equal to the highest edge in the group.
Edge has an addition effects.
1. The character adds his edge to his durability or intelligence for determining energy and regeneration.
2. The character’s edge also represents how well known he has become. This may impose situational modifiers.
Edge may be bought at character generation
Edge of 1 3 White Stones
Edge of 2 7 White Stones
Edge of 3 15 White Stones
Edge of 4 30 White Stones
Edge of 5 60 White Stones
Each Panel
The Drama deck will used to add a little bit of unpredictability and surprise to the combat session. After announcing the page, the GM will flip a card from the Drama Deck (called the narrator card). The color of the card determines they type of reward/penalty the character will receive (if any). The aura (+, *, or -) determines who receives it.
On a + result, it is applied to the heroes. On a – it applies to the villains. On a * aura, nobody will receive a bonus/penalty that turn.
Green Cards:
+ Heroes may apply a free +1 bonus stone toward any action or defense
-Villains may apply a free +1 bonus stone toward any action or defense
Red Cards:
+ Heroes may act first regardless of comparative agilities
- Villains may act first regardless of comparative agilities
Blue Cards:
+ Heroes may reallocate a number of stones equal to the card’s value after a villain has declared an attack on the hero.
- Villains may reallocate a number of stones equal to the card’s value after a Hero has declared an attack on the Villain.
Purple Cards:
+ Heroes may regenerate +1 additional stone to their energy reserve
- Villains may regenerate +1 additional stone to their energy reserve
Black Cards:
+ Heroes suffer +1 red stone to any damage they sustain
- Villains suffer 1 red stone less damage from any attack
Events: The game master may initiate the plot event listed on the card if he chooses or a player may request that a plot be initiated.
Saga in MURPG
Each character starts with an edge of 0 and gains 1 edge as follows:
00 Lines of Experience = Edge 0 (Most People, Typical thugs, goons, mooks, . . .)
10 Lines of Experience = Edge 1 (Most Combat Veterans, New Heroes, Elite Goons)
20 Lines of Experience = Edge 2 (Elite groups like SHIELD, some what experienced heroes)
50 Lines of Experience = Edge 3 (Most heroes who have earned a reputation)
100 Lines of Experience = Edge 4 (Elite Heroes)
250 Lines of Experience = Edge 5 (Heroic Arch-types)
500+ Lines of Experience = Edge 6 (Immortal Beings)
Each character get 2 cards plus his edge to start with at the beginning of each issue.
He may use the cards as follows:
· As free stones of energy on an action. These stones will not exceed his total maximum allotted to said action.
· To change the Panel card
· To have the character on the card arrive in the story at some point that the GM decides.
· The character may discard the card as damage, absorbing a number of red stones = to the number on the card.
Restrictions:
1. If a player uses a doom card he must give it to the game master who can use it against the party whenever he chooses.
2. If the card used matches the ability bonus used with an action he may exceed his normal max in said action by the number of free stones given. Red = Agility, Green = Strength, Purple = Speed, and Blue = Intelligence and Black = Durability.
The game master gets one card per player present + a # of cards equal to the highest edge in the group.
Edge has an addition effects.
1. The character adds his edge to his durability or intelligence for determining energy and regeneration.
2. The character’s edge also represents how well known he has become. This may impose situational modifiers.
Edge may be bought at character generation
Edge of 1 3 White Stones
Edge of 2 7 White Stones
Edge of 3 15 White Stones
Edge of 4 30 White Stones
Edge of 5 60 White Stones
Each Panel
The Drama deck will used to add a little bit of unpredictability and surprise to the combat session. After announcing the page, the GM will flip a card from the Drama Deck (called the narrator card). The color of the card determines they type of reward/penalty the character will receive (if any). The aura (+, *, or -) determines who receives it.
On a + result, it is applied to the heroes. On a – it applies to the villains. On a * aura, nobody will receive a bonus/penalty that turn.
Green Cards:
+ Heroes may apply a free +1 bonus stone toward any action or defense
-Villains may apply a free +1 bonus stone toward any action or defense
Red Cards:
+ Heroes may act first regardless of comparative agilities
- Villains may act first regardless of comparative agilities
Blue Cards:
+ Heroes may reallocate a number of stones equal to the card’s value after a villain has declared an attack on the hero.
- Villains may reallocate a number of stones equal to the card’s value after a Hero has declared an attack on the Villain.
Purple Cards:
+ Heroes may regenerate +1 additional stone to their energy reserve
- Villains may regenerate +1 additional stone to their energy reserve
Black Cards:
+ Heroes suffer +1 red stone to any damage they sustain
- Villains suffer 1 red stone less damage from any attack
Events: The game master may initiate the plot event listed on the card if he chooses or a player may request that a plot be initiated.