Post by torment on Jun 9, 2005 14:11:11 GMT -5
Included here are rules that I have incorporated into my own personal games. Many of these ideas are drawn from this website, Cylwric's House rules, and other Yahoo sites (Chris F, etc) I have added my own touches and own rules, actions, etc as well. I do not mean to cheat anyone of their hard work or credit. So if you see your work here - THANK YOU!!! I think this is one of the best parts about MURPG - it is adaptive and open to wide interpreation. I will be posting other threads (actions, mods, changes, new D&R) all will adhere to this disclaimer. Thanks.
INTELLIGENCE FOR ENERGY:
When using intelligence instead of durability for energy adjust costs the following way. Intelligence is still 2x cost, but so is durability.
DEFENSE:
This is important so it is going towards the top. Defenses, armor, toughness, dodge; no longer stack. Instead of buying them individually you will pay for something called Defense (cost level = Mod # +3). You may then flavor the defense as toughness or dodge. You also will get applicable cost breaks when using Animal senses, and the like.
INITIATIVE:
The order in which characters act is highly important. Initiative is the measure of this action taking ability. It is comprised of three things: a character’s quick-wit and ability to think on their feet (IN) + the overall swiftness of action (SP) + the coordination and dexterity to pull of the other two (AG).
Initiative = AG+SP+IN (this is also the order of importance for determining ties)
DRAMA STONES:
These ‘universal stones’ are given as a result of clever play or excellent roleplaying. They can be converted in 5 ways:
[glow=red,2,300]1 [/glow]– Burn 1 drama stone to regain 3 extra red stones during a regeneration phase. You may exceed your maximum
[glow=red,2,300]2[/glow] – Spend 1 drama stone to raise an AN by 1. You also gain 2 red stones that panel only towards that action.
[glow=red,2,300]3 [/glow]– Roll with the punch. One drama stone can be used to absorb 1 white stone of damage.
[glow=red,2,300]4[/glow] – Inspiration. 1 drama stone can reveal hints, clues, or help perform heroic tasks.
[glow=red,2,300]5 [/glow]– Power Stunts. You can burn drama stones to gain powers like 2x dmg, or area effect. Cost in drama stones is up to GM.
2ND WIND:
This allows for a character regain extra energy the round following one in which all they do is ‘catch their breath’. This means if a character takes no actions (including reflexive dodge) than next round they regenerate 2x red stones they would normally.
ABORTING OR ALTERING ACTIONS:
A character can now abort or slightly alter actions.
ABORTING – if a character does nothing that round instead of their stated action he immediately regains ½ of the stones he placed into the action he is aborting.
ALTERING – a character can alter his action slightly (like selecting a new target, etc) but suffers a +1 to the resistance of the attack.
LINES OF EXPERIENCE:
Loe’s are now set up in the following manner: any upgrade to an action with a cost level of 5 or less costs 10 lines. All others (6+) need cost level + 5 lines to advance.
TEAM TACTICS:
Many groups in the Marvel Universe fight well together or are used to working in teams. This combat situational modifier takes that into consideration. It works only under the 2 circumstances:
1 – a group of people have ‘team tactics’ as a specialty under combat
2 – a group of people are following the leadership of someone with that action.
Also it only comes into play when a group is facing a single character.
2-3 people - +1 bonus
4-7 people - +2 bonus
8+ people - +3 bonus
COMBAT:
One big change in close combat deals with ability bonuses. They are set up as follows:
-Intelligence = no longer a viable bonus. In no way does your intelligence come into play during the flight or fight response of combat. Fighting ‘smart’ has nothing to do with someone’s mental capabilities and everything to do with skill (ie - higher AN).
-Strength & Agility = remain the same
-Speed = can still be used as a bonus but with the following change: no one attack can use more ‘ability stones’ than the character has in Agility or Strength. EXAMPLE – Joe has a speed of 9, a str 3, and an agility of 4. His close combat is 5 with a speed bonus. Joe can apply all 9 stones to combat from speed but does not get an attack of 14. Instead he can only add up to 4 (his agility) so he could make attacks of 9 (sp + cc), 4 Sp, and 1 or any other combo as long as he never applies more than 4 to one single attack. This better represents a speedsters lack of raw power and more emphasizes the # of attacks they make.
-Durability = cannot be used as a combat modifier.
INTELLIGENCE FOR ENERGY:
When using intelligence instead of durability for energy adjust costs the following way. Intelligence is still 2x cost, but so is durability.
DEFENSE:
This is important so it is going towards the top. Defenses, armor, toughness, dodge; no longer stack. Instead of buying them individually you will pay for something called Defense (cost level = Mod # +3). You may then flavor the defense as toughness or dodge. You also will get applicable cost breaks when using Animal senses, and the like.
INITIATIVE:
The order in which characters act is highly important. Initiative is the measure of this action taking ability. It is comprised of three things: a character’s quick-wit and ability to think on their feet (IN) + the overall swiftness of action (SP) + the coordination and dexterity to pull of the other two (AG).
Initiative = AG+SP+IN (this is also the order of importance for determining ties)
DRAMA STONES:
These ‘universal stones’ are given as a result of clever play or excellent roleplaying. They can be converted in 5 ways:
[glow=red,2,300]1 [/glow]– Burn 1 drama stone to regain 3 extra red stones during a regeneration phase. You may exceed your maximum
[glow=red,2,300]2[/glow] – Spend 1 drama stone to raise an AN by 1. You also gain 2 red stones that panel only towards that action.
[glow=red,2,300]3 [/glow]– Roll with the punch. One drama stone can be used to absorb 1 white stone of damage.
[glow=red,2,300]4[/glow] – Inspiration. 1 drama stone can reveal hints, clues, or help perform heroic tasks.
[glow=red,2,300]5 [/glow]– Power Stunts. You can burn drama stones to gain powers like 2x dmg, or area effect. Cost in drama stones is up to GM.
2ND WIND:
This allows for a character regain extra energy the round following one in which all they do is ‘catch their breath’. This means if a character takes no actions (including reflexive dodge) than next round they regenerate 2x red stones they would normally.
ABORTING OR ALTERING ACTIONS:
A character can now abort or slightly alter actions.
ABORTING – if a character does nothing that round instead of their stated action he immediately regains ½ of the stones he placed into the action he is aborting.
ALTERING – a character can alter his action slightly (like selecting a new target, etc) but suffers a +1 to the resistance of the attack.
LINES OF EXPERIENCE:
Loe’s are now set up in the following manner: any upgrade to an action with a cost level of 5 or less costs 10 lines. All others (6+) need cost level + 5 lines to advance.
TEAM TACTICS:
Many groups in the Marvel Universe fight well together or are used to working in teams. This combat situational modifier takes that into consideration. It works only under the 2 circumstances:
1 – a group of people have ‘team tactics’ as a specialty under combat
2 – a group of people are following the leadership of someone with that action.
Also it only comes into play when a group is facing a single character.
2-3 people - +1 bonus
4-7 people - +2 bonus
8+ people - +3 bonus
COMBAT:
One big change in close combat deals with ability bonuses. They are set up as follows:
-Intelligence = no longer a viable bonus. In no way does your intelligence come into play during the flight or fight response of combat. Fighting ‘smart’ has nothing to do with someone’s mental capabilities and everything to do with skill (ie - higher AN).
-Strength & Agility = remain the same
-Speed = can still be used as a bonus but with the following change: no one attack can use more ‘ability stones’ than the character has in Agility or Strength. EXAMPLE – Joe has a speed of 9, a str 3, and an agility of 4. His close combat is 5 with a speed bonus. Joe can apply all 9 stones to combat from speed but does not get an attack of 14. Instead he can only add up to 4 (his agility) so he could make attacks of 9 (sp + cc), 4 Sp, and 1 or any other combo as long as he never applies more than 4 to one single attack. This better represents a speedsters lack of raw power and more emphasizes the # of attacks they make.
-Durability = cannot be used as a combat modifier.