Post by kxjubilee on Sept 2, 2007 1:18:29 GMT -5
I just finished compiling these rules, and I am not sure if all of them have been said any where else though I thought I would share them here and see if anyone else can benefit from them. These are part of my new house rules that I started to compile while I was gone, and I will probably post more of them later if others want to see them.
Gear Rules
The original rules for this are not done well and end up making the cost of the gear far too expensive for characters that rely on them. This set of rules is here to help improve the clarity of the gear and to make low power gear more attainable. Also some gear was too cheap for a good like power so they will be made more expensive.
All gear ranging from a gadget, weapon, armor, or any other type has a base Cost Level of 0. The player then adds powers to the gear as well as adding limitations to get the Cost Level of the gear as well as the Stone Cost of it. Gear that totals 2 Red stones or less maybe given to the player for free at creation, though gear costing 1 White stone or more must be bought with creation stones at creation. All gear should be bought with cash in game of have some event tied to how the player came across it, or be invented during game play.
Stress: If the item is the target of an attack, the attack must be over the object’s hardness in order to do damage. If the damage is greater then the objects hardness then 1 point of stress is taken for each point the attack has over the hardness. A normal item is able to take 3 red stones of stress before it needs to be repaired. At the end of the page the item loses all stress it took from damage unless it has been broken. The material of the item is picked at the time the item is bought by the player, and it is approved by the GM before game play starts. For compound objects (objects made from more then one material) use the highest ratting material or the most common used material in the object as the objects hardness.
Weapons: All weapons CLs = Weapon Modifier + 1CL. Weapons like punch daggers, snap-on-claws, as well as other weapons that enhance a character’s close combat by stacking with the ability modifier receive an additional +3CL. If the player wishes to add Armor Penetration to the weapon they receive a +3CL. Guns get X2 damage for free but also must have causes collateral damage as well.
Armor: All Armor CLs = Defense Modifier + 3CL. If the player Wishes to add Nullifies Armor Penetration they have to add +2CL, and for No X2 Damage from Firearms the need to add +1CL to their armor. If a character wishes to by No 2x Damage they must pay +3CL (note: this is a generic no 2x damage and works against any power or item that gets these stones) Though powers that do 3x Damage still get the extra stones, to block 3x Damage as well as 2x Damage it cost +4CL. Also for characters wishing to buy Unstable Molecule armor, all they do is add 1 White stone to their armor. This allows them to avoid uncomfortable situations like clothes burning off, clothes disintegrating from friction and what not.
Versatile: Weapons that act as a close combat weapon and a range weapon and or a defensive item qualify for this benefit. If the item acts as a close and range weapon, to help make things cheaper the player pays for one weapon modifier and bonuses and adds 1CL to carry the same attributes to the other style of fighting. If the weapon acts as armor and a weapon then the player pays for the armor and adds 1CL per type of weapon that it acts as. However if the item provides Armor Penetration and Nullifies Armor Penetration the player must pay the +3CL for Armor Penetration and not the +2CL for Nullifies Armor Penetration. Capitan America’s Shield is a good example of this advantage.
Inventory Gear Vs Part of the character: The old core rules assumed that villains would never try to steal a hero’s gear, and that the hero will always have the gear with them and never lose them. However if all recall the first X-Men movie toad does indeed steal Cyclops’s visor to cause some calamity. This is apposed to something like Toad’s tongue, hey it could grow back and it isn’t like he can really lose it any other way. So gear that can be stolen, lost, left behind, or broken receive a -2CL to them.
Power out of Control: Characters that take the power out of control with out devise disadvantage must specify the device needed to control power at creation and then pay for the item. These items receive a +1 White to their cost.
Nearly Indestructible / Indestructible: Nearly Indestructible items receive a +1CL to their cost, and are very hard to break through normal combat activity, thought they may break in extreme cases. This also gives the item the ability to take 9 red stones of stress, as well as opening new materials that the player can use. Indestructible items receive a +3CL and will never break during combat or any other situation. This makes the item take an infinite amount of red stones of stress. Indestructible items still receive the -2CL if they are items that can be stolen, lost, or left behind. An example would be a Power Ring that is for some reason Indestructible.
Gear Granting Ability Ratings: Gear that grants the user an ability score must add the CL of the desired ability to the cost of the item. If the item allows the ability score to be stacked with the character’s natural ability this requires an additional +3Cl.
Gear Granting Action Ratings: Gear that grants the user access to an action must add the cost of the action including Action Number to the cost of the item. If the item doesn’t need any of the character’s energy to be used the character must add an additional 3CL for each of the actions that energy comes from the item. If the item stacks with the character’s own action an additional +3CL per action that stacks.
Gear Granting Modifiers: Gears that allow the character must have the CL of the cost of the Modifier and it’s ratting to the cost of the item. If the item allows the modifier to stack with the character’s modifier they must add an additional +3CL to the cost.
Gear Limitations
Though Inventory Gear is listed above here I will list some of the limitations that will be used far less often when making gear.
Gear Size: While some gear is small and portable, other items are large and only portable by means of great strength. There are three gear size reductions that are based on the usability of the item and the mobility of it as well; however gears that use this limitation do not receive the -2CL for being inventory gear. Gear like a super computer receive a -1CL since someone can be using the item and relay information to the character, regardless if the super computer is in a base of in a van. Gear such as a gun mounted on the back of a truck receives a -2CL, since it can’t be used unless the truck is there though the truck is mobile meaning that the gun can move. Where as the same gun mounted on a castle wall would receive a -3CL since it can’t be moved away from the wall.
Gear Fragility: We have already looked at gear that is Indestructible, on the flip side of that is fragile gear. This gear will break if used in combat, and if it is the target of stress it will break. It is because of this that the gear receives a -1CL. This lowers the items stress level to only 1 red stone of stress. Think of your old cell phones.
Top Performance Cap: This is a special property of gear that allows you to stack the benefit of item with the character’s existing Action, Ability, Modifier. This is a way to cap the performance of the item. To figure out the refund of this the player decides the max performance of the item and subtracts that number from 10. This result is the number of white stones that the item’s cost is reduced by. Even thought the item will not add any benefit to the character if their natural ability is higher the item will receive 1 red stone of stress per page used above its performance. This stress doesn’t reset every page as it normally does.
Only Works Under Certain Conditions: This is a special property of gear that only works when the moon is out, or say a sword that will only damage a certain type of opponent. An item that only works when the moon is out or an in the case of the magical sword that can only do damage to magical creatures or a device that blocks only mutant’s powers, this gear receives a -2CL. Now if the condition is more direct like the death ray will only fire at noon on a sunny day or the sword can only do damage to ghost or the mutant blocking power device only works against ice based powers, this gear receives a -4CL.
Gear Rules
The original rules for this are not done well and end up making the cost of the gear far too expensive for characters that rely on them. This set of rules is here to help improve the clarity of the gear and to make low power gear more attainable. Also some gear was too cheap for a good like power so they will be made more expensive.
All gear ranging from a gadget, weapon, armor, or any other type has a base Cost Level of 0. The player then adds powers to the gear as well as adding limitations to get the Cost Level of the gear as well as the Stone Cost of it. Gear that totals 2 Red stones or less maybe given to the player for free at creation, though gear costing 1 White stone or more must be bought with creation stones at creation. All gear should be bought with cash in game of have some event tied to how the player came across it, or be invented during game play.
Stress: If the item is the target of an attack, the attack must be over the object’s hardness in order to do damage. If the damage is greater then the objects hardness then 1 point of stress is taken for each point the attack has over the hardness. A normal item is able to take 3 red stones of stress before it needs to be repaired. At the end of the page the item loses all stress it took from damage unless it has been broken. The material of the item is picked at the time the item is bought by the player, and it is approved by the GM before game play starts. For compound objects (objects made from more then one material) use the highest ratting material or the most common used material in the object as the objects hardness.
Weapons: All weapons CLs = Weapon Modifier + 1CL. Weapons like punch daggers, snap-on-claws, as well as other weapons that enhance a character’s close combat by stacking with the ability modifier receive an additional +3CL. If the player wishes to add Armor Penetration to the weapon they receive a +3CL. Guns get X2 damage for free but also must have causes collateral damage as well.
Armor: All Armor CLs = Defense Modifier + 3CL. If the player Wishes to add Nullifies Armor Penetration they have to add +2CL, and for No X2 Damage from Firearms the need to add +1CL to their armor. If a character wishes to by No 2x Damage they must pay +3CL (note: this is a generic no 2x damage and works against any power or item that gets these stones) Though powers that do 3x Damage still get the extra stones, to block 3x Damage as well as 2x Damage it cost +4CL. Also for characters wishing to buy Unstable Molecule armor, all they do is add 1 White stone to their armor. This allows them to avoid uncomfortable situations like clothes burning off, clothes disintegrating from friction and what not.
Versatile: Weapons that act as a close combat weapon and a range weapon and or a defensive item qualify for this benefit. If the item acts as a close and range weapon, to help make things cheaper the player pays for one weapon modifier and bonuses and adds 1CL to carry the same attributes to the other style of fighting. If the weapon acts as armor and a weapon then the player pays for the armor and adds 1CL per type of weapon that it acts as. However if the item provides Armor Penetration and Nullifies Armor Penetration the player must pay the +3CL for Armor Penetration and not the +2CL for Nullifies Armor Penetration. Capitan America’s Shield is a good example of this advantage.
Inventory Gear Vs Part of the character: The old core rules assumed that villains would never try to steal a hero’s gear, and that the hero will always have the gear with them and never lose them. However if all recall the first X-Men movie toad does indeed steal Cyclops’s visor to cause some calamity. This is apposed to something like Toad’s tongue, hey it could grow back and it isn’t like he can really lose it any other way. So gear that can be stolen, lost, left behind, or broken receive a -2CL to them.
Power out of Control: Characters that take the power out of control with out devise disadvantage must specify the device needed to control power at creation and then pay for the item. These items receive a +1 White to their cost.
Nearly Indestructible / Indestructible: Nearly Indestructible items receive a +1CL to their cost, and are very hard to break through normal combat activity, thought they may break in extreme cases. This also gives the item the ability to take 9 red stones of stress, as well as opening new materials that the player can use. Indestructible items receive a +3CL and will never break during combat or any other situation. This makes the item take an infinite amount of red stones of stress. Indestructible items still receive the -2CL if they are items that can be stolen, lost, or left behind. An example would be a Power Ring that is for some reason Indestructible.
Gear Granting Ability Ratings: Gear that grants the user an ability score must add the CL of the desired ability to the cost of the item. If the item allows the ability score to be stacked with the character’s natural ability this requires an additional +3Cl.
Gear Granting Action Ratings: Gear that grants the user access to an action must add the cost of the action including Action Number to the cost of the item. If the item doesn’t need any of the character’s energy to be used the character must add an additional 3CL for each of the actions that energy comes from the item. If the item stacks with the character’s own action an additional +3CL per action that stacks.
Gear Granting Modifiers: Gears that allow the character must have the CL of the cost of the Modifier and it’s ratting to the cost of the item. If the item allows the modifier to stack with the character’s modifier they must add an additional +3CL to the cost.
Gear Limitations
Though Inventory Gear is listed above here I will list some of the limitations that will be used far less often when making gear.
Gear Size: While some gear is small and portable, other items are large and only portable by means of great strength. There are three gear size reductions that are based on the usability of the item and the mobility of it as well; however gears that use this limitation do not receive the -2CL for being inventory gear. Gear like a super computer receive a -1CL since someone can be using the item and relay information to the character, regardless if the super computer is in a base of in a van. Gear such as a gun mounted on the back of a truck receives a -2CL, since it can’t be used unless the truck is there though the truck is mobile meaning that the gun can move. Where as the same gun mounted on a castle wall would receive a -3CL since it can’t be moved away from the wall.
Gear Fragility: We have already looked at gear that is Indestructible, on the flip side of that is fragile gear. This gear will break if used in combat, and if it is the target of stress it will break. It is because of this that the gear receives a -1CL. This lowers the items stress level to only 1 red stone of stress. Think of your old cell phones.
Top Performance Cap: This is a special property of gear that allows you to stack the benefit of item with the character’s existing Action, Ability, Modifier. This is a way to cap the performance of the item. To figure out the refund of this the player decides the max performance of the item and subtracts that number from 10. This result is the number of white stones that the item’s cost is reduced by. Even thought the item will not add any benefit to the character if their natural ability is higher the item will receive 1 red stone of stress per page used above its performance. This stress doesn’t reset every page as it normally does.
Only Works Under Certain Conditions: This is a special property of gear that only works when the moon is out, or say a sword that will only damage a certain type of opponent. An item that only works when the moon is out or an in the case of the magical sword that can only do damage to magical creatures or a device that blocks only mutant’s powers, this gear receives a -2CL. Now if the condition is more direct like the death ray will only fire at noon on a sunny day or the sword can only do damage to ghost or the mutant blocking power device only works against ice based powers, this gear receives a -4CL.