Post by WildKnight on Sept 19, 2008 15:49:01 GMT -5
Wherein Tedd (aka WildKnight) opens himself up to the flaming and ridicule of the community by trying to create balance from the primordial ooze of the Marvel Universe Role Playing Game
At the most basic level, the problem with MURPG is the imbalance between the costs of various options, so what I'm starting with is re-costing the various Actions (I'll do Masteries and their Options separately). I am using the cost "AN+2" to represent things that are baseline super powers, IMO, with everything balancing on that pivot. I'll also include some of my own House Rules, listed with the particular Action it applies to. As of right now, this includes only Actions taken directly from the published material, but I'll probably expand it to include things from House Rules Assembled and the Spidey Guide.
Your thoughts and opinions are warmly appreciated, unless of course your opinion is that I shouldn't even bother doing this. If thats the case, your opinion is duly noted. I disagree. Lets move on (nobody is going to force you to use these rules anyway)
I'm not going to explain my logic on pricing things UNLESS it involves a House Rule for how that action functions as well, so if you're curious, feel free to ask. If an Action offers an option and I don't list any cost for that option (and there is no attached commentary), assume that the option costs exactly what is listed in the book.
Future installments of this project will include doing the same for Modifiers, and writing some form of explanation of the operation of Challenges, Advantages & Disadvantages, and so on.
MY DESIGN PHILOSOPHY IN FOUR SIMPLE RULES
1) KISS. Keep It Simple Stupid.
2) BALANCE
3) PRECEDENT (In absence of other evidence, and when it does not violate either of the first two rules, setting precedent should rule the day)
4) STORY (Anything which detracts from the story is bad, anything which adds to the story is good, with deference to the first 3 rules)
Acrobatics AN
Astral Travel AN
Option: Body Travels With You +3 Cost Levels
Option: Take Others with you +1 Cost Level
Black Ops/Spying AN+2
Business Skills AN -1
Charge Objects AN+4
Close Combat AN
Ranged Combat AN
Concentration AN+3
(Option: Careful Observation +2 Cost levels. If the character spends an entire panel doing nothing but studying the situation, they receive their Concentration AN in stones free to execute the action.)
Create Illusions AN
Drain Energy AN+1
(Option: Range 2 +4 Cost levels... c'mon people this removes the touch requirement, its a HUGE advantage
Option: Improved Drain +3
Extreme Death Factor ONLY available with Improved Drain -4 Cost Levels. Must drain all red stones from victim.
Option: Tied to location -4
Option: Redirect absorbed stones as Force Blast +1 Cost level
Option: Death Factor -2)
Energy Absorption/Reflection AN+5
Option: Sound/Light Transduction
Fireworks AN+2
Flight AN
Option: Max Speed 5 -1 Cost Level
Option: Limited Maneuverability -1 Cost Level
Option: Max Speed 2 when carrying - 1 Cost Level
Option: Natural Flier +3 Cost levels
(1st stone of Flight is free. Hovering/flying is as natural as walking for you. So long as you need no more than 1 stone to beat resistance and you do not invest stones into Flight for any other reason, Flight does not take up one of your actions)
Force Blast AN
Force Field AN+2
(House Rule: You generate a field of force that hinders your enemies from attacking, up to 10' from your body. The stones from this Action can be shifted to defense, or used offensively to directly attack opponents with invisible force.)
Option: Defensive Stones Doubled +2 <With credit for both to Dionon and Asmodeus>
Gambling AN -1
General Knowledge AN
Growth AN+2
(Option: Can Increase with LOE +1 Cost Level)
Healing AN
(Mutant/Magical +1, Medical -1)
Hex Spheres AN+4
(House Rule: Stones are spent for effect AND area, more stones = potentially bigger effects. Taking more direct control of the effect requires only one panel of preparation, but takes extra stones equal to the total stones of effect. Duration of effects is at GM discretion)
Hunting/Tracking AN
(Option: Flexible +1 Cost Level. Can use both the Urban and Wilderness versions of this Action)
Inventing AN+6
(Option: No lab necessary +3 Cost Levels
Option: Proper parts not required for one-use inventions +2 Cost Levels
Option: Proper tools not required for one-use inventions +1 Cost Level)
Invisibility AN+2
(Option: Also inaudible +1
Option: No scent +2)
Leadership AN
Ninja AN +5
(Option: Concentration as the Action +1 Cost Level
Option: Can use firearms larger than pistols with this Action +1 Cost Level
Option: Demolitions +1)
<House Rules: Ah, Ninja... how much trouble has been caused simply by the fact that they named this action so poorly? Had they simply called it "advanced combat training" or "commando" would we have all of these stupid arguments about who should or shouldn't qualify to take it? I doubt it. Anyway, for my games, this action is available to people who would reasonably have this impressive level of combat expertise, whether they fight in pajamas or not.>
Personalized Actions AN-2
(Generally. Really useful personalized actions might be higher cost)
Phase Shift AN+2
(Option: Phase Attack +4 Cost Levels
Option: Phase Stun +3 Cost Levels)
Psi-Weapon AN+3
(NOT a weapon modifier. Just a static bonus to Close or Ranged combat)
Shape-Shifting AN+1
Shrink AN+1
(Option: Can increase with LOE +2 Cost Levels)
Social Skills AN
Steal Superpower
(Should be a Modifier)
Stretching AN+4
Technology AN+1
(Option: Transference +2 Cost Levels
Option: Auto-Transfer +4 Cost Levels
Option: Simultaneous multiple control +2 Cost Levels)
Telekinesis AN+2
Telepathy <Check my section on Masteries>
Teleportation AN+2
(Options: As normal)
HOUSE RULES: Using Teleport as an attack.
When you invest stones into Teleport and want to take an unwilling target, you lose stones from the attack equal to their defenses (active defense and Reflexive Dodge only... Toughness/Armor won't help since you're really just grabbing them). The left-over stones determine how far you go. Since you're teleporting in a fight, you can only choose a general direction (i.e. up, down, north, south, etc), OR a location you can see from where you are (i.e. into that river over there...).
Alternatively, you can use Close Combat to establish your grab without losing stones from your Teleport, but it must be done in the same panel.
OPTION: Stones left over count toward movement AND as stun damage against the enemy +1
Thieving AN
Tounge/Tail/Tendril Whip AN+2
Unstoppable AN+3
Vehicle Operations AN
(Option: May combine with Ranged Combat for firing vehicle weapons +1 Cost Level)
Ventriloquism AN-1
Wall Crawling/Climbing AN
(Option: Cannot fully invert -1 Cost Levels
Option: Can only use with appropriate hand/foot holds -2 Cost Levels)
Web-Slinging AN
Actions From Avengers
(Options found with the Actions they belong with)
Animal Training AN-2
(Option: May specialize in one additional animal/AN +2 Cost Levels)
Dance AN
(Can be re-written as any number of things... Seduction, Flirting, Musician, etc. The key is that the action adds to Social Skills and must take some sort of effort and the attention of your target to use)
Horsemanship AN-2
(Useful... but seriously, how many people are going to ride a horse?)
Manipulate Body Density AN+5
(Option: Phase Attack +4 Cost Levels
Option: Phase Stun: +3 Cost Levels)
Private Investigating AN
Psychiatry AN+4
(Option: Int Bonus +2 Cost Levels
Option: Can't/Won't Manipulate Others -3 cost levels)
Statecraft AN+2
(Basically a package deal for Social Skills, Leadership, and Business Skills/Finance. A lot of players and GMs disagree with me on this, but I feel this Action should be open to anyone who has lots of people working for them and who works with massive amounts of money, including business leaders and the like.)
Swimming AN-1
(Option: Can exceed human limits +2 Cost Levels)
From the X-Men Guide
Bio-Computing AN+3
(Okay, isn't this really just the EXACT same action as Concentration, with the explanation of how the extra stones get there tweaked a little?)
Blasting AN+2
(I know, you think I'm nuts, but first read the
HOUSE RULE: When Blasting, stones must be split between the speed you wish to travel, the attack you wish to make, and the power of the Force Field you wish to generate. You cannot generate a Force Field or an Attack without expending at least 1 stone into moving in that panel. You may still bust through objects at full AN, as long as you are moving at full speed)
Computers AN
Option: Interface Directly +2 Cost Levels
(This option cuts the resistance of all attempts to use computers by 1/2, which is a pretty strong bonus. Theres some disagreement as to whether the character still needs to touch the computer and, if not, at what range he can manipulate one. Since the option already provides a major bonus, I'm not inclined to make it any stronger, so my suggest and the rule for my games is, the character must be within 10' of the computer in question, with no barriers between himself and the device. Even a simple window will block the effect.
I also think its important this option be limited strictly to computers in the traditional sense... desk top and lap top computers, mainframes, etc. and not to anything that operates LIKE a computer, like iPhones and the like. If you want to interface directly with those, buy the similar option for Technology)
Fear AN+1
Option: Absorb Fear (per the book) +4 Cost Levels
(House Rule: This Action is remarkably powerful and flexible, allowing the user to pick and choose in what ways he hinders his target. For this reason, this action must overcome Intelligence & Mental Defense BUT Telepathy does NOT provide a bonus to Mental Defense for purposes of this Action. Being a Telepath doesn't make you any more resistant to fear than the next guy)
Genetic Engineering AN+6
Option: Only Enhance a Subject Once -2 Cost Levels
Option: No Lab Required +5 Cost Levels
Manipulate Mutagenic Fields AN+7
Option: User Decides Upgrades Instead of Victim +6 Cost Levels
Metamorphosis AN+6
House Rule: Stones spent for Metamorphosis remain in the Action Box so long as the 'morph is maintained, and may be used as energy for any Ability or Action gained or improved with Metamorphosis. These stones may not be used to maintain the duration of the 'morph.
Metamorphosis takes a panel to complete, during which the character cannot act (other than to spend stones into Metamorphosis) and does not have access to his new "improvements."
Option: Double spent stones +3 Cost Levels
(You gain free stones from the general pool equal to the stones you invested. Only the stones from your Energy Pool remain in the Action Box)
Option: Fluid Metamorph + 1 Cost Level
(Your 'morph still takes a panel to complete, but you can act normally during that panel)
Option: Rapid Metamorph +2 Cost Levels
(Your improvements become available in the same panel during which you Metamorph, and can be used right away)
Pheremones AN+5
Option: Increase/Decrease Target Ability +4 Cost Levels
(Choose one Ability, not including Durability. When using Pheremones, you may choose to increase or decrease <to a minimum of 1> a targets ability by a number of stones equal to the number of panels they would have been stunned. This effect lasts 1 panel. You may not choose to stun some victims and affect the abilities of others... everyone hit with the same "dose" receives the same effect)
Phoenix Force, Full
Phoenix Force, Partial AN+13
House Rule: You may invest more than your AN in stones into the Phoenix Force action box in a given panel, but no single aspect of the Action may receive more stones than your AN.
(Example: You have PFP at 3. You put 6 stones into the Action box, spending 3 toward a Force Blast, and 3 toward attempting to disassemble a nearby wall at the molecular level. Yes, this technically allows you to violate the "two action" limit, but the Phoenix Force is incredibly powerful)
Power Boost AN+4
Option: Cannot use against unwilling target -2 Cost Levels
From House Rules Assembled
Entangle AN+3
(If you're wondering about the re-cost, the fact of the matter is that this ability effectively "stuns" the target, taking them out of the action with exceeding ease.)
Kinetic Absorption AN+5
Imbuement AN+2 + Options
Option: Imbue Objects +3
Option: Imbue People +4
Option: Imbue Multiple Targets +1
Option: No New Aspects -1 Cost Level
Option: Only imbue normal people/objects -1
Option:Cannot Imbue self
(WHAT??? SOMEBODY THOUGHT THIS ACTION WAS BALANCED IF IT ALLOWED YOU TO IMBUE YOURSELF!)
Option: CAN Imbue Self +4
Option: Can only imbue with Actions/Modifiers you posses -1
Clairvoyance AN+5
Option: Can only have visions of specific
objects/ persons (-1 to Cost Level)
Option: Can only look into the past (-1 to Cost
Level)
Option: Can only look into the future (-1 to
Cost Level)
Option: Can only visualize distant sights.
Cannot see through time. (-1 to Cost
Level)
Option: Can perceive through time regardless
of physical proximity (+3 to Cost Level)
Corrosive Touch AN+4
Option: Paralyzing or Soporific Attack: You
may forfeit damage and paralyze your
opponent instead. He is paralyzed or
otherwise sleeps for 1 Panel per red
stone that exceeds his Durability. (+3
to Cost Level)
Option: Poisonous Attack: You can poison
your opponent, causing him to take
stones of damage every Panel for a number of panels equal to your AN, or until the target receives an antidote, or is healed. (+4 to Cost
Level)
Option: Ignite Fires: You can ignite objects by
touch, using Hardness as Resistance.
These objects burn with an intensity
equal to the number of stones placed
into the Action. (+1 to Cost Level)
Option: Death Touch: This touch causes
damage as normal, but if damage
exceeds the target’s number of white
stones of health, he will die. (+7 to
Cost Level)
Iron Will AN+4
(All options as normal. IMO, this is an example of an extremely well written Action)
Masteries
(Wherein I tick off the community at large and/or start a flame war by putting explanation to the various options involved in Masteries. My opinions regarding these things are based solely off my years of experience playing and running this game. Obviously, others have had different experiences, and your thoughts are appreciated)
In all I think Masteries are one of the better balanced elements of this game. Some aspects of Masteries are cheaper than they otherwise might be, because its assumed that you'll buy more than one option, and the overall cost of the Mastery will usually be quite high. There are some areas where this philosophy falls apart completely however, such as the case of any single option thats worth buying the Mastery for just that option. Then you get something really powerful, really cheap. I haven't really thought of a way to address this, other than GMs just having the guts to tell a player "no."
Another thing a lot of GMs and players scrap about is the issue of "extraordinary scope." A pretty simple way to figure this is to simply look at the Mastery and figure out the number of ways it is superior to a baseline Mastery (say, Fire or Ice or Sound) and assign +1 Cost Level for each way in which it is inherently superior. Anything that is a Major Force, a Physical Law, or a nearly omni-present energy source should constitute a +1 automatically (Gravity, Magnetism, Kinetic Energy, Light, etc) due to the broad potential applications of Create/Manipulate. Magnetism also offers a potent Force Field in place of the simpler barriers available to other Masteries... ergo a +2 overall cost increase for extraordinary scope. Obviously, this isn't a science, but its a good rule of thumb.
Anyway...
Mastery Options
Immune to Effects +1
(Should include immunity not only to attacks, but full spectrum survivability... character should be able to see, breathe, and move through the element unhindered)
Transform Into Element +1
(I think this option should possibly be +2. It actually has incredibly broad possibilities. Opinions here appreciated)
Create/Manipulate +1
(Possibly the single most underestimated ability in the entire game. There's a lot of debate over what this can do... IMO, it can create barriers, and it can create objects, and thats plenty.)
Force Blast +1
(One of those things I was talking about, where players might try to get a lot for a little. These Force Blasts all come with special options that would cost a lot if purchased with the Force Blast action. GMs beware)
Accumulate Energy +2
(HOUSE RULE: May accumulate energy for maximum panels = to the AN in the Mastery, and must use energy immediately when accumulation stops. Otherwise, energy is lost, and you're stunned anyway)
Unlimited Create/Manipulate +5
(As Create/Manipulate, but may also create working devices. In addition, you may use stones to grant creations Duration, greater Area, etc.)
Must Exist As Element -1
(Uhhh... you're probably an idiot if you take this, but I'd still like to see the guy who has to exist as magnetism, or wind...)
Free Force Field +2
(House Rule: When using the Mastery, you gain a Force Field that provides free stones of protection equal to your Mastery AN. These stones are NOT Doubled, and the Force Field protects only yourself. You may use some of the free stones provided, but not stones from your energy pool, to increase the Area of the Force Field)
Absorb Same Element +1
Regenerate +1 in Element +1
Combine Mastery with Close/Ranged Combat +2
Telepathy!
(Or, as I like to call it... Mastery of Munchkin.)
Basic Telepathy AN
In addition to reading minds, basic Telepathy should include Telepathic Communication. Every Telepath in Marvel can do this. Spend stones to overcome Mental Defense, and you can project your thoughts directly into the target's brain. The bad news? You have to do this every round, and even if the Target is willing, you still need to spend stones equal to their Intelligence.
Options
Illusions +1
<Broadcast +1>
(The difference between Telepathic Illusions and the Action "Illusions" is that Telepathic Illusions are strictly in the head of the target or targets. The Broadcast Option means that everyone within the Area (see D&R Chart) equal to your Telepathy AN "sees" the Illusion. Stones of effort must exceed targets Int & Mental defense, afterward 1 stone/panel to maintain.
Breaking the Illusion: Record the number of stones by which the "attack" exceeded the targets defense. Each time something occurs which might make the target<s> question the Illusion, reduce the stones of net success by one. When the number of stones is equal to or less than the target<s> Int & Mental Defense, the Illusion is broken. The Telepath can always "shore up" his effect by re-making the Illusion, but the effect is NOT cumulative. Each "attack" replaces the last)
Command Others +2
<Broadcast +2>
(You may issue a single, easily understood command that does not put the target<s> directly in harms way, or involve them harming those they might not otherwise be inclined to harm. The target will then execute that command to the best of their ability. Each command requires a "mental attack" against the targets Int & Mental Defense, with "damage" equaling the maximum duration (D&R chart) during which the target<s> will attempt to complete the command. The Telepath does NOT know how long the target<s> will obey the command, but can re-issue the command at any time)
Control Others +5
(You take control of the target's mind, and can command them to do anything you wish. Stones spent must exceed the target's Int & Mental Defense. Control can be maintained for 1 red stone/panel. Each time you issue a command contrary to the targets nature, or that puts them in harms way, or that involves them harming someone they wouldn't otherwise be inclined to harm, 1 <or more at GM's discretion> stone is removed from the "effect". When these stones are equal to or less than the target's Int & Mental Defense, control is broken automatically, and may not be re-established for one full panel. Re-establishing Control means making another Mental Attack.)
Create Links With Others +1
(The standard "team link." Spend 1 stone per willing target (to a maximum of the AN), and all targets in the link can communicate mentally with one another as long as you continue to spend 1 red stone per panel to maintain the effect. All communication is "broadcast" so everyone in the link can hear it. Thoughts cannot be read through this link, but sometimes particularly strong emotions can be sensed)
Mental Bolts +1
(Per the book)
Repair Minds +1
(Not only repair mental damage, but can also be used to undo the effects of mental attacks such as Illusions and Command/Control Others)
Intelligence Bonus +2
Can purchase Telekinesis at -1 CL
Empathy +1
Tele-Empathy +2
<Broadcast +1>
(You distract the target by forcing them to feel strong emotions. Stones vs. Int & Mental Defense, with remaining stones determining the duration of the distraction.)
Pain by Touch +2
(A stun attack that requires you to touch the victim.)
Psychometry +2
<Read thoughts of target before touching object +1>
Read Recent Memories by Touch +1
(Not really sure how this one is supposed to work at all...)
Hear Spirits and The Dead +1
Swap Minds +2
(If you overcome the mental defense of the target, you in habit their body and they inhabit yours. You can do whatever you want with their body... of course they can do the same to yours. If you kill your host body, you must make another mental attack against the target <and hope he's still in range...> to return to your own body. Otherwise, you're dead)
Posession +2
(You can take someone elses body for a joyride... but your body just sits there, mindless and vulnerable... )
Hypnotism/Hypnotic Suggestion +2
(Through long term hypno-therapy, you can achieve a variety of effects. For each stone of effort beyond the target's Mental Defense, you can implant a single command to be triggered by an event or key phrase later, or you can reduce any one Action or Ability of the target <Abilities to a minimum of 1> by an amount equal to your result stones)
Astral Projection +1
Reflect Mental Attacks +2
(If you are subject to a mental attack that fails, you can choose to invest stones up to your Telepathy AN, combine them with the stones of effort of the original attack, and send it back at the attacker)
Can't Read Minds -1
Eye Contact Required -1
Magic
Mastery of Magic AN+2
Option: Accumulate Energy +1
Option: Increase AN +1
(My biggest problem with this Action is that all it REALLY does is increase the cost of the magical options people really want. Its a placeholder. The 1 panel "prep time" combined with the 6 stone effect limit makes it pretty pointless. That said, Its a NECESSARY placeholder as far as I can tell, so I'm going to leave it in.)
HOUSE RULE/OPTION: Any action that can be bought at -1 cost, can also be purchased as a Mastery of Magic "option" for the same "+" (So an action that would normally cost AN+2 with the Mastery of Magic discount becomes a +2 option).
Whats the advantage you say? The advantage is that those options now follow the rules for magic, so that you can give them Area, Duration, etc. with stones.
HOUSE RULE: The six stone limit for effect is lifted entirely.
Sorcery/Asgardian Sorcery/Voodoo/Witchcraft AN+3
(Yes, the cost increase is very slight. I encourage GMs to be hard nosed about these actions. Rather than making them cost more, which only serves to make them less attractive options vs. other powerful choices, I suggest that the GM be consistent about enforcing the theme of the magic being used. Asgardian Sorcery is broad and offers a lot of options... but there are things that the magicians of Norse mythology couldn't do under any circumstances, like alter fate or control luck. Keep this stuff in mind.
Sorcery becomes problematic here in that it doesn't relay back to any specific tradition. GMs should ask players what sort of Sorcery they envision before allowing this Action. If you want your character to be like Merlin, fine... but even Merlin had a limited bag of tricks. GMs, if you feel like you can't find a comfortable ground with Sorcery, just don't allow it. Asgardian, Voodoo, and Witchcraft provide plenty of flexible options. I'm working on "Egyptian Sorcery" for my House Rules)
Summoning AN+4
(A lot of people seem to think summoning is confusing. I think its pretty straightforward as written... its just too powerful cost only AN+2. Hence the re-cost and lack of House Rules/Explanations)
Magical Travel AN+2
Modifiers
Adamantium Skeleton 3W
Animal Senses MN
Armor Penetration +3 Cost Levels
Claws MN+4
(Also fists, body hardening, etc. A generic modifier for Close Combat. So long as a player has a good explanation, they should be allowed to have it. Also, I've scrapped the +1CL for retractable)
Defense, Energy MN+1
Defense, Magical or Mental MN
(If you have Telepathy or MoM, or anything else that provides a free defense modifier, you must pay for this Modifier at the cost ABOVE what you already have.
Example: If you have Telepathy 4 and want to buy Mental Defense 4, you pay for the difference between Mental Defense 4 and Mental Defense 8, since thats what you're getting)
Extended Life/Immortality 1W
(I reduced the cost on this because, while its really cool to have, it has almost no impact on actual gameplay)
Healing Factor Dur +2
Accelerated Healing Factor Dur +4
Immovable 3W
Luck MN+6
Prescience 6W
(Like many GMs, I hate this action. It causes entirely too many problems and does horrendous things to the simplicity of the system.
House Rule: Prescience ONLY allows for defense. The player declares how many stones from his Actions and/or Energy Pool he is willing to shift to defend himself when he allocates his stones, and as many stones as necessary up to the maximum are automatically shifted.
The Limited Prescience option is not allowed)
Radar Senses MN+2
Reflexive Dodge MN+3
(Not gonna try to list all of the stuff that gives a -1 CL to this action)
Self-Contained Life Form 1-3W
Sonar Sense MN
Targeting MN+4
Toughness MN+3
(Options as normal)
Transform Self -
Transform Self By Touch 20W
Transform Others By Touch 30W
Vision, Enhanced 1r/option/MN
From the Avengers Guide
(No changes to any of the Modifiers from this Guide.)
From the X-Men Guide
(No changes)
Advantages
Each Additional Element +1
Convertible to human form +1
(Scrapped this "advantage" entirely, since its pretty much just the "buy off" for the Disadvantage Non-Human Appearance. If your "enhancements" are retractable, thats free, but you don't get to buy non-human appearance.)
Increased Range +1/Range increment
Others Benefit +3
(You may designate a number of allies up to your AN/MN that also benefit from this option. If it costs you stones, they must also pay stones to make use of it)
Area Affect +3
(House Rule: Power now has an Area of 10' <Area 2 on the D&R chart>. You may decrease or increase this for 1 stone per row, to a maximum shift of the AN/MN)
Artificially Intelligent +3
(Just in case you ever wanted your claws to talk back...)
2X Damage +2
(After figuring how many stones penetrate your target's defenses, double the remainder before determining damage)
3X Damage +4
(After figuring how many stones penetrate your target's defenses, triple the remainder before determining damage)
Extra Ability Bonus +4
(Not nearly as valuable as the ability to get access to additional FREE stones, IMO)
Extra Modifier +5
Disables if any Damage Occurs +5
Attack vs. Enemy ability +6
(Ignore your opponents defenses and target an ability of your choice instead)
Disadvantages
Not Particularly Useful -1
(This should already be considered when pricing an Action...)
One Target Only -1
(If you take this with a combat action, it means that stones shifted to defense apply to ONLY the selected target as well...)
Collateral Damage -1
(This thing gets tossed into so many actions just to reduce costs, I'd like to get rid of it, but it IS legitimate for some few Actions and Modifiers. GMs, practice saying "no" with this bad boy right here, but be open to a player who can explain... and then make sure you follow through with the downside of a power that ALWAYS damages people or property...)
Takes extra time to prepare -1/panel prep time
Takes an additional action -1
(The cousin of "takes time to prepare", this disadvantage is costly. If applied to a Modifier, the Modifier can ONLY be used if the player sacrifices one of his actions for the panel. If applied to an Action, the player must use both of his Actions in a panel)
No Bonus -2 levels
Can't be improved by lines -2
(I can't begin to describe how I've come to hate this cheap disadvantage. For every player who has ever taken it honestly, there are two dozen who realized that if their action was already 6 or 7, they could raise it to 8 or 9 for free just by taking this.)
Stones can't be split between attack and defense -2
(Another disadvantage that is typically taken by players hoping to never be stung by it. I'm not going so far as to ban it, but again I encourage GMs to think carefully before allowing it, and exploit it if they do)
Power Out of Control Without Device -2
Option: You don't have the device! -2
(Take away your players control device at least once!)
Counterattack Only -2
(You can ONLY use this action or modifier in a panel immediately after you've been attacked, and only against the person or persons that attacked you. You don't have to have been harmed by the attack)
Power Weaker Away From Source -2
Challenges
I'm not going to create in-depth explanations as to how I think Challenges should be applied. I think these should be kept as flexible as possible, and I encourage players to think up their own. Expect them to be used against you though.
Power Armor
AI/Action Limit: I've heard probably at least a dozen explanations of why Power Armor provides so many actions, some feasible, some silly. I'm scrapping the entire thing.
So here goes;
When in Power Armor you get
1 (ONE) Action performed by the "driver." If you have the Power Armor specialty, you may use this Action for Close Combat or Ranged Combat (but NOT Ninja) to combine stones with your PA Actions
2 (TWO) PA Actions, that MUST be actions you have purchased as PA options. You can use multiple weapon systems in this way (but only two of them) by splitting the appropriate Combat action into your two Actions, and adding the Weapon System Modifiers separately.
So Tedd, you're thinking to yourself. Why would I buy an A.I. more than 1 with your rules? Simple. A.I. is the same thing to your PA as Intelligence is to your character, when someone is trying to gain control of it (with Artificial Emotions taking the place of the Mental Defense Modifier to boost it). Since options like Technology (Interface Directly & Increase Range Advantages) are much cheaper than Telepathy, you MIGHT wanna consider making your PA a lil' bit smart. But hey, thats just me talking. You do what you want.
On the issue of price cuts; I'm going to re-cost (below) all of the price-cuts that PA gets, so they're not getting quite so much of an advantage.
ROBOTS: Since they don't have to pay for two sets of Abilities, Robots don't get the price cuts, unless someone can convince me of a good reason they should. Robots get built by the normal rules.
PA Options Re-Pricing: For Power Armor, all of the Actions listed on page 75 of the Core Book can be purchased for -1 Cost Level from the price listed above.
Weapons Systems
Energy Weapons MN
Rocket Launchers MN+2
(In addition to the listed Advantages, automatically includes "Collateral Damage" Disadvantage. Collateral Damage can be removed by paying +1 Cost Level to represent the use of "smart rockets")
Firearms MN+1
Flamethrowers MN
(Potential collateral damage that cannot be bought off)
Grenade/Canister Launchers MN+2
EMP MN
(Will only knock out systems not shielded, or with less than double the MN in Toughness or Armor.)
Power Armor Modifiers
The Modifiers listed on page 77 of the Core Book may be purchased at -1 Cost Level from the listed price in this document.
Special Power Armor Modifiers
No changes, HOWEVER PA Self-Repair is limited to Accelerated (No Enhanced or Instant)
House Rules & GM Notes
* I do NOT claim credit for creating all of these options, and I thank those who invented them for their hard work, even if I revise them somewhat for my purposes here. Without all of the people who worked on and played this game before me, I never would have been able to do this stuff.
Note that many House Rules, options I've created, etc are scattered throughout the descriptions above. The things I've included below are separated out due to my perception of their importance.
Energy Issues
A lot of GMs like the energy system as its printed in the book, and from playing in a game without Energy Battery or Rapid Regneration, I've found that the game *can* work that way. However, to me, its just a lot less exciting and combat seems to take far longer.
So...
Energy Battery Dur X MN red stones
3 additional energy to your pool for each MN. Does not increase Regeneration
Deep Reserves MN +Dur+1
You regenerate additional energy into your pool each panel equal to your MN.
Efficient +1
For every two (full) stones you spend, you get one from the general pool, not to exceed your maximum stones for the Action.
GM Note "Action-as-a-Modifier"
A good idea, but I've done the math, and its simply too cheap. You can add this to Force Field to get better defenses cheaper than Toughness, add it to Concentration or Bio-Computing and the cost is only 1 CL higher, and it adds to many more things. Add it to something like Acrobatics, and you've got Reflexive Dodge only much cheaper...
So, a quick & dirty fix... multiple cost levels.
Action-as-a-Modifier AN+5
Treat the attached action as a modifier, with the stones coming from the general pool. These stones CANNOT be be used for attack or shifted to defense. Actions that come with an attached Ability Bonus still have the Ability Bonus, but stones for the Ability must still be paid for from the characters Energy Pool.
Option: Use with attack action +2
Option: Stones can be shifted to defense +1
Option: Using Modifier takes an action (stones still free) -1
Strength House Rule
For purposes of Lifting, all characters with a strength of 4 or greater can freely lift objects of a weight (on the D&R chart) at least 3 less than their Strength Ability, and reduce resistance for lifting by an equal amount.
Teamwork Rules
Instructing Fellow PCs (House rule by dorkknight23, used with permission)
The Master-Student relationship (new house rule):
It is entirely possible to train a fellow player in another reasonable action (anything seemed reasonably trainable like Close Combat, or Mastery of Magic and powers related to it. You can't, for example, teach another person how to fly.) For this to work, one player will have to train the other. This offers benefits to each player:
Master: For every line spent by the pupil towards learning, you receive 1 for free as long as the two of you can train together.
Student: As long as you train with your master, you receive an extra line for every line you spend on the action. This line must be spent to improve the Action Number of the action.
Example: Doctor Strange is teaching his young new apprentice the Mastery of Magic action (which he didn't previously have.) Instead of having to spend 30 lines to get the action to AN 2, he would only have to spend 15 lines. Doctor Strange would also then receive 15 free lines for teaching his pupil.
If the Students AN should ever equal the Master's, then the student and master can no longer learn from one another.
This will be especially useful for actions with an addition to cost level (like Mastery of Magic.) However, the Master may only improve the AN of their own action once through training others. Any additional lines acquired can be used, however, towards purchasing options, at the usual rate of 10 lines/+1 of option.
For example:
Professor Xavier has earned 10 lines training Jean Grey to use her telepathy, increasing his AN by 1. From then on, as he trains Jean and other young telepaths, he uses those lines to purchase a gamut of new options for his Telepathy.
At the most basic level, the problem with MURPG is the imbalance between the costs of various options, so what I'm starting with is re-costing the various Actions (I'll do Masteries and their Options separately). I am using the cost "AN+2" to represent things that are baseline super powers, IMO, with everything balancing on that pivot. I'll also include some of my own House Rules, listed with the particular Action it applies to. As of right now, this includes only Actions taken directly from the published material, but I'll probably expand it to include things from House Rules Assembled and the Spidey Guide.
Your thoughts and opinions are warmly appreciated, unless of course your opinion is that I shouldn't even bother doing this. If thats the case, your opinion is duly noted. I disagree. Lets move on (nobody is going to force you to use these rules anyway)
I'm not going to explain my logic on pricing things UNLESS it involves a House Rule for how that action functions as well, so if you're curious, feel free to ask. If an Action offers an option and I don't list any cost for that option (and there is no attached commentary), assume that the option costs exactly what is listed in the book.
Future installments of this project will include doing the same for Modifiers, and writing some form of explanation of the operation of Challenges, Advantages & Disadvantages, and so on.
MY DESIGN PHILOSOPHY IN FOUR SIMPLE RULES
1) KISS. Keep It Simple Stupid.
2) BALANCE
3) PRECEDENT (In absence of other evidence, and when it does not violate either of the first two rules, setting precedent should rule the day)
4) STORY (Anything which detracts from the story is bad, anything which adds to the story is good, with deference to the first 3 rules)
Acrobatics AN
Astral Travel AN
Option: Body Travels With You +3 Cost Levels
Option: Take Others with you +1 Cost Level
Black Ops/Spying AN+2
Business Skills AN -1
Charge Objects AN+4
Close Combat AN
Ranged Combat AN
Concentration AN+3
(Option: Careful Observation +2 Cost levels. If the character spends an entire panel doing nothing but studying the situation, they receive their Concentration AN in stones free to execute the action.)
Create Illusions AN
Drain Energy AN+1
(Option: Range 2 +4 Cost levels... c'mon people this removes the touch requirement, its a HUGE advantage
Option: Improved Drain +3
Extreme Death Factor ONLY available with Improved Drain -4 Cost Levels. Must drain all red stones from victim.
Option: Tied to location -4
Option: Redirect absorbed stones as Force Blast +1 Cost level
Option: Death Factor -2)
Energy Absorption/Reflection AN+5
Option: Sound/Light Transduction
Fireworks AN+2
Flight AN
Option: Max Speed 5 -1 Cost Level
Option: Limited Maneuverability -1 Cost Level
Option: Max Speed 2 when carrying - 1 Cost Level
Option: Natural Flier +3 Cost levels
(1st stone of Flight is free. Hovering/flying is as natural as walking for you. So long as you need no more than 1 stone to beat resistance and you do not invest stones into Flight for any other reason, Flight does not take up one of your actions)
Force Blast AN
Force Field AN+2
(House Rule: You generate a field of force that hinders your enemies from attacking, up to 10' from your body. The stones from this Action can be shifted to defense, or used offensively to directly attack opponents with invisible force.)
Option: Defensive Stones Doubled +2 <With credit for both to Dionon and Asmodeus>
Gambling AN -1
General Knowledge AN
Growth AN+2
(Option: Can Increase with LOE +1 Cost Level)
Healing AN
(Mutant/Magical +1, Medical -1)
Hex Spheres AN+4
(House Rule: Stones are spent for effect AND area, more stones = potentially bigger effects. Taking more direct control of the effect requires only one panel of preparation, but takes extra stones equal to the total stones of effect. Duration of effects is at GM discretion)
Hunting/Tracking AN
(Option: Flexible +1 Cost Level. Can use both the Urban and Wilderness versions of this Action)
Inventing AN+6
(Option: No lab necessary +3 Cost Levels
Option: Proper parts not required for one-use inventions +2 Cost Levels
Option: Proper tools not required for one-use inventions +1 Cost Level)
Invisibility AN+2
(Option: Also inaudible +1
Option: No scent +2)
Leadership AN
Ninja AN +5
(Option: Concentration as the Action +1 Cost Level
Option: Can use firearms larger than pistols with this Action +1 Cost Level
Option: Demolitions +1)
<House Rules: Ah, Ninja... how much trouble has been caused simply by the fact that they named this action so poorly? Had they simply called it "advanced combat training" or "commando" would we have all of these stupid arguments about who should or shouldn't qualify to take it? I doubt it. Anyway, for my games, this action is available to people who would reasonably have this impressive level of combat expertise, whether they fight in pajamas or not.>
Personalized Actions AN-2
(Generally. Really useful personalized actions might be higher cost)
Phase Shift AN+2
(Option: Phase Attack +4 Cost Levels
Option: Phase Stun +3 Cost Levels)
Psi-Weapon AN+3
(NOT a weapon modifier. Just a static bonus to Close or Ranged combat)
Shape-Shifting AN+1
Shrink AN+1
(Option: Can increase with LOE +2 Cost Levels)
Social Skills AN
Steal Superpower
(Should be a Modifier)
Stretching AN+4
Technology AN+1
(Option: Transference +2 Cost Levels
Option: Auto-Transfer +4 Cost Levels
Option: Simultaneous multiple control +2 Cost Levels)
Telekinesis AN+2
Telepathy <Check my section on Masteries>
Teleportation AN+2
(Options: As normal)
HOUSE RULES: Using Teleport as an attack.
When you invest stones into Teleport and want to take an unwilling target, you lose stones from the attack equal to their defenses (active defense and Reflexive Dodge only... Toughness/Armor won't help since you're really just grabbing them). The left-over stones determine how far you go. Since you're teleporting in a fight, you can only choose a general direction (i.e. up, down, north, south, etc), OR a location you can see from where you are (i.e. into that river over there...).
Alternatively, you can use Close Combat to establish your grab without losing stones from your Teleport, but it must be done in the same panel.
OPTION: Stones left over count toward movement AND as stun damage against the enemy +1
Thieving AN
Tounge/Tail/Tendril Whip AN+2
Unstoppable AN+3
Vehicle Operations AN
(Option: May combine with Ranged Combat for firing vehicle weapons +1 Cost Level)
Ventriloquism AN-1
Wall Crawling/Climbing AN
(Option: Cannot fully invert -1 Cost Levels
Option: Can only use with appropriate hand/foot holds -2 Cost Levels)
Web-Slinging AN
Actions From Avengers
(Options found with the Actions they belong with)
Animal Training AN-2
(Option: May specialize in one additional animal/AN +2 Cost Levels)
Dance AN
(Can be re-written as any number of things... Seduction, Flirting, Musician, etc. The key is that the action adds to Social Skills and must take some sort of effort and the attention of your target to use)
Horsemanship AN-2
(Useful... but seriously, how many people are going to ride a horse?)
Manipulate Body Density AN+5
(Option: Phase Attack +4 Cost Levels
Option: Phase Stun: +3 Cost Levels)
Private Investigating AN
Psychiatry AN+4
(Option: Int Bonus +2 Cost Levels
Option: Can't/Won't Manipulate Others -3 cost levels)
Statecraft AN+2
(Basically a package deal for Social Skills, Leadership, and Business Skills/Finance. A lot of players and GMs disagree with me on this, but I feel this Action should be open to anyone who has lots of people working for them and who works with massive amounts of money, including business leaders and the like.)
Swimming AN-1
(Option: Can exceed human limits +2 Cost Levels)
From the X-Men Guide
Bio-Computing AN+3
(Okay, isn't this really just the EXACT same action as Concentration, with the explanation of how the extra stones get there tweaked a little?)
Blasting AN+2
(I know, you think I'm nuts, but first read the
HOUSE RULE: When Blasting, stones must be split between the speed you wish to travel, the attack you wish to make, and the power of the Force Field you wish to generate. You cannot generate a Force Field or an Attack without expending at least 1 stone into moving in that panel. You may still bust through objects at full AN, as long as you are moving at full speed)
Computers AN
Option: Interface Directly +2 Cost Levels
(This option cuts the resistance of all attempts to use computers by 1/2, which is a pretty strong bonus. Theres some disagreement as to whether the character still needs to touch the computer and, if not, at what range he can manipulate one. Since the option already provides a major bonus, I'm not inclined to make it any stronger, so my suggest and the rule for my games is, the character must be within 10' of the computer in question, with no barriers between himself and the device. Even a simple window will block the effect.
I also think its important this option be limited strictly to computers in the traditional sense... desk top and lap top computers, mainframes, etc. and not to anything that operates LIKE a computer, like iPhones and the like. If you want to interface directly with those, buy the similar option for Technology)
Fear AN+1
Option: Absorb Fear (per the book) +4 Cost Levels
(House Rule: This Action is remarkably powerful and flexible, allowing the user to pick and choose in what ways he hinders his target. For this reason, this action must overcome Intelligence & Mental Defense BUT Telepathy does NOT provide a bonus to Mental Defense for purposes of this Action. Being a Telepath doesn't make you any more resistant to fear than the next guy)
Genetic Engineering AN+6
Option: Only Enhance a Subject Once -2 Cost Levels
Option: No Lab Required +5 Cost Levels
Manipulate Mutagenic Fields AN+7
Option: User Decides Upgrades Instead of Victim +6 Cost Levels
Metamorphosis AN+6
House Rule: Stones spent for Metamorphosis remain in the Action Box so long as the 'morph is maintained, and may be used as energy for any Ability or Action gained or improved with Metamorphosis. These stones may not be used to maintain the duration of the 'morph.
Metamorphosis takes a panel to complete, during which the character cannot act (other than to spend stones into Metamorphosis) and does not have access to his new "improvements."
Option: Double spent stones +3 Cost Levels
(You gain free stones from the general pool equal to the stones you invested. Only the stones from your Energy Pool remain in the Action Box)
Option: Fluid Metamorph + 1 Cost Level
(Your 'morph still takes a panel to complete, but you can act normally during that panel)
Option: Rapid Metamorph +2 Cost Levels
(Your improvements become available in the same panel during which you Metamorph, and can be used right away)
Pheremones AN+5
Option: Increase/Decrease Target Ability +4 Cost Levels
(Choose one Ability, not including Durability. When using Pheremones, you may choose to increase or decrease <to a minimum of 1> a targets ability by a number of stones equal to the number of panels they would have been stunned. This effect lasts 1 panel. You may not choose to stun some victims and affect the abilities of others... everyone hit with the same "dose" receives the same effect)
Phoenix Force, Full
Phoenix Force, Partial AN+13
House Rule: You may invest more than your AN in stones into the Phoenix Force action box in a given panel, but no single aspect of the Action may receive more stones than your AN.
(Example: You have PFP at 3. You put 6 stones into the Action box, spending 3 toward a Force Blast, and 3 toward attempting to disassemble a nearby wall at the molecular level. Yes, this technically allows you to violate the "two action" limit, but the Phoenix Force is incredibly powerful)
Power Boost AN+4
Option: Cannot use against unwilling target -2 Cost Levels
From House Rules Assembled
Entangle AN+3
(If you're wondering about the re-cost, the fact of the matter is that this ability effectively "stuns" the target, taking them out of the action with exceeding ease.)
Kinetic Absorption AN+5
Imbuement AN+2 + Options
Option: Imbue Objects +3
Option: Imbue People +4
Option: Imbue Multiple Targets +1
Option: No New Aspects -1 Cost Level
Option: Only imbue normal people/objects -1
Option:
(WHAT??? SOMEBODY THOUGHT THIS ACTION WAS BALANCED IF IT ALLOWED YOU TO IMBUE YOURSELF!)
Option: CAN Imbue Self +4
Option: Can only imbue with Actions/Modifiers you posses -1
Clairvoyance AN+5
Option: Can only have visions of specific
objects/ persons (-1 to Cost Level)
Option: Can only look into the past (-1 to Cost
Level)
Option: Can only look into the future (-1 to
Cost Level)
Option: Can only visualize distant sights.
Cannot see through time. (-1 to Cost
Level)
Option: Can perceive through time regardless
of physical proximity (+3 to Cost Level)
Corrosive Touch AN+4
Option: Paralyzing or Soporific Attack: You
may forfeit damage and paralyze your
opponent instead. He is paralyzed or
otherwise sleeps for 1 Panel per red
stone that exceeds his Durability. (+3
to Cost Level)
Option: Poisonous Attack: You can poison
your opponent, causing him to take
stones of damage every Panel for a number of panels equal to your AN, or until the target receives an antidote, or is healed. (+4 to Cost
Level)
Option: Ignite Fires: You can ignite objects by
touch, using Hardness as Resistance.
These objects burn with an intensity
equal to the number of stones placed
into the Action. (+1 to Cost Level)
Option: Death Touch: This touch causes
damage as normal, but if damage
exceeds the target’s number of white
stones of health, he will die. (+7 to
Cost Level)
Iron Will AN+4
(All options as normal. IMO, this is an example of an extremely well written Action)
Masteries
(Wherein I tick off the community at large and/or start a flame war by putting explanation to the various options involved in Masteries. My opinions regarding these things are based solely off my years of experience playing and running this game. Obviously, others have had different experiences, and your thoughts are appreciated)
In all I think Masteries are one of the better balanced elements of this game. Some aspects of Masteries are cheaper than they otherwise might be, because its assumed that you'll buy more than one option, and the overall cost of the Mastery will usually be quite high. There are some areas where this philosophy falls apart completely however, such as the case of any single option thats worth buying the Mastery for just that option. Then you get something really powerful, really cheap. I haven't really thought of a way to address this, other than GMs just having the guts to tell a player "no."
Another thing a lot of GMs and players scrap about is the issue of "extraordinary scope." A pretty simple way to figure this is to simply look at the Mastery and figure out the number of ways it is superior to a baseline Mastery (say, Fire or Ice or Sound) and assign +1 Cost Level for each way in which it is inherently superior. Anything that is a Major Force, a Physical Law, or a nearly omni-present energy source should constitute a +1 automatically (Gravity, Magnetism, Kinetic Energy, Light, etc) due to the broad potential applications of Create/Manipulate. Magnetism also offers a potent Force Field in place of the simpler barriers available to other Masteries... ergo a +2 overall cost increase for extraordinary scope. Obviously, this isn't a science, but its a good rule of thumb.
Anyway...
Mastery Options
Immune to Effects +1
(Should include immunity not only to attacks, but full spectrum survivability... character should be able to see, breathe, and move through the element unhindered)
Transform Into Element +1
(I think this option should possibly be +2. It actually has incredibly broad possibilities. Opinions here appreciated)
Create/Manipulate +1
(Possibly the single most underestimated ability in the entire game. There's a lot of debate over what this can do... IMO, it can create barriers, and it can create objects, and thats plenty.)
Force Blast +1
(One of those things I was talking about, where players might try to get a lot for a little. These Force Blasts all come with special options that would cost a lot if purchased with the Force Blast action. GMs beware)
Accumulate Energy +2
(HOUSE RULE: May accumulate energy for maximum panels = to the AN in the Mastery, and must use energy immediately when accumulation stops. Otherwise, energy is lost, and you're stunned anyway)
Unlimited Create/Manipulate +5
(As Create/Manipulate, but may also create working devices. In addition, you may use stones to grant creations Duration, greater Area, etc.)
Must Exist As Element -1
(Uhhh... you're probably an idiot if you take this, but I'd still like to see the guy who has to exist as magnetism, or wind...)
Free Force Field +2
(House Rule: When using the Mastery, you gain a Force Field that provides free stones of protection equal to your Mastery AN. These stones are NOT Doubled, and the Force Field protects only yourself. You may use some of the free stones provided, but not stones from your energy pool, to increase the Area of the Force Field)
Absorb Same Element +1
Regenerate +1 in Element +1
Combine Mastery with Close/Ranged Combat +2
Telepathy!
(Or, as I like to call it... Mastery of Munchkin.)
Basic Telepathy AN
In addition to reading minds, basic Telepathy should include Telepathic Communication. Every Telepath in Marvel can do this. Spend stones to overcome Mental Defense, and you can project your thoughts directly into the target's brain. The bad news? You have to do this every round, and even if the Target is willing, you still need to spend stones equal to their Intelligence.
Options
Illusions +1
<Broadcast +1>
(The difference between Telepathic Illusions and the Action "Illusions" is that Telepathic Illusions are strictly in the head of the target or targets. The Broadcast Option means that everyone within the Area (see D&R Chart) equal to your Telepathy AN "sees" the Illusion. Stones of effort must exceed targets Int & Mental defense, afterward 1 stone/panel to maintain.
Breaking the Illusion: Record the number of stones by which the "attack" exceeded the targets defense. Each time something occurs which might make the target<s> question the Illusion, reduce the stones of net success by one. When the number of stones is equal to or less than the target<s> Int & Mental Defense, the Illusion is broken. The Telepath can always "shore up" his effect by re-making the Illusion, but the effect is NOT cumulative. Each "attack" replaces the last)
Command Others +2
<Broadcast +2>
(You may issue a single, easily understood command that does not put the target<s> directly in harms way, or involve them harming those they might not otherwise be inclined to harm. The target will then execute that command to the best of their ability. Each command requires a "mental attack" against the targets Int & Mental Defense, with "damage" equaling the maximum duration (D&R chart) during which the target<s> will attempt to complete the command. The Telepath does NOT know how long the target<s> will obey the command, but can re-issue the command at any time)
Control Others +5
(You take control of the target's mind, and can command them to do anything you wish. Stones spent must exceed the target's Int & Mental Defense. Control can be maintained for 1 red stone/panel. Each time you issue a command contrary to the targets nature, or that puts them in harms way, or that involves them harming someone they wouldn't otherwise be inclined to harm, 1 <or more at GM's discretion> stone is removed from the "effect". When these stones are equal to or less than the target's Int & Mental Defense, control is broken automatically, and may not be re-established for one full panel. Re-establishing Control means making another Mental Attack.)
Create Links With Others +1
(The standard "team link." Spend 1 stone per willing target (to a maximum of the AN), and all targets in the link can communicate mentally with one another as long as you continue to spend 1 red stone per panel to maintain the effect. All communication is "broadcast" so everyone in the link can hear it. Thoughts cannot be read through this link, but sometimes particularly strong emotions can be sensed)
Mental Bolts +1
(Per the book)
Repair Minds +1
(Not only repair mental damage, but can also be used to undo the effects of mental attacks such as Illusions and Command/Control Others)
Intelligence Bonus +2
Can purchase Telekinesis at -1 CL
Empathy +1
Tele-Empathy +2
<Broadcast +1>
(You distract the target by forcing them to feel strong emotions. Stones vs. Int & Mental Defense, with remaining stones determining the duration of the distraction.)
Pain by Touch +2
(A stun attack that requires you to touch the victim.)
Psychometry +2
<Read thoughts of target before touching object +1>
Read Recent Memories by Touch +1
(Not really sure how this one is supposed to work at all...)
Hear Spirits and The Dead +1
Swap Minds +2
(If you overcome the mental defense of the target, you in habit their body and they inhabit yours. You can do whatever you want with their body... of course they can do the same to yours. If you kill your host body, you must make another mental attack against the target <and hope he's still in range...> to return to your own body. Otherwise, you're dead)
Posession +2
(You can take someone elses body for a joyride... but your body just sits there, mindless and vulnerable... )
Hypnotism/Hypnotic Suggestion +2
(Through long term hypno-therapy, you can achieve a variety of effects. For each stone of effort beyond the target's Mental Defense, you can implant a single command to be triggered by an event or key phrase later, or you can reduce any one Action or Ability of the target <Abilities to a minimum of 1> by an amount equal to your result stones)
Astral Projection +1
Reflect Mental Attacks +2
(If you are subject to a mental attack that fails, you can choose to invest stones up to your Telepathy AN, combine them with the stones of effort of the original attack, and send it back at the attacker)
Can't Read Minds -1
Eye Contact Required -1
Magic
Mastery of Magic AN+2
Option: Accumulate Energy +1
Option: Increase AN +1
(My biggest problem with this Action is that all it REALLY does is increase the cost of the magical options people really want. Its a placeholder. The 1 panel "prep time" combined with the 6 stone effect limit makes it pretty pointless. That said, Its a NECESSARY placeholder as far as I can tell, so I'm going to leave it in.)
HOUSE RULE/OPTION: Any action that can be bought at -1 cost, can also be purchased as a Mastery of Magic "option" for the same "+" (So an action that would normally cost AN+2 with the Mastery of Magic discount becomes a +2 option).
Whats the advantage you say? The advantage is that those options now follow the rules for magic, so that you can give them Area, Duration, etc. with stones.
HOUSE RULE: The six stone limit for effect is lifted entirely.
Sorcery/Asgardian Sorcery/Voodoo/Witchcraft AN+3
(Yes, the cost increase is very slight. I encourage GMs to be hard nosed about these actions. Rather than making them cost more, which only serves to make them less attractive options vs. other powerful choices, I suggest that the GM be consistent about enforcing the theme of the magic being used. Asgardian Sorcery is broad and offers a lot of options... but there are things that the magicians of Norse mythology couldn't do under any circumstances, like alter fate or control luck. Keep this stuff in mind.
Sorcery becomes problematic here in that it doesn't relay back to any specific tradition. GMs should ask players what sort of Sorcery they envision before allowing this Action. If you want your character to be like Merlin, fine... but even Merlin had a limited bag of tricks. GMs, if you feel like you can't find a comfortable ground with Sorcery, just don't allow it. Asgardian, Voodoo, and Witchcraft provide plenty of flexible options. I'm working on "Egyptian Sorcery" for my House Rules)
Summoning AN+4
(A lot of people seem to think summoning is confusing. I think its pretty straightforward as written... its just too powerful cost only AN+2. Hence the re-cost and lack of House Rules/Explanations)
Magical Travel AN+2
Modifiers
Adamantium Skeleton 3W
Animal Senses MN
Armor Penetration +3 Cost Levels
Claws MN+4
(Also fists, body hardening, etc. A generic modifier for Close Combat. So long as a player has a good explanation, they should be allowed to have it. Also, I've scrapped the +1CL for retractable)
Defense, Energy MN+1
Defense, Magical or Mental MN
(If you have Telepathy or MoM, or anything else that provides a free defense modifier, you must pay for this Modifier at the cost ABOVE what you already have.
Example: If you have Telepathy 4 and want to buy Mental Defense 4, you pay for the difference between Mental Defense 4 and Mental Defense 8, since thats what you're getting)
Extended Life/Immortality 1W
(I reduced the cost on this because, while its really cool to have, it has almost no impact on actual gameplay)
Healing Factor Dur +2
Accelerated Healing Factor Dur +4
Immovable 3W
Luck MN+6
Prescience 6W
(Like many GMs, I hate this action. It causes entirely too many problems and does horrendous things to the simplicity of the system.
House Rule: Prescience ONLY allows for defense. The player declares how many stones from his Actions and/or Energy Pool he is willing to shift to defend himself when he allocates his stones, and as many stones as necessary up to the maximum are automatically shifted.
The Limited Prescience option is not allowed)
Radar Senses MN+2
Reflexive Dodge MN+3
(Not gonna try to list all of the stuff that gives a -1 CL to this action)
Self-Contained Life Form 1-3W
Sonar Sense MN
Targeting MN+4
Toughness MN+3
(Options as normal)
Transform Self -
Transform Self By Touch 20W
Transform Others By Touch 30W
Vision, Enhanced 1r/option/MN
From the Avengers Guide
(No changes to any of the Modifiers from this Guide.)
From the X-Men Guide
(No changes)
Advantages
Each Additional Element +1
(Scrapped this "advantage" entirely, since its pretty much just the "buy off" for the Disadvantage Non-Human Appearance. If your "enhancements" are retractable, thats free, but you don't get to buy non-human appearance.)
Increased Range +1/Range increment
Others Benefit +3
(You may designate a number of allies up to your AN/MN that also benefit from this option. If it costs you stones, they must also pay stones to make use of it)
Area Affect +3
(House Rule: Power now has an Area of 10' <Area 2 on the D&R chart>. You may decrease or increase this for 1 stone per row, to a maximum shift of the AN/MN)
Artificially Intelligent +3
(Just in case you ever wanted your claws to talk back...)
2X Damage +2
(After figuring how many stones penetrate your target's defenses, double the remainder before determining damage)
3X Damage +4
(After figuring how many stones penetrate your target's defenses, triple the remainder before determining damage)
Extra Ability Bonus +4
(Not nearly as valuable as the ability to get access to additional FREE stones, IMO)
Extra Modifier +5
Disables if any Damage Occurs +5
Attack vs. Enemy ability +6
(Ignore your opponents defenses and target an ability of your choice instead)
Disadvantages
(This should already be considered when pricing an Action...)
One Target Only -1
(If you take this with a combat action, it means that stones shifted to defense apply to ONLY the selected target as well...)
Collateral Damage -1
(This thing gets tossed into so many actions just to reduce costs, I'd like to get rid of it, but it IS legitimate for some few Actions and Modifiers. GMs, practice saying "no" with this bad boy right here, but be open to a player who can explain... and then make sure you follow through with the downside of a power that ALWAYS damages people or property...)
Takes extra time to prepare -1/panel prep time
Takes an additional action -1
(The cousin of "takes time to prepare", this disadvantage is costly. If applied to a Modifier, the Modifier can ONLY be used if the player sacrifices one of his actions for the panel. If applied to an Action, the player must use both of his Actions in a panel)
No Bonus -2 levels
(I can't begin to describe how I've come to hate this cheap disadvantage. For every player who has ever taken it honestly, there are two dozen who realized that if their action was already 6 or 7, they could raise it to 8 or 9 for free just by taking this.)
Stones can't be split between attack and defense -2
(Another disadvantage that is typically taken by players hoping to never be stung by it. I'm not going so far as to ban it, but again I encourage GMs to think carefully before allowing it, and exploit it if they do)
Power Out of Control Without Device -2
Option: You don't have the device! -2
(Take away your players control device at least once!)
Counterattack Only -2
(You can ONLY use this action or modifier in a panel immediately after you've been attacked, and only against the person or persons that attacked you. You don't have to have been harmed by the attack)
Power Weaker Away From Source -2
Challenges
I'm not going to create in-depth explanations as to how I think Challenges should be applied. I think these should be kept as flexible as possible, and I encourage players to think up their own. Expect them to be used against you though.
Power Armor
AI/Action Limit: I've heard probably at least a dozen explanations of why Power Armor provides so many actions, some feasible, some silly. I'm scrapping the entire thing.
So here goes;
When in Power Armor you get
1 (ONE) Action performed by the "driver." If you have the Power Armor specialty, you may use this Action for Close Combat or Ranged Combat (but NOT Ninja) to combine stones with your PA Actions
2 (TWO) PA Actions, that MUST be actions you have purchased as PA options. You can use multiple weapon systems in this way (but only two of them) by splitting the appropriate Combat action into your two Actions, and adding the Weapon System Modifiers separately.
So Tedd, you're thinking to yourself. Why would I buy an A.I. more than 1 with your rules? Simple. A.I. is the same thing to your PA as Intelligence is to your character, when someone is trying to gain control of it (with Artificial Emotions taking the place of the Mental Defense Modifier to boost it). Since options like Technology (Interface Directly & Increase Range Advantages) are much cheaper than Telepathy, you MIGHT wanna consider making your PA a lil' bit smart. But hey, thats just me talking. You do what you want.
On the issue of price cuts; I'm going to re-cost (below) all of the price-cuts that PA gets, so they're not getting quite so much of an advantage.
ROBOTS: Since they don't have to pay for two sets of Abilities, Robots don't get the price cuts, unless someone can convince me of a good reason they should. Robots get built by the normal rules.
PA Options Re-Pricing: For Power Armor, all of the Actions listed on page 75 of the Core Book can be purchased for -1 Cost Level from the price listed above.
Weapons Systems
Energy Weapons MN
Rocket Launchers MN+2
(In addition to the listed Advantages, automatically includes "Collateral Damage" Disadvantage. Collateral Damage can be removed by paying +1 Cost Level to represent the use of "smart rockets")
Firearms MN+1
Flamethrowers MN
(Potential collateral damage that cannot be bought off)
Grenade/Canister Launchers MN+2
EMP MN
(Will only knock out systems not shielded, or with less than double the MN in Toughness or Armor.)
Power Armor Modifiers
The Modifiers listed on page 77 of the Core Book may be purchased at -1 Cost Level from the listed price in this document.
Special Power Armor Modifiers
No changes, HOWEVER PA Self-Repair is limited to Accelerated (No Enhanced or Instant)
House Rules & GM Notes
* I do NOT claim credit for creating all of these options, and I thank those who invented them for their hard work, even if I revise them somewhat for my purposes here. Without all of the people who worked on and played this game before me, I never would have been able to do this stuff.
Note that many House Rules, options I've created, etc are scattered throughout the descriptions above. The things I've included below are separated out due to my perception of their importance.
Energy Issues
A lot of GMs like the energy system as its printed in the book, and from playing in a game without Energy Battery or Rapid Regneration, I've found that the game *can* work that way. However, to me, its just a lot less exciting and combat seems to take far longer.
So...
Energy Battery Dur X MN red stones
3 additional energy to your pool for each MN. Does not increase Regeneration
Deep Reserves MN +Dur+1
You regenerate additional energy into your pool each panel equal to your MN.
Efficient +1
For every two (full) stones you spend, you get one from the general pool, not to exceed your maximum stones for the Action.
GM Note "Action-as-a-Modifier"
A good idea, but I've done the math, and its simply too cheap. You can add this to Force Field to get better defenses cheaper than Toughness, add it to Concentration or Bio-Computing and the cost is only 1 CL higher, and it adds to many more things. Add it to something like Acrobatics, and you've got Reflexive Dodge only much cheaper...
So, a quick & dirty fix... multiple cost levels.
Action-as-a-Modifier AN+5
Treat the attached action as a modifier, with the stones coming from the general pool. These stones CANNOT be be used for attack or shifted to defense. Actions that come with an attached Ability Bonus still have the Ability Bonus, but stones for the Ability must still be paid for from the characters Energy Pool.
Option: Use with attack action +2
Option: Stones can be shifted to defense +1
Option: Using Modifier takes an action (stones still free) -1
Strength House Rule
For purposes of Lifting, all characters with a strength of 4 or greater can freely lift objects of a weight (on the D&R chart) at least 3 less than their Strength Ability, and reduce resistance for lifting by an equal amount.
Teamwork Rules
Instructing Fellow PCs (House rule by dorkknight23, used with permission)
The Master-Student relationship (new house rule):
It is entirely possible to train a fellow player in another reasonable action (anything seemed reasonably trainable like Close Combat, or Mastery of Magic and powers related to it. You can't, for example, teach another person how to fly.) For this to work, one player will have to train the other. This offers benefits to each player:
Master: For every line spent by the pupil towards learning, you receive 1 for free as long as the two of you can train together.
Student: As long as you train with your master, you receive an extra line for every line you spend on the action. This line must be spent to improve the Action Number of the action.
Example: Doctor Strange is teaching his young new apprentice the Mastery of Magic action (which he didn't previously have.) Instead of having to spend 30 lines to get the action to AN 2, he would only have to spend 15 lines. Doctor Strange would also then receive 15 free lines for teaching his pupil.
If the Students AN should ever equal the Master's, then the student and master can no longer learn from one another.
This will be especially useful for actions with an addition to cost level (like Mastery of Magic.) However, the Master may only improve the AN of their own action once through training others. Any additional lines acquired can be used, however, towards purchasing options, at the usual rate of 10 lines/+1 of option.
For example:
Professor Xavier has earned 10 lines training Jean Grey to use her telepathy, increasing his AN by 1. From then on, as he trains Jean and other young telepaths, he uses those lines to purchase a gamut of new options for his Telepathy.