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Re: Revised Supers! - Optional Rules Thread (unofficial)


In our first campaign we allowed characters to "push themselves", granting them bonus dice by taking automatic damage to Will when appropriate (though I could see allowing any resistance to take damage if it fits the action).

For example:
Our (sometimes) heroine Magnetic Jynx was at a harbor when an enormous explosion took place off shore, threatening the small fleet of boats sailing about as a giant wave rose up and roared towards them. Using her Energy Control (Magnestism) she declared that she was going to lift the boats out of the water and place them safely on land.

The Judge decided this would be a Mind Blowing feat (Target 36). MJ, looking at the 5d she had in the power plus 2d in comp dice figured that still wasn't going to do the job. She also had Will 4d so she declared that she would take 4d damage in exchange for another 4d dice to roll (bringing her total to 11d vs 36).

She rolled the dice and what a sight to behold as the entire fleet lifted from the water just as a gigantic wave roared by. Trembling from the strain, she dropped the boats on a protected peninsula, then collapsed from the exertion!


It's a simple rule that allows for characters to mimic the extreme exertion that you often see in comics, but at a cost!
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Re: Revised Supers! - Optional Rules Thread (unofficial)


quote:

Dustland wrote:

In our first campaign we allowed characters to "push themselves", granting them bonus dice by taking automatic damage to Will when appropriate (though I could see allowing any resistance to take damage if it fits the action).



I was honestly, "whatever" and then you gave the example and I was sold man!

Thought I would say either Fortitude or Will, since ... well someone who is a workhorse should be able to push as well.

Now the question becomes, do all the wound dice have to come from the sponsor, or would we say Half have to and the rest can be spread out?

---
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"The English language is the product of Norman invaders attempting to pick up Anglo-Saxon women. The resulting language is about as legitimate as the resulting offspring." — From the Internet
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Re: Revised Supers! - Optional Rules Thread (unofficial)


quote:

Dustland wrote:

In our first campaign we allowed characters to "push themselves", granting them bonus dice by taking automatic damage to Will when appropriate (though I could see allowing any resistance to take damage if it fits the action).

For example:
Our (sometimes) heroine Magnetic Jynx was at a harbor when an enormous explosion took place off shore, threatening the small fleet of boats sailing about as a giant wave rose up and roared towards them. Using her Energy Control (Magnestism) she declared that she was going to lift the boats out of the water and place them safely on land.

The Judge decided this would be a Mind Blowing feat (Target 36). MJ, looking at the 5d she had in the power plus 2d in comp dice figured that still wasn't going to do the job. She also had Will 4d so she declared that she would take 4d damage in exchange for another 4d dice to roll (bringing her total to 11d vs 36).

She rolled the dice and what a sight to behold as the entire fleet lifted from the water just as a gigantic wave roared by. Trembling from the strain, she dropped the boats on a protected peninsula, then collapsed from the exertion!


It's a simple rule that allows for characters to mimic the extreme exertion that you often see in comics, but at a cost!



Rus! This is a GREAT example! I love the pushing rules as you describe them here! Consider them stolen for my own campaigns! :-)

Secondarily, this example brings up some interesting stuff regarding Elemental Control and TK. I guess I'll save that for the Powers thread. :-)

Best,

Dragonfly

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Re: Revised Supers! - Optional Rules Thread (unofficial)


Yeah I think these rules should be included, they get the job done and sit well within the house that the current rules live.

So my question about the where the Ds come off?

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Re: Revised Supers! - Optional Rules Thread (unofficial)


quote:

So my question about the where the Ds come off?


For mental powers I'd only allow damage to Will, though I could see Judges allowing Fortitude damage as well if you reference fantasy mages who are represented as physically straining themselves to cast a particularly powerful spell.

For physical activities I'd say stick with Fortitude.

I don't like the idea of picking and choosing part or all of the resistance damage though. I'm sure others will disagree, but I like the simplicity of the Will=Mental strain, Fortitude=physical strain dychotomy.
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Re: Revised Supers! - Optional Rules Thread (unofficial)


Dustland is wise. The PUSHING option you shared is greatness! I'll introduce this in the next session I run.

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Re: Revised Supers! - Optional Rules Thread (unofficial)


Figured I would add this here for completeness:

Advantage:

Supervillainy - this character may use any power, aptitude, or defense multiple times per round. Each use of the power, aptitude, or defense after the first reduces the number of dice by one. Powers and aptitudes used in this way can be used to attack and defend in the same round. Players may not take this Ad.

---
My watch stopped on clobberin time.
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Re: Revised Supers! - Optional Rules Thread (unofficial)


I'm not really sure if this is the appropriate thread or not, but I have a suggestion for Wizardry.

Even though I love the intent, I think the base value of 3 needed per die in another power is a bit low. The Wizard at our game basically did everything all the time, and even with the higher cost of buying Wizardry at the outset it really did not affect his character overall. While I don't see it so much as an issue of mechanical balance, I do see it as an issue of thematic balance, and to me that is almost MORE important in Supers! because it so accurately imitates the genre.

I really feel like the base value should be 4, or even 5, just because Wizards always seem to take a much longer time to generate the spell they want. Maybe it is a base value of 5 but if they fail and try the same spell again in subsequent rounds they get some minor bonus to the attempt? In that way it imitates the "I need time to draw from the mystical aether! Guard me companions!" shtick that Dr. Strange types always seem to be doing?

---
My watch stopped on clobberin time.
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Re: Revised Supers! - Optional Rules Thread (unofficial)


I have been thinking about Wizardry as well. I think the required roll should be a limitation to the power.

If you take the power without any limitations, you could call it Cosmic Power.

Taken with the needed Roll and it becomes 'Wizardry'.

Limited to Animal Powers only and it could be 'Animal Totem' power.

A wizard who specializes in the one power might be able to generate one spectacular effect each round, but part of SUPERS! is the diversification of characters. he would not be able to defend himself as well. Or if he used his wizardry to fly, he would not be able to use it to attack.

Last edited by Darkpaladin67, 9/13/2012, 1:48 am
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Re: Revised Supers! - Optional Rules Thread (unofficial)


On Wizardry:

One of my all time favorite Supers! characters was a fairy named Firefly that used Wizardry quite a bit. Here's how we used the Wizardry power and my thoughts on game play:

1) You could only have one spell active per round (which I think should be a core limitation with a boost that overcomes it somewhat)

2) Once you cast a spell and dismissed it, or failed your spell roll altogether, you couldn't attempt the same spell that scene (sort of a Vancian system)

Gameplay:

I was very handy; I could consistantly call up some random power at a low level that fit a particular situation.

I was always behind the power curve; I rarely if ever attempted to cast a full-powered spell because failure meant you couldn't attempt the same spell again. I could consistanly cast a 2-3d spell whereas everyone else was banging around in the 5-6d range. It did make me hold on to Comp Dice though so I could use thems trategically when I REALLY needed that full-powered spell to work.

I struggled at times against multiple attacks because Wizardry is expensive, especially in the 20-25d build range, limiting the dice I had to drop in secondary abilities that I would normally use for defense.

There's my experience. To comment on the two solutions presented, I think simply raising the target number should be enough to solve the problem. Working an Occult check into the rules just seems really clunky to me; suddenly you have to make two checks just to activate the spell, then a third check to do something with it?

Just thought I'd share!

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