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Revised Supers! - Rules Thread (Not Including Combat)


Use this thread to discuss the rules in general, including Competency Dice, but not Fighting.

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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! - Rules Thread (Not Including Combat)


So I've started thinking about super-vehicles. A couple characters I've worked on have them and I'm not sure how to deal with them cost-wise. There are several approaches you could take. The simplest that I've considered is treating a super-vehicle as an Advantage, as long as the cost of the vehicle's powers are less than half the value of the character's total.

On the character sheet, I recorded one such vehicle like this:

OMEN CHARIOT - ARMORED CAR
FORTITUDE 5, REACTION 3
ARMOR 4 (TOUGH DEFENSE 1)
SUPER-SPEED 2 (200 MPH)
SILENT-RUNNING 4

Could it be that simple?


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Re: Revised Supers! - Rules Thread (Not Including Combat)


I like that. The heroes customized vehicle is based off of an advantage.

For vehicles that are not personal vehicles, we could provide a generic list of stats. Motorcycles, cars, trucks, tanks, etc.

Some vehicles are large enough that they should be considered bases and not vehicles. helicarrier, aircraft carriers, cruise ships, etc.

Along these same lines we could do some rough weapon stats. Specific Weapons could do damage based off the users shooting skill and provide the following boost.

Grenade Launcher - Area Affect
Machine Gun - Split Attack
Laser Rifle - Armor Piercing


Last edited by Darkpaladin67, 9/2/2012, 10:49 pm
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Re: Revised Supers! - Rules Thread (Not Including Combat)


Speaking of competency dice, how about the following for possible uses.

Additional dice to boost use in dice checks.

Used to activate some advantages like 'Is that your best shot?'

May give the player to use a power in an unusual way, simulating a different power. (example, using a powerful blast attack to propel yourself as flight for one round.)

May grant the character the use of one boost for the next attack.

May make one small environmental change to the scene. Example. The Revenant has been pushed off a rooftop. However by spending a competency point, he is lucky enough to have an awning beneath him to break his fall.

Can be used for a last ditch healing, allowing a character to recover from a 0 resistance.

Last edited by Darkpaladin67, 9/2/2012, 10:15 pm
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Re: Revised Supers! - Rules Thread (Not Including Combat)


quote:

Darkpaladin67 wrote:

Speaking of competency dice, how about the following for possible uses.

Additional dice to boost use in dice checks.

Used to activate some advantages like 'Is that your best shot?'

May give the player to use a power in an unusual way, simulating a different power. (example, using a powerful blast attack to propel yourself as flight for one round.)

May grant the character the use of one boost for the next attack.

May make one small environmental change to the scene. Example. The Revenant has been pushed off a rooftop. However by spending a competency point, he is lucky enough to have an awning beneath him to break his fall.

Can be used for a last ditch healing, allowing a character to recover from a 0 resistance.



I'm a big proponent of expanding the use of Competency Dice, in much the way that you describe here. In particular, I like the idea of including power stunts and temporary use of Boosts and the like.

I also like the idea of suggesting that Judges might want to hand out a number of Competency Dice to all players at the start of an adventure. Maybe these shouldn't be called Competency Dice, because they could not be used to permanently improve a character. Instead they would be exclusively used to stunt, add to rolls, and otherwise do heroic things. Such a recommendation, however, is probably best left to the Judges' Book.

All the best,

Dragonfly
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Re: Revised Supers! - Rules Thread (Not Including Combat)


Re Vehicles: I like the idea of then having some Resistances and such. How do we determine how much they get? Obviously a Super Vehicle is an advantage, and yes we can have regular stock vehicles. Anyone care to start looking at stacking them?

Re Competency Dice: What we are talking about it using them as Hero Points. That's a whole bag of cats that we need to handle carefully. In the end I am not a fan of the CDs as XP, but to resolve that requires creating a subdivision for XP, seperate from the CDs... for my I use a 10 to 1 ratio, 10 XP = 1 CD.

Discuss both?

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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! - Rules Thread (Not Including Combat)


Competency points are a great way to balance characters that have different point totals. I tend to use them more as hero points than as experience points anyways.

I start each session with stating how many points your character can be built with and if you are less then that, you gain the difference in CP.

I had another though on a use for CPs.

The Nuclear Brain (NB) has been confronted by the heroes. He has taken a group of scientists hostage. When confronted by the heroes, he turns and blasts the scientists with his nuclear energy. Since the players are not being attacked directly, they cannot defend.

By spending a CP, I would allow a character to interupt NB and use a power to try to block the attack and save the people. I call this use of a CP 'the Interupt'.
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Re: Revised Supers! - Rules Thread (Not Including Combat)


Obviously I prefer using CPs as hero points and not XP. How I handle XP is every few sessions I tell the players what the new CP max is. I also encourage players to switch out characters as often as they want in order to reflect the ongoing cast changes present in comic books. Of course, my players have developed their favorites and tend to stick by them.

quote:

AndrewCollas wrote:

Re Competency Dice: What we are talking about it using them as Hero Points. That's a whole bag of cats that we need to handle carefully. In the end I am not a fan of the CDs as XP, but to resolve that requires creating a subdivision for XP, seperate from the CDs... for my I use a 10 to 1 ratio, 10 XP = 1 CD.

Discuss both?



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Re: Revised Supers! - Rules Thread (Not Including Combat)


quote:

Darkpaladin67 wrote:

Obviously I prefer using CPs as hero points and not XP. How I handle XP is every few sessions I tell the players what the new CP max is. I also encourage players to switch out characters as often as they want in order to reflect the ongoing cast changes present in comic books. Of course, my players have developed their favorites and tend to stick by them



I would tend to stick to one myself... my ocd only can handle so much

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Re: Revised Supers! - Rules Thread (Not Including Combat)


Hey guys,

I'll need to think on both of these (Vehicles and Competency Dice) more later. Here are my initial musings:


VEHICLES:

I was thinking along similar lines to Gary.

One option might be to make Super Vehcile a tiered Advantage that gives you a certain number of dice to spend on the Vehicle. That could be 10D per dice, or 5D, or 10D for the first die and 5D per die in the Advantage thereafter.

Vehicles need Fortitude. I agree with Gary on that.

Should vehicles have Reaction, or should they defer to the pilot's or driver's Reaction and/or Aptitude?

Should vehicles have a size quality that accounts for passengers? 0D = 1 passenger, 1D = 2 passengers, 2D = 4 passengers, etc?

If so, should that size quality affect the pilot's Reaction and/or Aptitude roll?

COMPETENCY DICE

I too am bothered by the use of use of Competency for Experience - especially since I tend to use Competency Dice like Hero Points/Dice in BASH!. It makes it difficult for me to hand out some temporary Competency Dice at the start of the adventure. My players immediately want to spend them to improve their characters. Count me in for making these two distinct.

I'm also totally in favor of broadening the things that Competency Dice can be used for. I like 'em for power stunts in particular.

I like DarkPaladin's "Interrupt" idea, although I might even want to include that as a maneuver available to all characters at all times. I think it would be cool for a character to interrupt NB's attack on the scientists if s/he had initiative on the villain. Spending a Competency Dice would be a cool way of allowing a character to do this if they DIDN'T have initiative.

All the best,

Dragonfly
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