Tuesday, April 28, 2009
Monday, April 27, 2009
Attribute Charts
Done! Well sort of. The basics are there but I need some help filling them out. For you superhero geeks out there fill me in on where Silver Surfer sits on the Brawn chart or whatever.
I also need something for Intelligence over 10 to give a bonus to, I'm thinking science, engineering, lore and academics checks.
I also need something for Intelligence over 10 to give a bonus to, I'm thinking science, engineering, lore and academics checks.
Back to WORK!
Alright, aafter a 2 week hiatus (vacation time) I am back at it.
I have added in the multiattack (ambidexterity) powers in the Out-of sequence list as well as the first attribute chart. I will be back on track making changes as we go.
Over on the TW thread we are discussing how to fix/balance the alternate form power. We shall see if there is a major overhaul on that.
I have added in the multiattack (ambidexterity) powers in the Out-of sequence list as well as the first attribute chart. I will be back on track making changes as we go.
Over on the TW thread we are discussing how to fix/balance the alternate form power. We shall see if there is a major overhaul on that.
Sunday, April 12, 2009
Hyper Attack and Natural Weapons
Since Google Docs is giving me grief right now I'll post this here.
Rule: Hyper Attack and Natural Weapons will use your base Melee attack, plus any skill points in the melee skill (Brn/Cor) plus a specialty of the melee skill appropriate to the power. Other touch based powers do not follow this rule as they are manifestations of something other than a direct melee attack.
Natural Weapons
Range – Personal
Duration – Constant
Resisted - NA
Description – The character has some form of super weapon that is a part of their body. This can include claws, fangs, horns, tail spikes, etc. The weapons do power rating d10+brn damage on a successful melee attac k. These weapon(s) can be retractable or not at the choice of the character. Natural Weapons can be used as part of a multiple action as they are an extension of the body.
Attributes – Brn/Cor
Skill Use – No associated Skill. There is a melee specialty associted to this power though. Without that specialty all attacks default to base melee skill.
Example – Bob has Natural Weapon 4. He has a pair of Moose horns that do 4d10+brn (s)damage.
Suggested Weakness - Deformity, Painful Manifestation
Hyper Attack
Range – Personal
Duration – Instant
Resisted - Dodge
Description – With a mighty punch/kick/headbutt/etc. the character can manifest some form of damaging blow (possibly coupled with energy or a specific material chosen at creation). The blast damages only the target, unless something intercepts it. Damage is equal to 1d10xpower rating +Brn. Damage is b with 1/2 of the damage being e damage appropriate to the additional effect if any. If there is no additional elemental effect all of the damage will be b type damage.
Attributes – Brn/Cor
Skill Use – No associated Skill. There is a melee specialty associted to this power though. Without that specialty all attacks default to base melee skill.
Example – Bob has Hyper Attack 4, he can slam an opponent with his Flaming Fist for 2d10+Brn b damage with an additional 2d10 e damage from the flames.
Suggested Weakness – Visual Display, Verbal Manifestation, Artifact
Rule: Hyper Attack and Natural Weapons will use your base Melee attack, plus any skill points in the melee skill (Brn/Cor) plus a specialty of the melee skill appropriate to the power. Other touch based powers do not follow this rule as they are manifestations of something other than a direct melee attack.
Natural Weapons
Range – Personal
Duration – Constant
Resisted - NA
Description – The character has some form of super weapon that is a part of their body. This can include claws, fangs, horns, tail spikes, etc. The weapons do power rating d10+brn damage on a successful melee attac k. These weapon(s) can be retractable or not at the choice of the character. Natural Weapons can be used as part of a multiple action as they are an extension of the body.
Attributes – Brn/Cor
Skill Use – No associated Skill. There is a melee specialty associted to this power though. Without that specialty all attacks default to base melee skill.
Example – Bob has Natural Weapon 4. He has a pair of Moose horns that do 4d10+brn (s)damage.
Suggested Weakness - Deformity, Painful Manifestation
Hyper Attack
Range – Personal
Duration – Instant
Resisted - Dodge
Description – With a mighty punch/kick/headbutt/etc. the character can manifest some form of damaging blow (possibly coupled with energy or a specific material chosen at creation). The blast damages only the target, unless something intercepts it. Damage is equal to 1d10xpower rating +Brn. Damage is b with 1/2 of the damage being e damage appropriate to the additional effect if any. If there is no additional elemental effect all of the damage will be b type damage.
Attributes – Brn/Cor
Skill Use – No associated Skill. There is a melee specialty associted to this power though. Without that specialty all attacks default to base melee skill.
Example – Bob has Hyper Attack 4, he can slam an opponent with his Flaming Fist for 2d10+Brn b damage with an additional 2d10 e damage from the flames.
Suggested Weakness – Visual Display, Verbal Manifestation, Artifact
Saturday, April 11, 2009
Fixes
Armor numbers fixed. Teleport and Precognition posted in out of sequence. Other minor changes have happened.
Tuesday, April 7, 2009
OMG Mind Control
I knew this day would come. Writing up one of the most fought over powers I have ever encountered. Mind Control.
Players either love or hate this power. They love to use it, hate to have it used on them, and especially despise the possibility of another player using it on them.
Any thoughts? I think this should be a GM limited power, as in the GM should limit access to only NPC's. Player using Mind Control can readily get out of hand.
Players either love or hate this power. They love to use it, hate to have it used on them, and especially despise the possibility of another player using it on them.
Any thoughts? I think this should be a GM limited power, as in the GM should limit access to only NPC's. Player using Mind Control can readily get out of hand.
Out of Sequence powers moved
Out of Sequence powers moved into their appropriate areas.
Also a bunch of new power shave been added in assorted areas.
Also a bunch of new power shave been added in assorted areas.
Monday, April 6, 2009
.pdf?
Now for another question.
Would it be useful for ya'll for me to build a .pdf file of everything all rolled up? This .pdf would of course be updated (not very regularly but often enough).
I am already considering condensing everything built thus far into a single MS Word file and formating it to reduce page spacings ( making the powers and weaknesses 2 columns, reducing the box sizes in the life path area.) for myself. I will need to build a Table of Contents but that would be easy. Turning that into a .pdf is simple.
EDIT- Done...now with spell checking and grammar fixes. I only wish my formatting had been kept. Ach well, can't have everything.
Would it be useful for ya'll for me to build a .pdf file of everything all rolled up? This .pdf would of course be updated (not very regularly but often enough).
I am already considering condensing everything built thus far into a single MS Word file and formating it to reduce page spacings ( making the powers and weaknesses 2 columns, reducing the box sizes in the life path area.) for myself. I will need to build a Table of Contents but that would be easy. Turning that into a .pdf is simple.
EDIT- Done...now with spell checking and grammar fixes. I only wish my formatting had been kept. Ach well, can't have everything.
Combat and Damage Systems
Ok folks here's the deal with damage and fightin'
Right now here's how it works (basics).
Scenario #1
Bob attacks George with a knife.
To calculate Bob's attack we take the average of his Brawn 4 and Coordination 4, 4 total. Then we add his melee skill +4, and his melee:knife specialty +3 for a total of +11. Bob rolls a 7 on his d10 for a total of 18.
George attempts to dodge. George's Dodge total is his Coordination 3 and Reflexes 5 averaged to 4, plus his dodge skill of 6 (total bonus of +10). George rolls a 5 on his d10 for a total of 15.
Bob beats him by 3 so he hits George. Bob rolls damage (d10/2+Brn) he rolls a 4, halved to 2 and adds his Brawn of 4. Bob deals 6 points of damage.
Here's where the damage application arises. First of all hit location, unless otherwise stated all attacks strike the torso. Since Bob didn't declare a specific attack location this is where he hits.
Knives deal "severe" damage. There are 3 kinds of damage; Basic - blunt trauma, minor bruising, etc., Severe-Traumatic wounds, gun shots, etc., and Elemental - Burns in their myriad of forms. The human body, being relatively soft, can absorb only basic damage, this is a character's hardness value. Or the value of B damage that is negated, or ablated. If a character has armor that armor does 2 thing for him, the first thing it does is convert some of either S or E damage (sometimes both) into B. Then it ablates/negates/absorb a certain amount of B damage (which can include the damage it just converted). once the remaining number is figured out it is applied to the character as a single number.
Scenario #2 - ranged with armor
Bob shoots George with a Shotgun (slug) dealing 6d10 damage. Dealing a total of 35s damage. George is wearing a slugvest (bullet proof vest) which Converts 20 s and absorbs 15b. with a little math 15s and 5b is left over after the armor. George has a hardness of 6 (he's a bruiser in this scenario) and can absorb all 5 of that B damage but not the s damage. George takes 15 damage.
A little clunky but it works and is decently accurate. Some folks will have issues with immerssion into the game, but this can be dealt with more indepth later as things go from "How I originally thought them up" to a more refined a workable system with testing.
Now for more complexity
Scenario #3 called shot
Bob shoots George in the head with a Sniper Rifle. He needs to roll to hit at -5 (called shot to the head, limbs are -2). He hits and does 30 damage. Even with a big helmet, this kills George instantly. Nothing in the world that I know of can take a .50 cal sniper round to the head and live. Most vehicles would be disabled by this kind of weapon too.
Scenario #4 - critical hit roll
Bob shoots george and beats him by 10. Whoohoo critical hit. Bob can choose to pick a location, or roll for a critical hit. The critical hits system breaks down simply.
#1 Roll for location.
#2 Roll for special effect based on location, apply effect.
The crit table will be up sometime in the next few days.
Now my end question to everyone is - do I simplify this further by unifying everything into a single type of damage or keep it as is?
Right now here's how it works (basics).
Scenario #1
Bob attacks George with a knife.
To calculate Bob's attack we take the average of his Brawn 4 and Coordination 4, 4 total. Then we add his melee skill +4, and his melee:knife specialty +3 for a total of +11. Bob rolls a 7 on his d10 for a total of 18.
George attempts to dodge. George's Dodge total is his Coordination 3 and Reflexes 5 averaged to 4, plus his dodge skill of 6 (total bonus of +10). George rolls a 5 on his d10 for a total of 15.
Bob beats him by 3 so he hits George. Bob rolls damage (d10/2+Brn) he rolls a 4, halved to 2 and adds his Brawn of 4. Bob deals 6 points of damage.
Here's where the damage application arises. First of all hit location, unless otherwise stated all attacks strike the torso. Since Bob didn't declare a specific attack location this is where he hits.
Knives deal "severe" damage. There are 3 kinds of damage; Basic - blunt trauma, minor bruising, etc., Severe-Traumatic wounds, gun shots, etc., and Elemental - Burns in their myriad of forms. The human body, being relatively soft, can absorb only basic damage, this is a character's hardness value. Or the value of B damage that is negated, or ablated. If a character has armor that armor does 2 thing for him, the first thing it does is convert some of either S or E damage (sometimes both) into B. Then it ablates/negates/absorb a certain amount of B damage (which can include the damage it just converted). once the remaining number is figured out it is applied to the character as a single number.
Scenario #2 - ranged with armor
Bob shoots George with a Shotgun (slug) dealing 6d10 damage. Dealing a total of 35s damage. George is wearing a slugvest (bullet proof vest) which Converts 20 s and absorbs 15b. with a little math 15s and 5b is left over after the armor. George has a hardness of 6 (he's a bruiser in this scenario) and can absorb all 5 of that B damage but not the s damage. George takes 15 damage.
A little clunky but it works and is decently accurate. Some folks will have issues with immerssion into the game, but this can be dealt with more indepth later as things go from "How I originally thought them up" to a more refined a workable system with testing.
Now for more complexity
Scenario #3 called shot
Bob shoots George in the head with a Sniper Rifle. He needs to roll to hit at -5 (called shot to the head, limbs are -2). He hits and does 30 damage. Even with a big helmet, this kills George instantly. Nothing in the world that I know of can take a .50 cal sniper round to the head and live. Most vehicles would be disabled by this kind of weapon too.
Scenario #4 - critical hit roll
Bob shoots george and beats him by 10. Whoohoo critical hit. Bob can choose to pick a location, or roll for a critical hit. The critical hits system breaks down simply.
#1 Roll for location.
#2 Roll for special effect based on location, apply effect.
The crit table will be up sometime in the next few days.
Now my end question to everyone is - do I simplify this further by unifying everything into a single type of damage or keep it as is?
Saturday, April 4, 2009
You want to help?
if anyone reading this and helping out wants to write fluff, or do almost anything to assist feel free. I am open to help and all credit will be given where credit is due.
If this is ever published (which I doubt but it is concieveable) I will ensure that all posters, playtesters, and contributors get a cut and credit.
Of course it may never amount to much but the thought is there.
Much of it will be fleshed out on the rules side as playtesting begins and things are tweaked/scrapped/rebuilt/created/etc. But Fluff is not one thing I intend to make too much of for this system. If you want to take what I have and use it for (something other than toilet paper I hope) be my guest. Just no publishing it without permission please.
If this is ever published (which I doubt but it is concieveable) I will ensure that all posters, playtesters, and contributors get a cut and credit.
Of course it may never amount to much but the thought is there.
Much of it will be fleshed out on the rules side as playtesting begins and things are tweaked/scrapped/rebuilt/created/etc. But Fluff is not one thing I intend to make too much of for this system. If you want to take what I have and use it for (something other than toilet paper I hope) be my guest. Just no publishing it without permission please.
Friday, April 3, 2009
Thursday, April 2, 2009
Getting closer....
Well today is the day that marks...well the first few playtesters are getting lined up and the fact that I have finally made it down to the Inhuman Attribute series of powers.
That means I have written out over 100 powers, out of about the 300 in the list.
That means I have written out over 100 powers, out of about the 300 in the list.
Magic, or is it Magick, Magyk, Magiyckky, or something
Okay I have been thinking about the who "Magic" ideal and at this point there are 2 ways of going about it. Neither is mutually exclusive though so my thoughts are.
1. Magic is just a fluff way of saying how you activate you powers. This limits you to the powers and weaknesses you have but the weaknesses will form the spells/wands/books/amulets etc.
2. Magic as an independant power. It will work much like Gadgets and have the capability of mimicing other powers at a lower level. So if you have magic 4 you can mimic Powerblast 3. If I go this route I am thinking of making it very similar to gadgets where you will need to research your "spells/incantations/etc" each one will have set effects and can be activated on command once it has been researched. Your Fireball spell will always mimic Explosive Powerblast 3 even if you progress to Magic of 7, unless you research a more powerful version of that spell.
Going with both of these ways is equally viable as going with either of them. Both are very versatile, one has more direct power, the other has more versatility for a magic character if they are able to prepare/research enough spells.
Comments/criticism?
1. Magic is just a fluff way of saying how you activate you powers. This limits you to the powers and weaknesses you have but the weaknesses will form the spells/wands/books/amulets etc.
2. Magic as an independant power. It will work much like Gadgets and have the capability of mimicing other powers at a lower level. So if you have magic 4 you can mimic Powerblast 3. If I go this route I am thinking of making it very similar to gadgets where you will need to research your "spells/incantations/etc" each one will have set effects and can be activated on command once it has been researched. Your Fireball spell will always mimic Explosive Powerblast 3 even if you progress to Magic of 7, unless you research a more powerful version of that spell.
Going with both of these ways is equally viable as going with either of them. Both are very versatile, one has more direct power, the other has more versatility for a magic character if they are able to prepare/research enough spells.
Comments/criticism?
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