Post by Paul on Jan 3, 2010 12:57:29 GMT -6
Character Creation[/i]
FASERIP Abilities uses a 21 point buy system:
Typical (0) , and buying up a category to good(1) would cost 1 point, up to excellent would cost 2 more points(3), up to remarkable would cost 3 more points (6), an attribute of incredible would cost 4(10) more points and an attribute of amazing would cost 5(15) more points.
4/6 – Powers (Can be chosen from the Ultimate Powers Book or core book, if there is the same power twice, then choose one.)
2/4 – Talents (Can be chosen from the Ultimate Talents Book or core book, if there is the same talent twice, then choose one.)
2/4 - Contacts
Health and Karma are by the book and all starting resources are all start at Typical.
Popularity is by the book.
Initial Popularity is 10 for most heroes, 0 for Mutants and robots. The Judge may leave it at that, or may raise or lower initial Popularity by the following factors:
• Raise Popularity by 10 if identity is publicly known
• Lower Popularity by 5 if identity is secret
• Lower Popularity by 5 if hero hangs out with known mutants, but is not a mutant
• Lower Popularity by 5 if hero is generally unpopular (aliens have this
trouble, but a player may choose to have his hero be ugly)
For power ranks, use the same system but use a 12 point buying system. Players can only take one double (*) skill.
For double powers:
So it would cost 1 points for typical, 3 for good, 6 for excellent, 10 for remarkable, 15 for incredible.
Combat Changes and Actions
OK this is stemming from myself reading over the rule books and reading other various house rules.
Most of it is combat related and it is late so I'll try and have this make sense. Yes most of these are borrowed from classicmarvelforever.com.
Grappling
Grappling attacks seem impractical, since it requires a yellow FEAT to get any sort of result. This paragraph changes that. A green FEAT is a partial hold. A yellow FEAT is a full hold. A red FEAT is a full hold plus the option to immediately inflict damage or throw the opponent. To clarify, a normal full hold does not inflict damage or permit a throw the turn it is applied.
Evade
Evade works just like dodge but for melee combat.
Block
OK lets adopt the same rules for dodging and keep the blocking part intact.
A character who is Blocking may move only half his speed in any turn, may not engage in a charging attack, and may perform only one other action that turn, maximum (including making an attack). In any event, a character who is making a dodging (blocking) attack makes any FEAT rolls in that turn at a -2 CS penalty. I didn't realize dodging was an attack. Did they proof read this crap? Nope, first word page 28. lol Rolled on the strength column.
Getting Into Position
The Getting Into Position character makes only one attack that round, and rolls on the Universal Table and checks the Getting Into Position column in the Effects Table. The results are -2CS, 0CS, +1CS, and +2CS. Rolled on fighting column and is rolled during the pre-action phase of combat. The picture below says melee but this can be used for other attacks as well.
Initiative
OK there is no clear cut way to roll initiative, here is my plan.
[/tr]
[tr]
[td]75+[/td]
[td] 6 [/td]
[/tr]
[/table]
Based off this table from the book, we will each roll a 1d10 and add the corresponding modifier.
Combat:
1) Pre-Action rolls are made.
2) Initiative is rolled, by each person
3) Actions are made by order of initiative.
4) Repeat - Initiative is rerolled again.
Assisting others:
When someone wants to assist another character on a feat roll they roll their rank in the same feat. A white and green result fail to assist the other player. A yellow result assists the other character with a +1CS. A red result assist the other character with a +2CS. This must be within reason. A Fe strength person will never be able to assist another character with a MN intensity strength feat.
Karma Cards
At the start of the game (and at any important intermissions) two cards are passed to each player. The player then chooses one of the two cards and places the other in the trading pile. Players then have the choice of keeping the card they have, or trade it in for one of the cards discarded by another player. Once everyone has their card, the rest are returned to the GM.
You get a card, you get to play it. Done.
Cards so far:
[/tr]
[tr]
[td]Smash[/td]
[td][glow=green,1,3000]Spend karma to add to damage, up to 25 points. You can use this card twice. [/glow][/td]
[/tr]
[tr]
[td]Smash II[/td]
[td][glow=green,1,3000]Spend karma to add to damage, up to 50 points. Return this card to the GM. [/glow][/td]
[/tr]
[tr]
[td]Smash III[/td]
[td][glow=green,1,3000]Spend karma to add to damage, up to X points. X is only limited to the amount of karma you have. Return this card to the GM. [/glow][/td]
[/tr]
[tr]
[td]Medic[/td]
[td][glow=green,1,3000]Spend karma to heal damage, up to 25 points. You can use this card twice. [/glow][/td]
[/tr]
[tr]
[td]Medic II[/td]
[td][glow=green,1,3000]Spend karma to heal damage, up to 50 points. Return this card to the GM. [/glow][/td]
[/tr]
[tr]
[td]Medic III[/td]
[td][glow=green,1,3000]Spend karma to heal damage, up to X points. X is only limited to your max HP and karma. Return this card to the GM. [/glow][/td]
[/tr]
[tr]
[td]Why Can't We Be Friends[/td]
[td][glow=orange,1,3000]Use this card to automatically change the attitude one step of one target. This can only be used once per encounter but can be used a total of two times before returning the card to the GM.
[/glow][/td]
[/tr]
[tr]
[td]I Get by with a little help from my friends[/td]
[td][glow=orange,1,3000]Automatically score a red result (+2CS) to assist another on a feat roll. [/glow][/td]
[/tr]
[tr]
[td]Double Coupon[/td]
[td][glow=orange,1,3000]Get a +2CS on your next resource feat roll. Also gain one more karma card until you use this one.
[/glow][/td]
[/tr]
[tr]
[td]Talent Show[/td]
[td][glow=orange,1,3000]Use this card to grant an additional +2CS to any role involving any talent. Return this card to the GM.
[/glow][/td]
[/tr]
[tr]
[td]-[/td]
[td]-[/td]
[/tr]
[/table]
FASERIP Abilities uses a 21 point buy system:
Typical (0) , and buying up a category to good(1) would cost 1 point, up to excellent would cost 2 more points(3), up to remarkable would cost 3 more points (6), an attribute of incredible would cost 4(10) more points and an attribute of amazing would cost 5(15) more points.
4/6 – Powers (Can be chosen from the Ultimate Powers Book or core book, if there is the same power twice, then choose one.)
2/4 – Talents (Can be chosen from the Ultimate Talents Book or core book, if there is the same talent twice, then choose one.)
2/4 - Contacts
Health and Karma are by the book and all starting resources are all start at Typical.
Popularity is by the book.
Initial Popularity is 10 for most heroes, 0 for Mutants and robots. The Judge may leave it at that, or may raise or lower initial Popularity by the following factors:
• Raise Popularity by 10 if identity is publicly known
• Lower Popularity by 5 if identity is secret
• Lower Popularity by 5 if hero hangs out with known mutants, but is not a mutant
• Lower Popularity by 5 if hero is generally unpopular (aliens have this
trouble, but a player may choose to have his hero be ugly)
For power ranks, use the same system but use a 12 point buying system. Players can only take one double (*) skill.
For double powers:
So it would cost 1 points for typical, 3 for good, 6 for excellent, 10 for remarkable, 15 for incredible.
Combat Changes and Actions
OK this is stemming from myself reading over the rule books and reading other various house rules.
Most of it is combat related and it is late so I'll try and have this make sense. Yes most of these are borrowed from classicmarvelforever.com.
Grappling
Grappling attacks seem impractical, since it requires a yellow FEAT to get any sort of result. This paragraph changes that. A green FEAT is a partial hold. A yellow FEAT is a full hold. A red FEAT is a full hold plus the option to immediately inflict damage or throw the opponent. To clarify, a normal full hold does not inflict damage or permit a throw the turn it is applied.
Evade
Evade works just like dodge but for melee combat.
Block
OK lets adopt the same rules for dodging and keep the blocking part intact.
A character who is Blocking may move only half his speed in any turn, may not engage in a charging attack, and may perform only one other action that turn, maximum (including making an attack). In any event, a character who is making a dodging (blocking) attack makes any FEAT rolls in that turn at a -2 CS penalty. I didn't realize dodging was an attack. Did they proof read this crap? Nope, first word page 28. lol Rolled on the strength column.
Getting Into Position
The Getting Into Position character makes only one attack that round, and rolls on the Universal Table and checks the Getting Into Position column in the Effects Table. The results are -2CS, 0CS, +1CS, and +2CS. Rolled on fighting column and is rolled during the pre-action phase of combat. The picture below says melee but this can be used for other attacks as well.
Initiative
OK there is no clear cut way to roll initiative, here is my plan.
Intuition Rank | Initiative Modifier |
- | - |
0 to 10 | 0 |
11 to 20 | 1 |
21 to 30 | 2 |
31 to 40 | 3 |
41 to 50 | 4 |
51 to 75 | 5 |
[tr]
[td]75+[/td]
[td] 6 [/td]
[/tr]
[/table]
Based off this table from the book, we will each roll a 1d10 and add the corresponding modifier.
Combat:
1) Pre-Action rolls are made.
2) Initiative is rolled, by each person
3) Actions are made by order of initiative.
4) Repeat - Initiative is rerolled again.
Assisting others:
When someone wants to assist another character on a feat roll they roll their rank in the same feat. A white and green result fail to assist the other player. A yellow result assists the other character with a +1CS. A red result assist the other character with a +2CS. This must be within reason. A Fe strength person will never be able to assist another character with a MN intensity strength feat.
Karma Cards
At the start of the game (and at any important intermissions) two cards are passed to each player. The player then chooses one of the two cards and places the other in the trading pile. Players then have the choice of keeping the card they have, or trade it in for one of the cards discarded by another player. Once everyone has their card, the rest are returned to the GM.
You get a card, you get to play it. Done.
Cards so far:
Name | Action / Result |
- | - |
Battle Cry | [glow=red,1,3000]Shout out your battle cry and get a +1CS to all the rolls involved in the round. Return this card to the GM.[/glow] |
Witt | [glow=red,1,3000]Shout out a witty response or cause a distraction and have a target enemy receive a -1CS to all the rolls involved in the round. Return this card to the GM.[/glow] |
Wind beneath My Wings | [glow=purple,1,3000]Say something inspirational, and spend 50 karma to give all your allies a +1CS to all the rolls involved in the round. Return this card to the GM.[/glow] |
The Streak | [glow=purple,1,3000]Do something to draw extra attention to yourself, and spend 50 karma to give all your enemies a -1CS to all the rolls involved in the round. Return this card to the GM.[/glow] |
Karma is not a bitch. | [glow=blue,1,3000]Double the amount of karma you gained from this encounter. Return this card to the GM.[/glow] |
Better luck next time | [glow=blue,1,3000]Re roll any one roll and take the higher result. Return this card to the GM.[/glow] |
Black Knight I | [glow=gold,1,3000]Tis but a scratch. Reduce any damage taken by good 10. Return this card to the GM.[/glow] |
Black Knight II | [glow=gold,1,3000]It is just a flesh wound. Reduce any damage taken to good 10 and spend 25 karma. Return this card to the GM.[/glow] |
Tightwad | [glow=green,1,3000]Reduce the cost of a power stunt by 25% or 25 karma. Return this card to the GM.[/glow] |
Tightwad II | [glow=green,1,3000]Any karma used to spend for a feat roll is reduced by 50%. This card can be used twice before returning it to the GM. [/glow] |
[tr]
[td]Smash[/td]
[td][glow=green,1,3000]Spend karma to add to damage, up to 25 points. You can use this card twice. [/glow][/td]
[/tr]
[tr]
[td]Smash II[/td]
[td][glow=green,1,3000]Spend karma to add to damage, up to 50 points. Return this card to the GM. [/glow][/td]
[/tr]
[tr]
[td]Smash III[/td]
[td][glow=green,1,3000]Spend karma to add to damage, up to X points. X is only limited to the amount of karma you have. Return this card to the GM. [/glow][/td]
[/tr]
[tr]
[td]Medic[/td]
[td][glow=green,1,3000]Spend karma to heal damage, up to 25 points. You can use this card twice. [/glow][/td]
[/tr]
[tr]
[td]Medic II[/td]
[td][glow=green,1,3000]Spend karma to heal damage, up to 50 points. Return this card to the GM. [/glow][/td]
[/tr]
[tr]
[td]Medic III[/td]
[td][glow=green,1,3000]Spend karma to heal damage, up to X points. X is only limited to your max HP and karma. Return this card to the GM. [/glow][/td]
[/tr]
[tr]
[td]Why Can't We Be Friends[/td]
[td][glow=orange,1,3000]Use this card to automatically change the attitude one step of one target. This can only be used once per encounter but can be used a total of two times before returning the card to the GM.
[/glow][/td]
[/tr]
[tr]
[td]I Get by with a little help from my friends[/td]
[td][glow=orange,1,3000]Automatically score a red result (+2CS) to assist another on a feat roll. [/glow][/td]
[/tr]
[tr]
[td]Double Coupon[/td]
[td][glow=orange,1,3000]Get a +2CS on your next resource feat roll. Also gain one more karma card until you use this one.
[/glow][/td]
[/tr]
[tr]
[td]Talent Show[/td]
[td][glow=orange,1,3000]Use this card to grant an additional +2CS to any role involving any talent. Return this card to the GM.
[/glow][/td]
[/tr]
[tr]
[td]-[/td]
[td]-[/td]
[/tr]
[/table]