Paul
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Post by Paul on May 28, 2009 13:18:39 GMT -6
Here is the second installment of the house rules.
Ability buying 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.
So it would cost 0 points for typical, 1 for good, 3 for excellent, 6 for remarkable, 10 for incredible, and amazing would cost 15.
4/6 - Powers 2/4 - Talents 2/4 - Contacts
Health and Karma are by the book.
For power ranks, use the same system but use a 12 point buying system. Players can only take one double (*) skill.
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)
Don't forget weakness generation. Roll for it, just like in the book. There is still plenty of options for what your weakness is, the book just gives you a direction.
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Post by randy on May 28, 2009 17:03:08 GMT -6
The 12 point buy for powers might be a bit off, you can end up with an * power, which counts as 2, and have 3 total powers, or have 4 total powers if you don't pick an *. That would make having a stronger double power and more points to bump your powers up. It might make sense to have a few more points if you take 4 powers, or have a double power be more expensive to buy up at character creation. This would also leave powers like Duplication or Nemesis, which are the only power that you can have also have a higher rank, which would apply to every power effect that character used.
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dan
Star Wars GM
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Post by dan on May 28, 2009 19:36:22 GMT -6
I would think double powers need double the points, only makes sense.
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Paul
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Post by Paul on May 28, 2009 19:48:16 GMT -6
Might be easier to just move things down like this for double powers.
As it stands: So it would cost 0 points for typical, 1 for good, 3 for excellent, 6 for remarkable, 10 for incredible, and amazing would cost 15.
For double powers So it would cost 1 points for typical, 3 for good, 6 for excellent, 10 for remarkable, 15 for incredible
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Post by randy on May 28, 2009 20:44:41 GMT -6
Shifting down looks reasonable.
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dan
Star Wars GM
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Post by dan on Jun 1, 2009 11:55:20 GMT -6
So by picking our own stuff we might as well be basic humans. Doesn't do anything special with being non-basic humans. Makes it a little boring if we are all the same. But that's just me.
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Paul
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Post by Paul on Jun 5, 2009 19:48:25 GMT -6
Reg had a good question he asked me tonight. What if we want to lower an ability below typical? Do we get more points to spread around?
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Post by tony on Jun 6, 2009 17:44:22 GMT -6
Well, reducing something down to poor doesn't cost a lot of karma to bump back up to Typical, so I don't see a huge point benefit being bestowed for that. Shift 0 shouldn't ever be accessible unless you're altered in to it, so that shouldn't be allowed, either. I could see Feeble giving 1 extra point to use.... giving 2 for that might be a bit overpowered, however, since you're taking a 0-point benefit (TY 6) and reducing it to a +2 point benefit (FE 2), and in exchange for that you could take something that is normal (TY 6) and move it to something -2 point benefit (EX 20). For a quick cost-benefit analysis, let's consider someone who goes from 2-6 vs. someone who goes from 6-20, with karma as the unit of measurement: Current Value | Advanced Value | Cresting? | Karma Cost | FE 2 | PO 3 | Yes | 420 | PO 3 | PO 4 | No | 30 | PO 4 | TY 5 | Yes | 440 | TY 5 | TY 6 | No | 50 | | | TOTAL: | 940 |
Current Value | Advanced Value | Cresting? | Karma Cost | TY 6 | TY 7 | No | 60 | TY 7 | GO 8 | Yes | 470 | GO 8 | GO 9 | No | 80 | GO 9 | GO 10 | No | 90 | GO 10 | GO 11 | No | 100 | GO 11 | GO 12 | No | 110 | GO 12 | GO 13 | No | 120 | GO 13 | GO 14 | No | 130 | GO 14 | GO 15 | No | 140 | GO 15 | EX 16 | Yes | 550 | EX 16 | EX 17 | No | 160 | EX 17 | EX 18 | No | 170 | EX 18 | EX 19 | No | 180 | EX 19 | EX 20 | No | 190 | | | TOTAL: | 2550 |
I feel I should make a note here that we aren't following the book on these numbers, since only existing heroes are supposed to use the "standard" or "starting" numbers--new heroes (such as us) would use the lowest number for a particular level (we'd use 16 for Excellent, not 20.) I figured the GM made a ruling on this that said we will be using the existing hero / standard values, rather than those the book describes. If I'm wrong then we should probably modify the existing character sheets to reflect this. If we were to do it the way the book describes these tables look a bit different, as is described below: Current Value | Advanced Value | Cresting? | Karma Cost | FE 1 | FE 2 | No | 10 | FE 2 | PO 3 | Yes | 420 | PO 3 | PO 4 | No | 30 | PO 4 | TY 5 | Yes | 440 | | | TOTAL: | 900 |
Current Value | Advanced Value | Cresting? | Karma Cost | TY 5 | TY 6 | No | 50 | TY 6 | TY 7 | No | 60 | TY 7 | GO 8 | Yes | 470 | GO 8 | GO 9 | No | 80 | GO 9 | GO 10 | No | 90 | GO 10 | GO 11 | No | 100 | GO 11 | GO 12 | No | 110 | GO 12 | GO 13 | No | 120 | GO 13 | GO 14 | No | 130 | GO 14 | GO 15 | No | 140 | GO 15 | EX 16 | Yes | 550 | | | TOTAL: | 1900 |
As you can see going by the book rules reduces some of the benefit of this, but not quite as much as we'd like. Therefore, if we make it so the value of going to Feeble is 1 extra point then the table shortens to this: Current Value | Advanced Value | Cresting? | Karma Cost | TY 5 | TY 6 | No | 50 | TY 6 | TY 7 | No | 60 | TY 7 | GO 8 | Yes | 470 | | | TOTAL: | 580 |
That's a little bit better, but even with the adjustment down to the new character values and reducing the point value to 1 we don't quite get what we'd like, so now we try giving 1 point for taking Poor, rather than taking Feeble, and the table looks like this: Current Value | Advanced Value | Cresting? | Karma Cost | PO 3 | PO 4 | No | 30 | PO 4 | TY 5 | Yes | 440 | | | TOTAL: | 470 |
Now THOSE numbers look far more acceptable, and I could see allowing someone to take Poor in an attribute getting 1 extra point to spend elsewhere. The small penalty being imposed for taking Poor is made up by a small bump in karma-valued benefit for another attribute, which I think we can all agree is acceptable!
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Paul
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Post by Paul on Jun 9, 2009 16:06:21 GMT -6
Am I supposed to say something here?
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Paul
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Post by Paul on May 29, 2010 12:44:02 GMT -6
There isn’t any clear cut way to do some of the most common things in marvel then other systems so I decided to come up with a basic guide to skills.
Stealth checks Sometimes people like to sneak around and well in marvel there isn’t a clear cut rule for it. In other systems stealth, hide, move silently are dexterity based skills. Agility is the closest thing in the marvel system. So in order to use stealth the person would need to roll on agility. The intensity could be set by the judge or VS the intuition roll of an opponent. Also if a person has some type of detection power they could use that instead of intuition.
Bluff / Diplomacy / Intimidate Three things that can be lumped into one skill check, however I have a variant idea on the three skills. The idea is based that the entire skill check will just be called diplomacy. For my idea if someone wanted to use just a basic diplomacy check then they would just use their popularity per the rules as described in the players rule book pages 17-18. For a bluff or intimidate they would use the same rules but instead of using a character’s popularity the character would roll on popularity or strength depending on the role play situation.
What do you guys think? Anyone else have any other ideas?
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