| Author | Topic: Additions to the Rules (Read 80 times) |
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Joined: Feb 2007 Gender: Male  Posts: 1,613 Karma: 3 |  | Additions to the Rules « Thread Started on Sept 30, 2009, 10:00pm » | |
Again, please give me comments and questions on these. -------------------- Passions Passions are strong desires that motivate a character and flesh out their personality. They serve to focus a player on his character's motives and reward good role playing. There are three types and a character should have one of each.
A Mission is a clearly defined personal goal that can eventually be completed. It can be anything from killing your arch-enemy to mastering the piano, but it must be concrete. Once a mission is accomplished, the character can pick a new one.
A Duty is a more abstract, persistent motive; ethical principles, personal convictions. These are things like “always be an attentive father to my children” or “stand up against oppression wherever I find it.” These can never fully be accomplished and are always a pressing concern for the character. Duties don't change, but if a character goes through a drastic personality shift, they can be bought off for 10 points.
A Craving is a more worldly, possibly selfish desire that is concerned primarily with satisfying the character's baser urges. Examples are plentiful, from “bed as many women as possible” to “spend the maximum amount of time relaxing each day.”
When a character pursues his passions in the course of an action, he gains an extra die in his dice pool. If an action goes against one of the character's passions, or interferes with it, he loses a die from the pool. These bonuses and penalties are cumulative, so if an action satisfies all three passions you can get +3 die to the pool. It is perfectly fine and quite characterful for a character's passions to conflict; even if the game effects cancel out, it provides good storytelling opportunity.
Problems (N.b: Very big change here)
Problems are like advantages that work in the other direction. Since they hinder or harm the character in some way, however, they don't cost points to buy. Instead, a problem is worth a certain amount of XP that can be used later on to improve the character's stats, skills, or powers. However, problems only provide XP when they actually come into play. Starting characters can take no more than three problems. Also, a character can only receive the XP from one problem during the course of a mission, no matter how many are encountered.
Additional Stats
In addition to the six normal Stats like Body, Mind, and Empathy, characters can have several additional stats. Some of these are derived stats; that is, their base rate is figured by doing some calculations on the existing stats, while others are entirely separate, and are mostly used to distinguish certain character types. This section just describes some of the stats, other sections of the rules will actually detail how they are used.
Derived Stats
Base levels of derived stats cost nothing – you already paid for the Stat points that you use to figure them out – but characters may choose to spend points adding to their base as specified below. The base levels of these can be increased without also increasing the governing stats by buying extra levels at a cost of 1 pt/level.
Stamina
Stamina is a stat derived from physical characteristics and will probably be used for every character. It represents overall physical conditioning and is important for determining the effects of fatigue. Stamina is (Body + Coordination) X 2.
Willpower
Willpower is derived from psychological characteristics, a type of mental stamina representing resolve and determination. It can help a character resist temptation and stand tall in the face of long odds, as well as overcome psychological trauma. Superpowers and magics frequently draw upon willpower to activate them. Willpower is (Command + Empathy) X 2.
Non-Derived Stats
Non-derived stats default to 0 for any character, and not all are particularly useful to all characters. If you want to buy more for your character, extra levels can be purchased at a cost of 1 pt/level.
Wealth
Wealth is a measure of a character's financial wherewithal and provides a streamlined way of figuring out just what the character can purchase. There is theoretically no upper limit on the levels of wealth a character can attain, but at character creation the most any character can buy is 5 levels, unless given special permission.
Influence
Influence is a measure of a character's formal authority in an organization, or the esteem at which certain people hold him in. It works much like wealth in determining what sort of acts he can order, favors he can call in, or job perks he can get a hold of. And also like wealth, starting characters cannot have more than 5 levels unless given special permission. Unlike wealth, influence does not apply everywhere: influence levels must specify where they apply, like the character's employer, for instance. These areas don't necessarily have to be narrow; a famous researcher may have influence throughout all of academia, or a big time politician can have influence in multiple departments and throughout his home district. This also means a character can have multiple Influence values, representing their pull in different areas.
Mana
Mana is a representation of available fuel for magic (in in-universe terms, mana is a form of adulterated Prime that can pool in locations, physical objects, or within people). A mage can have their own inner reserves of mana, although it is more commonly drawn from physical stores or the environment.
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Joined: Feb 2007 Gender: Male  Posts: 1,613 Karma: 3 |  | Re: Additions to the Rules « Reply #1 on Sept 30, 2009, 10:05pm » | |
Burning Stamina and Willpower
At the player's option, a character can throw a little extra oomph into any physical (Body, Coordination) or mental (Mind, Command, Empathy, Sense) activities by 'burning' a point of Stamina or Willpower, respectively. If there is any doubt which applies, the GM has the final decision, but in most cases it should be obvious. The character can then 'squish' a matching set – either removing a point of Width to increase a point of Height, or vice versa.
Recovering Stamina and Willpower
Spent Stamina and Willpower levels will recover normally after a period of rest and recuperation (a hearty meal and a break from the heat might suffice in some circumstances, a full night of rest in others). They may also be recovered through special actions, such as a leader using Inspiration to strengthen the resolve of his team.
Buying Things
Characters will want to buy powerful weapons and neat gadgets, to say nothing of necessities like food and shelter. The Wealth stat provides an easy way to manage shopping and determine what a character can afford.
Items – goods or services – have a price. If this number is less than the character's wealth, the character can buy it, and his wealth does not change. If the price is greater than the character's wealth, the character can't afford it. If the price is equal to the character's wealth, the character can either pay the full price and take a 1 level reduction in Wealth until their finances recover (a few paydays or a bonus, perhaps), or they can attempt to haggle (Command + Haggle) with the seller. If the haggle roll is successful, the price drops by 1 so the character can buy it. If the haggle isn't successful, the character can't buy it, even at full price: the seller is irritated by his shenanigans.
Most times a character will only want to buy one, or at most a small number, of items. Large orders cost more, however, so that a player can't game the system by having his character, who can afford a sophisticated assault rifle, outfit an entire army. A price list for some common items is provided here.
Credit
Large items, like a home, a car, college tuition, or a private jet, or a whole lot of small to mid-range items, may be purchased on Credit if the character is fortunate enough to find a lender (this is by no means guaranteed, however, especially if the character already has a low Wealth or is known to shirk his debts!). In game terms, purchasing on Credit has the effect of reducing the price of an item by one level, putting items that were impossible to purchase within reach with the concurrent loss of Wealth, or making items that would've been very burdensome to pay for a little easier to afford. The downside is that the character is now Indebted (see the section in Pulling Strings, below). Is this really such a problem? Well, if you owe the money to a bank or your mother-in-law, you may have annoying bills to take care of every month or have to mow the lawn every now and again, but they'll probably never demand you assassinate the President or risk your life breaching the sacred temples of Nanda Parbat to recover an ancient relic. Then again, if Lex Luthor owns your mortgage or if your mother-in-law is the Baroness...
Assuming you can find someone willing to lend you money, the maximum amount of Credit purchases you can take out at one time is 1/2 of your Wealth, rounded up. (So Wealth 2 can take out one Credit purchase, Wealth 3 and 4 can take 2, etc...)
Pulling Strings
Influence can buy things that money can't (or would be prohibitively expensive), and characters with the Influence stat can utilize it in a way similar to Wealth. These actions are collectively termed 'pulling strings' and can represent anything from employing the power given to a character by virtue of his position within an organization to calling in personal favors based on old friendships or blackmail.
Pulling strings works similarly to buying things, but the process differs depending upon whether or not the Influence is based upon formal or informal power.
Authority
If the character's Influence is based upon some level of official authority he has in a group, because he's the sheriff, the CEO, an army officer, or the local bishop, for example then he can Pull Strings that are less than or equal to his Influence rating.
Favors
However, If the character's Influence is based upon something more informal, like being owed a personal favor or a debt, it can get more difficult to collect. A character may Pull Strings with a price less than his Influence and get it without a lot of fuss, and he won't lose any Influence in the process. If the Pulling Strings attempted hasa price equal to their Influence, however, they can either pay full price or an attempt can be made to persuade the patron (Seduction, Intimidate, and Bluff are all appropriate pools for this). If the character 'pays full price' the debt is considered paid or the favors have been pushed too far, and the Influence that character had with that person or group drops to 0. If the character rolls and is successful, he gets the favor and maintains the Influence as if the favor's price had been lower than his Influence. If the roll fails, he not only loses the favor, but his Influence drops to 0 as the person or group resents his threats or cajoling..
Exactly what options are available vary depending on the person or group the character has influence with. Some examples are provided in the table below*, but others will have to be decided upon by the player and the GM.
Indebtedness
But what if your character owes someone a favor, or is in debt because of a vow or credit (see Buying Things)? Whenever someone calls in a Favor on your character, he automatically gains a new Mission (see Passions) to pay that Favor back, in addition to any Missions he had at the time. If the Favor is paid back successfully, the Mission is completed and the character gains a number of XP equal to the price of the Favor. If the price of the Favor was equal to the Influence someone else held over them, the debt is considered repaid in full and that outside Influence drops to 0. If the price of the Favor as less than the Influence held over the character, then the Influence is diminished by that number of points. Is there a double standard that benefits the Player Characters here? Yes, but it owes to the thought that PCs should not be made pawns as easily as NPCs. Meanwhile, if the Mission fails on a good faith effort, the character remains in debt.
On the other hand, if the PC ignores the Mission or otherwise does not make a good faith effort to repay the debt, then he suffers further penalties in addition to the normal -1d penalty associated with going against a Mission. He also forfeits any XP gained during the session and stokes the displeasure of the person he owed, virtually guaranteeing a confrontation or skullduggery down the line. The PC is allowed to refuse the Mission if the normal price for it is higher than the Influence held over him, however.
* Obviously I haven't made these tables yet.
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richardkennedy Sidekick
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Joined: Sept 2009 Gender: Male  Posts: 47 Karma: 0 |  | Re: Additions to the Rules « Reply #2 on Sept 30, 2009, 10:21pm » | |
I understand most of what you have here.
How do I know how much stamina, willpower, etc. I have at any given time. Also, when would that come into play?
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Joined: Feb 2007 Gender: Male  Posts: 1,613 Karma: 3 |  | Re: Additions to the Rules « Reply #3 on Sept 30, 2009, 10:24pm » | |
Fatigue
Heroic characters perform a lot of strenuous activities and they can get tired. A character tests for fatigue in two basic ways, depending on the type of actions they're performing.
For activities like running long distance, holding your breath, or wrestling with an opponent, the GM may call for a test against Body + Endurance (or Body + Health if appropriate, or just Body if neither the Endurance or Health skills have been purchased), either looking for any match or setting a difficulty number in more difficult circumstances. If the test is passed, there are no ill effects, but if the test is failed, the GM will subtract an appropriate number of levels from the character's Stamina. This number of Stamina points lost will usually be the Width of the roll for whatever physical action brought on the fatigue test. This means that a failed roll still inflicts fatigue, since the width is still 1 if there are no matching sets.
Characters can be mentally or psychologically fatigued as well, such as through an all-night research session, high stress, or prolonged intense concentration. This mental Fatigue works the same way as physical Fatigue, except that it drains Willpower and tests against one of the resistance pools, such as Mind + Equilibrium or Empathy + Fortitude.
Certain unusual actions, like Talent Powers or magic evocations, automatically burn Stamina or Willpower to activate them, and so do not inflict any additional Fatigue unless explicitly noted.
Extended use of superpowers can therefore deplete Stamina or Willpower pretty quickly – this is intentional. The character may appeal for an Endurance test as above to counteract the depletion, and the GM may either assess a penalty to the dice pool or set a target number equal to the Width. If the test succeeds, no stamina is lost, but if the test fails an additional stamina loss may be incurred. In the case of a difficulty number, one option is to subtract an additional number of stamina levels equal to the difference between the difficulty number and the height of the set (if there are no matching sets, it would just be the difficulty number itself). Repeatedly endurance tests can also be met with a die penalty determined by the GM.
When a character's Stamina reaches 0, they're physically exhausted. If not at the point of actual collapse, they're near it, and can perform no significant physical actions until they recover. When a character's Willpower hits 0, they're mentally exhausted, unable to concentrate or think clearly, or psychologically frayed with no motivation to continue on until they're buoyed.
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Joined: Feb 2007 Gender: Male  Posts: 1,613 Karma: 3 |  | Re: Additions to the Rules « Reply #4 on Sept 30, 2009, 10:33pm » | |
Resistance Skills
Previously, we were just using Equilibrium to do stress/psychological trauma tests, but I think that's too broad and we'd be better served with a couple of different skills for mental/psychological resistance pools.
Equilibrium represents a character's composure and overall psychological stability, helping him keep his cool through frustration and anger. It's also helps him keep perspective in highly unusual and disorienting situations that might otherwise damage his sanity.
Fortitude represents a character's courage and steadfastness in the face of danger. Whether the fear he faces is caused by a violent encounter, a phobia, the dreadful might of some supernatural power, or simply the threat of ridicule and ostracism, Fortitude can allow the character to do what he needs to do inspite of his peril.
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Joined: Feb 2007 Gender: Male  Posts: 1,613 Karma: 3 |  | Re: Additions to the Rules « Reply #5 on Sept 30, 2009, 10:36pm » | |
Sept 30, 2009, 10:21pm, richardkennedy wrote:I understand most of what you have here.
How do I know how much stamina, willpower, etc. I have at any given time. Also, when would that come into play? |
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I'm pretty sure I explained both of those things above.
Quote:| Stamina... It represents overall physical conditioning and is important for determining the effects of fatigue. Stamina is (Body + Coordination) X 2. |
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So if your Body is 2d and your Coordination is 3d, then you have 10 points of Stamina at base.
As for when they are used, re-read the "Burning Stamina and Willpower" above and then read the other thread about mods to the Superpower rules.
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Joined: Apr 2007 Gender: Male  Posts: 1,088 Karma: 2 |  | Re: Additions to the Rules « Reply #6 on Oct 1, 2009, 1:27am » | |
I like the whole thing about mana poolin in people/places/locations!! Guess that would explain things like a magic wand or amulet which protects against evil spirits, right??
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Joined: Feb 2007 Gender: Male  Posts: 1,613 Karma: 3 |  | Re: Additions to the Rules « Reply #7 on Oct 1, 2009, 8:36am » | |
I modified the "Buying Things" and "Pulling Strings" sections a bit. Please check them out again.
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Joined: Oct 2008 Gender: Male  Posts: 172 Karma: 1 |  | Re: Additions to the Rules « Reply #8 on Oct 1, 2009, 10:17am » | |
Thanks, this gives me alot to consider for my characters.
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Joined: Feb 2007 Gender: Male  Posts: 1,613 Karma: 3 |  | Re: Additions to the Rules « Reply #9 on Oct 1, 2009, 12:34pm » | |
Some more options to think about:
Popularity
Popularity represents the level of respect (or scorn) you get from people who don't know you personally. Whether heroic or villainous, many PCs have some level of public awareness, and that reputation, deserved or not, proceeds them. Characters with higher Popularity are more likely to get cooperation from bystanders and law enforcement, and the benefit of the doubt in situations that would otherwise appear quite shady. Popularity is very tenuous, rising and falling with every valorous deed, contretemps, or tabloid expose. Popularity is unique among the stats because it can dip into the negative numbers, representing fear, distrust, or passionate hatred. It runs from -5 to 5, but all starting characters begin play with a Popularity of 0 until they make a name for themselves, although exceptions will be made for PCs that are well known, established heroes or villains.
Public Acclaim
"One day some of the kids from my neighborhood carried my mom's groceries all the way home. Do you know why? It was out of respect.'' -Ray Liotta in Goodfellas
Kids want your autograph. TMZ obsesses over your sex life. People get teary eyed with pride or explode in exuberant applause whenever you appear on the scene. Books have been written about you, movie deals are in the works, and your action figure sells out everywhere. Congratulations, you're popular.
Or not. People flee from you in terror. Frantic calls to the police are made at every sighting. Bands of armed men hunt you. Bystanders ridicule and mock you. You're a nobody. You're ugly. You're sneaky. Your reputation as a thief, a murderer, and a fiend proceeds you. No one likes you. Or, worst of all, no one even knows who you are.
A PC's Popularity affects their social interactions in two ways, but only in somewhat limited circumstances. First, Popularity never affects other PCs, only NPCs. Second, it only affects NPCs who don't know the character personally. Family members, friends, and deadly foes know too much about the character to be manipulated by gossip and the vagaries of public sentiment. Third, a character's Popularity usually applies only to their heroic persona, unless their identity is public, like the members of the Fantastic Four. Most secret identities have a Popularity of 0: they're just another guy on the street. The exception to this are alter egos who are already famous public figures, like Tony Stark for instance.
The first way Popularity affects a character is mechanical. The following table describe the effect of Popularity at each level. Note that effects are cumulative for the positive and negative side (for example, a Popularity of 3 also includes the effects of Popularity 2 and 1, while a Popularity of -4 also includes the effects of Popularity -1, -2, and -3). Note that bonuses can be used to offset any penalties that might apply, possibly preserving Expert or Trump dice that might otherwise be turned into regular dice.
| 5 | A paragon of virtue and accomplishment, people trust you implicitly and you command respect automatically. Inspire, Fascinate, Haggle, Lie, and Bluff rolls all gain a +2d bonus. | | 4 | A true role model, your appreciating fans either want to be you or be with you. Inspire rolls gain a +1d bonus and Seduction rolls gain a +2d bonus. | | 3 | You're popular enough that people think they're unsophisticated if they don't laugh at your bad jokes or show interest in your boring stories. Jest and Fascinate rolls gain a +1d bonus. | | 2 | Celebrity, even on a small scale, can be a potent aphrodisiac. Seduction rolls again a +1d bonus.. | | 1 | Folks generally give you the benefit of the doubt. Haggle, Lie and Bluff rolls gain a +1d bonus. | | 0 | No Effect. | | -1 | The character is considered untrustworthy. Any attempt to Lie, Haggle, or Bluff against the public gets a -1d penalty. | | -2 | Considered undesirable and shady, Seduction and Inspire attempts are at -1d penalty. | | -3 | Disreputable and dangerous, Intimidation attempts gain a +1d bonus. | | -4 | A true menace, all Lie, Haggle, Bluff, Seduction, and Inspire attempts suffer a -2d penalty. | | -5 | Your evil is so compelling that people sometimes lose sight of it in the mystique you've built...until you lay your hands on them. Fascinate rolls are at +1d and Intimidate rolls are at +2d. |
The second effect of Popularity is more nebulous and, as such, is occurs entirely at the discretion of the Game Master. For example, a character with high Popularity like Captain Marvel is more likely to get the benefit of the doubt than Spider-Man when he rips open the doors to a bank vault, to say nothing of a similar attempt by a known felon like the Rhino. Whether or not bystanders immediately call the police, react with violence, or start screaming and ruin the element of surprise, depends a lot upon their impression of the character. If a cheering crowd gets behind a team's heroic display, the PCs may gain their second wind and a temporary boost to their Willpower or Stamina. Alternatively, they may be so disheartened by the contempt or indifference of those they're trying to help that they lose faith in themselves and their cause. An angry crowd throws debris at a hated villain, distracting him at just the right moment. A company may seek out the PC to endorse their products, leading to an increase in Wealth. Panicked SHIELD agents shoot first and ask questions later. Courageous paramedics, moved by your selfless sacrifice, risk their lives to pull you from the rubble just in time. Spurred by a libelous rumor, your bank is less inclined to give you that loan you need. There are many, many possibilities. And remember too that while negative Popularity arouses suspicion, positive Popularity usually attracts attention, which may be just as distracting!
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roctev God
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Joined: Jun 2007 Gender: Male  Posts: 792 Location: UK Karma: 5 |  | Re: Additions to the Rules « Reply #10 on Oct 2, 2009, 2:33am » | |
I can see what you mean with the popularity rating. Lets face it the Joker is either -4 or -5, he is just to well known for his dangerous and evil reputation to be much less than that.
Batman would be a different story completely, most aren't even sure he exists and those who do know either respect or fear him, a tough one that.
I would think someone like Velocity would be +1, +2 at max, as she s known of but still new to this, and is not really well known.
Original characters would be less than cannon characters because they are not as famous. Makes sense to me.
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Joined: Apr 2007 Gender: Male  Posts: 1,088 Karma: 2 |  | Re: Additions to the Rules « Reply #11 on Oct 2, 2009, 5:03am » | |
I like the meter for Public Acclaim, really well thought out!!
I guess someone like The Raver might be ranked 0, huh?? Seein as he's never really been caught on video camera or photographed by a reporter, therefore most people on the street would jus see him as some guy in a red jacket and shades??
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Joined: Feb 2007 Gender: Male  Posts: 1,613 Karma: 3 |  | Re: Additions to the Rules « Reply #12 on Oct 2, 2009, 7:45am » | |
Oct 2, 2009, 2:33am, roctev wrote:I can see what you mean with the popularity rating. Lets face it the Joker is either -4 or -5, he is just to well known for his dangerous and evil reputation to be much less than that.
Batman would be a different story completely, most aren't even sure he exists and those who do know either respect or fear him, a tough one that.
I would think someone like Velocity would be +1, +2 at max, as she s known of but still new to this, and is not really well known.
Original characters would be less than cannon characters because they are not as famous. Makes sense to me. |
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I imagine Batman would actually have a negative rating, albeit certainly not as bad as the Joker. Remember that you don't actually have to be deceitful or evil to have a low popularity (or honest and upstanding to have a high popularity, for that matter), it's just the way the public perceives you.
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Joined: Feb 2007 Gender: Male  Posts: 1,613 Karma: 3 |  | Re: Additions to the Rules « Reply #13 on Oct 2, 2009, 7:46am » | |
Oct 2, 2009, 5:03am, The Midnight Raver wrote:I like the meter for Public Acclaim, really well thought out!!
I guess someone like The Raver might be ranked 0, huh?? Seein as he's never really been caught on video camera or photographed by a reporter, therefore most people on the street would jus see him as some guy in a red jacket and shades?? |
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Thanks!
Most originals would hover around 0, unless they found some way to get in the limelight such as being in the 'Penultimates', scrapping on camera with the Hulk or the Vault escapees, or whatever.
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richardkennedy Sidekick
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Joined: Sept 2009 Gender: Male  Posts: 47 Karma: 0 |  | Re: Additions to the Rules « Reply #14 on Oct 3, 2009, 12:51pm » | |
Yeah I love the system as well. I am gonna try and get at least a +2 after some time.
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