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I remember some of my stuff, but not the crunchy bits. If nothing comes back up, I'll have to re-roll.
Yeah. No real idea. I tend to spend as little time staring at my sheets as possible.

Pretty sure Aurum had a ridiculous Psyche.

Pretty sure Gedeon had a good Fighting, from being Infantry, and good Intuition, from being a Breed Mutant.

Oh, in the IC thread, I was waiting on Johnny to take an action first, since I screamed and got shot. Johnny would act before Aurum.
She's hawt and Gold and needs to eat more :p That's all her powers Wink
:p

The Goldness wasn't her powers. That was Ashley's powers. Aurum just benefitted.

And needing to eat more isn't a power. It's a Disorder.

But her actual powers were easy. Her primary was Mind Probe at rank "Ri-donk-ulous." Telepathy was secondary at a passable level (made bigger by not being able to shut it off). And I'd stunted the Telepathy once on inducing sleep, and once on a Group Mind-Link (it was super-effective!).

Skills... She was an artist... She recently picked up Staff Fighting from Wolverine (those lessons had to be interesting...). Xavier mind-dumped Russian and Mind Block skills at the start of school. There's one I can't remember. I think I had 6 skills...
(07-22-2015, 11:30 AM)GM Marvel Wrote: [ -> ]So what do you guys want to do?  Wait for a couple of days to see if the Plothook owners have a change of heart or should we start remaking characters and carry on.  I actually remember most of Aurum's stats because Jessica had just attacked her. I believe Aurum has...

F: Pr4
A: Pr4
S: Pr4
E: Gd 10
R: ??
I: ??
P: In40

Hitpoints: 22 (now 12)

, this is what I remember from your stats.   I believe your Telepathy was Incredible.  I thought your mind probe was around Good because we ended up switching your probe with your Telepathy.  But I could be wrong about that.  If you remember a RM then I'm fine with that too.
Yeah. Having a higher Telepathy than Mind Probe makes more sense. If we didn't switch it around before, it is certainly something to do now.

If it's ok with you, I'll just go with Typical Reason and Good Intuition. One or both may have been higher, but I really can't remember, and I think I would have done something had they been lower.

And Karma Points... I do recall that she had more than most others, on account of not being up for a team. Also, everyone had recently put Karma into shared pools, and most bumped up a stat. I don't think I'd done that yet.
For Gedeon... Considering how little I remember and how unspectacular she was, system-wise, it is probably easier to just reroll stuff for her. The only things that made her outside average was the bonuses from being a Breed Mutant and the Infantry template.
(07-25-2015, 11:08 PM)Gedeon Salazar Wrote: [ -> ]For Gedeon... Considering how little I remember and how unspectacular she was, system-wise, it is probably easier to just reroll stuff for her. The only things that made her outside average was the bonuses from being a Breed Mutant and the Infantry template.

These were pretty 'outside average'...


[Image: Gedeon.jpg]
:p I meant stat-wise, not powers. Of course her powers are awesome.
Introduction: Ok, if you guys want to reroll your ability and power ranks you can.  However, you might try something a little different that will make characters more equal.  I've been looking at a point buy system that was once introduced in Polyhedron #72.  

Starting Points: I think the old characters can have around 210 points, the new characters can have 190 pts, Old NPC's will start with 200 pts. 

Overpowering: If you want a power or ability of remarkable it will cost an additional 5pts; Incredible a total of 15pts; Amazing will cost you a total of 25pts.  So Static Charge's Amazing hyper-running will cost 85pts.  (10 base power + 50 power rank + 25 for the Amazing power rank= 85pts.)    These also have to be Oked by me.

Origin Bonuses:
Induced mutant: +1cs any stat for free
Random Mutant:  +1cs endurance, Start with +10 Character points
Breed Mutant: +1cs to Endurance and Intuition for free.

Example: A random mutant spends 20pts for an Excellent Endurance.  He gets to raise his Endurance to Remarkable for free.  He also gets another 10pts to his starting character.

Additional Information: Older characters should buy their abilities and powers at Average Rank while the newbies should buy theirs at minimum for the rank.  So the average would be Fe2, Pr4, Typ6, Gd10, Ex20, Rm30, In40, Am50; and Newbies should purchase theirs at Fe1, Pr3, Ty5, Gd8, Ex16, Rm25, In36, Am46.  Any left over points can be put anywhere except ranks that are already RM, IN, or AM.

Bonus powers: Those powers that are listed as bonus powers in the PHB and UPB don't cost the initial 10pts for getting a power.  But you can only get 1 bonus power for your character for this reduced cost.  Additional bonus powers are the regular cost.

Power stunts:  These do not cost Cp's because you have already paid Karma for these stunts.

Languages:  This Talent costs 5pts to gain 1 additional language.  To add more languages will depend upon how popular the language.  For example, it will cost an additional 3cp's for one of the following Popular languages: Mandarin, Spanish, English, Hindi, Arabic, Portuguese, Bengali, Russian, Japanese, and French.
Almost all other languages will cost 2cp's and any obscure language that hardly anyone has heard of will cost 1cp.

Character Point System

The MARVEL SUPER HEROES Advanced Set Players' Book, page 5, details the steps players should follow to create their own heroes. It is reproduced with minor modifications below:

Determine primary abilities FASERIP)
Determine secondary abilities (Health, Karma, etc.)
Ascertain special abilities (powers, talents, and contacts)
Fill in the blanks (hero and character names, background, etc.)
The Players' Book suggests you start with an origin for your hero. However, I recommend you decide which type of hero your PC will be (altered human, mutant, etc.), then create the origin. Be sure to note all the special aspects of each type of character except which column of the "Generating Primary Abilities" table the hero's abilities will be rolled on. You will not be using dice to determine your hero's abilities.

Do not feel compelled to fully detail your hero at this point. Save that for the "Fill in the Blanks" stage.


Determine Primary Abilities
Each player will now be given a number of Character Points (CPs). This number is determined by the Game Master and can range from 200 to 600 CPs or more. Let's say your GM gives you 300 CPs to build your hero. You would now "buy" your primary abilities (FASERIP) by spending CPs.

Purchase primary ability scores on a point-for-point basis. So if you want your character to possess Amazing (50) Strength, subtract 50 CPs from your point total. Do this for all seven primary abilities.
You can purchase ability scores other than the normal rank number in each rank (For example, you could buy Amazing (46) Strength instead of Amazing (50) and save four CPs to use later.) Just remember any skimping like this will be reflected in your final Health and Karma scores.

Don't be too extravagant with your spending here, as your CPs will also be used to purchase your Resources level, powers, talents, and contacts. I don't recommend spending more than about half of your CPs at this stage.

Determine secondary abilities
Total up your Health and Karma points. Add those two figures together and they should equal the number of CPs you've spent so far. This is a good way to check your math.

Now buy your hero's Resources rank by spending two CPs for every point of Resources. (If you want Excellent (20) Resources, it would cost you 40 CPs.)

A player does not buy and cannot modify his hero's Popularity score, as it is a function of the hero's origin and the public's perception of the hero.

Determine Special Abilities:
Since each special ability (powers, talents, and contacts) is purchased slightly differently, each is discussed separately.

Powers
Each hero now buys powers and their ranks. All powers, except those with stars, cost 10 CPs each, and starred powers cost 20 CPs. Purchasing powers gives the hero the ability to buy ranks in those powers. Ranks for powers without stars are purchased on a point-for-point basis, as with the primary abilities. (If you wanted to buy the Flight power, it would cost 10 CPs. You can now buy a power rank for that power. Let's say you wanted to fly at Excellent (20) speed, it would cost you 20 more CPs. So buying the Flight power and an Excellent (20) rank cost you a total of 30 CPs.) Starred powers, because they are more powerful or more rare, each cost 20 CPs, as noted above, and their ranks are bought at a rate of two CPs for each rank number.

You purchase both powers and ranks so that five powers, each at Good (10) ranks will be more expensive than one power at Amazing rank. The hero with five powers is much more versatile, and he should pay for that.

Limitations:
Page 9 of the Players' Book gives a list of possible limitations for powers. Players can buy one limitation per hero to gain more CPs. Use the maximums listed at the top of each list of limitations on page 9. This determines the number of CPs gained from taking a limitation. For example, taking the limitation "Power can only be used three times/day" from the list "Maximum of Excellent" for your Flight power would gain you an additional 20 CPs, as it is an Excellent rank limitation.
Points gained through limitations are the normal rank numbers for that rank only. All normal rules regarding limitations apply. Subtract all CPs spent on powers and ranks, and add any CPs from limitations to figure your hero's new point total.

Talents:
All skills listed under the Weapon, Fighting, and Mystical or Mental Skills tables, and all starred talents cost 10 CPs each. All other skills cost 5 CPs each (buying Chemist costs 5 CPs, while the Medicine or the Guns skill would cost 10 CPs each). Subtract all CPs spent here to get your hero's new CP total.

Contacts:
Unless the GM specifies otherwise, each contact costs 5 CPs. Don't detail each contact now, as contacts often work best when chosen during an adventure with the GM's O.K.

Fill in the blanks and there, you're done. If you have any CPs left over, it's up to the GM what you can do with them. I suggest simply adding them to your hero's Karma points. Beginning heroes often don't have much Karma to spend on their first adventures. Don't forget to modify your hero as per the origin you picked for him earlier, and round out your hero with his heroic and character names, background, job, costume, how he gained his powers, why he risks his life as a hero, etc.

Character Advancement
All normal game rules on character advancement apply. Character Points are used only during a hero's creation and do not apply to the character's future advancement. For example, you cannot pay 10 CPs for a power and not buy a rank for it during the hero's creation.

GM-Imposed Limits
Test this system by creating several characters. You'll realize then, if you haven't already, that the system is flexible and can be abused unless the GM lays down some guidelines. The GM could impose spending limits on primary abilities (no FASERIP scores above Amazing, for example), powers (such as no more than four total), power ranks (no power ranks above Incredible, power limitations (one limitation only, no limitation ranks above Incredible), and even the number of talents and contacts.

Breaking down Marvel characters by using this system can give GMs a good idea on what limits to place on character generation for their campaigns. Using the characters listed in the Advanced Set Judge's Book, for example, Invisible Woman, Marvel Girl, and Wasp each add up to about 300 CPs. Spider- Man, Thing, and Vindicator (Heather Hudson) each add up to between 450 and 500 CPs. Magneto adds up to almost 700 CPs.
Discuss with your players the kind of campaign you want to have and then experiment with different point totals before deciding how many CPs to give your players. For Avengers style campaigns, I'd suggest 300-350 CPs per hero. For low-powered, gritty, "realistic," or pulp campaigns, I'd give out about 200 CPs. If you want to play a high-powered or cosmic campaign, I recommend handing out at least 500 CPs.

This system also allows GMs to built customized villains. By tailoring the number of CPs each villain is built with, a GM can gain a good handle on how well the villain should perform against the heroes. (For example, three 500- CP miscreants, 1500 CPs total, should do pretty well against five 300 CP heroes, despite being outnumbered.)

Example: Static Charge Starts with 210cp's+10cp's (random mutant)= 220cp's
F+A+S+E=36pts.  (DO NOT INCLUDE +1cs for Endurance for being an random mutant and +1cs to Agility for Hyper-running)
R+I+P=17pts
Total so far: 53

Resources: Feeble 1 ( 2pts)

Hyper-Running= 85pts
Electrical Generation=45pts (10 base + Rm 30 + 5pt penalty for being RM)
Resist Electrical=45pts (0 base (bonus power) + Rm 30 + 5pt penalty for being RM)

Cooking=5pts
Business world=5pts

Total so far is=230 (10pts over so then you take some limitations)

Limitations:
  • Make a Gd Agility feat to make turns when running or any special special running maneuvers. +20pts.
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