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Klytus

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Everything posted by Klytus

  1. These are the house-rules I in my games... Karma/Hero Points Each player starts the game with 1 Hero Point. Thereafter, for every 10 points of experience a character earns, they get 1 point of Karma. Karma points can alter die rolls or generate other effects to the benefit of the players. Karma Spent & Effects 1 Point: A player may re-roll: to-hit, activation, skill check, Find Weakness, Perception or any other similar roll for determining success or failure. A player spending 1 Karma may Push Above and Beyond as high as they wish without an EGO roll. 2 Points: Players may re-roll any damage/effect roll. They can force any NPC re-roll to-hit dice as described above. 3 Points: Players may re-roll any portion of a damage/effect roll, (i.e., keeping all the 5s and 6's). An NPC can be forced to re-roll for damage/effect. Variable: Players may modify any to-hit type roll by one point for each point of Karma. NPC rolls may NOT be affected in this way. Guidelines: A player may spend as much Karma at a time as they wish, but there are limits on how it may be spent. For "to-hit" type rolls, a player can re-roll as often as he wishes until Karma runs out. The same rule applies for damage/effect rolls. Affecting NPCs is handled in the same way. However, one cannot ask the GM to make an opponent re-roll to-hit once damage/effect has been rolled. Karma may also be spent to modify some of the more nebulous aspects of the game. For example, if the player has Luck, they can elect to spend Karma before the game starts to guarantee good luck. It may not be used to buy-off bad Unluck; it is, after all, a Disadvantage. If a player is doing an activity like searching for somebody, working on a long-term project, and so on, the GM may permit them to spend a point of Karma to ensure success rather than resorting to the dice, especially if it is a plot-relevant activity. As always, the exact circumstances and effects are at the discretion of the GM. Players may set up a Karma Pool. This is a communal Karma reserve, as it were, from which any player may draw Karma when needed. To build it, a player simply contributes at least one point of their Karma for allocation to the Karma Pool. Only players who have placed points into the pool may use Karma from it. This lets individual members of a team have access to more Karma than their experience would normally allow (one of the benefits of teamwork). If a player should leave a team, they also take their contribution to the group's Karma Pool. Because of this, players need to keep track of how much Karma is personal and how much is in the Pool. In order to use Karma from the Pool, a player must publicly declare that he wants to use Pool points. If at least half of the other players agree, then Karma from the Pool can be used. If not… better luck next time. Karma does refresh. Whether it does so at the end of each Chapter, or each Session, depends on the scope of the adventure and the will of the GM.
  2. In my non-C.U. games, the major organizations are... -The International Paranormal Intelligence League (I.P.I.L.) An UNTIL-like organization. - Paranormal Affairs Department (P.A.D.) This is the governemnt branch dedicated to dealing wioth paranormals. - Paranormal Affairs Tactical Response Initiative Oversight Team (P.A.T.R.I.O.T.) Essentially a PRIMUS clone. They have supers as members, but they are, by and large, human agents with high-tech gizmos to help combat evil metahumans. Think of them as the "super-police". When super-villians are captured and hauled away to jail, PATRIOT agents are on the scene. -STrategic Assessment and Response Squadron (S.T.A.R.S.).The major reason STARS was founded was to keep IPIL off of US soil. They are under the National Security Agency, and they regard metahumans as terrorists - pray PATRIOT gets to you first. - KRAKEN. Part Illuminati, part VIPER, part SPECTER, all bad. -PURITY. The anti-metahuman racists who goes after any and all paranormals, be they mutants, magical or aliens. -The Midnight Coalition: An informal super-villians union where members contribute resources. Mostly, they use the money to pay for lawyers to help them get out of jail. But the lawyers also give folks the oppoortunity to find and hire super-villians as needed. -The Dominion: Sort of like PSI, they are mentalists out to conquer the world, only they are far more subtle about it. All mentlaists are regarded either as allier or enemies. - The Order of Zenith (OZ): The mutants (mutants specifically) who are out to conquer the world by dint of their superiority to "mundane humans". All mutants are invited to join. Those who do not are regarded as enemies ot the cause and treated accordingly. - VAULT: The super-prisons run by a private company under contract with the P.A.D.
  3. I must say... this board is giving me all kinds of new ideas for my games I especially love what people have done with Zodiac and DEMON.
  4. Sorry, but I only have a top 8: 8) Captain America: In a world flodded with cynicism, scandal, and anti-heroes, its nice to think that there are still true-believers who honor, defend and still fight for the true American Dream. 7) Captain Marvel: He captures the essence of the wonder of being a super-hero. It takes a child to truly get it right. 6) Spider-Man: You gotta love a story where a quirk of fate turns a picked-on and abused science-nerd into one of our greatest heroes. 5) Daredevil: I liked him even before the movie came out; the flick just reminded me of why. 4) Hal Jordan Green Lantern: A paragon among heroes. Yet as noble and incorruptable as he was, his tale shows how even the mightiest can fall, and how even the fallen can be saved. 3) Batman: In a world full of awesome powers, he is epitomises the idea that anybody, with enough dedication, can compete with the big boys. and win. 2) Oracle: To my mind, she is the ultimate phoenix-rising hero. Once a super-hero until the Joker confined her to a wheel chair. She took her well-known pre-existing skills as a librarian to become the 4-1-1 of all other super-heroes, making her more dangerous and versitile than ever. 1) Superman: He set the standard. 'Nuff said.
  5. I agree with these points. This handle I use is the name of a wizard of my creation, so magic is something I give an awful lot of thought to. In my never-run FH setting, I had a Magical Tallent Perk that had to be bought in order to learn and cast spells. How many points you spent on the Perk determined if you learned spells individually, or if you could get a VPP and make up spells as you went. Clerics needed the True Faith Perk, Paladins (who do not necessarily have to be Lawful Good) needed the Holy Warrior Perk. And rather than having spells, paladins and clerics have pre-defined powers they can buy depending on the deity they worship (in D&D terms, they only get Domain spells, not generic ones). The one nice thing about requiring the Perks was that I treated it as another -1/4 Limitation to help drive down the Real Point Cost of spells. Another idea, take a cue from Diablo II. Barbarian warcries are awesome magical powers for "pure" fighter-types. One halmark of the D&D system is insane amounts of hit points at higher levels. Why not add Perks, Powers or Talents that remove the N.C.M caps from stats so there is an "in game logic" for having super-heroic amounts of BODY and CON? The same thing could be used for rougues to have dizzying DEX, fighters with legendary STR, and so on. I'd also like to see a good system for clerics to repel/turn/rebuke the undead. That is either a special power for clerics to have, a built-in weakness for all undead monsters, or a combination of the two.
  6. Re: Re: Im not that easy Then you don't aim for Dr. D., just the hex he's standing in.
  7. If any of these suggestions are repeats, do forgive me. I skimmed over the prior posts as best as I could. Anyway, I want to see solid pre-defined example of... - The Vulcan Neck Pinch - Aura Perception (seeing the feelings of the target) - Mental Invisibility (i.e., the "Somebody-Elses-Problem" field effect) - "Cursing" a target with negative skill levels - Missile Reflection vs hand-to-hand attacks (i.e., if the target you punch makes a missile deflection role, you feel the brunt of your own attack) I'll post more as i think of them.
  8. One major change I made was availabale was to actually make VIPER goons dangerous. Then the VIPER book came out, and then it was no longer a change. Of course, the game I run does not take place in the C.U. - so I have all of my own villians and organizations. But what I *really* want to know, Agent X, is did you truly make over 900 posts inside of one month, or did you get your previous post count transfered to the new boards? And if so, how do I do it? I was in the 500 club once...
  9. Any hero or villian with the proper points spent the right way can take down almost anybody... but the same also applies to them. That having been said, the new Dr. D. did surprise me, though. I mean, a 30d6 attack?!? A 20d6 Eb that costs 0 END? I used to think a basic 20d6 was over the top!
  10. I think that heroes would be judged on their own accord. Rommell aka "The Desert Fox" was a hero of Germany during WWII, highly respected by other foreign nationals as well... and this was before anybody knew he was part of the conspiracy to kill Hitler.
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