Doug McCrae
Legend
Early draft stage so far. Thoughts?
House Rules & Recommendations
1. Unlimited power points
2. No PL limits
Aim for PL 10 equivalent, ie attack bonus, damage or save DC, defense and toughness of 10. Saves are assumed to be two less than PL.
Characters can be 'unbalanced', with a higher offense than defence, or vice versa. For example a PC could have +10 to hit, +12 damage, +8 defense, +10 toughness.
The 'typical' PL 10 character has strong non-combat abilities in one area, such as movement, and three or less viable combat options, such as a standard attack, an area effect and a 'Sunday Punch' usable once per session. Skyrmion, below, is an example of a typical PL 10 character.
A typical character, PL 10
Skyrmion is a physicist at CERN. Acquired powers after an accident involving the Large Hadron Collider in 2008.
COMBAT
Attack +10, Damage +10, Defense +10, Toughness +10.
Fort +8, Ref +8, Will +8
ATTACKS
Baryonic Bolt. +10 to hit, +10 damage
Meson Wave. Area Effect. DC 16, +6 damage
Large Hadron Collider. 1/session. +12 to hit, +16 damage
OTHER ABILITIES
Flight 7 (1000mph), sense + analyze high-energy particles, good scientific skills (physics, maths, computing) +15
Recommendations
PLs for atypical characters
Wide-ranging non-combat abilities – PL 8. Movement, investigative (mind reading or many enhanced senses), general purpose such as object creation, mind control, gadgeteering. Superman, Batman, Dr Strange, Mr Fantastic, Green Lantern
Limited non-combat abilities, strong in one area or weak in many – PL 10. Movement or enhanced senses or highly skilled. Flash, Daredevil, Wolverine
Only good in combat, many options (9 or more). PL 10
Only good in combat, several options (4-8). PL 11
Only good in combat, limited options (3 or less). PL 12
Only good in combat plus significant limits such as no ranged attacks or movement powers. PL 14. The Thing
PL includes PL breakers, so for example perfect invisibility would be regarded as adding 7 to attack bonus (3.5 to OPL, just under 2 to total PL), Improved Critical (11-20) is effectively almost +5 to damage and so forth.
Options in combat
It's probably best not to take a single very good attack power and use it all the time. Instead present yourself with multiple viable options, 3-6 or so. The aim is to give you a moderate number of competing, equally viable alternatives.
OPL = Offensive Power Level, average of attack bonus and save DC
DPL = Defensive Power Level, average of defence and toughness
Only real limitations can increase the power level of a power. For example reducing defence if the character already has 0 defence isn't a limitation.
Example offensive options
Area Effect OPL minus 4.
Affects two opponents simultaneously OPL minus 2.
Perception attack, damage minus 4.
Damage plus 'rider', such as Stun, OPL minus 2.
Reduces defence for one round when used. OPL plus half whatever defence is reduced by. For example reducing DPL by 4 translates to a OPL plus 2 attack.
Once per session. OPL plus 4.
Once per campaign. OPL plus 10.
Power works about 75% of the time*. OPL plus 1.
Power only works 50% of the time. OPL plus 2.
Power only works 25% of the time. OPL plus 3.
Power only works 10% of the time. OPL plus 4.
*This figure refers to when needed, the power is sometimes not available, not the total time the character is alive.
Defences
Special defences, such as a once per session self-heal that auto-activates, count as options in combat. Very good defences such as wide-ranging regeneration or reflection would require weakening the character in other areas, such as taking no non-combat abilities.
Avoid binary powers
Examples: Impervious, immunities, very high attacks or very low defences/saves
'DC-types'
'DC-types' are not recommended. These are superheroes that are either very very good, or totally useless. For example Superman is amazing, but loses all his powers when faced with kryptonite. These characters are very binary.
Better would be a character who, say, gets +2 PL at night and -2 PL by day. Or a single power that doesn't work in the presence of kryptonite.
House Rules & Recommendations
1. Unlimited power points
2. No PL limits
Aim for PL 10 equivalent, ie attack bonus, damage or save DC, defense and toughness of 10. Saves are assumed to be two less than PL.
Characters can be 'unbalanced', with a higher offense than defence, or vice versa. For example a PC could have +10 to hit, +12 damage, +8 defense, +10 toughness.
The 'typical' PL 10 character has strong non-combat abilities in one area, such as movement, and three or less viable combat options, such as a standard attack, an area effect and a 'Sunday Punch' usable once per session. Skyrmion, below, is an example of a typical PL 10 character.
A typical character, PL 10
Skyrmion is a physicist at CERN. Acquired powers after an accident involving the Large Hadron Collider in 2008.
COMBAT
Attack +10, Damage +10, Defense +10, Toughness +10.
Fort +8, Ref +8, Will +8
ATTACKS
Baryonic Bolt. +10 to hit, +10 damage
Meson Wave. Area Effect. DC 16, +6 damage
Large Hadron Collider. 1/session. +12 to hit, +16 damage
OTHER ABILITIES
Flight 7 (1000mph), sense + analyze high-energy particles, good scientific skills (physics, maths, computing) +15
Recommendations
PLs for atypical characters
Wide-ranging non-combat abilities – PL 8. Movement, investigative (mind reading or many enhanced senses), general purpose such as object creation, mind control, gadgeteering. Superman, Batman, Dr Strange, Mr Fantastic, Green Lantern
Limited non-combat abilities, strong in one area or weak in many – PL 10. Movement or enhanced senses or highly skilled. Flash, Daredevil, Wolverine
Only good in combat, many options (9 or more). PL 10
Only good in combat, several options (4-8). PL 11
Only good in combat, limited options (3 or less). PL 12
Only good in combat plus significant limits such as no ranged attacks or movement powers. PL 14. The Thing
PL includes PL breakers, so for example perfect invisibility would be regarded as adding 7 to attack bonus (3.5 to OPL, just under 2 to total PL), Improved Critical (11-20) is effectively almost +5 to damage and so forth.
Options in combat
It's probably best not to take a single very good attack power and use it all the time. Instead present yourself with multiple viable options, 3-6 or so. The aim is to give you a moderate number of competing, equally viable alternatives.
OPL = Offensive Power Level, average of attack bonus and save DC
DPL = Defensive Power Level, average of defence and toughness
Only real limitations can increase the power level of a power. For example reducing defence if the character already has 0 defence isn't a limitation.
Example offensive options
Area Effect OPL minus 4.
Affects two opponents simultaneously OPL minus 2.
Perception attack, damage minus 4.
Damage plus 'rider', such as Stun, OPL minus 2.
Reduces defence for one round when used. OPL plus half whatever defence is reduced by. For example reducing DPL by 4 translates to a OPL plus 2 attack.
Once per session. OPL plus 4.
Once per campaign. OPL plus 10.
Power works about 75% of the time*. OPL plus 1.
Power only works 50% of the time. OPL plus 2.
Power only works 25% of the time. OPL plus 3.
Power only works 10% of the time. OPL plus 4.
*This figure refers to when needed, the power is sometimes not available, not the total time the character is alive.
Defences
Special defences, such as a once per session self-heal that auto-activates, count as options in combat. Very good defences such as wide-ranging regeneration or reflection would require weakening the character in other areas, such as taking no non-combat abilities.
Avoid binary powers
Examples: Impervious, immunities, very high attacks or very low defences/saves
'DC-types'
'DC-types' are not recommended. These are superheroes that are either very very good, or totally useless. For example Superman is amazing, but loses all his powers when faced with kryptonite. These characters are very binary.
Better would be a character who, say, gets +2 PL at night and -2 PL by day. Or a single power that doesn't work in the presence of kryptonite.