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Making superhero gear make sense (mostly Marvel related)
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<blockquote data-quote="Jon_Dahl" data-source="post: 5410165" data-attributes="member: 89822"><p>Ok, here is a little intro to my game system. I've written 33 pages of stuff, mainly for my-eyes-only, and I'm trying to make it more readable for players too. Unfortunately it's not in English, so I made a quick summary of it here; please excuse me all the grammatical errors.</p><p></p><p></p><p></p><p>My <strong>Nameless Superhero System</strong> is based on three basic rules:</p><p>1. Lots of data to give a good idea for players and GM about power levels</p><p>2. No mathematics, no game-mechanics</p><p>3. Players and GM negotiate, but GM decides</p><p> </p><p> First of all, everything is ranked by a number ranging from 1 to 15.</p><p> Rank 1 = Almost meaningless / Beginner</p><p>Rank 2 = Weak / Novice</p><p>Rank 3 = Normal / Average</p><p>Rank 4 = Good</p><p>Rank 5 = Excellent</p><p>Rank 6 = Olympic-level / Master</p><p> Rank 7 = Peak human / Grandmaster</p><p>Ranks 1-7 are the human range. Everything a human can possess, goes into the human range.</p><p> Rank 8 = Inhuman</p><p>Rank 8 is ment mostly for animals, that go beyond human levels, such as the strength of gorilla</p><p>Ranks 9 to 12 are the superhuman range. All levels that go beyond realism, are found here.</p><p>Rans 13 to 15 are the godly range. All levels that belong to Olympos or Valhalla, are found here.</p><p> Everything that can possibly be ranked, is ranked using the rank numbers AND either of the rank adjectives. Your Strength score shouldn’t be Master (rank 6) but instead Olympic-level (rank 6).</p><p> </p><p>In overall, character sheet will accumulate quite a bit of data:</p><p> - Ability scores (Strength, Agility, Constitution, Intelligence, Intuition, Charisma, Magic).</p><p> - Every ability score have subability scores, which can be tweaked if needed. By default they are the same as ability scores. Players can create new subabilities if they wish.</p><p> - Body material. Human tissue is Weak, Rank 2.</p><p> - Armor / Body material / Constitution, which define the overall damage resistance.</p><p> - Background Keywords.</p><p> - Skills.</p><p> - Superpowers, with detailed description.</p><p> - Equipment.</p><p> - Faith Points</p><p> </p><p> Armor / Body material / Constitution are perhaps the most game mechanical aspect of the game, even though it’s still isn’t one. If the damage ranking is better than armor ranking, it’s bad… And how much damage is done, depends on the Body material. If the Body material is better than the damage, nothing happens. This is why there is no reason for a bulletproof superhero to wear a ballistic vest, unless the vest is more durable then his body. Constitution is simply there to show if the superhero can stand punishment. There’s no mathematics or resolution to damage, just comparison. ”Hmm, your body is same material as wood, and you were shot with AK47 from a close range… Not nice!”</p><p> </p><p> Background Keywords define the characters past, such as ”police”, ”vietnam vet” etc. If you want to do something that ordinary people can’t do (very well) but you don't have any skills for it, you can always bring up your Keywords. Keywords are set of skills and knowledge that you have but aren't listed anywhere. These skills are always assumed to be standard for a character with such background. This way you don’t have to know all the things that a vietnam vet knows. He simply knows all the logical, necessary skills when he needs them. The only problem is that Keyword assumes always the stereotype, so there are no lousy vets or elite vets. If it’s a Keyword, it’s always the average what you’ve got.</p><p> </p><p> But with Skills you can always tweak it more. Since you are smart player, you can always list all the skills that a vietnam vet knows, and give them a Rank. That’s all! Or maybe it’s easier to only list what you really need and otherwise resort to the Keywords? And when you’ve got the skill and the rank, you know how good you are. Average karate skills? Grandmaster pistolero? Ok, I think it’s easy to get the idea what these guys and can’t do.</p><p> </p><p> With superpowers you describe the powers, and they work like you describe them. To gather all the important data, the GM (that’ll be me) asks questions so that the power is clearly defined. Rank is also assigned to it, but the main function of ranks with superpowers is to limit the advancement of the power. Low-powered are easy to develop, high-powered are costly.</p><p> </p><p> And how do superheroes develop? By performing great acts of bravery you earn Faith Point or two. With these you can buy more ranks. Higher the rank, bigger the cost.</p><p> </p><p> Character Creation…</p><p> …is simple. I explain what the power level is what I’m after in my game. Would I like high-powered or low-level superheroes? The more accure I define it, the better. Then everyone simply creates their character as they please. They put all the numbers as they want. Then I eyeball that the characters are about the level I wanted, and more importantly at the same level within the group. I may ask some adjustments, and that’s all. But if someone wants to weaker than others, it’s ok. But grossly exceeding the limit is a big no-no. Overall, I check that the character are not too powerful. I tend to limit magic, psionics and powers that make certain type of adventures useless. I want to be able to offer variety of challenges.</p><p></p><p></p><p>Tomorrow I can tell you more about the campaign itself.</p></blockquote><p></p>
[QUOTE="Jon_Dahl, post: 5410165, member: 89822"] Ok, here is a little intro to my game system. I've written 33 pages of stuff, mainly for my-eyes-only, and I'm trying to make it more readable for players too. Unfortunately it's not in English, so I made a quick summary of it here; please excuse me all the grammatical errors. My [B]Nameless Superhero System[/B] is based on three basic rules: 1. Lots of data to give a good idea for players and GM about power levels 2. No mathematics, no game-mechanics 3. Players and GM negotiate, but GM decides First of all, everything is ranked by a number ranging from 1 to 15. Rank 1 = Almost meaningless / Beginner Rank 2 = Weak / Novice Rank 3 = Normal / Average Rank 4 = Good Rank 5 = Excellent Rank 6 = Olympic-level / Master Rank 7 = Peak human / Grandmaster Ranks 1-7 are the human range. Everything a human can possess, goes into the human range. Rank 8 = Inhuman Rank 8 is ment mostly for animals, that go beyond human levels, such as the strength of gorilla Ranks 9 to 12 are the superhuman range. All levels that go beyond realism, are found here. Rans 13 to 15 are the godly range. All levels that belong to Olympos or Valhalla, are found here. Everything that can possibly be ranked, is ranked using the rank numbers AND either of the rank adjectives. Your Strength score shouldn’t be Master (rank 6) but instead Olympic-level (rank 6). In overall, character sheet will accumulate quite a bit of data: - Ability scores (Strength, Agility, Constitution, Intelligence, Intuition, Charisma, Magic). - Every ability score have subability scores, which can be tweaked if needed. By default they are the same as ability scores. Players can create new subabilities if they wish. - Body material. Human tissue is Weak, Rank 2. - Armor / Body material / Constitution, which define the overall damage resistance. - Background Keywords. - Skills. - Superpowers, with detailed description. - Equipment. - Faith Points Armor / Body material / Constitution are perhaps the most game mechanical aspect of the game, even though it’s still isn’t one. If the damage ranking is better than armor ranking, it’s bad… And how much damage is done, depends on the Body material. If the Body material is better than the damage, nothing happens. This is why there is no reason for a bulletproof superhero to wear a ballistic vest, unless the vest is more durable then his body. Constitution is simply there to show if the superhero can stand punishment. There’s no mathematics or resolution to damage, just comparison. ”Hmm, your body is same material as wood, and you were shot with AK47 from a close range… Not nice!” Background Keywords define the characters past, such as ”police”, ”vietnam vet” etc. If you want to do something that ordinary people can’t do (very well) but you don't have any skills for it, you can always bring up your Keywords. Keywords are set of skills and knowledge that you have but aren't listed anywhere. These skills are always assumed to be standard for a character with such background. This way you don’t have to know all the things that a vietnam vet knows. He simply knows all the logical, necessary skills when he needs them. The only problem is that Keyword assumes always the stereotype, so there are no lousy vets or elite vets. If it’s a Keyword, it’s always the average what you’ve got. But with Skills you can always tweak it more. Since you are smart player, you can always list all the skills that a vietnam vet knows, and give them a Rank. That’s all! Or maybe it’s easier to only list what you really need and otherwise resort to the Keywords? And when you’ve got the skill and the rank, you know how good you are. Average karate skills? Grandmaster pistolero? Ok, I think it’s easy to get the idea what these guys and can’t do. With superpowers you describe the powers, and they work like you describe them. To gather all the important data, the GM (that’ll be me) asks questions so that the power is clearly defined. Rank is also assigned to it, but the main function of ranks with superpowers is to limit the advancement of the power. Low-powered are easy to develop, high-powered are costly. And how do superheroes develop? By performing great acts of bravery you earn Faith Point or two. With these you can buy more ranks. Higher the rank, bigger the cost. Character Creation… …is simple. I explain what the power level is what I’m after in my game. Would I like high-powered or low-level superheroes? The more accure I define it, the better. Then everyone simply creates their character as they please. They put all the numbers as they want. Then I eyeball that the characters are about the level I wanted, and more importantly at the same level within the group. I may ask some adjustments, and that’s all. But if someone wants to weaker than others, it’s ok. But grossly exceeding the limit is a big no-no. Overall, I check that the character are not too powerful. I tend to limit magic, psionics and powers that make certain type of adventures useless. I want to be able to offer variety of challenges. Tomorrow I can tell you more about the campaign itself. [/QUOTE]
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