God45
#PrayersForBahakan
- Joined
- 23 Oct 2012
- Messages
- 18,543
Jag har ett hemma snickrat system som jag använt till att köra Mage över skype med. Jag fick infallet att snabbt bygga om det till att köra superhjälte spel med. Så det här är vad det blev lite snabbt:
Ways to power
Character creation
Pick a occupation, a superpower and name your character . Then place 5, 4 and 3 in each one of the
basic attributes:
Power:
Finesse:
Resistance:
Your hitpoints are equal to double your Resistance.
You then spend 5 points on whatever ways of power you want.
You then get 2 dice to place however you want. These points can also be used to buy new ways of powers.
Note: No way of power can go over 5 for any reason.
How to create a power effect
To create a power effect you first decide what you want to do and if it is possible with the way levels you have and if you can do it with your superpower. If the effect can`t be accomplished within your superpower you can`t do it. This mean that if your power is wings you can never teleport, no matter what ways of power you have. You then talk with your gm and decides if the effect is godlike or not. If not you roll a number of dice equal to the relevant way rating. All dice that comes up 4, 5 or 6 is a success, dice that comes up 2 or 3 have no effect and if you get any dice that comes up 1 you gain one point of karma.
If the effect is godlike you roll your relevant way dice + your relevant attribute dice. The difference now is that for every dice that comes up 1 you gain one point of karma. Godlike powers are therefore more powerful but also more dangerous.
You always re-roll 6s.
How to do a mundane task
Roll your dice in the stat most appropriate for the task. Dice that comes up 4, 5 or 6 are success. Most actions require only 1 success but hard actions might require more. If the action is opposed by another character the one who rolls most success wins. You always re-roll 6s.
If your characters occupation would make him or her more able to handle a situation he or she gain one extra die.
Combat
Roll your dice in the most appropriate stat. Dice that comes up 4, 5 or 6 are success. The number of success determine the damage. The opponent may try to block or counter the attack with mundane or super powered means of his own. If you get less success than the opponent your attack is ineffective, if you get more the difference in success is equal to the amount of damage you do.
Karma
All karma is bad and you gain it by showing hubris when using your superpower. You can offer the GM bad stuff that happens to you character against him removing your karma. But the GM can also just say that bad stuff happens to your character by removing your karma. The more karma you have the worse are the things that the GM will subject you to.
Ways to power
Body: Control over the supers own body. This allows things such as shape shifting and regeneration.
Energy: Control over different types of energy. From electricity to fire to magnetism.
Matter: Control over inanimate matter such as rock and steal.
Mentalist: Control over the emotions and thoughts of others.
Superhuman: The super can performe superhuman feats. This means things that an ordinary human can do but superhumanly good. A skilled normal human can shoot a coin out of the air with a handgun, a superhuman can shoot the coin out of the air while blindfolded from a kilometre away.
Movement: The super can move in ways that are impossible. This includes everything from swinging between buildings to flying to teleporting.
Super strength: The super is super strong. In all senses of the words.
Senses: The super have superhuman senses such as x-ray vision, superhuman hearing and super smelling. This can also include things like psychic powers.
All ways of power are ranked between 1 and 5. Those ranked at 5 can be used to devastating effect and those ranked at 1 can be used to very small effect. A person with energy 1 can light a small flame, a person with energy 5 can burn down cities in seconds. A person with Super strength 1 can lift a car, a person with 5 can move continental plates.
Ways to power
Character creation
Pick a occupation, a superpower and name your character . Then place 5, 4 and 3 in each one of the
basic attributes:
Power:
Finesse:
Resistance:
Your hitpoints are equal to double your Resistance.
You then spend 5 points on whatever ways of power you want.
You then get 2 dice to place however you want. These points can also be used to buy new ways of powers.
Note: No way of power can go over 5 for any reason.
How to create a power effect
To create a power effect you first decide what you want to do and if it is possible with the way levels you have and if you can do it with your superpower. If the effect can`t be accomplished within your superpower you can`t do it. This mean that if your power is wings you can never teleport, no matter what ways of power you have. You then talk with your gm and decides if the effect is godlike or not. If not you roll a number of dice equal to the relevant way rating. All dice that comes up 4, 5 or 6 is a success, dice that comes up 2 or 3 have no effect and if you get any dice that comes up 1 you gain one point of karma.
If the effect is godlike you roll your relevant way dice + your relevant attribute dice. The difference now is that for every dice that comes up 1 you gain one point of karma. Godlike powers are therefore more powerful but also more dangerous.
You always re-roll 6s.
How to do a mundane task
Roll your dice in the stat most appropriate for the task. Dice that comes up 4, 5 or 6 are success. Most actions require only 1 success but hard actions might require more. If the action is opposed by another character the one who rolls most success wins. You always re-roll 6s.
If your characters occupation would make him or her more able to handle a situation he or she gain one extra die.
Combat
Roll your dice in the most appropriate stat. Dice that comes up 4, 5 or 6 are success. The number of success determine the damage. The opponent may try to block or counter the attack with mundane or super powered means of his own. If you get less success than the opponent your attack is ineffective, if you get more the difference in success is equal to the amount of damage you do.
Karma
All karma is bad and you gain it by showing hubris when using your superpower. You can offer the GM bad stuff that happens to you character against him removing your karma. But the GM can also just say that bad stuff happens to your character by removing your karma. The more karma you have the worse are the things that the GM will subject you to.
Ways to power
Body: Control over the supers own body. This allows things such as shape shifting and regeneration.
Energy: Control over different types of energy. From electricity to fire to magnetism.
Matter: Control over inanimate matter such as rock and steal.
Mentalist: Control over the emotions and thoughts of others.
Superhuman: The super can performe superhuman feats. This means things that an ordinary human can do but superhumanly good. A skilled normal human can shoot a coin out of the air with a handgun, a superhuman can shoot the coin out of the air while blindfolded from a kilometre away.
Movement: The super can move in ways that are impossible. This includes everything from swinging between buildings to flying to teleporting.
Super strength: The super is super strong. In all senses of the words.
Senses: The super have superhuman senses such as x-ray vision, superhuman hearing and super smelling. This can also include things like psychic powers.
All ways of power are ranked between 1 and 5. Those ranked at 5 can be used to devastating effect and those ranked at 1 can be used to very small effect. A person with energy 1 can light a small flame, a person with energy 5 can burn down cities in seconds. A person with Super strength 1 can lift a car, a person with 5 can move continental plates.