Post by silverlion on Jan 12, 2007 5:01:46 GMT -5
I can't find my notes so this is from memory.
Many Marvel comic characters in some works (the "new' Ohatmu's among others) have the following stat lines called the Power grid
Intelligence
Strength
Speed
Durability
Energy Projection
Fighting Skills
They are ranked from 0 (no ability) to 7 (Extreme level of ability)
My Marvel game would use those stats.
My system (at least if I'm remembering right) you get a single die (d8) for each level of ability so if you have Intelligence of 4 you get 4d8 to roll to succeed at Intelligence based feats.
Now the base mechanism of course you roll your dice for your attribute, and anything UNDER your stat number is a success towards your goal. You expend these PER page (they are each "success" a panel of value)
This means someone with Energy 7, to do tasks related to their Energy powers rolls 7d8 and aims to roll under 7--they can in fact take up a whole page with a single blast, or a series of blast related effects. (Example: Cyclops bouncing a beam off various things each panel to warp it around a corner and blast a foe..)
Now if you roll OVER your stat that die is noted by the GM and you must account for it on panel--that is you have to take a setback in play for a "round"/short moment. If all dice end up over your attribute the GM may trigger some serious failure (you get koed by gas)
All tasks in the game (even powers) use the feat system rolling the trait most suitable for the task with regards to the power and the action.
So Nightcrawler using teleportation in a fusillade like stunt, would need to make a Feat roll versus Fighting. Someone "taking a hit" from damage rolls durability. For example: Colossus armors up to take the onrushing car and deflect it from friends. He rolls his Durability dice to perform an Armor Feat.
A weakness (if say someone has one) is a d8 the GM rolls when you roll your pool--and if IT goes over the power grid stat used, it must be accounted for "on page" as well.
When an enemy opposes you--you use their power grid stat as the number of successes you need to counter their action.
So Colossus is trying to tear apart a Dreadnought (with their Durability of say 5 for this purpose)--he'd have to get at LEAST 5 dice under the trait he's using (Strength) in order to tear it apart. However that carries over from "page to page" so if he gets 3 successes this page, and has to account for 2 failures, he can roll "next page" to get the other two dice he needs, after spending say two panels frozen from their freon gas emitter in their mouth weapon.
That's pretty much it. There are no hit points/health--its tied into the dice rolls and negative effects. A GM can "save" up the bad rolls and use against you--like dooms instead of allowing you to use them immediately. It is quite simple and works for telling Marvel style "stories" in a game.
Character creation for original characters I've not considered. Since power level varies you'd probably have the GM set the power level and then have x dice to spread among all abilities and 'powers' (most powers tie directly into stats so you allocate 2 dice to Energy and say 'Flame Blast' to explain why your Energy is so high)
Many Marvel comic characters in some works (the "new' Ohatmu's among others) have the following stat lines called the Power grid
Intelligence
Strength
Speed
Durability
Energy Projection
Fighting Skills
They are ranked from 0 (no ability) to 7 (Extreme level of ability)
My Marvel game would use those stats.
My system (at least if I'm remembering right) you get a single die (d8) for each level of ability so if you have Intelligence of 4 you get 4d8 to roll to succeed at Intelligence based feats.
Now the base mechanism of course you roll your dice for your attribute, and anything UNDER your stat number is a success towards your goal. You expend these PER page (they are each "success" a panel of value)
This means someone with Energy 7, to do tasks related to their Energy powers rolls 7d8 and aims to roll under 7--they can in fact take up a whole page with a single blast, or a series of blast related effects. (Example: Cyclops bouncing a beam off various things each panel to warp it around a corner and blast a foe..)
Now if you roll OVER your stat that die is noted by the GM and you must account for it on panel--that is you have to take a setback in play for a "round"/short moment. If all dice end up over your attribute the GM may trigger some serious failure (you get koed by gas)
All tasks in the game (even powers) use the feat system rolling the trait most suitable for the task with regards to the power and the action.
So Nightcrawler using teleportation in a fusillade like stunt, would need to make a Feat roll versus Fighting. Someone "taking a hit" from damage rolls durability. For example: Colossus armors up to take the onrushing car and deflect it from friends. He rolls his Durability dice to perform an Armor Feat.
A weakness (if say someone has one) is a d8 the GM rolls when you roll your pool--and if IT goes over the power grid stat used, it must be accounted for "on page" as well.
When an enemy opposes you--you use their power grid stat as the number of successes you need to counter their action.
So Colossus is trying to tear apart a Dreadnought (with their Durability of say 5 for this purpose)--he'd have to get at LEAST 5 dice under the trait he's using (Strength) in order to tear it apart. However that carries over from "page to page" so if he gets 3 successes this page, and has to account for 2 failures, he can roll "next page" to get the other two dice he needs, after spending say two panels frozen from their freon gas emitter in their mouth weapon.
That's pretty much it. There are no hit points/health--its tied into the dice rolls and negative effects. A GM can "save" up the bad rolls and use against you--like dooms instead of allowing you to use them immediately. It is quite simple and works for telling Marvel style "stories" in a game.
Character creation for original characters I've not considered. Since power level varies you'd probably have the GM set the power level and then have x dice to spread among all abilities and 'powers' (most powers tie directly into stats so you allocate 2 dice to Energy and say 'Flame Blast' to explain why your Energy is so high)