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Author Topic: Draft High-Power V&V Rules
DSumner
Cosmic Superhero
Posts: 1525
Post Draft High-Power V&V Rules
on: July 1, 2012, 23:58

OK gents, anther thread got me thinking about coming up with some workable rules for high-powered games of V&V. So I'll be using this thread to post my take on what I think might work.

Basic Characteristics:

Players roll 2d8, taking the higher of the two die rolls, +10, to determine their character’s basic characteristic scores. This will generate scores between 11-18.

Powers & Weaknesses:

All characters receive 1d6+4 powers and 2 randomly rolled weaknesses. A Weaknesses may be dropped if a power is discarded.

Note: In addition to the standard 2 weaknesses, characters may opt to take on an additional weakness in order to gain an extra power/ability. GMs should work to make sure the additional weakness is an actual hindrance to the character.

Modifications to existing powers:

Damage: All damage listed in the standard power descriptions is doubled.

Armor: As per the standard rules, but every full 10 points of Armor grants a SR = 1/10th the armor’s ADR. So a Steel Warrior, who’s ADR =110, would have a SR of 11, and would ignore any attacks doing less than 11 points of damage. If his armor’s ADR = 105, it’d only have a SR of 10. As the armor is damaged, its SR would decrease.

Invulnerability: Roll 2d10. Attacks inflicting damage = to, or less than your Invulnerability score are ignored.

Power Modifiers

Auto-fire: The character’s power works like an automatic weapon, firing multiple “shots” each time it’s used. The character would pay normal PR +2, plus an additional 2 points of power, for each additional “shot”. Each additional “shot” would have a cumulative -1 to hit, and do -1 point of damage. The additional PR cost would be factored in during character creation, and would be a permanent change, to the power. So a character who wants to have an Auto-fire Power Blast would have a base PR of 3 for his Power Blast (although I may think about dropping the cost of additional shots to +1)

Explosive: The character's power has a burst effect, that inflicts 1/2 damage to anyone caught in the power’s burst radius. The character doubles the normal PR for each 1” of burst radius. The PR cost is permanent. So if you have Power Blast, which normally has a PR of 1 per shot, and make it Explosive, it’d now have a PR cost of 2, and it’d have a 1” blast radius. If he wanted a 2” burst radius, the PR would be 4 per shot, 3” would cost 8”, etc..

Increased Knockback: The character would pay 2x normal PR, to increase knockback by 50%.

Increased Range: By paying double the standard PR, the character can increase the range/radius of any power by 50%. So if the character's Power Blast normally has a range of 30", and a PR cost of 1, he could increase the range to 45", at a PR of 2. Like the other modifications, the change to the PR cost is permanent.

Ricochet: The character can make a special attack, allowing them to bounce/ricochet their powers off of walls, floors, etc. Or, a character with electrical powers could fire a bolt of electricity at a wall socket, and have it reappear from a a different light socket, wall socket, computer keyboard, etc., and hit their target from behind, allowing a +4 bonus to hit.

More later.

calebhero
Cosmic Superhero
Posts: 314
Post Re: Draft High-Power V&V Rules
on: July 2, 2012, 09:19

If it is okay, here is my two recommendations.

Regeneration: No action required. It occurs on phase 0 of the turn but has a PR of 2.

Force Field: Roll 2d6. This is the Force Field Score. Attacks inflicting damage = to or less then Force Field score are applied to the Force Field Balance not to the character, anything above it is subtracted by Force Field Score then the difference applied to the character. When the Force Field Balance is greater that the character’s current Power Points the Force Field collapses. To activate the Force Field the characters spends Power Points equal to the Force Field Score. The character can clear (zero) the Force Field Balance by spending Power Points equal to the Force Field Score.

Example: Annihilator has a Force Field score of 7. At the beginning of combat he spends 7 power points and has 80 total Power Points. His Force Field Balance is 0. He is attacked by Action Man who hits doing 10 points of damage. Annihilator’s Force Field stops 7 points and he rolls with 3. Annihilator has a Force Field Balance of 7 and Power Points of 77. The Force Field is still up.

DSumner
Cosmic Superhero
Posts: 1525
Post Re: Draft High-Power V&V Rules
on: July 2, 2012, 10:08

Regeneration sounds good. I hadn't worked out how FF would work, so I may use your version.

DSumner
Cosmic Superhero
Posts: 1525
Post Re: Draft High-Power V&V Rules
on: July 2, 2012, 10:08

New Powers/Abilities/Weaknesses

Damage Resistance: The character particularly resistant to certain types of damage, and takes ½ damage from either physical, energy (heat, electricity, radiation, etc), chemical, mental/psionic, or magical attacks

Body Power: Immunity: The character is completely immune to the effects of one particular type of power or damage (heat, cold, radiation, poison, diseases, etc.). Exp. You are completely immune to damage from cold based attacks.

Heightened Immune System: The character is extremely resistant to the affects of diseases and poisons. When used as a defense, it defends as Willpower.

Heightened Recovery: The character recovers Power at 2 x his normal recovery rate.

Side Effect: Use of the character’s powers has a side-effect on the character.

1. Feedback: Use of the character’s power(s) causes damage to the character.
2. Tiring: Use of the character’s powers is fatiguing to the character. The power costs 2 x the normal PR per use.
3. Lethal: Your PC’s power(s) is slowly killing him. The exact affects of this weakness are left up to the GM and Player to work out.
4. Anything the player and GM can agree on.

Optional Rules

Optional Stun Rule - If a character takes more than 1/2 his remaining hit points, from a single attack, the character must save vs END on 1d100, or they are stunned. While stunned the character may only take one action per turn, being the last person to act that turn (if more than one character is stunned the one with the higher END score moves first). In addition all attacks are made at -4, and all movement rates are halved.

Precision Shot: By spending an action, a character can, aim a shot at a specific target, and gain a +4 bonus on their chances to hit. (can't take credit for this one, while I had a similar idea, I got beat to the punch)

Dracos
Cosmic Superhero
Posts: 588
Post Re: Draft High-Power V&V Rules
on: July 2, 2012, 12:00

Take a look at the dice on Basic Characteristics.

Ive thought Armor and Regeneration should work like that anyway. In AoA anything that normally cost an Action every Turn to function is going to default to a zero Action.

Spitball (eww) was thinking Force Field might have a strength level determined by the characters Cool err Charisma and Endurance. Not sure the mechanics yet. Just feels right.

DSumner
Cosmic Superhero
Posts: 1525
Post Re: Draft High-Power V&V Rules
on: July 2, 2012, 12:26

Quote from Dracos on July 2, 2012, 12:00Take a look at the dice on Basic Characteristics.

Am I missing something, or do I need to clarify? You'd roll 2d8, drop the lowest roll, and add 10 to the die result, which will give the character a score between 11-18. Does that make more sense, as the first explanation is a bit confusing.

For FF, I'm thinking it'd be based on the character's END score, the lower his END, the faster the field would shatter/collapse. I'm still working on it though. And I know you asked earlier if any of these mechanics would show up in Empire City, and after giving it some thought, I couple of them might. I'm also tinkering with a "Super Strength" write-up, that would significantly boost characters carrying capacity, and some super stunts like Shockwave and Thunderclap (these two are probably going to end up in EC).

Dracos
Cosmic Superhero
Posts: 588
Post Re: Draft High-Power V&V Rules
on: July 2, 2012, 17:30

No ... :(

I just need to be able to keep a complete sentence in my head apparently while I'm on lunch. TOTALLY spaced and I quote "taking the higher of the two die rolls" My bad :(

Ohhh Ahhh Shockwave and Thunderclap... pay attention here Tom. I see potential "level advancements" in DarkStar's future - assuming he lives through the Domain. ;)

DSumner
Cosmic Superhero
Posts: 1525
Post Re: Draft High-Power V&V Rules
on: July 6, 2012, 17:12

Pushing Powers: Characters may push the effectiveness of powers (increased damage, range, carrying capacity, etc.) by 50% at double the normal PR cost.

Heightened Immune System: The character is extremely resistant to the affects of diseases and poisons. When used as a defense, it defends as Willpower.
Lack of Weakness: The character is immune to the affects of Weakness Detection.

Dracos
Cosmic Superhero
Posts: 588
Post Re: Draft High-Power V&V Rules
on: July 6, 2012, 18:31

Query? What is the cost of Pushing Powers for a power/ability thta doesn't have a PR cost.

DSumner
Cosmic Superhero
Posts: 1525
Post Re: Draft High-Power V&V Rules
on: July 6, 2012, 19:05

Quote from Dracos on July 6, 2012, 18:31
Query? What is the cost of Pushing Powers for a power/ability thta doesn't have a PR cost.

Hmmm...I'd say PR of 2 as you're going above and beyond what you'd normally do.

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