Supers vs the evil Pocketeers
Posted: Thu Apr 25, 2019 6:48 pm
The basic plot, a evil organisation shrinks and kidnaps girls.
Not superhero can stand by and let this happen.
And this is where you get involved
What every hero in this game has in common, is that they only can maintain their hero form for a single hour before they need recharging.
Either because they might be magical girls with the transformation power running out after that time, or maybe they just wear a suit of power armor whose batteries need to get recharged every so often.
(Feel free to be creative for why you can't stay in hero form longer and what you need to do to recharge)
As anything needs rules, I just cobbled together a few bits.
They do need some (read "a lot of" )refinement, but I guess people here are smart enough to figure out how to use them.
(Listed powers are suggestions, not a complete list, feel free to come up with own powers, but try to make them not even broader than the existing ones)
-----------
STATS:
-----------
Body
Mind
Charm
Power
-----------------
Character Creation
-------------------
1.) Divide 12 points between your four attributes. (Body Mind, Charm, power)
2.) Multiply the power value with 2
3.) Select a theme and 3 Powers
--------
Rolling
--------
typical roll
Attribute (+ Power if applicable) (+ modifier) +2d6
Success levels / Roll
1 / 12
2 / 15
3 / 18
4/ 21
5 / 24
6 / 27
7 / 30
+1 / +3
Table to give an idea what success levels can mean in affected mass or speed
Rank / Mass / speed / distance
0 / 25kg / 16 km/h /10m
1 / 100kg / 32 km/h / 40m
2 / 400kg / 64 km/h / 160m
3 / 1,600kg / 128 km/h / 640m
4 / 6,400kg / 256 km/h / 2,560m
5 / 25,600 kg / 512 km/h / 10km
6 / 100 tons / 1024 km/h / 40km
7 / 400 tons / 2048 km/h / 160km
+1/ *4 / *2 / *4
----------
Powers:
--------
A character gets a super form.
The form can be hold for up to one hour
Afterwards some form of recharging has to happen
(Some suggestions: Character is shrunken to Barbie size for an hour, character has to sleep an hour, character requires a full meal, character needs exposure to sunlight for an hour...)
Your form should have a theme that will influence the look of your powers
(Electricity manipulation. Prismatic energy, power suit.....)
Power suggestions:
Super Strength
Speed
Leaping
Flying (Success level -2 is flying speed, less than 2 successes is mere gliding at a ratio of distance to height of 20:1)
Element Control
Create(For mass, fine detail is -1 success level in mass, another -1 Success levels if the created item looks different to your power theme)
Telekinesis
Teleportation
Illusions
Power Nullification
Mind Control
Shapeshifting
Transmutation
Animal control
Super senses
Blasts
Regeneration
Force fields
Passive powers
Super toughness(You can ignore damage of up to 1/5th your power score of each attack performed against you)
-------------
Combat
------------
Each participant rolls a Body check (potentially with power)
The party with the highest success level wins and does 1 point of damage per success level
(in a tie, both sides hurt each other)
Damage point rack up, once they are higher than the body score a character is badly hurt and all rolls are made with a -5 modifier.
Once damage is twice the body score the character is incapacitated.
If characters gang up on one target, roll for everyone involved and the highest roll is the one dealing the damage. (if it is the defender he can distribute the damage between his attackers how ever he wishes)
Not superhero can stand by and let this happen.
And this is where you get involved
What every hero in this game has in common, is that they only can maintain their hero form for a single hour before they need recharging.
Either because they might be magical girls with the transformation power running out after that time, or maybe they just wear a suit of power armor whose batteries need to get recharged every so often.
(Feel free to be creative for why you can't stay in hero form longer and what you need to do to recharge)
As anything needs rules, I just cobbled together a few bits.
They do need some (read "a lot of" )refinement, but I guess people here are smart enough to figure out how to use them.
(Listed powers are suggestions, not a complete list, feel free to come up with own powers, but try to make them not even broader than the existing ones)
-----------
STATS:
-----------
Body
Mind
Charm
Power
-----------------
Character Creation
-------------------
1.) Divide 12 points between your four attributes. (Body Mind, Charm, power)
2.) Multiply the power value with 2
3.) Select a theme and 3 Powers
--------
Rolling
--------
typical roll
Attribute (+ Power if applicable) (+ modifier) +2d6
Success levels / Roll
1 / 12
2 / 15
3 / 18
4/ 21
5 / 24
6 / 27
7 / 30
+1 / +3
Table to give an idea what success levels can mean in affected mass or speed
Rank / Mass / speed / distance
0 / 25kg / 16 km/h /10m
1 / 100kg / 32 km/h / 40m
2 / 400kg / 64 km/h / 160m
3 / 1,600kg / 128 km/h / 640m
4 / 6,400kg / 256 km/h / 2,560m
5 / 25,600 kg / 512 km/h / 10km
6 / 100 tons / 1024 km/h / 40km
7 / 400 tons / 2048 km/h / 160km
+1/ *4 / *2 / *4
----------
Powers:
--------
A character gets a super form.
The form can be hold for up to one hour
Afterwards some form of recharging has to happen
(Some suggestions: Character is shrunken to Barbie size for an hour, character has to sleep an hour, character requires a full meal, character needs exposure to sunlight for an hour...)
Your form should have a theme that will influence the look of your powers
(Electricity manipulation. Prismatic energy, power suit.....)
Power suggestions:
Super Strength
Speed
Leaping
Flying (Success level -2 is flying speed, less than 2 successes is mere gliding at a ratio of distance to height of 20:1)
Element Control
Create(For mass, fine detail is -1 success level in mass, another -1 Success levels if the created item looks different to your power theme)
Telekinesis
Teleportation
Illusions
Power Nullification
Mind Control
Shapeshifting
Transmutation
Animal control
Super senses
Blasts
Regeneration
Force fields
Passive powers
Super toughness(You can ignore damage of up to 1/5th your power score of each attack performed against you)
-------------
Combat
------------
Each participant rolls a Body check (potentially with power)
The party with the highest success level wins and does 1 point of damage per success level
(in a tie, both sides hurt each other)
Damage point rack up, once they are higher than the body score a character is badly hurt and all rolls are made with a -5 modifier.
Once damage is twice the body score the character is incapacitated.
If characters gang up on one target, roll for everyone involved and the highest roll is the one dealing the damage. (if it is the defender he can distribute the damage between his attackers how ever he wishes)