Supers vs the evil Pocketeers
- Elana
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Supers vs the evil Pocketeers
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)
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- Prof Sai
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Re: Supers vs the evil Pocketeers
How is this different then a one-sentence-at-a-time game?
- Elana
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Re: Supers vs the evil Pocketeers
It includes more sentences , dice and one person is responsible for the world while the other players are just causing their own little part of chaos.
And most important: It is structured
(Rules limit what chaos you can do on your own)
And most important: It is structured
(Rules limit what chaos you can do on your own)
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Re: Supers vs the evil Pocketeers
But how would it work if all the heroes were also shrunk?
- Elana
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Re: Supers vs the evil Pocketeers
Well if that happens they would need to get creative
Besides being shrunken never seemed to be a problem for
Ant Man
Wasp
Bumblebee
Atom
or any other hero who only uses shrinking powers
Besides being shrunken never seemed to be a problem for
Ant Man
Wasp
Bumblebee
Atom
or any other hero who only uses shrinking powers
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Re: Supers vs the evil Pocketeers
Well those people are supposed to be shrunk. Shrink a heroine who can't fly and you've got a problem.
- Elana
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Re: Supers vs the evil Pocketeers
No, then you have fun
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Re: Supers vs the evil Pocketeers
A fun problem, sure.
- Prof Sai
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Re: Supers vs the evil Pocketeers
Oh, here is an important question that I thought of and then forgot to actually ask: Would a gadgeter's clothes and items shrink with her? If not, someone like Batgirl or someone in a power suit would be little better off then the other girls.
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Re: Supers vs the evil Pocketeers
To be fair equipment would need to shrink.
Or at least shrunken equipment should readily be available.
(I would leave this to whatever a player prefers, with the default being clothing and equipment shrinks along with the user)
Or at least shrunken equipment should readily be available.
(I would leave this to whatever a player prefers, with the default being clothing and equipment shrinks along with the user)
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Re: Supers vs the evil Pocketeers
But then the bad guys would loose.
- Elana
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Re: Supers vs the evil Pocketeers
Not if they are better at running away than you are at chasing them
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Re: Supers vs the evil Pocketeers
My little legs. ::
- SWS33K3R776
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Re: Supers vs the evil Pocketeers
No! You have to have what it takes.
- SWS33K3R776
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Re: Supers vs the evil Pocketeers
Doesn't sound too hard. It's all about searching for weaknesses and then exploiting them while toying with their prey
Mysterious Stranger
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Re: Supers vs the evil Pocketeers
While I was thinking about heroes against NPV villains..there isn't really any reason why a player couldn't also be a villain and just oppose the pocketeers, because they want the shrunkees for themselves.
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Re: Supers vs the evil Pocketeers
Makes sense on that. The enemy of my enemy....will suffer a painful and slow death because there can only be one.
Mysterious Stranger
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Re: Supers vs the evil Pocketeers
I thought the saying is
The enemy of my enemy is my ally, until I stab him in the back
The enemy of my enemy is my ally, until I stab him in the back
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Re: Supers vs the evil Pocketeers
That's one way of putting it; unless the enemy takes your favorite enemy in which it becomes less about temporary alliance and more about proving that no one humiliates your advisory except me
Mysterious Stranger
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Re: Supers vs the evil Pocketeers
SW Seeker Lee?
SW Secret?
SW Streaker?
What do you MEAN?
SW Secret?
SW Streaker?
What do you MEAN?
- SWS33K3R776
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Re: Supers vs the evil Pocketeers
Just SW-(Seeker)776
And Say you were a hero and I was playing a villian. Hero's job is to stop the bad for the sake of heroism. The villain wants to prove who the real threat is. Say you were the enemy hero to my villain. If they shrink and take you then they beat you in the mindset of the villain; and no villain want some poser taking credit for stealing away or humiliating their enemy. Or "MINE!" kind of mentality for a villain obsessed with beating their heroic opposite. Only said villian will deafet, keep, or shrink that hero and no one else. Kind of like that depending on the villain but that's over thinking it
Mysterious Stranger
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Re: Supers vs the evil Pocketeers
I found 776 for you. It was just after 775; you can't miss it.
- SWS33K3R776
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Re: Supers vs the evil Pocketeers
The issue in this case is that in a SW adventure the hero is the victim, so the villain needs to be both dangerous and incompetent. That means that if you are a good villain, you are a bad villain. You must fail to succeed.
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