Expanded Universal Table and Result Grid

Posted by TankerAce 
Expanded Universal Table and Result Grid
April 13, 2008 12:42AM
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Expanded Universal Table and Result Grid.




General House Rules while using this Result Table:



The Game Mechanics of this expand MSH Result Table may be operated with Four 10-Sided Dice Pieces, rather than the Traditional Pair of 10-Sided Dice.

However, the Traditional Pair of 10-Sided Dice will suffice for Calculating various FEAT Rolls handled on the Character’s primary abilities and paranormal ‘Powers’.


The BLACK Dice represents the Ten’s Digit.

The WHITE Dice represents the One’s Digit.

The RED Dice represents the Coulomb Score within the Ranked FEAT Roll.

The BLUE Dice represents an optional Impact Modifier, reducing Total Impact.


As usual, the Black and White Dice are rolled together; representing a random FEAT Score from 01 to 100 possible outcomes checked upon the RANK level of the Character’s primary abilities and paranormal ‘Powers’.

The Red and Blue Dice are totally optional, but many Players and Game Judges may find the optional Red and Blue Dice more appealing.


HOW IT WORKS:

The Best Roll is to have all 4 Dice Pieces land on 0,0,0,0…. This represents a FEAT Score of 100 (RED) + 10 Coulomb Score within the RED FEAT Roll + 100% Damage or Effect from an Attacking Character is reduced by [0CS] for Impact and Damage to the Defending Character.
(The Blue Dice Number - 10 = A negitive CS for Impact or Effect).

The Worst Roll is to have all 4 Dice Pieces land on 1,1,1,1…. This represents a FEAT Score of 01 (BLUE) + 01 Coulomb Score within the BLUE FEAT Roll + Damage or Effect from an Attacking Character is reduced by [9CS] for Impact and Damage to the Defending Character
(The Blue Dice Number - 10 = A negitive CS for Impact or Effect).


Example:
Spider-Man throws a Punch at Captain America…

Spider-Man Randomly FEAT Rolls a 5,8,0,9 on His ‘Fighting’ Rank of RM:30….
(Black = 5 | White = 8 | Red = 0 | Blue = 9)

Black and White Dice = 58
Spider-Man will land a ‘58’ Green to Punch, resulting in a ‘Direct Hit’ to his Target…. Cap’n’America; or more specifically his face, chest, neck, shoulder, gut, nuts…. Whatever.

Red Dice = 0
Spider-Man’s Punch effort (FEAT) will incur a Top Caliber Green… Simple ‘Blunt’ Impact. A Yellow will incur a Stun OR Slam plus Simple ‘Blunt’ Impact. A RED will incur a Stun AND Slam plus Simple ‘Blunt’ Impact.

Blue Dice = 9
Spider-Man’s Punch will incur Spectacular 45 Impact [-1CS] achieving Incredible 40 Impact.

His SP:45 Impact ‘Punch’ is coming from a Combined Average of ‘Agility’ and ‘Strength’

(AM:50 + IN:40 = 90….. 90 / 2 = 45…… Spider-Man’s Full Force Impact is Spectacular 45)

His SP:45 impact is reduced by [-1CS] to Incredible 40 Impact since (10 — 9 = 1) Or the better math (9 - 10 = -1CS)




Cap’n’America has a vast array of Maneuvers to defend himself from Spider-Man’s Punch.

Cap’n’America may use his AM:50 ‘Fighting’ to Evade, Parry with his Shield, Short Dodge, or any other Creative ‘Fighting’ Move…… Fighting and Melee Actions often have complex Game Mechanics. Cap’n’America will probably also gain ‘Stackable’ Plus Shifts for ‘Talents’ allowing him to FEAT Roll on VI:55, SN:60, and possibility even SV:65 ‘Fighting’… Plus Shifts are normally limited to [+3CS]…. With most ‘Fighting’ moves Cap’n’America may also Reverse or Counter Attack in that same Game Round…. Effectively making his Defense action into an Offensive attack.

Cap’n’America may use his IN:40 ‘Agility’ to Long Dodge effectively placing 10 to 40 Feet (1 to 4 Areas) between himself and Spider-Man…. Cap’n’America will probably gain ‘Stackable’ Plus Shifts for ‘Talents’ allowing him to FEAT Roll on SP:45, AM:50, and possibility even VI:55 ‘Agility’… Plus Shifts are normally limited to [+3CS]… Dodges are normally Wide Area avoidance moves placing distance and obstacles between the Attacker and the Defender. The combat scenario then goes into the Next Round in which Range Tactics will probably be employed.

Cap’n’America may use his EX:20 ‘Strength’ to Block with or without His Shield. Similar to Melee ‘Fighting’ these Actions often have complex Game Mechanics. Cap’n’America will probably also gain ‘Stackable’ Plus Shifts for ‘Talents’ allowing him to FEAT Roll on IM:25, RM:30, and possibility even FN:35 ‘Strength’. Also, since his Shield is a unique Weapon or ‘Power’ Cap’n’America is quite capable of ‘Blocking’ extremely intense Attacks of fierce Power… Plus Shifts are normally limited to [+3CS]….. Spider-Man may also injure his own hand or arm colliding his Fist upon Cap’n’America’s Shield.

Cap’n’America may use his RM:30 ‘Endurance’ to simply ‘Take the Hit’ and allow his Armor and Body to absorb and deflect the force behind Spider-Man’s Punch. Obviously, this is not the smartest Move, but on occasion such a ‘Dumb’ move may be used to encourage Psychological Tactics, such as making Spider-Man’s confidence drop; Or the slim possibility that Spider-Man will injure his own hand. Some Players are very creative on their RPG Actions and may use the ‘Endurance’ Rank to Charge away from their Attacker; effectively using the ‘Endurance’ Rank as a simulated form of ‘Agility’.

(\__/)
(='.'=)
(")_(")
TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD



Edited 6 time(s). Last edit at 01/17/2010 01:56AM by The_Skycutter.
Alternate Character Creation Table.
April 24, 2008 12:16AM
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Alternate Character Creation Table.

(I Made this Thing a loooooooooooooooooong time ago)


During Character Creation this Table uses 30 Dice Rolls with a Pair of 10 Sided-Dice to define the FASERIP Attributes…. Roll the Pair of 10 Sided Dice and write each of the 30 Rolls on a list.



Primary Abilities: (FASERIP)

24 Scores of these 30 Dice Rolls are distributed among the ASERIP Attributes, giving each Attribute 4 Dice Scores between 01 to 100. The Fighting Rank is not included at this time, as it will be derived from the other ASERIP Attributes.

To help Players and Game Judges understand the algorithm behind excluding the “Fighting” Rank start by distributing the 24 Dice Scores to the “Psyche” first and fill up the blanks in reverse from “Psyche” to “Agility”


30 Rolls with a pair of 10 Sided Dice

Predetermine which Dice Piece to Count as the 10’ and 1’s Digit. Double Zero = 100.

Place 24 of those numbers into these Blanks.



Psyche   : ( ____ + ____ + ____ +  ____ ) Divided by 4

Intuition: ( ____ + ____ + ____ +  ____ ) Divided by 4

Reason   : ( ____ + ____ + ____ +  ____ ) Divided by 4

Endurance: ( ____ + ____ + ____ +  ____ ) Divided by 4

Strength : ( ____ + ____ + ____ +  ____ ) Divided by 4

Agility  : ( ____ + ____ + ____ +  ____ ) Divided by 4



For each individual ASERIP Attribute the Player takes the “Average” of the 4 Dice Scores distributed to each one. Players are allowed to “Shuffle” these Dice Scores to isolate any of the ASERIP Attributes and make it stronger, but this often sacrifices points from some of the other ASERIP Attributes.



Now, for the “Fighting” Rank. In accordance with MSH Rules a ‘Normal’ Human Character may only achieve AM:50 Fighting. To go beyond AM:50 “Fighting” the Character needs to acquire Paranormal Powers and Talents. However, superior ASERIP Attributes are considered as Paranormal Powers.

By Default, Super Human “Agility” and Super Human “Strength” combined will raise the “Fighting” Rank to RM:30 as a minimum. The ‘Agility’ needs to be at least AM:50 and the ‘Strength’ needs to be at least RM:30 to achieve a Base Default “Fighting” Rank of RM:30.

Super human ‘Agility’ OR Super human ‘Strength’ alone may also provide this Base “Fighting” Rank at RM:30.

Super Human ‘Agility’ at or above Sensational 60 (SN:60) with Normal Human ‘Strength’ levels will gain a base “Fighting” Rank of RM:30 as a default.

Super Human ‘Strength’ at or above Incredible 40 (IN:40) with Normal Human ‘Agility’ levels will gain a base “Fighting” Rank of RM:30 as a default.

Only unusual circumstances or Character features should make the “Fighting” rank below RM:30 if the Character also has Super Human “Agility” and / or Super Human “Strength”.


Going beyond AM:50 “Fighting” requires 2 of the 30 Dice Rolls you listed before. You’ve already used 24 of the 30 Dice Rolls to fill in the ASERIP Attributes, thus the equation looks like this:


Fighting : ( Agility + Strength + Endurance +  Reasoning + Intuition + Psyche + ____  +  ____  ) Divided by 8.

Impact and How Hard the Character ‘Hits’ and ‘Grapples’ with the “Fighting” Rank is determined by a Combined Average of ‘Agility’ and ‘Strength’

As an Example: Spider-Man

Agility of AM:50 + Strength of IN:40 = 90

90 / 2 = 45 Impact (Spectacular 45)

Spider-Man can Punch, Kick, Wrestle, or basically ‘Strike’ and ‘Grapple’ with SP:45 Impact.



As an Example: Captain America, Bat-Man, Black Panther, or any ‘PEAK’ Human.

Agility of IN:40 + Strength of EX:20 = 60

60 / 2 = 30 Impact (Remarkable 30)

A ‘PEAK’ Human can Punch, Kick, Wrestle, or basically ‘Strike’ and ‘Grapple’ with Remarkable 30 Impact.




‘POWERS’ or Technological Equipment and Paranormal Abilities:


You only have 4 Dice Scores left on your list from the original 30 Dice Rolls. These 4 Dice Scores will be used to determine your Character’s Secondary Abilities and Paranormal Powers. At this point do not worry about the origins or source of the Powers. The Powers may originate from Genetic Mutation | Technological Construction | Divine Magic | Spectral Realm | Cosmic Endowment…. But this area of Character Creation is not defined for now.


Take each of the 4 Dice Rolls and split the double digits so the 4 Dice Scores read with 8 Single Digit Numbers.

As an Example; say these last 4 Dice Rolls are 50, 38, 73, and 92. Split up these numbers to read as such;

5 + 0 + 3 + 8 + 7 + 3 + 9 + 2

With these 8 numbers, 7 of them will be used to define your Character’s Paranormal Powers used on the FASERIP Ranks. As an example, the ‘5’ is the first digit and may be applied to the “Fighting” Rank. This allows the Player to choose ‘5’ Power Stunts or Abilities utilized on the “Fighting” Attribute. These 7 numbers can be “Shuffled” among the FASERIP Ranks….

At this point do not worry about origins or source of the Power. Just for now, The Player has chosen ‘5’ Fighting Based ‘Powers’.

While using the same set of ‘7’ numbers; ( 5 + 0 + 3 + 8 + 7 + 3 + 9 ) place each Digit into a FASERIP ‘Slot’

F: 5 Fighting based ‘Powers’ or Stunts.
A: 0 Agility based ‘Powers’ or Stunts. (0 = 10)
S: 3 Strength based ‘Powers’ or Stunts.
E: 8 Endurance based ‘Powers’ or Stunts.
R: 7 Reason based ‘Powers’ or Stunts.
I: 3 Intuition based ‘Powers’ or Stunts.
P: 9 Psychic based ‘Powers’ or Stunts.


For each FASERIP Attribute the Player gets to Roll a Single 10-Sided Dice piece that will select one of the following Categories listed below. The GM and Player should discuss each Power and Ability Stunt to allow the Player to Create a well-balanced MSH fantasy Character. This Part of the Character Creation process will require much discussion and will be time consuming.



This Player chose 5 Melee Weapons or Power Stunts for his Character’s “Fighting” Attribute… The Player may Roll a Single 10-Sided Dice ‘5’ Times to define the ‘Power’ Stunts. The Player may creatively ‘Mix’ or combine these to render unique “Weapons”. Damage, Impact, Resistance, or simple Brute Force of a ‘Melee’ action is derived from a Combined ‘Average’ of Agility and Strength.

(Agility + Strength = ‘X’….. ‘X’ Divided by 2 = Melee Force and Damage)

Single 10-Sided Dice Roll to Define “Fighting” Power Stunts.

1: Small Edged Weapons; Knives, Daggers, Spiked Gloves, Boots, Claws, or Teeth. 1 to 10 Small Weapons.
2: Moderate Sized Edged Weapons; Swords, Small Shields, Hatchets, or Spiked Maces. 1 to 2 Weapons.
3: Large Edged Weapon; Full body length Sword, Spear, etc. Damage is [+3CS] to Base Impact. 1 Weapon.
4: Malleable Rope like Weapons; Whip, Chain, Net, Cape, Tentacle, etc. 1 to 4 Weapons; Very Versatile Weapon.
5: Moderate Sized Blunt Weapons; Hammer, Club, Baton, Iron Gloves, etc. Can be used with Multiple Actions.
6: Heavy Weapon; Full sized Axe, Hammer, Sword, Shield, etc. Damage is [+4CS] to Base Impact. 1 Weapon.
7: Energy, Force, Psychic, or Magic based Melee Impact; Light Saber, Psychic Knife, Short Ranged Blasts, etc.
8: FEAT enhanced ‘Armor’ or increased durability; [+3CS] to resist damage with body part or weapon.
9: Hyper-Fighting; either increased damage or multiple hits in a Game Round. Normally 2X the Fighting Rank.
10: Martial Arts Supremacy or Education; A, B, C, D, or E. Choose 1 for each 10-Sided Dice Roll in this Category.



This Player chose 10 Agility based Weapons or Power Stunts for the Character… The Player may Roll a Single 10-Sided Dice ‘10’ Times to define the ‘Power’ Stunts. The Player may creatively ‘Mix’ or combine these to render unique “Tools and Abilities”. Agility based Powers are often ‘Ranged’ based allowing the Character to Shot, Throw, or Aim various weapons. Range of these weapons is normally greater than 30 Feet in distance (3 Areas) while the maximum Range will be based upon the weapon perimeters itself. (Refer to UPB for Ranged Weapons and Powers)

Single 10-Sided Dice Roll to Define “Agility” Power and various Stunts.

1: Small Throwing Weapons; Knives, Daggers, Darts, Hatchet, Stars, Ball. 1 to 10 Small Throwing Weapons.
2: Moderate Throwing Weapons; Javelin, Discus, Boomerang, Axe, Grapnel Rope. Range is 2X Agility in Feet.
3: Large Throwing Weapons; Net, Sword, Axe, Shield. Area Range decreased [-4CS] but Damage goes up [+3CS].
4: Shooting and Ballistic Weapons; Hand Pistols, Bow’n’Arrow, Below EX:20 Impact but Lethal. 1 to 4 ‘Guns’
5: Shot-Gun, Sniper-Rifle, Grenade Launcher, Miniature ‘Seeker’ Missals, Grapnel Wire Gun. 1 for each Dice Roll.
6: Full Auto Firing Energy, Force, Psychic, or Magic based ‘Guns’. Special Weapons of Fierce Impact. 1 Only.
7: Energy, Force, Psychic, Magic, based Projections. Biological, Spectral, Technology, Magic, or Cosmic Endowed.
8: Enhanced Mobility; Leap, Teleportation, Flight, Gliding, Wall Crawling, 1 with each Dice Roll in this Category.
9: Hyper-Agility or Speed; Increased ‘Agility’ by sheer Speed… Fighting [+1CS] and Agility [+1 to 5 CS].
10: Agility Talents; Tumbling, Acrobatics, Climbing, Contortionist, Marksmanship, etc. 1 for each Dice Roll.



This Player chose 3 Strength based Weapons or Power Stunts for the Character… The Player may Roll a Single 10-Sided Dice ‘3’ Times to define various ‘Power’ and Stunts. The Player may creatively ‘Mix’ or combine these to render unique “Powers and Abilities”. While the ‘Strength’ Attribute is possibly the most basic and versatile attribute of the FASERIP Ranks, Strength type Power Stunts are more ‘Armor’ based allowing the Character to take a great deal of Punishment with very few effects hindering them. The Area Range of these abilities is normally Melee based and less than 20 Feet in distance (2 Areas).

Single 10-Sided Dice Roll to Define “Strength” Power Stunts.

1: Flesh Armor; Skeleton, Muscles, Skin, Enhanced Resistance, etc.. 1 for each Dice Roll in this Category.
2: Conventional Armor; normally [+2CS] greater than Base Strength. Each additional Dice Roll adds [+1CS]
3: FEAT enhanced Armor; Allows [+2CS] to Strength to resist Damage. Each additional Dice Roll adds [+1SC]
4: Energized Armor Type 1; Allows Character to channel damaging forces over the surface of the Armor.
5: Energized Armor Type 2; Allows Character to Increase base Strength Rank.
6: Motorized or ‘Magic’ Armor; Considered as Armor Categories 1, 2, 3, 4 and 5. You get 1 for each Dice Roll.
7: Melee Weapons; May increase damage and impact to “Fighting” weapons. You get [+1CS] for each Dice Roll.
8: Cosmic Strength; Allows touched objects to defy gravity.
9: Hyper-Strength; Increased Brute Force by sheer Strength… Fighting [+2CS] / Strength [+2 to 4 CS]
10: Strength Talents; Wresting, Power-Lifting, Blocking, Melee-Combat, Brute-Force, etc… 1 for each Dice Roll.




This Player chose 8 Endurance based Weapons or Power Stunts for the Character… The Player may Roll a Single 10-Sided Dice ‘8’ Times to define various ‘Power’ and Stunts. The Player may creatively ‘Mix’ or combine these to render unique “Tools and Abilities”. While the ‘Endurance’ Attribute is possibly the one of the most basic and versatile attribute of the FASERIP Ranks, Endurance type Power Stunts are more defense oriented allowing the Character to take a great deal of punishment, survive and recover as well.

Single 10-Sided Dice Roll to Define “Endurance” Power Stunts.

1: Flesh Armor; Tuff Skeleton, Muscles, Skin, Tougher Soft Tissues, Enhanced Resistance.. 1 for each Dice Roll.
2: Resist Impact Effect at [+1CS] such as Stuns, Slams, TKO, Fatal KILLs, etc.. 1 for each Dice Roll in Category..
3: …………………… Brian Block………..
4: …………………… Brian Block………..
5: …………………… Brian Block………..
6: Enhanced Vitality. [+1CS] to Resist long exposure to Starvation, Disease, Activity, etc.. 1 for each Dice Roll.
7: Enhanced Combat Tactics. [+1CS] to Long Term Battle or any one of the FASERIP Ranks.. 1 for each Dice Roll.
8: Slowed Aging:
9: Regeneration; Recovers damaged HP every Game Round based upon Endurance rank. Add 1 Shot for each Roll.
10: Endurance Talents; Berserk-Rage, Iron-Will, Resist-Domination, Tri-Athlete, Fearless… 1 for each Dice Roll.



This Player chose 7 ‘Reasoning’ based Powers or Stunts for the Character… The Player may Roll a Single 10-Sided Dice ‘7’ Times to define various ‘Powers’ and Stunts used on the ‘Reasoning’ Rank. The Player and Judge may creatively conceive these unique ‘Reasoning’ based Abilities. The ‘Reasoning’ Attribute is extremely complex. Thus, the Player and Game Judge will have to discuss and define all of these Powers. Most of these creatively conceived ‘Reasoning’ Abilities will render a Power Rank at [+1, 2, or 3CS] over the Base Reasoning Attribute. As well, ANY of the ‘7’ 10-Sided Dice Rolls may be used to gain a single ‘Mastered’ Talent giving [+2CS].



This Player chose 3 ‘Intuition’ based Powers or Stunts for the Character… The Player may Roll a Single 10-Sided Dice ‘3’ Times to define various ‘Powers’ and Stunts used on the ‘Intuition’ Rank. The Player and Judge may creatively conceive these unique ‘Intuition’ based Abilities. The ‘Intuition’ Attribute is fairly complex, but mainly the ‘Intuition’ Attribute deals with Perception and the 5 Physical Senses. The Player and Game Judge will have to discuss and define most of these Powers.

Single 10-Sided Dice Roll to Define “Intuition” Power Stunts.

1: Vision Enhancement; Spectrum Shift, Telescopic, Microscopic, Circular Vision, Protection.. 1 for each Dice Roll.
2: Hearing Enhancements; Same as Vision.. The Player gets 1 for each Dice Roll in this ‘Hearing’ Category.
3: Touch Enhancements; Same as Vision.. The Player gets 1 for each Dice Roll in this ‘Hearing’ Category.
4: Sense of Odor or Taste Enhancements; Same as Vision, Hearing, and Touch but detects Chemical Compounds.
5: Radar or Danger Sense; [+2CS] to Base Intuition and usually nullifies Blind-Sided Attacks in Combat.
6: Sixth Sense Enhancements; ESP, Keen Awareness, Spectral Awareness, etc. [+2 Ranks] to Base Intuition.
7: Telepathy; Allows communication via Brain Waves; to Receive, Send, Block or do all 3. All 3 is [-0CS]
8: …………………… Brian Block………..
9: …………………… Brian Block………..
10: Cosmic Awareness; Allows the Character to temporarily tap into Cosmic or Spectral Forces.



This Player chose 9 ‘Psyche’ based Powers or Stunts for the Character… The Player may Roll a Single 10-Sided Dice ‘9’ Times to define various ‘Powers’ and Stunts used on the ‘Psyche’ Rank. The Player and Judge may creatively conceive these unique ‘Psyche’ based Abilities. The ‘Psyche’ Attribute is possibly the most complex FASERIP Attribute. Thus, the Player and Game Judge will have to discuss and define all of these Powers. Most of these creatively conceived ‘Psyche’ Abilities will render a Power Rank at [+1CS] over the Base Psyche Attribute. As well, ANY of the ‘9’ 10-Sided Dice Rolls greater than 9 may be used to gain a ‘Bump’ of [+1 Rank] to the Base Psyche.


IF the Character’s base ‘Psyche’ has achieved the MN:75 level or better the Character can ‘Learn’ and ‘Evolve’ some of the most ultimate MSH Powers involving Divine Magic, Atomic-Matter-Energy Manipulation, Matter and Energy Generation, Spectral-Dimensional Manipulation, and other Spectral, Magic, and Cosmic Endowments.

These particular ‘Powers’ pretty much render ‘Clairvoyant Omnipotence’ at a set Power Rank. These Powers are VERY difficult to acquire and evolve. Such Powers as these often require over 100,000 earned Karma Points to simply ‘Dabble’ with one of these Powers. Plus the Character has to be endowed with MN:75 “Psyche” as a minimum.



Finally… Out of all 30 Dice Rolls, 1 Final number still remains.

For the simulated Player Character above, this number is a ‘2’. Remember the little blurb about the origins and source of the Character’s Powers. That the Power may be based upon organic enhancements, technology, divine magic, spectral divinity or cosmic endowments.

This Final number randomly defines the ‘Source’ or ‘Origins’ of your Character’s Powers. These sources are divided into 5 General Categories.

Genetic Mutation | Technological | Divine Magic | Spectral Realm | Cosmic Endowment

Alien Life Forms are not part of the 5 General Categories because they also use these 5 General Categories to achieve their Powers.

The Final 10-Sided Dice roll from 1 to 10.

1: Human Induced with Genetic Mutations. (examples: Most of the X-Men, Spider-Man, Hulk, Cap’n America)
2: Human Induced with Technological Construction. (examples: Iron-Man, Cable, Robots, Androids, Robo-Cop)
3: Human Induced with Divine Magic. (examples: Dr. Strange, a Wizard, Sypha)
4: Human Induced with Spectral Realm Endowment. (examples: Spawn, Ghost-Rider, a Vampire)
5: Human Induced with Cosmic Endowment. (examples: Silver-Surfer, Nova, Dr.Doom, The Fantastic 4)
6: Human with Induced Genetic Mutations. (examples Magneto, Apocalypse)
7: Human with Induced Technological Construction. (examples Bat-Man, Crimson Dynamo, Nimrod, Slade)
8: Human with Induced Divine Magic. (examples: The Ancient One, Scarlet Witch, Mandarin, Juggernaut)
9: Human Induced with Spectral Realm Endowment. (examples: Mephisto, Malboshia, Violator, Thor)
10: Human Induced with Cosmic Endowment. (examples: Super-Man, Galactus Heralds, Green Lantern)


The Final 10-Sided Dice roll at a ‘2’ defines the Simulated Character above as a Robot, Android, Bionic / Cyborg, or organic life form inside motorized Body Armor.

Most Players already have a general idea or concept for their RPG Character

The general Culture and Ascetics and Evolution for the Character remain as the Player’s most Creative aspect. This is why the Alternate Character Creation has Culture, Ascetics, Evolution, and Origin on the Last and Final random Dice Roll.


Next Table to come… 'GUNS' and Acquiring and Evolving Shape Shifting for Self and Others via Genetic Mutation | Technological Construction | Divine Magic | Spectral Realm | Cosmic Endowment

(\__/)
(='.'=)
(")_(")
TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD



Edited 5 time(s). Last edit at 05/01/2008 09:21AM by TankerAce.
The UBER GUN Thread
May 01, 2008 09:01AM
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The UBER GUN Thread.


Pistols | Shot-Guns | Long-Range Rifles | Assault Rifles | Gatlon Guns
(Modern Day Conventional Guns)

Fire-Arm Usage and FEAT Rolls:

+ Talented Characters may use ‘GUNS’ on the ‘Fighting’ or ‘Agility’ Rank, whichever is better.
+ Talented Characters Gain [+1CS] on their Agility while using Guns, But not on the Fighting Rank.
+ Using ‘GUNS’ on the ‘Fighting’ Rank allows the Character to execute ‘Counter Attacks’ in the same Game Round.
+ Non-Talented Characters must use ‘GUNS’ on the Agility Rank only.

+ Multiple Shots per Game Round. Just drop the ones digit from ‘Fighting’ or ‘Agility’ whichever is better.
+ Multiple Shots with an Assault Rifle is Single, Burst, and Full-Auto Rapid Fire.
+ Single Shot = Base Damage and Armor Piercing [+0CS]
+ Burst Firing = Base Damage [+2CS]…. Armor Piercing [+1CS]
+ Full Auto Rapid Fire = Base Damage [+4CS]…. Armor Piercing [+2CS]
+ Full Auto Rapid Fire with a ‘Gatlon’ or ‘Mini’ Gun requires a special ‘Damage’ FEAT Roll with a Single 10-Sided-Dice.

+ Shooting at Multiple Targets must be done within 90 degrees of your line of sight, unless you have a ‘Power’
+ Shooting at Multiple Targets reduces any FEAT Roll by [-1CS] per additional Target.

+ Shooting while Standing: [+0CS] to FEAT Roll.
+ Shooting while Kneeling: [+1CS] to FEAT Roll.
+ Shooting while Prone or Supported on a stationary object: [+2CS] to FEAT Roll.
+ Strafing, Running, Jumping, or Flying while simultaneously shooting: [-2CS] to FEAT Roll.

+ Enhanced Strength over EX:20 can allow Stable Shooting under most conditions [+1CS] to FEAT.
+ Talented Characters may comprehend almost any ‘GUN’ with a Green Reasoning or Intuition FEAT.

+ Combat Reloading: RED FEAT on the Fighting or Agility gives [+1CS] to the direct combat opponent’s Initiative.
+ Combat Reloading: Yellow FEAT on the Fighting or Agility is 1 Game Round to Reload. Initiative Lost.
+ Combat Reloading: White or Green on the Fighting or Agility is 2 Game Rounds to Reload. Initiative Lost.
+ Combat Reloading: Blue… You Dropped your Fuggen Gun!!!!!!!
+ Talented Characters Reload ‘Automatically’ rarely allowing [+1CS] to his direct combat opponent’s Initiative.



Pistols:
Revolvers and Top-Sliders.... (All are Semi-Auto, Fire as fast as you can pull the trigger)

Talented Characters use Pistols on the Fighting Rank if Better than Agility.... Fighting or Agility defines how many Bullets the Character can Fire off in a Game Round at a Single Target.... RM:30 = 3 Bullets..... AM:50 = 5 Bullets (Just drop the zero and it only goes up to UN:100 or 10 Bullets) A Character with Greater Fighting or Agility will not be using a Conventional Pistol....

+ 20 Cal up to 35 Cal (includes MM weapons too).... GD:10 Damage | Incur Stuns or Kills (No Slam).
+ 40 Cal up to 50 Cal.... EX:20 Damage | Incur Stuns, 1 Area Slams, and Kills.
+ 55 Cal up to 70 Cal.... RM:30 Damage | Incur Stuns, 1 Area Slams, and Kills.

+ Magnum | Applied to ANY Caliber or Millimeter is [+1CS] to Damage.
+ Hollow Point Bullets | Applied to ANY Caliber or Millimeter is [+1CS] to Damage.
+ Poison Packed Bullets | Incur the effects of Poison or Toxins up to the same Caliber in Damage Intensity.
+ Teflon Coated Bullets | Applied to ANY Caliber was [+1CS] to Armor Piercing. Based off Damage.
+ Optical Scope | Applied to ANY Pistol is [+1CS] to FEAT for a Single Bullet fired.
+ Laser Sighting | Applied to ANY Pistol is [+1CS] to FEAT for Single Bullet fired.
+ Silencer | Flash Suppressor gave [+1CS] to FEAT for ‘NO’ visual or sonic obscurity.
+ Pistols could be handled 2 at a time (one in each hand).... Damage is doubled.
+ EX:20 or Better Strength allowed faster recoil recovery... No loss on Next Round Initiative.
+ Effective Range | 100 to 200 Feat (10 to 20 Areas) | Damage and FEAT reduced by [-1CS] every Area after.




Shot-Guns:
Break-Down, Pump Action and Semi-Automatic....

Talented Characters use SHOT-GUNS on the Fighting Rank if Better than Agility.... Fighting or Agility defined how many Bullets the Character can Fire off in a Single Game Round at a Single Target Divided by ‘2’.... RM:30 / 2 = 15, Drop the 5 = 1 Bullet per Game Round..... AM:50 / 2 = 25, Drop the 5 = 2 Bullets per Game Round (it only goes up to UN:100 for 5 Bullets per Game Round)........ A Character with Greater Fighting or Agility won’t be using a damn Shot-Gun.... Shot-Gun Caliber is designated by ‘Gauge’. The lower the ‘Gauge’ numbers the more powerful the Shot-Gun.

+ 410, 36, 34, 32, 30, 28, 26 Gauge.... GD:10 Damage | Incur Stuns, Kills, and No Slams.
+ 24, 22, 20 18, 16, 14 Gauge.... EX:20 Damage | Incur Stuns, Kills, and 1 Area Slams.
+ 12, 10, 8, Gauge.... RM:30 Damage | Incur Stuns, Kills, and 2 Area Slams.
+ 6, 4, 2 Gauge.... IN:40 Damage | Incur Stuns, Kills, and 3 Area Slams.

+ Multiple Barrels | Damage [+1CS] for each additional Barrel.... Greatest is 4 Barrels in One Shot-Gun.
+ Explosive Shells | Applied to ANY Gauge is [+1CS] to Damage. Incur Stuns, Kills, and Slams.
+ Rock Salt | Applied to ANY Caliber is [-2CS] to Damage | Only Incur Stuns with [+1CS] to FEAT.
+ Slug Shells | Applied to ANY Caliber is [+1CS] to Damage.
+ Scatter Shot Shells | Applied to ANY Caliber is [+1CS] to FEAT.
+ Steel Shells | Applied to ANY Caliber is [+1CS] to Armor Piercing based from Damage.
+ Shot-Guns could be handled 2 at a time with EX:20 or Better Strength.... Total Damage is doubled.
+ RM:30 or Better Strength allowed faster recoil recovery... No loss on Next Round Initiative.
+ Recoil Buffer Spring allowed faster recoil recovery with TY:06 Strength.
+ Laser Sighting | Applied to ANY Shot-Gun is [+1CS] to FEAT for Single Bullet fired.
+ Effective Range | 100 to 150 Feat (10 to 15 Areas) | Damage and FEAT reduced by [1CS] every Area.
+ Close Range, with-in 10 to 15 Feet (1 Area) incurs [+2CS] to Damage and [+2CS] to FEAT.




Long-Range-Rifles:

Wilderness (Game) Hunting Rifles and Sniper Rifles.... These types of Rifles have greatly improved combat ranges varying between 500 to 1000 feet (50 to 100 Areas). Highly sophisticated Rifles can hit targets accurately up to nearly half a mile in distance. Roughly 2500 Feet, give or take 100 Feet (250 Areas).

Talented Characters are allowed use ‘Rifles’ on the Fighting Rank if better than Agility.... These types of Rifles are only capable of Firing 1 Bullet per round regardless of Fighting or Agility. Exception to this Rapid-Fire rule is for ‘Unique’ Rifles or ‘Powers’.

A Rifle’s Caliber can be somewhat complex and confusing, but an easy way to manage ‘Caliber’ is based from Pistols in the form of fractions of an inch, or millimeters for metric Rifles. Rifles are normally manufactured with great attention to detail and precise craftsmanship; thus most Rifles are measured with 3 Digits in the Caliber, but the Caliber nearly the same as a Pistol. Also, almost all Rifles are considered ‘Magnums’ since the Bullets are manufactured with finer grit gun-powder and larger ‘Brass’ casings to house more gun-powder.

+ Almost all Rifles get [+2CS] to Armor Piercing based off Damage.
+ 20 Cal up to 35 Cal.... GD:10 Damage | Incur Stuns and Kills (No Slam).
+ 40 Cal up to 50 Cal.... EX:20 Damage | Incur Stuns and Kills (No Slam).
+ 55 Cal up to 70 Cal.... RM:30 Damage | Incur Stuns, 1 Area Slams, and Kills.

+ Rifle Magnum | Applied to ANY Caliber or Millimeter was [+1CS] to Damage.
+ Mushroom Point Bullets | Applied to ANY Caliber or Millimeter is [+1CS] to Damage.
+ Teflon Coated Bullets | Applied to ANY Caliber is [+1CS] to Armor Piercing, Based off Damage.
+ Poison Packed Bullets | Incur the effects of ‘Poison’ up to EX:20 Intensity.
+ Optical Scope | Applied to ANY Rifle is [+1CS] to FEAT...
+ Laser Sighting | Applied to ANY Rifle is [+1CS] to FEAT.... Laser is often invisible to the naked eye.
+ Sophisticated Optical Scopes give [+1CS] to FEAT for each additional function...
+ Silencer | Flash Suppressor gave [+1CS] to FEAT for ‘NO’ visual or sonic obscurity.
+ Recoil Buffer Spring allowed faster recoil recovery... No loss on Next Round Initiative.
+ Effective Range | 500 to 1000 Feat (50 to 100 Areas). | Ranges can be increased with Optical Scope.




Assault Rifles and Sub-Machine Guns

Assault Rifles and Sub-Machine Guns are possibly the most sophisticated Fire-Arms known to mankind. These weapons have a vast array of Caliber measurements, ammunition, and ranges, but generally the only aspect that really offsets an Assault Rifle compared to other Fire-Arms is ‘Full-Auto’ Rapid Firing.

Assault Rifles can normally be mounted together; basically allowing the Character to carry 2, or 3, or even 4 Different Fire Arms in one nifty little package.

Also, almost all Assault Rifles can be cropped and modified to be nearly the size of a pistol. This only alters the Effective Combat Range; Stubby Assault Rifles normally have a Range of 100 to 150 Feet (10 to 15 Areas). Standard length Assault Rifles can have ranges in excess of 500 to 700 Feet (50 to 70 Areas).

Assault Rifle Caliber can be complex and overwhelming, but an easy way to manage Assault Rifle ‘Caliber’ is based in fractions of an inch, however, most Assault Rifles are measured on the metric system, Ranging from 6 millimeters up to about 20 millimeters for ‘HEAVY’ Assault Rifles. Most Assault Rifles are nearly 8MM up to 12MM in Caliber.... Almost all U.S. and NATO approved Assault Rifles are measured on both the ‘English’ and ‘Metric’ Caliber System.

Assault Rifles are normally manufactured with rugged materials and the craftsmanship is more focused on durability and ease of use with Gunnery modifications. Assault Rifles can normally incur a great deal a Damage to a Target, but Armor Piercing remains consistent with current MSH Rules.

This basically means you can shoot Fiddy Trillion Bullets at a Target, but if the Damage and Armor Piercing of each individual Bullet is not greater than the Target’s ‘Armor’ all you do is irritate the Target or Character. However, this tactic can be used to ‘Push’ a Target Character in a direction or force the Character to take evasive actions, making it difficult for the Target Character to Attack. This is called ‘Suppressive Fire’ in which you suppress the Target to seek cover or concealment so he may not Attack.

Force Shields and Energy Barriers can usually be worn down to a collapsing point with an Assault Rifle.

Talented Characters are allowed use ‘Assault Rifles’ on the Fighting Rank if better than Agility.... Firing FEATS are calculated in 3 increments; Single Shot, Burst Firing, and Full-Auto.

+ Single Shot: You get your Plus Shifts to your FEAT. Damage does Not Increase. (Weak Damage | Easy FEAT)
+ Burst Firing: You lose [-1CS] to your FEAT | 3, 4, 5 Bullets Fired | Damage [+2CS]…. (Moderate Damage | Moderate FEAT)
+ Full Auto | You lose [-2CS] to your FEAT | 6, 7, 8 Bullets Fired | Damage [+4CS]…. (Heavy Damage | Difficult FEAT)

+ Burst Firing launches 3 to 5 Bullets per FEAT…
+ Green. Armor Piercing is about RM:30 with RM:30 HP Damage.
+ Yellow. Armor Piercing is about IN:40 with IN:40 HP Damage.
+ RED. Armor Piercing is about AM:50 with AM:50 HP Damage.

+ Full-Auto launches 6 to 8 Bullets per FEAT…
+ Green. Armor Piercing is about RM:30 with SN:60 HP Damage.
+ Yellow. Armor Piercing is about AM:50 with FR:70 HP Damage.
+ RED. Armor Piercing is about FR:70 with AS:80 HP Damage.

+ 6MM Cal up to 9MM.... GD:10 Damage X Bullets Fired | Incur Stuns and Kills (No Slam)... Armor Piercing RM:30
+ 10MM up to 13MM.... EX:20 Damage X Bullets Fired | Incur Stuns and Kills (No Slam)... Armor Piercing IN:40
+ 14MM up to 17MM.... RM:30 Damage X Bullets Fired | Incur Stuns, 1 Area Slams, and Kills... Armor Piercing AM:50

+ Assault Rifle Magnum | Applied to ANY Caliber or Millimeter was [+1CS] to Damage.
+ Mushroom Point Bullets | Applied to ANY Caliber or Millimeter is [+1CS] to Damage.
+ Teflon Coated Bullets | Applied to ANY Caliber is [+1CS] to Armor Piercing, Based off Damage.
+ Poison Packed Bullets | Incur the effects of ‘Poison’ up to EX:20 Intensity.
+ Optical Scope | Applied to ANY Rifle is [+1CS] to FEAT...
+ Laser Sighting | Applied to ANY Rifle is [+1CS] to FEAT.... Laser is often invisible to the naked eye.
+ Sophisticated Optical Scopes give [+1CS] to FEAT for each additional function...
+ Silencer | Flash Suppressor gave [+1CS] to FEAT for ‘NO’ visual or sonic obscurity.
+ Recoil Buffer Spring allowed faster recoil recovery... No loss on Next Round Initiative.
+ Effective Range | 500 to 1000 Feat (50 to 100 Areas). | Ranges can be increased with Optical Scope.





Fully Automatic Gatlon Guns or ‘Mini’ Guns.

Gatlon Guns are possibly the most deviating hand operated Fire-Arms known to mankind. These weapons literally drench a Target with a ‘Beam’ of scorching hot metal. Each bullet fired is merely inches from the last bullet out of the chamber. Damage is often extremely fierce, resulting in Lethal impact with a Green FEAT. However, Armor Piercing is usually not as powerful and allows certain Characters and Targets to survive a ‘HIT’ from a Gatlon Gun.

Gatlon Guns and ‘Mini’ Guns are often Mounted on a stand and fired off like a high-powered fire fighter’s hose. But in Marvel RPG a Character with EX:20 or Greater ‘Strength’ may fire a Gatlon Gun or ‘Mini’ Gun with out a Stand or Prop. Characters with RM:30 ‘Strength’ or greater may actually rig up 2 Gatlon Guns and use one in each hand.

Each FEAT Roll with a Gatlon Gun will Fire off about 50 bullets per FEAT roll.
This requires a special ‘Damage’ FEAT Roll with a Single 10-Sided Dice.

+ Damage: GD:10 to EX:20 Lethal Impact. | Incur Stuns, Slams and KILLS
+ Max Damage with a Gatlon Gun is 1000 Health Points of Damage on a Single FEAT.
+ Armor Piercing: SN:60 | SV:65 | FR:70 | MN:75
+ Destruction: Level a 4 to 6 Area Grid Block
+ Effective Range | 500 to 1000 Feat (50 to 100 Areas). | Ranges can be increased with Optical Scope.


BLUE: Total Failure. You will not even fire the weapon. Initiative goes to his direct opponent.
WHITE: You fire 5 to 10 Bullets from the weapon but miss your intended target by a few feet.
GREEN: 10 to 20 Bullets hit the target. (EX:20 X 10 to 20 = 200 to 400 Damage) Armor Piercing: SN:60
YELLOW: 20 to 30 Bullets hit the target. (EX:20 X 20 to 30 = 400 to 600 Damage) Armor Piercing: SV:65
RED: Only 30 to 40 Bullets hit the target. (EX:20 X 30 to 40 = 600 to 800 Damage) Armor Piercing: FR:70
100 RED: 40 to 50 Bullets hit the target. (EX:20 X 40 to 50 = 800 to 1000 Damage) Armor Piercing: MN:75


Dayum that’s a LONG POST.

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Tanker's MSH Characters
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Expanded MSH Table
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MOTÖRHEAD



Edited 5 time(s). Last edit at 05/31/2008 11:01PM by TankerAce.
Re: The UBER GUN Thread
May 01, 2008 04:34PM
That is an awesome post! Thanks.
Re: Expanded Universal Table and Result Grid
July 12, 2008 02:28PM
avatar



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Tanker's MSH Characters
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MOTÖRHEAD
Re: Expanded Universal Table and Result Grid
August 16, 2008 08:55PM
Very interesting concept and i like the expanded table and results. It is very in depth with a unique averaged character creation process. Bravo.
You also have some of the most detailed characters i have seen anywhere. Impressive
Re: Expanded Universal Table and Result Grid
August 16, 2008 09:25PM
On your character sheets for your other characters there are few attributes/stats not listed above. I was wondering how they were figured and how they were used.
1.Under the FASERIP you also had an 'L' which i assume is for Luck. How was this used in character creation and in gameplay?

2.Under the character description you had a heading for mass, then a calculatoin (0 X 7 = 0 for Lazerith), was wondering what this was, how it was figured and how it fit into gameplay?

3.How did you figure Initiave (it had a Rank) and how was it rolled for, or did the higher rank go first?

4.You also had ranks for Expierence; Job Rank; Appearance; and Conviction.

5. Attack; Defence; Combat Skill; Combat Speed; Combat Strength; and Combat Stamina are not listed here.

Im sorry for so many questions, and if there answers are posted elsewhere i appologize for not finding it. It looks very good and our group is always interested in expanding our play style and ideas. We even have a different Universal Table we made that bases your attack skill agaisnt your opponents. Not using the same number to hit an opponent no matter how much more skilled or less skilled they are than you, (if your at In 40 trying to hit someone at a Gd 10 defense its a 22 for a green versus trying to hit someone better than you at Sp 70, which would be a roll of 64 for green, and the Yellow and Red result have a similar ratio).

Sorry about the duplicate PM, but figured others might have the same questions.
Re: Expanded Universal Table and Result Grid
August 17, 2008 02:43AM
avatar
Thank You….

In the late 80’s and Early 90’s I played Marvel about once a week with a table of 7 regulars…..

We each added several New House Rules and expanded on MSH-RPG quite heavily….. We wrote out 3 Alternate Rulebooks…. But it was mostly Hand written gibberish….

The Idea was to make $$$$$$$ with the literature, sale it to TSR or just write our own Campaign Books…..

But Video Games took off like a Rocket instead… And Desert Storm started and half the table was called into Military Duty…… and the other guys picked up Jobs, went to College, or simply knocked up some girls we knew from high school….. (and being a ‘Dad’ means NOOOO Gaming)



There are still many Chapters left to cover..

- Universal Table and Result Grid
- Character Creation…. (Traditional FASERIP System)
- Technology Based Powers… Not even close to finished. (Uber Gun Thread is just the start)
- Mutation and Evolution Based Powers… Not even started.
- Divine Magic Based Powers… Not even started.
- Spectral Realm Based Powers…
- Cosmic Based Powers….
- Expanded Character Write-Up Page.


Most people just look and say “It’s too much stuff to Read”…… But I’ll touch base on the modified Character Pages I use…


Character (Peak Human)

F: AM:50            | R: IN:40            | Race: Ethnicity    | Nationality: ?????      |
A: IN:40            | I: IN:40            | Gender: Female     | Residence: ?????        |
S: EX:20            | P: AM:50            | Apparent Age: ???? | True Age: ?????         |
E: RM:30            | L: SP:45            | Eye Color: ????    | Alliance: Team or Group |
                    |                     | Hair Color: ?????  | Calling: ?????          |
Health: 140 / 150   | Karma: 175 / 175    | Blood Type: ?????  | Achievement: ?????      |
                    |                     | Height: 5'7"       | Life Expectancy: ????   |
Initiative: FN:35   | Experience: Age     | Weight: 150 lbs    | Species: Normal Human   |
Popularity: RM:30   | Appearance: RM:30   | Mass: 0 X 0 = 0    | Class: Soldier/Fighter  |
Resources : RM:30   | Morality  : Noble   |                    |                         |
Job Rank  : RM:30   | Conviction: SN:60   | ATTACK: RM:30      | DEFENSE: FN:35          |
                    |                     |                    |                         |
COMBAT SKILL:       | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:         |
RM:30 [+1CS] (32.5) | RM:30 [+1CS] (33.5) | RM:30 [+1CS] (31.5)| RM:30 [+0CS] (30.5)     |
                    |                     |                    |                         |


Used just as you’d normally utilize the Traditional FASERIP Ranks with a few additions…. I don’t want get into ‘Every’ House Rule I use… It’s a whole BOOK.

But the ‘New’ Stuff… The FASERIP System I use consists of 21 Ranked Attributes in total.

- Health: Peak Human health is no longer 140 Points, but a nice round ‘150’…. The additional 10 points come from using the in between ranks with ‘5’s to define ‘PEAK’ pinnacle Human FASERIP.

The Player may shuffle these 10 additional Health Points in increments of 5 and 5 to show emphasis on Physical Conditioning. Plus the Ranks adjust in 5 Point increments and fits nicely with ‘Typical’ Growth and Karma Spending to upgrade the FASERIP Ranks.


Peak Warrior     | Peak Acrobat    | Peak Brute Human | Peak Tuff MO-FO | Standard Peak    |
                 |                 |                  |                 |                  |
F: VI:55         | F: VI:55        | F: VI:55         | F: AM:50        | F: AM:50         |
A: IN:40         | A: SP:45        | A: FN:35         | A: IN:40        | A: IN:40         |
S: EX:20         | S: EC:15        | S: IM:25         | S: EX:20        | S: EX:20         |
E: FN:35         | E: FN:35        | E: FN:35         | E: IN:40        | E: RM:30         |
                 |                 |                  |                 |                  |
R: IN:40         | R: IN:40        | R: IN:40         | R: IN:40        | R: IN:40         |
I: IN:40         | I: IN:40        | I: IN:40         | I: IN:40        | I: IN:40         |
P: AM:50         | P: AM:50        | P: AM:50         | P: AM:50        | P: AM:50         |
                 |                 |                  |                 |                  |
HP: 150 / 150    | HP: 150 / 150   | HP: 150 / 150    | HP: 150 / 150   | HP: 140 / 140    |
KP: 130 / 130    | KP: 130 / 130   | KP: 130 / 130    | KP: 130 / 130   | KP: 130 / 130    |
                 |                 |                  |                 |                  |



- Initiative Rank: Take all 20 ‘Ranked’ Attributes and Average them to get your ‘Initiative Rank’…. This is just below the ‘HEALTH’ Rank for a Reason…. It will also be the very last ‘Ranked’ Attribute you will give to your Character.

Most Players and GMs only check out the Health Rank to Gauge the Character’s overall ‘POWER’….. My table agreed to use a Set Rank based off all 20 Ranks.

Plus, every single character in the books gets [+1CS] or [+2CS] or some bonus modifier non-sense of some sort to the situation at hand…… But based off of what Rank???

With a straight ‘Initiative Rank’ the Players and GMs automatically know the Overall ‘POWER’ level of the Character (without Additional “Powers’) plus they can Judge what grid to roll on in certain situations.

It will also be the very last ‘Ranked’ Attribute you will give to your Character…. Rank #21 out of 20.


- Resources and Job Rank: These two go hand in hand…. But I included a ‘Job’ Rank for Characters who are gainfully Employed in a ‘Career’ type of industry, such as Police, Military, Firefighters, Security, Civil Servants, Corporate Management, Government, and Politics….

It can also be used for ‘Spectral’ or ‘Alien’ Social Leadership Positions within a Structured Management System.

Maximum Human Job Rank is MN:75…. President, Queen, King, or Emperor of a Nation has MN:75 Job Rank.

Bill Gates of the Corporate ‘Empire’ Microsoft has MN:75 Job Rank.

Darth Vader has MN:75 Job Rank… The Sith Emperor is UN:100…

Flipping Burgers, washing cars, swinging a hammer, or slinging tacos is NOT a Career… It’s a temporary Job….

This defines the pecking order within a specified ‘Group’ of Employed People.

- Unemployed = PR:04
- Employed (Entry Level) = TY:06
- Employed (Settled / Shift Lead / Team Lead over 10 to 15 People) = AA:08
- Cop, Fire-Fighter, Military, Law Enforcement or Hazardous Employment = GD:10 at minimum.
- ‘Officer’ or Middle Management = EX:20 up to RM:30. Specialized Skill or Trade.
- Upper Management / Political Position / Public Speech Person / Mafia ‘Don’ = IN:40

- AM:50 and up to MN:75 is pretty much a single person who can directly ‘LEAD’ 5,000 to 7,500 People of IN:40 Job Ranks…. Battle Ship Commander / State Governor / President of a Corporate Company.

Resources or ‘Income’ is normally 1 or 2 Ranks below the Character’s Job Rank, but you can get lucky and win the Lotto…

Most People who have a ‘CAREER’ don’t stop working even if they gain unlimited Funds… At RM:30 Resources you’re a ‘Millionaire’ and you are pretty much a ‘TOP-DAWG’ at work… If you quit a large section of the worker Bees will be effected…. And they will want your ‘HEAD’ for forcing them to find another Job…

You may FEAT Roll your Job and Resource Ranks to Buy Out your Stock Holders and Board of Directors and take Leadership of the Company you work for.


- COMBAT Skill, Speed, Strength, Stamina: These 4 Ranks derive from your Character’s FASERIP and ‘L’ Ranks…

They are specifically used for ‘Power Stunting’ ONLY, and they sort of define those ‘Perceived’ Abilities of certain Characters; Such as Punisher and Bat-Man are ‘Perceived’ as nearly ‘Super Human’ because they can ‘Power Stunt’ from these Ranks at Roughly RM:30-ish to IN:40-ish.

Combat Skill = (Health + Karma + Experience — Endurance) Divided by 10

Combat Speed = (Health + Karma + Experience — Strength) Divided by 10

Combat Strength = (Health + Karma + Experience — Agility) Divided by 10

Combat Stamina = (Health + Karma + Experience — Fighting) Divided by 10

Always Round the ‘Rank’ Downward and give [+1CS] for numbers such as RM:31, 32, 33, 34… etc…. At 35, 36, 37, 38, 39, you’re at FN:35…. And at 40, 41, 42, 43, 44, and so on.

These 4 Ranks also make your ‘ATTACK’ Rank with an Average of the 4.


- LUCK: This Rank Derives from your Character’s RIP Ranks and is an Average of the 3 RIP Ranks.

A freshly created Character will NOT have a luck rank until he / she ‘Earns’ additional Karma over their normal Karma Level…. Thus in your first ‘Combat Game Round’ your Character will establish a Luck Rank.

ONLY the GM is allowed to use your ‘LUCK’ Rank to aid in story telling where things get too hectic or complicated to Judge….. A Player may influence the GM to use the Luck Rank…..

The GM should ‘ALWAYS’ use the Luck Rank in a Positive Manner toward your Character…. Such as

“Hey, there’s a Dollar on the Ground”… Reach Down pick up the Dollar and that nasty Hidden Sniper totally misses a head-shot on you because you took your face out of his optical sights right as he pulled the Trigger…

The GM is allowed to use the Luck Rank in a ‘Negative’ manner as well….. But ultimately the Luck Rank is geared for a Positive Result for your Character; such as…

Walking about in the some labyrinth and you bonk your noggin on something and it totally knocks you ‘OUT’… In the next Round a Squad of Enemies too Powerful for you take on walk through the Area and totally don’t see you sneaking around cuz you’re passed out in a shady corner….. They go on about their business and ignore you.


- Experience: This is normally the same Rank Level as your Character’s ‘True’ Age… Or maybe a Rank or 2 lower, But NEVER Over your Character’s True Age….

Thus, Apocalypse at 3000 Years Old has CL:3000 Experience…..

You CAN NOT Feat Roll your Experience unless you have ‘Power’ that specifically runs off your ‘Experience’ Rank…. Such as Magneto is about 80 Years Old, thus he would have AS:80 ‘Experience’ and he may Master a Power Stunt with his Magnetism Power.

This is manly used during ‘Down’ Time when your Character is not involved in some type of ‘Combat’…. Younger Characters tend to have a more difficulty ‘Mastering’ their Powers and using those Powers Aggressively… But older People can usually master a ‘Power’ with more ease……

As an Example: Ice-Man and Wolverine walk through a ‘Portal’ and on the other side…. Logan and Bobby swap Powers….

Who do think will master the Swapped Powers Sooner????…. Logan of Course since his Experience is about AS:80 for being 80 to 90 Years Old….. And Bobby is 20 to 25 Giving him EX:20 Experience…

The other part about the Experience Rank is how it effects your ‘ATTACK’ Rank…. Such as an old Kung-Fu Master who can punch WAY Hard…. But he only has FB:02 Agility and Strength….


- Morality: This is a Karma Pool or ‘Alignment’ for your Character… It is derived from 1 of 8 Pools…

- Angelic = 500 or Greater Karma
- Heroic = 300 or Greater Karma
- Noble = Any Karma Level.
- Neutral = Any Karma Level.
- Villain = Any Karma Level.
- Evil = 300 or Greater Karma
- Demonic = 500 or Greater Karma

- Chaotic = Any Karma Level.

When you first create your Character they will be ‘Neutral’ or ‘Chaotic’ and as a player ‘YOUR’ actions will define the Character’s Morality…

You go about doing ‘Bad’ Stuff you become a ‘Villain’…. But here’s the Good thing… You can still earn and spend Karma as long as you do Actions against Characters not in your Morality Pool….

If you’re a Villain and you ‘CLOCK’ another Villainous, Evil, or Demonic Character you will LOSE Karma Points equal to their True Karma Level….


If you’re a Villain and you ‘CLOCK’ a Noble, Heroic, or Angelic Character you GAIN Karma Points equal to their True Karma Level….


DEATH of a Character is also handled on the ‘Earned’ Karma Points…. Your Character can be revived based upon their Earned Karma on a Grid from 10 to 20,000 Points…

20K = Revive in 10 Game Rounds.

10 Points = Revive in 20,000 Game Rounds…. It’s roughly 30 Days…

IF you go complete the Game Campaign with out Dying you can ‘Upgrade’ your Character at a Cost of 1000 Earned KP per 10 Points of Rank to your Power or FASERIP….


- Conviction: This the Brute Power of your Morality and it is derived from the following:

Conviction = (Karma X 2 + Experience) Divided by 6

This allows you to Earn Some Extra Karma with FEAT Rolls based upon your Morality….

- Angelic = Green X 1 / Yellow X 2 / RED X 3
- Heroic = Green X 1 / Yellow X 1 / RED X 2
- Noble = Green X 1 / Yellow X 1 / RED X 1
- Neutral = Green X 1 / Yellow X 1 / RED X 1
- Villain = Green X 1 / Yellow X 1 / RED X 1
- Evil = Green X 1 / Yellow X 1 / RED X 2
- Demonic = Green X 1 / Yellow X 2 / RED X 3

- Chaotic = Green X 0 / Yellow X 0 / RED X 3


- MASS: is a Physical Combat / Prowess Attribute…

Here’s a full break down for ‘MASS’

[www.classicmarvel.com]

For Lazerith at 0 X 7 = 0 means he gets ‘7’ additional Points to his ‘Defense’ Rank….. Actually it’s —7 but since the last Digit is ‘Positive’ he GAINS ‘7’ additional Points to his ‘Defense’ Rank..

If Both numbers are Negative the Character Gains ‘Negative’ Mass…. This means they are smaller than an insect… Such as Wasp of Molecule Man.

Look at ‘Sharky’

[www.classicmarvel.com]

His Mass is ( -4 X -2 = 8 )

He gets —4 Points to his Attack Rank.
He gets —2 Points to his Defense Rank. For Lower HP
BUT
He gets +8 Points to his Defense Rank. For being very small and difficult to hit.


If your Character gains more than 1000 Points of MASS they have to be used on the ‘Ascension’ Table where you add a Zero to every Rank and GD:10 now represents UN:100…

Look at the Skaarj Titans.. They are 30 Feet Tall and weight about 90 Tons…. The only way to effectively Battle a Skaarj Titan is at Range….

At Melee you have to FASE abilities at or above UN:100 to even get close enough…


- ATTACK: This can come from 1 of 2 sources….

All 4 ‘Combat’ Attributes OR Agility + Strength Averaged…. This is basically how hard you can ‘HIT’ or swing a Melee Attack.

Automatic up-shifts are First and Last digits of MASS.


- Defense: This is Health Divided by 4….. It is how much direct Impact you can take with out getting ‘Stunned’ or Going into Medical Shock….

Automatic up-shifts are Second and Last digits of MASS.

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TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD
Re: Expanded Universal Table and Result Grid
August 17, 2008 07:40PM
wow, very thought out. And i understand what you mean about being a dad means no play time grinning smiley
Thank you for clearing that up. some great ideas to use there.
Re: Expanded Universal Table and Result Grid
April 03, 2009 06:59AM
avatar
abc

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TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
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Edited 1 time(s). Last edit at 04/03/2009 07:02AM by TankerAce.
Re: Expanded Universal Table and Result Grid
March 09, 2016 10:53AM
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