Everybody's House Rules

Posted by halo68 
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Everybody's House Rules
April 21, 2006 03:26PM
I was just wondering what House Rules everybody uses in the course of their campaigns and sessions. I know we all use the Marvel Rules, but does anybody use rules from other systems converted to Marvel either for fast fighting maneuvers or charts or what? My buddy and i use the percentile system from Palladium for skills in which the PC can raise their skills up to 98% and roll on that to determine success on an action. Saves time grabbing the chart and erases the column shifts so that no one can get Shift X on a certain skill when it doesn't seem feasible to someone to get that high for a skill. We also use Hit Charts, Damage Location and Injury Tables so that when you take damage you can know where you were hit, what was hurt specifically and so forth. It allows one to role-play injuries and add a little something more to the fights and crashes and injuries. So, anyone else have anything different they use in their games?
Re: Everybody's House Rules
April 21, 2006 09:46PM
No hits huh? ok, just wanted an idea of how everybody runs their own games, no biggie.
Re: Everybody's House Rules
April 21, 2006 09:57PM
Give it a bit more time...some folks might not get by here that frequently. Others, such as myself, just haven't been doing much posting lately...

However,

[www.classicmarvel.com]

This'll direct you to various house rules, including some that I've used over the years...

Quack, damn you...
Re: Everybody's House Rules
April 21, 2006 11:13PM
Thanks. I've seen the House Rules on here, i was just curious as to what else people use in their games. Myself i use stuff from Palladium, Rifts, Villains & Vigilantes, Champions, Deadlands, Mutants & Masterminds, etc, just to keep things fresh and interesting.
Re: Everybody's House Rules
April 21, 2006 11:27PM
Let's see: Guns do about five points more damage in my little world: Small Handguns (.22, .25) do Typical, Medium Handguns (9mm, .38) do Good damage and Large Caliber Handguns (.357 Magnum, .45) do Very Good (15 points). Shot guns do 25 points of damage. However, ranges are a little reduced (120 yards with a revolver seemed a bit much).

Also added Martial Arts F (+1 cs to damage) and G (take -1 cs from punches and such). And "E" is now the same as quick striking in some other system: +1 cs to initiative AND +1 cs when trying to determine multiple attack success.

Let's see what else. I made up a chart of free "experience" talents that don't give much of a column shift, but can, with one or two, help round out a character who might otherwise have zero talents. Examples include Bartender, Manicurist, Retail Clerk... Just for fun, really. I like them. I came up with dozens.


A couple of powers borrowed from or inspired by other games. Eye of the Hawk, Blunting (reduces red results from kills to stuns on lower level attacks) and one or two others I can't think of just now.

My biggest house rule is I use the Character Point system (with a few custom changes) found here on Auntie's site. I LOVE that system.

MARK

"My parents went to The Secret Wars Battleworld and all I got was this lousy T-Shirt..."



Edited 1 time(s). Last edit at 04/21/2006 11:32PM by Mark.
Re: Everybody's House Rules
April 22, 2006 08:38AM
avatar
Most of my house rules are just tweaks of the present system.

I have expanded gun rules, basically the same as Mark's. My rules for automatic gun-fire are also different, and make guns a majour threat to non-invulnerable characters, eg. you just toook 10 9mm slugs for Typical damage each or 60 points of damage. Are you sure you want another burst, wise-guy? Oh wait, forget about the 9mm, here comes a guy with an M-10 (which fires a bigger round, just as fast)!!!

I like the point system for generation too... which I first encountered in the Champions game. I love the power generation system for that game, and the way it allow you to tweak powers to customize them.

Another thing that I took from Champions, which is really just a logical extension of present Marvel rules, is the ability ot push one's punch or power blast. This gives a +1CS damage bonus on a successful Red Strength or Power Feat.

Charging is tweaked from using one's Endurance to using one's Strength as the primary characteristic. Also, I did away with the to-hit-bonuses for areas travelled through, and am actually thinking of turning that into a negative modifier to-hit, ie. saw it coming from a mile away.

Another rule concerning Charge is the baiting tactic, in which you hold your ground in the line of the Charge and hope your timing is right. If you get intiative, you add the Chargers charge/velocity bonus to your punch damage and negate the Charge. If you lose initiative.... OUCH! Auto-hit.

Ummm, I don't use EVADE at all. I use DODGE for both melee and ranged combat. And so long as one is not BULLSEYED/SLAMMED, ie. Yellow (or Red) FEAT-ed, one can appply half of their DODGE bonus to damage reduction to reflect a graze or roll. So, if you had a -4CS on your Dodge and got hit with a GREEN FEAT you'd take -2CS on the damage.

I had a tweaked rule for falling, but I can't remember it right now, but there is probably a thread on it somewhere.

------------------------------------------------
Powersurge (history, pics) [www.classicmarvel.com]

------------------------------------------------
Morningstar (campaign journal) [www.classicmarvel.com]

------------------------------------------------

"You just decided *all by yourselves* that you are the Earth's protectors. And that you, and *only* you, not your teammates or family, are trustworthy enough to include in the process..."

T'Challa, The New Avengers: Illuminati 1
Re: Everybody's House Rules
April 22, 2006 04:51PM
Great stuff guys/girls (didnt wanna exclude or offend, ya know. LOL). I love to hear that people spice up their rules and games to fit different things in and try new stuff. Thanks.
One thread on here was talking about an expanded table for strength and new ranks and i agree and have been thinking of using one for years without upsetting the balance, ya know. I dont like the jump from 1 ton to 10 tens to 50 tons, and then to 75. Lot of room for improvement there, just havent been brave enough to do it without making people mad. Thoughts on that??
Re: Everybody's House Rules
April 22, 2006 11:00PM
Yes, Halo, a wonderful thought. Unfortunatley, it's not my own. David Paige has finished editing the Judges Book. It's now revamped the way he wanted the game originally: with power ranks, just like you said, mostly for strength, between Amazing and Monstrous and Uneartly. NiniriAZ is helping David get the book to Auntie. She told me about an hour ago that it will be up pretty soon for download. Even the Character Stats have been (mildly) tweaked to fit. Pretty cool, huh?

MARK

"My parents went to The Secret Wars Battleworld and all I got was this lousy T-Shirt..."
Re: Everybody's House Rules
April 22, 2006 11:15PM
Yeah, very cool. cant wait to see it.
Re: Everybody's House Rules
April 23, 2006 07:47AM
Well, you can see the Player's Book with the expanded ranks right now. It's in the Download section under OTHER_STUFF > Downloads > Netbooks & Enhancements. The Judge's Book does not have a ton more info than the Player's book, the big thing is the Power Roster charts on PDF pg 7 & 8. Also some of the character were tweaked with the new ranks, but very few were affected by the new system. Take a look and let me know what you think. The Judges Book should be online any day.

Oh, i almost forgot about the Ultimate Powers Book too, i tweaked that with the new ranks. That too is available in the Download section.
Re: Everybody's House Rules
April 23, 2006 08:34AM
by the way, just because they are not labeled, my Players book has the cover with all the super-hero photos on it, while the Ultimate Powers Books is the Black cover with the Human Torch hand. They are next to each other in the Download section
Re: Everybody's House Rules
April 25, 2006 01:07PM
I keep a whole folder full of house rules: [games.groups.yahoo.com]

michael
Re: Everybody's House Rules
May 01, 2006 07:45PM
I just had tweaks of the present system. For one I allowed multiple actions for all attacks with the proper fighting feat roll. A Remarkable fighting feat allows two actions, Amazing allows three actions. This includes multiple evasion rolls as well. So if you have an Amazing fighting and your yellow feat roll indicates three attacks (now actions) then you had the choice to spend them all on offense or hold one or all of them for defense. I also allowed the -4cs rule to attack multiple targets to be applyed to all attack forms as well. The same -4cs rule could also be used in a defensive manner, such as evading multiple attackers. Evading was only effective against attacks being determined using the same column as the evader, or a lower one, after any additional cs had been resolved.

These rules allowed a hero with a high Fighting rank the potential to walk through a room full of average thugs pretty much untouched. However, when the Hand comes calling it's a bit different. I also allowed the multiple target/attacks options to stack with one another. Needless to say having a character with a high Fighting rank was at a premium, and Captain America really could hand your entire group of heroes it's collective a**.

Other stuff I had included (but not limited to): Success of area of effect attacks and damage. Effects of health point loss on FASE stats and feat roll success. Using the resource point and rank systems togther. And applying the impossible and automatic feat options to attack damage. I keep thinking that one day, when I'm feeling ambitious, I'll include some of it in the Revamp section.
Re: Everybody's House Rules
May 05, 2006 07:50PM
One thing I learned yonks ago in college from a fellow gamer was what she called the "Venetian" roll. It's simple and easy when you have to make a quick judgement call. Simply roll percentile twice. Generally, if the first roll is higher, it's a success. If the second is higher, it's a failure. The quantity of success or failure is determined by the margin between them. Success or failure can also be modified by margin depending on the situation. For instance, "My character's pretty good with guns, can I shoot that tin can off the fencepost?" Roll anything BETTER than a 20-point negative. "Can my character do it while hanging upside-down, bounce the bullet off that rock, that shovel, off that fella's belt buckle, and still hit the can?" Roll at least a 90 point positive! I've run entire gaming sessions using nothing but Venetians. (Also useful for long trips in the car when it's too cumbersome to have the rulebooks out!)
Another thing we concocted was the variable damage table. Damage is divided by color of success of the attack roll. A green feat yeilds 25 - 75% of listed damage, yellow 75 - 125%, red 100 - 150% of damage. Roll a 1d3 to determine which. For instance, Scorch has UN fire generation. She's not pulling her punches, and she rolls a red to hit. She then rolls a 4 on a 1d6 (taking half and rounding up), and thus does 125 points of damage on her target.
We also have a system for critical hits. If a character takes more than 50% of his total hit points in a single round, save vs. stun or stunned 1-3 rounds. Save vs. stun for any red hit. If a character is down more than 50% of her total hit points, all feats are -1CS, with the exception of mental feats, and if she's down more than 95%, all feats are -2CS, with the exception of mental feats, which are down -1CS. Let me know what you think.

Re: Everybody's House Rules
May 07, 2006 05:21AM
Hey MY PDF's are up there I am so happy....

the Universe of Marvel the unofficial lonely planet guide and also the Unofficial compendium of characters.


That aside. The Game also has something similar built into the rules. Basically for unknown intensities you could use the yellow feat roll which essentially means that if you have trouble determining something that the character is trying to do then based the difficulty at Yellow.

thus if they are trying to bend a steel girder and you are not sure of the intensity you could allow it if they made a successful yello feat roll
Re: Everybody's House Rules
May 07, 2006 11:33AM
I'm using the standard strengths ranks up to Unearthly, but I'm toying with the idea of increasing the lifting capacity of Shift X, Y, Z, to allow a little more consistency with what characters can do, and do quite frequently, in the comics. Using a similar method as described in the Vigilantes section on this site I've almost settled on this:

Feeble to Unearthly- no change
Unearthly- Up to 100 tons
Shift X- Up to 1000 tons (100 tons x 10)
Shift Y- Up to 15,000 tons (1000 tons x 15)
Shift X- Up to 300,000 tons (15,000 x 20)

I've toyed with idea of defining Class 1000, 3000, and 5000, but don't know if it's necessary since only entities of great power have those levels of physical strength.(May be at least Class 1000, since characters like Surtur and Galactus do engage in hand to hand combat from time to time.)I do think that the leap should be more than the progression I used above.
Re: Everybody's House Rules
May 17, 2006 10:57PM
On the Character Point system, I charge half price for some non-combat, low-level powers. So flying costs full price, but gliding costs less, for example. Energy blast costs full price. Detect energy costs less.

"My parents went to The Secret Wars Battleworld and all I got was this lousy T-Shirt..."
Re: Everybody's House Rules
May 19, 2006 09:57AM
avatar
Another house rule I recently came up with is that the rank for True Invulnerability must be rolled on column 3 (for Hi-Tech characters) and cannot exceed Remarkable.

At Remarkable T.I. reduces an Unearthly blow by a factor of 10 to Good, and even a devastating Shift Z blow is reduced to a mere Incredible.

That's impressive for most any power level of play. Heck, Shift Y body resistence would only reduce a Shift Z attack to, well, Shift Y(300)!!! How impressive is THAT?

Coupled with high stats, Remarkable T.I. is more than enough to create a major threat even for Marvel's most powerful heroes and villains.

------------------------------------------------
Powersurge (history, pics) [www.classicmarvel.com]

------------------------------------------------
Morningstar (campaign journal) [www.classicmarvel.com]

------------------------------------------------

"You just decided *all by yourselves* that you are the Earth's protectors. And that you, and *only* you, not your teammates or family, are trustworthy enough to include in the process..."

T'Challa, The New Avengers: Illuminati 1
Re: Everybody's House Rules
February 02, 2008 09:26AM
Good all on the true invulnerability ... and I also add +5 to gun damage.

These are the rules we use, and have been for about 20 years in a still ongoing campaign.

1. Innitiative : roll 1d10 and add your Agility/10 (IE: at 20 agility roll 1d1- +2) : for Poor agility subtract 2, for feeble agility subtract 4. Lightning speed power rank/10 may be substituted. Dodging attacks tends to make battles last more than 1-2 rounds. Simply doing column shifts, if Aunt May threw a steak knife at spiderman and rolled a 66 or better, he could NOT get out of the way.

2. On each attack, one may dodge. Or instance, Punisher shoots Spiderman and gets a yellow success. Spiderman must roll a yellow success to dodge the bullets. Likewise resisting attacks. Headlok paralyzes JJ Jameson with a yellow mental attack - Spidey can resist with a yellow psyche feat.

An optional rule, though we usually don't use it, is to allow column shifts. Say, Headlok's mental paralysis is ranked 30 and JJ has a psyche of only 6. JJ would have to resist at -3 CS or on the shift 0 table.

3. Unconsciousness : if one is knocked below 0 health but not to NEGATIVE their Endurance, they may stay conscious (on a round by round basis) by rolling a yellow endurance feat. Once they go below NEGATIVE their endurance they are always unconscious - and may be dying.

4. Damage Column shifts. A yellow hit does -1 CS damage. A red hit does +1 CS damage. Spidey punches and gets a red hit ... he does 50 points of damage. Between the ranks of Amazing 50 and Monstrous 75 we place a rank of 65 for damage purposes. Between the rank of 75 and 100 we place a rank of 90 for damage purposes. Above 100 the CS's are in increments of 25.

5. Shift X : Every 25 points over 100 is a Column shift. 125 is Shift X. 150 is Shift X2. Etc.

6. Automatic Failures : If the success roll is from an attack more than 3 CS above your rank, you fail (you may spend 20 karma to get a roll). Example : Rank 40 knockout gas floods the building, the normal humans within have 6 endurances and lose consciousness.

7. Automatic Successes : The reverse is true. Rank 6 knockout gas is breathed by our hero with Endurance of 40. He is unaffected. (Though the villain may spend 20 karma to require a roll on the part of the hero).

Sample Fight : Spidey & Wolvey vs Electro & Sabretooth

Welcome. This Section gives an example of Combat in the TSR Marvel Roleplaying Game, with House Rules.
Chosen for this Example are Spiderman and Wolverine vs Sabretooth and Electro.

____________________________________________________________

HEROES :


Spiderman :
Fighting 40 Agility 50* Strength 40 Endur 40
Reason 20 Intuition 50 Psyche 30

Armor - 0 -
Health 170
Karma 100

Powers : Wallcrawling 50 Webbing 40 (40 shots per
Leaping 4 areas cartridge - 2 cartridges of
*Dangersense 100 75 strength webbing 10 shots
Spider Tracer 40 ... each cartridge expended
Spider Light 10 of the 75 strength webbing
causes a one week -1 CS
on resources)
Webbing non-conductive: -5 CS
on conveying electrical current

Combat Notes : Resist Domination Skill
* Acrobatics Skill (with Danger Sense adds +2 CS
when dodging but not on his attacks: net = 100 UN)
Other : Resources 10
Skills - Chemistry, Electronics, Computers, Photography


Net :
Spiderman :
FASE-RIP 40 50(100) 40 40 - 20 50 30(40)
Armor - 0 - Health 170 Karma100
Webbing 40 to 75 Danger Sense 100 Webslinging 4 areas/rnd

. . . . . . . . . . . . . . . . . . . . . . . . . . . .

Wolverine :
Fighting 40 Agility 30* Strength 20 Endur 75
Reason 10 Intuition 75* Psyche 30

Armor - 0 -
Health 170
Karma 115

Powers : Claws - adamantium Damage 30 to 75
High Tech Sharpness : -4CS on armor
Heightened Senses 50 (Hearing, Olfactory, Touch)
Regeneration 100 (10/rnd)
Adamantium Skeleton: -4 CS on blunt damage
75% change convert bladed to blunt
Berserker
Combat Notes : Acrobatics +1 CS
Weapon Specialist (claws) +1 CS
(net effect : fighting 50 AM with claws)
If stunned, every round roll a yellow Regen feat
to shake it off
Resist domination skill

Net :
Wolverine :
FASE-RIP 40(50) 30 20 75 - 10 75 30(40)
Armor 20/blunt Health 165 Karma 115
Claws 30-75 (-4 CS on armor) Ad. Skeleton 75% sharp to blunt
Heightened Senses 50 Regen 10/rnd


____________________________________________________________
Villains :
Electro :
FASE-RIP : 20 10 10 50 - 10 20 6
Armor 20* Health 90 Karma 36
Powers :
Electrical Gen/Control 50 Electrified Body Field 20
Electrical Device Control 20
Flight along Electrical Lines - up to 8 areas /rnd


Sabertooth :
FASE-RIP : 40 30 30 75 - 10 50 30
Armor - 0 - Health 175 Karma 90
Powers :
Claws 30 Regen 100 (10/rnd)
Heightened senses 50


Marvel Charts for Reference

Refer to the marvel feat success chart to see how results below were checked
(You may wish to right click and open in a 2nd window)

--------------------------------------------------------------------------------

Prelude : Gamemaster sets up the scenario. Spiderman spotted Wolverine tracking someone by scent through NYC. Swinging down and speaking to him he learns that Wolverine detected the odd scent of ozone. This was accompanied by the scent of Sabretooth and another human scent.
They continue following the trail and discover Sabertooth speaking with Electro. Sabertooth and Electro roll intuition feats to see if either notices the heroes. Electro rolls a 10 and does not notice (he needs a 41 having a 20 intuition - see the Marvel Universal Chart). Sabertooth rolls a 15 and also does not notice (he needs a 26 having a 50 intuition). Sabertooth with his heightened senses gets a second roll and rolls a 74 on his 50 AM sense of smell and notices their scent.

Round 1 : Innitiative is rolled, and group innitiative is opted for. The heroes roll a 5 and the villains roll a 9. They add their individual agilities/10. Net result : Spiderman 5+5=10 , Wolverine 5+3=8, Sabertooth 9+3=12 (Electro doesn't get a roll because he failed to see them coming). Highest innitiatives go first. Sabertooth yells to Electro (which gives him an action at the end of the round and allows him to dodge normally) and attacks. He, of course, attacks Wolverine using his claws.

Sabertooth rolls a 58 attacking Wolverine with his claws. He hits with a yellow success (58 on the 50 AM fighting column). Wolverine gets a chance to dodge, needing at least a yellow success to dodge. He rolls a 90 and succeeds (he needed a 66 on the 30 REM agility column).

Spiderman goes next and shoots a web at Electro. He announces he will web the villain then slingshot him into the brick walls nearby. This is a called shot and he needs just a 56 on his 50 AM agility to succeed. He rolls a 62, succeeding. Electro may dodge to avoid the attack by rolling a 76 on his 10 Good Agility column to match the yellow success. He rolls an 06, and is stuck with the end of a webline and smashed into the wall. It was only a yellow feat on the blunt table so no check for stun is necessary (had the blunt damage exceeded his Endurance, he would have had to make a check vs stun. Likewise, had it been a bladed attack which equalled his Endurance, then an Endurance check would also have to have been made vs stun.) He takes 40 points of damage temporarily off his 90 health, so he is not feeling overly well.

Wolverine goes next attacking back at Sabertooth. He attacks likewise with claws, rolling a 56 on his 50 AM attack (40 Fighting +1 CS for weapon specialist). Just barely a yellow attack. Sabertooth dodges, rolling a 24 on his 30 agility failing (he needed a 66). Wolverine decides to do a full 75 points of damage and his yellow bladed attack rating requires Sabertooth to check for stun (he would have had to anyway since the bladed damage equaled his Endurance.) Sabertooth rolls a 24, on the 75 Endurance column. Just barely missing a green feat so he is stunned 1-10 rounds. A 1d10 is rolled and a 3 results in a stun for 3 rounds, all actions for 3 rounds being on the SH-0 column.

Electro goes last. He blasts Spiderman with an electrical bolt, rolling a 82 on the 10 agility. He hits in the yellow. Spidey tries to dodge, on the 100 UN. He only needs a 46 to dodge but rolls a 44 and is hit. Since a yellow energy attack is a stun, he must make an Endurance check. He rolls a 35, with a green success so is only stunned 1 round. He needed a 61 on his 40 Endurance to avoid being stunned altogether.

Round 2 :Innitiative - The heroes roll a 7 and the villains roll a 5. Spiderman(stunned) gets 7 - 4 = 3, Wolverine gets 7 + 3 = 10, Sabertooth(stunned) gets 5 - 4 = 1, Electro gets 5 + 2 = 7.

Wolverine goes first, wanting to attack Sabertooth but seeing the more real danger in Electro. He attacks, using claws and rolls a 3 on his 50 AM attack. He gets a green result. Electro attempts to dodge, and rolls a 18 on his 10 Good Agility. He is hit. Wolverine decides to only do 40 points of damage, not having fought Electro before. He should have done 50, as this would have brought Electro to - 0 - health but the player has no way of knowing the villains exact health. Since 40 (bladed damage) is below his Endurance and it was only a green attack, Electro likewise does not need to make an Endurance check vs stun. However, one of Electro's powers is Electrified body field. Wolverine takes 20 points of damage back. It is below his Endurance so no stun roll is needed.

Electro blasts back at Wolverine. Before rolling, the players mutually agree Electro is +2 CS to hit due to Wolverine's adamantium bones (a variant of steel - an excellent conductor which attracts electricity). The rolls is made and it did not matter, an 85 is rolled (a yellow success on either the 10 or 30 column). Wolverine dodges, and succeeds rolling a 92 on his 30 agility. No hit is scored.

Spiderman goes, but is still stunned. He fumbles for his webline still attached to Electro but rolls a 10 on the SH-0 (because he is stunned).

Sabertooth now has his turn. He heals 10 points and gets a roll on his regeneration power rank to shake off the stun effect needing a yellow success. He rolls a 62 on the 100 and shakes off the stun. He decides to attack the stunned Spiderman. He rolls a 96, a kill result with his claws. Spidey gets to dodge on the SH-0. Not wishing to die, he spends karma. He rolls a 26 and decides not to spend 74 karma points to avoid getting hit altogether. He spends the mandatory 10. He then makes an Endurance feat not to die, and again declares he will spend karma. He rolls a 69 on his 40 endurance, easily in the yellow but he has to spend the mandatory 10 points. So he is now down 80 health (30 from Sabertooth and 50 from Electro).

Round 3: Spiderman shakes off the stun. Innitiative is rolled, 6 for the heroes and 6 for the villains. So, Spiderman goes first with an 11, then Wolverine and Sabertooth tie at 9, then Electro with an 8.

Spiderman declares he is placing himself between Electro and Sabertooth. He then attacks Sabertooth, webbing him in a grapple attack using his best webbing. He declares he shall use karma and rolls a 60 on his die roll. He spends 31 to nail him in the red on the 50 agility table (Spidey is pretty mad). Sabertooth tries to dodge and declares he likewise shall use karma. He rolls a 37 but being a villain may only add 20 to his roll, not the red needed. He spends the mandatory 10 points and is pretty wrapped up.

Wolverine heals 10 points. He half turns to attack Sabertooth then sees him taken care of. He declares he will slice off the top of steel post and throw it at Electro. Players agree cutting the post is automatic so no roll is needed, but they also agree the post is unwieldy to throw so he is at -1 CS. He rolls a 49 on the 20 (30 agility -1CS) and hits in the green. Electro dodges rolling a 58 on the 20 agility column.

Sabertooth goes, and tries to break free. Spidey used his good 75 strength webbing so actually Sabertooth has zero chance to escape (the 75 is more than 2 CS above his strength).

Electro opts for the better part of valor and blasts away flying. Surprisingly, he grabs Sabertooth as he flees (doing him 20 points of damage in the process). It is decided that since he is only human strength, he must make a strength roll to grab the heavy Sabertooth as he goes. He rolls a 20 and misses Sabertooth. He does not pause to grab him a second time and keeps going.

Spidey gives chase and decides to try to flick a spidey tracer into the nonconductive webbing attached to Electro. Players agree is needs a yellow agility to hit the webbing and not fry the tracer in Electro's body field. He rolls a 65 and succeeds. Electro gets a yellow intuition feat to notice, and rolls a 23, failing. Spidey then allows Electro to get away (though he may have anyway since he has the better movement rate in areas with electrical lines.)

Doing a bit of roleplaying, Wolverine is angry that Electro got away, and lips off to Spidey about not being able to keep up. In front of Sabertooth, Spidey decides not to explain. Police arrive and the heroes leave ... Spidey then explains to Wolverine he wishes to track Electro, and try to find out why he was meeting with Sabertooth. Wolverine apologizes Wolverine style .... "That explains why ya let that wimp get away then. Smart thinking, Bub." .... lights a cigar ..... "But tracking him is no problem while I'm here."

End Result :

Spidey has taken 80 points of damage (30 from Sabertooth and 50 from Electro.) He has spent 51 karma (10+10+31) Wolverine spent no karma and will be healthy shortly.

Karma : defeating Sabertooth 100 karma /2 = 50 each
(highest attribute or useful power - 100 for Regen)

Karma : driving off Electro 25 karma / 2 = 12 each
(1/2 credit for a defeat)

Karma : attaching the tracer to Electro/roleplaying 10 karma Spidey

Karma : -5 karma Wolverine minor damage to public property

Karma : +5 karma roleplaying bonus Wolverine -
(for giving grief to Spidey, general attitude)

Note to character Spidey : used 1 dose of 75 strength webbing : 9 more and Spidey is at -1CS on resources for 1 week
(never his strong point)
Re: Everybody's House Rules
February 03, 2008 02:06AM
avatar
My table’s house rules have pretty drastic tweaks to the original system, but it’s still fully compatible.... We use this expanded Universal Table with 4 Ten Sided Dice.....

TABLES:
[www.classicmarvel.com]

This Table pretty much dumps all the ambiguity between Power Ranks and Levels...

The 4 Ten Sided Dice are each a different color... The Dice Colors are pre determined normally like this:

Black Dice is the Ten’s Digit...
White Dice is the One’s Digit....

The Red 10 Sided Dice is the Column Shift within your ‘Skill’ or FEAT Roll.... Such as the Brunt of a ‘Yellow’ Score.... Often it’s used as a Tie Breaker in the Same Color Ranges and it suffices as Initiative in the Next Round based off the Character’s ‘Total / Combined’ primary Attributes......

The forth Dice (normally Green or Blue) is an optional Damage / Resistance modifier.... It reduces Percentages of Damage, which always goes in favor of the defender.... 1 = 10% Damage inflicted, 2 = 20% Damage inflicted, and so on up to 100% Impact...... You still retain your ‘Stun / Slam / Kill’ effects.....

The Green Dice Rule is based off “The Hammer and Anvil” Often the Hammer gets more abused...

General FEAT Rolls verse non-combatant object are calculated with the Black and White Dice only, since these objects can’t Fight back..... And the Character only needs to FEAT Roll if he needs too do such an action in a hurry or under some form of pressured situation.

Combat FEAT Rolls verse another Character are calculated with all 4 Dice...... This system may seem complex at first, but actually it reduces ALOT of Game Argument and Calculation Overhead......




I’ve posted One of my MSH Character on this Forum, and his ‘Primary’ Stats are HIGHLY modified...... My table uses this system for most of their ‘Modern’ Characters.... Again, the main focus of the modified Stats is to move past Ambiguity and Calculation Overhead......

It may look over complicated at first, but for ‘Combat’ it does away with tedious arguments between players......

[www.classicmarvel.com]


We also use a self devised Table for Character Creation.... It allows the Player more Options with Precise creativity .... This is especially useful for Novice Players who haven’t used their ‘Creative’ Brain Cells..... Seems for most players they get stuck in a Real Life Rut and their Creativity never gets used.....

For GUNS we use a system close to Powersurge’s System.... In The “UBER GUN THREAD”..... Basically it allows the Players to compile Bullet Damage......

[www.classicmarvel.com]

We damn near wrote out 3 Hard Cover books..... Creation / Combat / Powers....



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