Original Content

House Rule: Descriptive Stress

Hi all,

In my Marvel: The Verge campaign, I came across the following problem…

One character had taken emotional stress from fighting another character (they had actually spent 1PP to change the stress to emotional, instead of taking physical stress). During the next adventure, they had not entirely rid themselves of the stress but when it came time to use that stress in against them, I could not remember the circumstances by which they had accumulated the stress. All they had written down was “Emotional d8.”

Now, we could have just came up with something entirely different, but I felt that if we had made note of the circumstances, we could tie the narrative together, from an earlier fight to a later conflict.

So, I’ve begun to ask my players to make a short descriptive note to accompany any stress they receive. For example, “Burned by Hellfire d10.” Now, when that physical stress is rolled against them, I can invoke the specific cause as I narrate, or they narrate. Or, “Father Issues d12” will allow me to allude to their self doubt about living up to their sire’s expectations.

If the stress is stepped up, add in another description for the new level, keeping the old description too. As the stress is healed later on, the description will remain until that level of stress is recovered.

Of course, we have already been doing this for our complications, resources and assets, but it seemed natural for stress to follow the same suit, and I couldn’t find reference for this in the OpManual.

What do you think?

Categories: GMing, Marvel Heroic Roleplaying, Original Content | 2 Comments

The Cromagus: Prehistoric Scourge of the Timestream!

Affiliations: 

Solo      Buddy      Team

Distinctions: Savage Temper, Gentile Veneer, Traveled the Timestream

CROMAGNON

Enhanced Strength      Enhanced Stamina      Enhanced Senses

SFX: Claws. Add a d6 to your dice pool for an attack action and step back highest die in pool by –1. Step up physical stress  inflicted by +1.

Limit: Inferiority Complex. Add d6 to doom when you step up stress or complications caused by emotional manipulation.

THE TIME GEM

The Time Gem (used without permission)


Time Supremacy       Time Travel      Godlike Speed

SFX: Time Freeze. Add a d6 and step up your effect die by +1 when inflicting Frozen in Time! complication on a target.

SFX: Age/Youth. Add a d6 and step up your effect die by +1 when inflicting Old Age! or Infant! complication on a target.

SFX: Immune to Aging. Spend d6 to ignore stress, trauma, or complications from aging effects.

SFX: Precognition/Postcognition. Spend d6 to borrow the highest die in the doom pool as an asset for your next action, then step back and return the doom die.

SFX: Rapid Healing. Spend d6 to recover your own Physical Stress or step back your own Physical Trauma by –1.

SFX: Area Attack. Add a d6 and keep an additional effect die for each additional target.

SFX: Versatile. Split TIME SUPREMACY into 2d10 or 3d8.

SFX: Replay. Spend d6 to reroll when using any TIME GEM power.

SFX: Multipower. Use two or more TIME GEM powers in a single dice pool at -1 step for each additional power.

Limit: It Takes Willpower! Change any TIME GEM power into a complication for 1PP, which can be rolled in opposition to you anytime you use that power trait. This complication can be targeted and removed by spending doom pool dice. If the doom die is less than the complication, it is stepped back. If it equals or is greater, remove the complication. (This represents the fact that only individuals of high mental capabilities can wield the time gem properly).

Specialties: Menace Expert      Combat Expert      Cosmic Expert

Categories: Marvel Heroic Roleplaying, My Verge Campaign, Original Content | Leave a comment

Little-Known Avengers: Living Lightning!

With the AVENGERS being released this Friday…

LIVING LIGHTNING (Miguel Santos)

Living Lightning (used without permission)

Affiliations:

Solo      Buddy      Team

Distinctions:
College Student, Newbie, Former Reluctant Villain

PLASMA FORM

Intangibility      Blast      Flight      Space Flight

SFX: Area Blast. Add a d6 and keep an additional effect die for each additional target.

SFX: Invulnerable to Physical Attacks. Spend 1 PP to ignore physical stress or trauma unless caused by energy attacks.

SFX: Shocking, Grasped. On a reaction against a physical attack action, inflict physical stress with your effect die at no PP cost or spend a PP to step it up by +1.

Limit: Stasis Suit (Gear). Miguel has a specialized stasis suit that allows him to return to human form. If he cannot access his human form, gain 1 PP. Spend 1 PP to recover, or during a transition scene.

Limit: Grounded. Gain 1 PP and shutdown PLASMA FORM vs. grounding or electricity-dampening attacks. Spend 1 PP to recover the Power Set, or during a transition scene.

Specialties: Combat Rookie      Tech Rookie 

MILESTONES:

TEAM PLAYER

1 XP — when you give support to another hero.
3 XP — when you’re given an official place on a team.
10 XP — when you either sacrifice something you hold dear for the benefit of your team or walk away from your team to avoid that sacrifice.

BEING HUMAN…

1 XP — when your STASIS SUIT limit is activated.
3 XP — when you help a hero or bystander without using the PLASMA FORM power set.
10 XP — when you defeat a villain without using your PLASMA FORM power set.

Categories: Marvel Heroic Roleplaying, Original Content | 1 Comment

House Rule: Campaign Assets and Complications

Hi all,

During games, heroes and villains can create assets, complications and resources that allow them to add dice to their action/reaction rolls.
While working on my Verge campaign, I began to think about how I would handle my group’s reputation. Their team is a band of intergalactic specialists-for-hire. They’re not quite heroes, but not quite villains, and they certainly do their job for the money.

In the FATE system, campaigns can have Aspects that the players can invoke at any time, as long as the theme of their actions match that of the Campaign Aspect. So, I thought, why can’t I use this idea?

For example, I decided to give my player’s group a persistent Reputation Asset die that they can roll in their dice pool, if their team’s reputation is at stake. This Reputation die can be rolled in addition to another asset (like Scene Distinctions can also be rolled with Personal Distinction, as suggested as another House Rule).

The die will step up or step down depending on their actions during the adventure. Did they complete their mission? Did they cause too much collateral damage? Did the exceed their mandate? If they consistently foul up, then the die moves from being an asset to a complication (and is thus rolled against them whenever their reputation is involved).

The progression would be d12 Asset -> d10 Asset -> d8 Asset -> d6 Asset -> d0 Neither -> d6 Complication -> d8 Complication -> d10 Complication -> d12 Complication.

Individual or group wealth can also be handled in this manner, when making Resource rolls involving purchases, for example.

Or perhaps you just want to keep track of the campaign’s progress, depending on the actions of the heroes. Suppose the campaign revolves around a theme of war and peace.

(used without permission)

The War/Peace die could be rolled whenever their respective themes are involved. The progression can look something like this d12 WAR! -> d10 Troop Build-Up -> d8 Weapon-Making -> d6 Harsh Words -> d0 Status Quo -> d6 Peace Talks -> d8 Disarmament -> d10 Demobilization -> d12 Peace Accord

What do you think?

Categories: FATE, GMing, Marvel Heroic Roleplaying, Original Content | 5 Comments

Running on Ongoing Campaign with MHR

Hi all,

The Watcher (used without permission)

As I’ve been Watching my campaign for the new Marvel Heroic Roleplaying Game, I’ve noticed how Action Scenes and Transition scenes seem natural ways to break-up the flow of the Event, as designed by the good people at Margaret Weis Productions.

However, as an ongoing campaign, I’m not sure this is the best structure to hold the game to. My sessions tend to be much more organic, some heroes switching between battles and roleplaying scenes while another subgroup doing the reverse, instead of having the whole group move between them as the Event demands.
As a consequence is that I usually ditch the Scene-Act-Event sequence for Scene-Issue-Arc-Campaign:

  • Scenes are pretty much the same, but I do not wait for everyone to finish before moving to the next, whether it be Transition or Action. If someone wants to heal during breaks in the action, I judge whether they have enough time to do so.
  • Issues are simply gaming sessions, and can be any permutation of transitions and action.
  • Arcs are the equivalent of Events, and are two to three Issues. Unlockables and Milestones are geared towards Arcs, not individual Issues.
  • Campaign is the overarching, ongoing story, made up of Arcs and stand-alone Issues.

Given that XP is designed to be given out and cashed in during self-contained Events, I have modified them slightly, to produce a slower payoff:

  • 1XP can only be hit once a Scene.
  • 3XP can only be hit once an Issue.
  • 10XP can only be hit once an Arc.

What do you think?

Categories: GMing, Marvel Heroic Roleplaying, Original Content | Leave a comment

House Rule: Doom Pool Dice Equivalencies

Hi all! I had a thought this morning as I walked the dogs…

Doctor Doom (used without permission)

I was thinking about how, during my last Verge campaign game, I teleported two of the heroes in Buddy configuration away from the rest of the group. It was a natural progression of the story, and I gave the other two players a chance to interact before they disappeared, but I did not spend any doom dice to split them up. At this point they weren’t working as a team (the other two were separately and covertly watching from a distance), so I didn’t think I needed to spend any doom dice to split the group.

I started thinking about how, if I needed, to retroactively spend dice. And I wondered if I had the right dice in the doom pool (I wrote down what was in it before the game ended) to complete the split, namely the highest affiliation die of the heroes I teleported away. In this case, if they had been working as a team, it would have been a d8.

I thought, okay, well, specialties have shown us that it is possible to substitute d10 for 2d8 or 3d6, and d8 for 2d6. So, if I didn’t have the d8, I could just spend 2d6 from the doom pool! And this started me thinking that perhaps I could do use this at any time, even substituting 8d6 for 2d12, or 6d8, or 4d10, if I wanted to end a scene. After all, for each player opportunity (and giving them 1PP), I can step up the lowest die in the doom pool anyway.

In summary, whenever spending dice from the doom pool: d12 = 2d10 = 3d8 = 4d6.

What do you think?

Categories: GMing, Marvel Heroic Roleplaying, Original Content | 2 Comments

Nebula’s Furies

Lore

Affiliations: Solo d4, Buddy d6, Team d8

Distinctions: Works Better with Machines, Quiet, Non-combatant

MACHINE CONTROL
Machine Telepathy d10, Technokinesis d10, Enhanced Senses d8
SFX: Running the Data. Spend d6 to borrow the highest die in the doom pool as an asset for your next action, then step back and return the doom die.
SFX: Snare. Add a d6 and step up your effect die by +1 when inflicting Snared! complication on a target.
Limit: Too Much Information. Shutdown highest-rated power to gain d6 or step up lowest die in doom pool. Spend d6 to recover.

Specialties: Tech Master d10, Mystic Master d10, Psych Master d10, Science Master d10, Business Master d10, Cosmic Master d10

Pearl

Affiliations: Solo d4, Buddy d8, Team d6

Distinctions: Silence’s Partner, Man-Hater, Raised on the Streets

STAR PEARLS
Earth Control d8, Star Pearl Armor d8, Star Pearl Blades d8
SFX: Gem Affinity. Step up and double Earth Control when using gemstones. Step back Earth Control and spend d6 from the doom pool to use all other types of rock and/or stone.
SFX: Dazzle. Add a d6 and step up your effect die by +1 when inflicting Dazzled! complication on a target.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Star Pearls. Recover Star Pearls when you recover that stress or wake up. If you take emotional trauma, shutdown Star Pearls until you recover that trauma.

Specialties: Acrobatic Master d10, Crime Expert d8, Combat Expert d8

Point

Affiliations: Solo d8, Buddy d4, Team d6

Distinctions: Professional, Leader, Weight of the World

POWER BOW
Weapon d8
SFX: Explosive Arrow. Add a d6 and keep an additional effect die for each additional target.
SFX: Paralysis Arrow. Add a d6 and step up your effect die by +1 when inflicting Paralyzed! complication on a target.
SFX: Versatile. Split POWER BOW into 2d6.
Limit: Gear. Shutdown Power Bow and gain d6. Spend a d6 from the doom pool to recover.

ALIEN DNA
Enhanced Senses d8, Enhanced Durability d8, Enhanced Reflexes d8
SFX: Sniper. Use an effect die to create a Targeted! complication on a target during a Scene. You may target them anywhere until the complication is removed or Enhanced Senses is shutdown.
Limit: Sensitive to Bright Light. Step up or add d6 to the doom pool and step up complications inflicted by bright light by +1.

Specialties: Combat Master d10, Crime Expert d8, Business Expert d8, Covert Expert d8

Silence

Affiliations: Solo d6, Buddy d8, Team d4

Distinctions: Pearl’s Partner, Survivor, Mute

SOUND-EATER
Sonic Control d8
SFX: Deafen. Add a d6 and step up your effect die by +1 when inflicting Deaf! complication on a target.
Limit: Only Remove Sound. Silence’s control of sound is limited to only removing it.
Limit: Effectively Deaf. Make Sonic Control a complication when others are trying to interact with her or she tries to interact with them, unless they know sign language.

ALIEN DNA
Enhanced Senses d8, Enhanced Stamina d8, Enhanced Reflexes d8, Electric Touch d8, Blending d8
SFX: ZAP! Add a d6 to your dice pool for Electric Touch attack action and step back highest die in pool by –1. Step up Physical stress inflicted by +1.
Limit: Cold Vulnerability. Add d6 to the doom pool and step up physical stress by +1 when attack is cold or ice-based. If stressed out from cold-induced physical stress, shutdown Alien DNA.

Specialties: Combat Master d10, Crime Expert d8

Mallea

Affiliations: Solo d8, Buddy d4, Team d6

Distinctions: Manipulator, Adaptable, Good Singing Voice

GENETIC MIMIC
Mimic d10
SFX: Permanent Change. Add in another Power Set or replace an existing Power Set by stressing herself out and taking d10 Trauma. She must heal the trauma before using the new Power Set. None of the new Power Traits can exceed d10, nor can they be technological or mystic in nature.
Limit: Conscious Activation. If stressed out, asleep, or unconscious, shutdown Genetic Mimic. Recover Genetic Mimic when stress is recovered or you awake. If Physical Trauma is taken, shutdown Genetic Mimic until trauma is recovered.
Limit: No Tech or Mystic Mimic. She cannot mimic technology or mystical powers.

Specialties: Covert Expert d8, Psych Expert d8, Combat Expert d8

Categories: Marvel Heroic Roleplaying, My Verge Campaign, Original Content | 1 Comment

The Emissary

The Emissary (John D. Manfrenjenson)

On the planet Earth, The Embassy is a shadow organization that makes deals and negotiates with alien races without the blessing or knowledge of established countries or organizations like SHIELD or SWORD.

The Emissary is their top agent.

Affiliations: Solo d10, Buddy d8, Team d6

Distinctions: Trained Diplomat, Sociopath, Words before Weapons

SPEAK SOFTLY
Superhuman Senses d10, Emotional Attack d10
SFX: Immunity to Emotional Attack. Spend d6 to ignore Emotional Stress/trauma.
SFX: Sharp Tongue. Add a d6 to your dice pool for an attack action and step back highest die in pool by –1. Step up Emotional stress or Mental Stress inflicted by +1.
SFX: Work the Crowd. Add a d6 and keep an additional effect die for each additional target.
Limit: Conscious Activation. If stressed out, asleep, or unconscious, shutdown Speak Softly power set. Recover Speak Softly when stress is recovered or you awake. If Mental Trauma is taken, shutdown Speak Softly until trauma is recovered

CARRY A BIG STICK
Weapon d10
SFX: Energy Absorption. On a successful reaction against an Energy attack action, convert your opponent’s effect die into a Carry a Big Stick stunt or step up a Carry a Big Stick power by +1 for your next action. Spend d6 to use this stunt if your opponent’s action succeeds.
SFX: EMP. Add a d6 and keep an additional effect die for each additional target.
Limit: Gear. Shutdown Carry a Big Stick, and gain d6 or step up lowest in Doom Pool. Spend a d6 to recover.

Specialties: Psych Master d10, Cosmic Master d10, Combat Expert d8

Categories: Marvel Heroic Roleplaying, My Verge Campaign, Original Content | 1 Comment

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