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?

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

Annihilus of Anthros!

ANNIHILUS OF ANTHROS

Affiliations: 

Annihilus (used without permission)

Solo      Buddy      Team

Distinctions: Power-Hungry, Paranoid, Arrogant

INSECTOID PHYSIOLOGY

Flight      Superhuman Durability      Superhuman Strength          Superhuman Stamina      Resistance to Psychic Attacks 

SFX: Merciless. 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: Prideful. Add d6 to doom when you step up stress or complications caused by emotional manipulation.

COSMIC CONTROL ROD

Blast     Inorganic Matter Supremacy      Energy Supremacy

SFX: Immune to Disease, Radiation and Heat/Cold. Spend 1 PP to ignore stress, trauma, or complications from these effects.

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

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

SFX: Boost. Shutdown your highest rated COSMIC CONTROL ROD power to step up a INSECTOID PHYSIOLOGY power by +1. Recover power by activating an opportunity, spending d6 from the doom pool or during a Transition Scene.

Limit: Gear. Shutdown COSMIC CONTROL ROD and add a d6 or step up lowest in doom pool.  Spend d6 from the doom pool to recover. While without the Control Rod, Annihilus ages rapidly, taking d6 Physical trauma per week until it is returned. The trauma is recovered immediately upon return.

Specialties: Menace Expert      Combat Expert      Cosmic Expert      Tech Expert

BUG HORDE

Affiliations:

Bug Horde (used without permission)

Team

Distinctions: Insectoid Warriors, Savage

INSECTOID PHYSIOLOGY

Flight      Energy Pistols      Swarm

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.

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

Limit: Mob Cohesion. Defeat Team dice (with d8 stress) to reduce mob.

Specialties: Combat Expert

Categories: Marvel Heroic Roleplaying, My Verge Campaign | 2 Comments

Star Wars: HACK!

I’m slowly convincing my husband to roleplay with me. I really like the Cortex+ system used by the Marvel Heroic system.

(used without permission)

Here are some thoughts on how I would move in that direction:

1. Affiliations will become: Mind, Body, Force. Body for combat and physical tasks. Mind for mental/emotional tasks. Force for will-based tasks and using the Force. I might possibly move the will-based task to Mental, making Force purely about using the Force.

2. Add a Dark Side stress track for Force-users. When trauma passes d12, they become NPCs.

3. When a player uses the Force in a dark way, first roll vs. the Doom Pool. Add that power trait’s die to the Doom Pool. If the action fails, the player receives Dark Side stress equal to the Doom Pool’s effect die. If they action opposes another character, the GM will roll both the Doom Pool (to determine Dark Side stress) and the reaction of the opponent.

4. The Dark Side stress can be rolled against the player in times of temptation. Like a limit, the player can choose to include the Dark Side stress die for +1 PP, or the GM can invoke it for free if the player does not.

5. The player can use the Dark Side stress/trauma die any time, but it will be stepped up afterwards.

Any comments?

Categories: GMing, Marvel Heroic Roleplaying, Star Wars | 3 Comments

The Warlord of Baluur!

BLASTAAR, WARLORD OF BALUUR

Blastaar (used without permission)

Affiliations:

Solo      Buddy      Team

Distinctions: Military Genius, Savage, Fancies Himself a Monarch

BALUURIAN PHYSIOLOGY

Flight      Enhanced Durability      Superhuman Strength     Blast      Godlike Stamina

SFX: Bomb-Burst. Add a d6 and keep an additional effect die for each additional target.

SFX: Unleashed. Step up or double any BALUURIAN PHYSIOLOGY power for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.

SFX: Suspended Animation. By going into suspended animation during a transition scene, step back your own physical stress and/or trauma by –1. For an act, recover all stress and trauma.

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

Specialties: Menace Master      Combat Expert      Cosmic Expert

BALUURIAN BATTLE-CADRE

Affiliations:

Baluurians (used without permission)

Team

Distinctions:  Warriors, Merciless

CADRE TRAITS

Energy Pistols      Pile-On

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

Limit: Mob Cohesion. Defeat Team dice (with d8 stress) to reduce mob.

Specialties: Combat Expert

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

Justice, Like Lightning… CITIZEN V

And, the mastermind behind the whole thing:

CITIZEN V (Helmut Zemo)

Citizen V (used without permission)

Affiliations:

Solo      Buddy      Team

Distinctions: Power-Hungry, Obsessed with Family Legacy, Adventurist

PARAPHERNALIA

V-Glider      Sword      Body Armor     Laser Blaster 

SFX: Focus.If pool includes PARAPHERNALIA power, you may replace two dice of equal size with one die +1 step larger.

SFX: Skilled Fencer. Step up or double a SWORD die against a single target. Remove the highest rolling die and add 3 dice for your total.

SFX: Careful Planning. Spend 1 PP to reroll when using PARAPHERNALIA power.

SFX: Mastermind. Spend 1 PP to borrow the highest die in the doom poll as an asset for your next action, then step back and return the doom die.

Limit: Gear. Shutdown PARAPHERNALIA and gain 1 PP. Take an action vs. doom pool to recover.

Specialties: Crime Master      Business Expert      Psych Expert      Menace Expert      Acrobatics Expert     Science Master      Combat Master

MILESTONES:

I’M THE LEADER

1 XP — when you issue orders and someone follows them.
3 XP — when you defeat a foe without any team member becoming stressed out.
10 XP — when you either convince a hero to join the team or convince someone to leave the team.

LINGERING HATE

1 XP — when you declare someone a long-time foe.
3 XP — when you deal trauma to your old foe, or they deal trauma to you.
10 XP — when you are defeated by that foe or you defeat them, in one-on-one combat.

Categories: Marvel Heroic Roleplaying | Leave a comment

Justice, Like Lightning… MACH-I

The former Beetle:

MACH-I (Abe Jenkins)

MACH-I (used without permission)

Affiliations:

Solo      Buddy      Team

Distinctions: History of Defeat, Criminal Ties, Tinkerer

M.A.C.H. ARMOR

Superhuman Strength      Enhanced Durability      Flight      Mercy Bullets      Missiles      Sensors      Protected Senses

SFX: Gas Grenades. Add a d6 and step up your effect die by +1 when inflicting Knock-Out Gas! complication on a target.

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

SFX: Boost. Shutdown your highest rated MACH ARMOR power to step up another MACH ARMOR power by +1. Recover power by activating an opportunity or during a Transition Scene.

SFX: Sealed System. Spend 1 PP to ignore stress, trauma, or complications from gas or vacuum effects.

Limit: Damaged. Shutdown MACH ARMOR and gain 1 PP. Take an action vs. the doom pool to recover, or during a transition scene.

Specialties: Crime Expert      Acrobatics Expert      Combat Expert      Tech Expert      Vehicle Expert

MILESTONES:

HOLDING IT TOGETHER WITH BUBBLEGUM AND PAPERCLIPS!

1 XP — when you express how worried you are that your armor “can’t take much more punishment!”
3 XP — when your DAMAGED limit shuts down your armor until a transition scene.
10 XP — when you defeat an opponent without your armor.

MURDERER

1 XP — when you use lethal force outside of combat (thus starting a fight), or prevent someone else from doing the same
3 XP — when you engage in a confrontation with another hero regarding use of lethal force, and your action or reaction total makes you the victor.
10 XP — when you leave the team and go to jail for your past crimes or stay on the team, discrediting their attempts at redemption.

Categories: Marvel Heroic Roleplaying | Leave a comment

Justice, Like Lightning… SONGBIRD

Songbird (Melissa Gold)

Songbird (used without permission)

Affiliations:

Solo      Buddy      Team

Distinctions: Former Female Wrestler, Unsure of Herself, Beautiful

SONIC HARNESS

Sonic Control      Enhanced Durability      Flight

SFX: Sonic Constructs. Add a d6 and step up your effect die by +1 when using SONIC HARNESS to create assets.

SFX: Sonic Bubble. Add a d6 and step up your effect die by +1 when inflicting Trapped in a Sonic Bubble! complication on a target.

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

SFX: Unleashed. Step up or double any SONIC HARNESS power for one action. If the action fails, add a die to doom pool equal to the normal rating of
your power die.

Limit: Gear. Shutdown SONIC HARNESS and gain 1 PP. Take an action vs. doom pool to recover.

Limit: Weak-Willed. Gain 1 PP when you step up stress or complications caused by manipulation.

Specialties: Crime Expert      Acrobatics Expert      Combat Expert

MILESTONES:

ROMANCE!

1 XP — when you interact with an appropriate character specifically for the purpose of flirting with them.
3 XP — when you pursue your crush beyond your initial advances.
10 XP — when you say “I love you,” regardless of whether they reciprocate.

SCREAMING MIMI

1 XP — when you refer to yourself in the third person as Screaming Mimi during the heat of battle, as a way to overcome fear.
3 XP — when you use UNLEASHED in your Screaming Mimi persona, but the action fails.
10 XP — when decide to leave the team and resume your life as Screaming Mimi, or reject Screaming Mimi and embrace your teammates.

Categories: Marvel Heroic Roleplaying | Leave a comment

Justice, Like Lightning… METEORITE

The seductive and manipulative Meteorite:

METEORITE (Karla Sofen)

Meteorite (used without permission)

Affiliations:

Solo      Buddy      Team

Distinctions: Greedy, Controlling, Treacherous Schemer

MOONSTONE

Flight      Superhuman  Strength      Light Mastery      Blast      Enhanced Stamina      Phasing

SFX: Boost. Shutdown highest MOONSTONE power to step up another MOONSTONE power by +1. Recover power by activating opportunity or during a Transition Scene.

SFX: Blinding Blast. Add a d6 and step up your effect die by +1 when inflicting Blinded! complication on a target.

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

Limit: Phasing. She can only phase for as long as she can hold her breath, and she can only phase herself and her clothing. Earn 1 PP when these interfere with your story.

Limit: Conscious Activation. If stressed out, asleep, or unconscious, shutdown MOONSTONE. Recover MOONSTONE when stress is recovered or you awake. If EMOTIONAL trauma is taken, shutdown MOONSTONE until trauma is recovered.

Specialties: Crime Expert     Medical Expert     Psych Master

MILESTONES:

LET ME HELP YOU…

1 XP — when you use your Psych specialty to heal emotional stress/trauma .
3 XP — when you engage in a confrontation with another hero and emotionally manipulate them into getting what you want.
10 XP — when you use a questionable Psych or Medical asset or resource to support a team member or you refrain from supporting a team member with your Specialties at a critical moment.

LEGACY OF THE MOONSTONE

1 XP — when you describe dreams/visions of a blue-skinned, Kree warrior woman, and how they affected your actions against your nature.
3 XP — when you spend a Transition scene researching The Moonstone, when you could be helping yourself or others.
10 XP — when you decide to get rid of the Moonstone (and thus the visions) or embrace the warrior-woman’s heroic priorities.

Categories: Marvel Heroic Roleplaying | Leave a comment

Justice, Like Lightning… TECHNO

The second of the team of former villains posing as heroes after Onslaught decimated the hero population:

TECHNO (Norbert Ebersol)

Techno (used without permission)

Affiliations:

Solo      Buddy      Team

Distinctions: Arrogant Hoodlum, Technological Obsession, Former HYDRA Operative

TECH-PAC

Flight      Enhanced Durability      Blaster      Weapon      Sense Protection      Psychic Protection      Gadgets

SFX: Boost. Shutdown your highest TECH-PAC power to step up another TECH-PAC power by +1. Recover power by activating opportunity or during a Transition Scene.

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

SFX: Electrocution. 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.

SFX: Focus. If a pool includes a TECH-PAC power, you may replace two dice of equal size with one die +1 step larger.

Limit: Gear. Shutdown TECH-PAC and gain 1 PP. Take action vs. doom pool to recover.

Specialties: Crime Expert      Tech Master

MILESTONES:

MY NEW GADGET

1 XP — when you reveal a new stunt associated with your Tech Specialty.
3 XP — when you engage in a confrontation with another hero regarding your use of your Tech Specialty and your action or reaction total makes you the victor.
10 XP — when you use a questionable Tech asset or resource to support a team member or you refrain from supporting a team member with your Specialties at a critical moment.

CRIMINAL TIES

1 XP — when you declare a villain as a former associate, then contact them covertly.
3 XP — when you make a deal with that villain or expose that villain’s plan.
10 XP — when you go through with the deal with that villain or bring in that villain for arrest.

Categories: Marvel Heroic Roleplaying | 1 Comment

Justice, Like Lightning… ATLAS

In anticipation of a personal project I want to work on, here’s the first of the team:

ATLAS (Erik Josten)

Atlas (used without permission)

Affiliations:

Solo      Buddy      Team

Distinctions: Bully, Army Grunt, Big Brother of the Team

IONIC ENERGY

Growth      Superhuman Strength     Superhuman Stamina      Superhuman Durability

SFX: Ionic Rage. If a pool includes an IONIC ENERGY power, you may replace two dice of equal size with one die +1 step larger.

SFX: Area Attack. When using GROWTH in your attack pool, add a d6 and keep an additional effect die for each additional target.

SFX: Immunity to Heat, Cold, Vacuum and Aging. Spend 1 PP to ignore stress, trauma, or complications from any of these effects.

Limit: Size Matters. The level of Strength, Durability and Stamina equals the level of GROWTH.

Limit: Huge. When GROWTH becomes a limiting factor in a situation, earn 1 PP.

Limit: Weak-Willed. Gain 1 PP and step up stress/complications from manipulation.

Specialties: Crime Expert      Menace Expert      Combat Expert

MILESTONES:

ONCE A SOLDIER…

1 XP — when you declare someone is your “commanding officer.”
3 XP — when you either disobey your CO or follow them to the detriment of another hero or innocent.
10 XP — when you either leave your team to follow your CO or leave your CO to follow your team.

IONIC LEGACY

1 XP — when your HUGE limit is activated.
3 XP — when you use MULTIPOWER to help a bystander.
10 XP — when you defeat a villain without using your IONIC ENERGY powers.

Categories: Marvel Heroic Roleplaying | 2 Comments

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