Super Powers
Maouse
maouse at FULTON-NET.COM
Fri Oct 6 15:07:31 CEST 2000
I seem to have just caught the end of last month with this topic, so here
goes again:
Super Powers for P&P
As usual (per most SHRPGs) they must be broken into at least three
catagories: Mental, Innate(or Physical), and Magic. Since Magical innates
are already covered in the books, I will not attempt to modify them (the
rules suffice just fine for basing powers off magical spells already in the
book). Additionally one might like Gestalt Powers (which act on the best
of the three options based on the other persons defenses as well). These
can be done quite easily, by rating them in each of the three fields and
grouping them as a single power (ie. The person really has three abilities
with the one power). The other factor regarding Gestalts is that they can
draw from any energy reserve as well, this leads to trained magicians who
are able to use Mental Power Pool, Physical Power Pool, energy level, or
casting ability to power these powers. This is why they should not be
given to players often, if ever.
Mental Powers typically include the kinetics & technics (pyro, chryo,
psycho), blasts, and other such powers. For me to list them here would be
pointless, as this is more an explanation of the rules than anything else.
Also these can quite easily simply mimick spells if the GM so deams it
(Psylock of Marvel has a wounds spell for a psychic knife for instance).
So here is how they should be rated/used:
1. Innates all have separate MELs and ELs.
2. Mental Innates have MEL = highest mental stat (Int, Wil, Elo, Emp) on
the innitial MEL chart for magic.
3. Mental Innates have an EL = (Int+Wil+Elo+Emp)/30, round down (this rates
a normal persons innate low of 0, high of 10 (20s with mult of 4 on all
mental)). But generally it reflects about a EL5 for a player. This is
rather powerful as we all know (a EL5 psychic blast that does 6d10 damage
divided over all mental stats CAN incapacitate a normal in one shot).
This is about how it should be, as they are after all super powers.
4. Mental Innates pull energy from Energy level or Power Pool*(see below).
BMC is determined by GM (so you could give a char a really tough to use
power if you wanted to). Casting cost is the same as for spells. Duration
should be similar to Telepathic Powers.
5. Mental innates are blocked by METAL armor covering the head at a rate of
Helmet AV*10. This means that an AV+2 helm will stop 20 points of mental
damage PER ATTACK. Helmets made by other materials may also have this
effect. Note: this modifier results from BOTH helmets if the attacker and
defender both are wearing helms (ie. Thinker Tom the mentallist wants to
keep his head from getting crushed so he is wearing a metal helmet. He
casts the above EL5 psychic blast against a Duke suited out in a metal
helmet also (and ornate plate). He rolls a wopping 44 damage.
Unfortunately only 24 got past his own helmet, and 20 stopped before
reaching the Duke (AV+2 for metal helmet). So the duke suffers 4 points of
psychic blast damage, and ends up temporarily loosing one point from
each mental stat.)
Physical Powers are like Mental powers except they are based of genetics
as it were. Or they can be cyborg or otherwise, but if they are a
automatically recharging ability not based on Mental Stats or Magic they
can be covered under this section (if they do not recharge, make them
items and what not).1. Physical Innates all have separate MELs and ELs.
2. Physical Innates have MEL = highest physical stat (Str, Sta, Dex, Agi,
Con) on the initial MEL chart for magic (typically this is going to be Con
Id venture).
3. Physical Innates have an EL = (Str+Sta+Dex+Agi+Con)/40, round down. A
rating of 0 to 10 for a normal human adventurer (give or take an EL).
Generally it will be around 5 (again). Again this is powerful enough to
smack people around with (or not get smacked around in the case of
invulnerability to physical damage).
4. Physical Innates pull energy from Energy Level or Power Pool*(see
below). BMC is once again up to the GM. Casting cost is the same for
spells, duration should typically be one phase. (So Speedie Dyno-mite can
do a power blast, or do a speed rush and get an extra attack (which might
be the power blast), but doesnt necessarily have two attacks for 5 turns
perhaps EL phases for duration would work also. IT IS UP TO THE DM.
5. Physical Innates are blocked by ANYTHING that would normally block
them. Shields, whether magical, mental, or innate will block them. Having
Super Strength EL 10 might add 100 to your strength for 10 phases (or
permanantly if the GM is REALLLY nice) per use, but if you hit an elf who
happens to be immune to iron with an iron sword you still wont hurt them.
Sorry punk. Know thine enemy is the best advice I can give the player at
this point.
6. The real benefit comes from not having to speak, move or otherwise
cast an innate. You simply expend energy and it works. Typically you
still have to be awake, but not always.
Phase Sequencing:
1. Mana Allocation for all Innates and Spells
2. Defensive Innates (Mental or Physical) go up
3. Missile Fire
4. Magic Effect, Mental Effects, Physically Projected Innates
5. Movement and Melee (including non-projected Physical Innates)
Attack Priority Table works as follows:
As stated, all projected Innates go off the same as Magic (ie. Before melee)
Non-Projected Physical Innates should use the OCV of the character as a
creature in order to determine the speed at which they strike. Basically
throwing something at someone is still going to be faster than having to
hit them with a fist whether its Innate or not.
ELs can be used in the following way As a combat modifier to hit (and
thus score more damage), or as a Roll modifier to see if you can use
theInnate.
What is needed to use an Innate:
Roll on the Magic table for Innate MEL and EL (* EL can ONLY be used to
modify EITHER this roll or a combat roll, NOT BOTH).
Roll on combat table for a to hit for Physical (all offensive) or Mental
projected powers.
Alternately a Mental Defense Value can be made (MeDV). Use the four mental
stats and divide by 12, rounding up. This is not to be doubled (per innate
magicians MDV) unless a specific power is given called double MeDV/Iron
Will/Mind Keep or the like. A skill in Meditation may be allowed to
increase this defense.
*Power Pool: Mental Power Pool equals all 4 (Mental stats+Con)/3, round
up. This gives a normal a pool size from 5 to 140. An average character
will have a Power Pool of about 73, and will be able to use their power
several times before relying on Energy Level (causing sever damage to ones
spirit via mental drain).
Physical Power Pool equals all 5 Physical stats/3, round up.
-One note on Power Pools- This is HIGHLY controlled by BMC of powers, so be
smart here GMs! When issuing powers to characters look at what theyll be
able to do in the future and decide if that is too powerful NOW. Power
Pools only increase with stats.
Experience Gains for Innates
CDF *EL OR MeDV * EL towards MEL for the Innate (whichever is higher).
This is done like spells, ie. You get the highest if against multiple
foes. You get this experience PER casting/use just like spells. EL cannot
increase until stats do or you learn to PUSH your power*(see below).
Characteristic increase is 1/50 IEP (Innate Experience Points), Only usable
on Stats which were used for the innate (Physical = S,St,D,A; Mental =
I,W,Em,Elo).
Other Options The Push
This should be considered a SKILL. CTL would be 60 per power.
Subtract CTL (left) from chance to use Power on Spell attack table (ie. You
cant push until you are high el or higher mels). CTL left = CTL partial
expertise in the PushCost per level is CNL * 20 (yes, 20!)
You ONLY GAIN d10 expertise per SUCCESFUL use of the power push (not
successful attack) not CDF or MeDV * anything.Benefits;
Up to EL can be added to your Power EL (which is totally useless until you
are EL1 of course); you MUST pay casting costs incurred by this gain.
EL can be subtracted to ATTACK roll (ONLY!).
This is essentially the skill of using your power more effectively or
releasing its true power VIA skill. It should also be required (possibly)
that this can only be attempted in special conditions if DMs see it fit to
restrict the use of this skill further.
A note on BMCs
GMs should feel free to limit the use of powers by way of this cost.
Essentially Spells and Innates that have similar effects should cost the
same. Group spells are also fine, but each spell should have a separate
MEL. Physical innates might cost more as they are more real to most
people in the game and characters have a slightly higher pool to draw from.
A brief comparison of Innates:Normal Low Normal High Figured Figured High
Magical 0 8 (W+Em)/20 (80+80)/20
Mental 0 10 (W+I+El+Em)/30 (80*4)/30
Physical 0 10 (S+St+D+A+C)/40((80*4)
+100)/40
Power Pools/Casting Ability Start MaxFigured Low(3s)
Magical Based on MDV*Mel 6*27=162 1
Mental Based on (Mental stats & Con)/5 140 5
Physical Based on Physical stats/5 140 5
Magical Increase would be 27 per MEL. Innates would not increase. Magic
items which add to stats would add to innates ELs and Power Pool, though.
Designing Super Powers, A GMs guide to basing BMC
Now, as stated, you will want to weaken up the players or at least limit
the use of their super powers. This is of course in order to keep the game
fun (not balanced!). In any event, here go some guidelines you may wish
touse.
1. Start with a BMC of 1 for all powers.
2. Add a point for each inch of range (ie. Base of 1)
3. Add double range modifier for diameter effects, four times for radius.
4. Add four points for each die 6 of damage per EL for offensive powers.
5. Add six points for each die 10 of damage per EL for offensive powers.
6. Add two points for each EL(max, not current) for defensive powers (ie.
EL 4 immunity to something would be 9 points so far, while a radius effect
1 shield would be 13 ).
7. Add five points if a defensive powers range goes up with EL (ie. EL*1
shield).
8. Add ten points if an offensive powers radius or diameter go up with EL.
9. Add two points if an offensive powers range goes up with EL.
10. Add a starting use modifier, such as it has twelve slots would be 12
or 24 points.11. Add two points per phase of duration for any power
12. Ignore 10 above and add 10 points if the duration of an offensive power
increases per EL (ie. EL phases).
13. Ignore 10 and 11 when dealing with defensive powers, add one point per
turn (or phase, up to you GM) of duration.
14. Ignore 12 if defensive power has a EL multiplier, use 5 points for
EL*phase, 10 points for EL*turn, and 15 points for EL squared turns(hours,
days, whatever).
15. Ignore all of the above if the power is permanent and does not cost
anything to use
per Innate Power Other Power special ability on the
Special Events Table.
Lets try some examples.
Psylocks wounds for instance would be a base 1, plus no range points(in
her case, not in the case of wounds itself), does say 1d6 per EL (+4
points), and has a duration of EL phases (+10 points). BMC in this case
would be 15. If she has it at EL 5 she would do 5d6 damage when she hits
and it would cost her 25 Pool or Energy. She would be limited to about 3
uses a day (which is fine when it lasts 5 phases per use).
The Wall wants a simple invulnerability to physical damage. He starts with
1 point, can get as high as an EL 7 because of his stats, (+14 points), and
he wants it to last for turns (+10), for a total BMC of 25. Initially his
EL may only be 3, and that may seem to be a high price to pay for this
power (as the players will contest), but please remember that this power
means that ANYTHING that is not magical which hits him is basically
IGNORED. Even magical (and psychic) items must overcome the EL in order to
inflict physical damage.
Justice Mindbender wants a version of Telepathic Powers. He decides he
wants to do it a little differently, however. He figures he will only need
to use two powers at one time, and there are a total of five powers
(psychic blast, mind control, mind shield, mind reading, mind writing). He
starts with 1 point. He figures he will keep it cheap and decides to do
this via Vulcan mind probe form, ie. by touch. He wants to be able to have
it do 2d6 per level (+8), and since it can be used defensively he has to
pay the El max for this (EL5=+10). Because it has 5 slots, and he can use
two at a time we add another (+10). He does not care about it lasting,
because he figures either hell have control or not and be able to write in
the youre my friend command in one phase. Base cost for this entire
power set would be BMC 29. Not bad, but you have to consider that the
duration is short, and he must touch the person in order to use the power(s)
(and it costs him nearly everything he has to use it at EL5). Still at max
EL of 5, he will be doing 10d6 mental damage per shot.
Mind Flayer wants a similar power, but just the damage part. 1 point to
start. He starts with no range(touch). He wants to do 2 d 10 per EL (+12)
and wants there to be a lingering of EL phases (+10). The total would be
BMC 23, but you can be sure that after five phases whomever was hit would
be quite flayed (figure 10d10 from mental stats, basically they would loose
an average of about 12 points each stat).
Well this system for figuring out BMC sucks. Any suggestions????
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