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FUG-IT!!!!!!
Let's stat the Batmobile!!!!
The more grounded in reality 'Bat-Bale' Tumbler.
F: RM:30 (or use Character's stats if better + all weapons systems used on this stat as well)
A: IN:40 (Top Speed about 130MPH. Ground Only Vehicle / Urban or Rural Land Terrain)
S: RM:35 (Tow Capacity at about 5 tons or 10,000 pounds)
E: AM:50 (Primarily feat rolled after damage is received)
R: Driver'
by TankerAce
- General Discussion
Just give the vehicle FASERIP stats, similar to a regular Character Write Up, such as a Robot....
Fighting = Handling, Drifting, 'Skilled' Driving (higher stat is easier for driving and manipulation of weapon systems or 'dexterity' of the vehicle)
Agility = Acceleration, Deceleration and Top Speed of the vehicle.
Strength = Towing, Payload, Cargo, Engine Power, (could also be considered for Body
by TankerAce
- General Discussion
Most GM's simply use this base rule.
Single Fire
GD:10 Damage / Armor Pierce for 1 Bullet (Can inflict a 'KILL' result)
Burst (usually 3 bullets fired at a Single Target)
GD:10 [+1CS] reaching EX:20 (usually 2 bullets hit the intended target and 1 bullet is One Color Shift Down)
Full Auto (usually 10 bullets fired at a Single Target)
GD:10 [+2CS] reaching RM:30 (usually 3 bullets hi
by TankerAce
- General Discussion
Most GM's simply use this base rule.
Single Fire
GD:10 Damage / Armor Pierce for 1 Bullet (Can inflict a 'KILL' result)
Burst (usually 3 bullets fired at a Single Target)
GD:10 [+1CS] reaching EX:20 (usually 2 bullets hit the intended target and 1 bullet is One Color Shift Down)
Full Auto (usually 10 bullets fired at a Single Target)
GD:10 [+2CS] reaching RM:30 (usually 3 bullets hit the i
by TankerAce
- General Discussion
Option 1. Give each Herald and Galactus an infinity stone to simply reset entire galaxies as needed every few eons. Galactus ALWAYS gets the 'Big Daddy' stone so that he can trump-card the other five stones after Purge Day has wiped the slate clean.
Option 2. Galactus gets all six stones, which allows all of the galaxies and the entire universe to simply keep ticking onward, while Galatus slee
by TankerAce
- General Discussion
Yes...
Gambit can skip his game rounds of concentration to use his kinetic charge power at MN:75 impact, intensity, and damage 'Off the Bat'
However, he's force feeding too much kinetic energy into a single hay-maker hit within a single game round, and he may blow out a gasket... Resulting him taking about 35 Damage to his HP from his own power.
The Damage he receives is most likely reverb o
by TankerAce
- General Discussion
Characters like Wolverine (with 'Built-In' Weapons; Sabertooth, Omega-Red, Mega-Man, Claw, Venom) would still receive their Talents, Plus Shifts and 'Procs' with or without using their 'Built-In' weapons.
The Talents and Procs are normally used to elaborate on the Character's ability to deal with situations in the Game Scenario...
As an example, say you have a 'New Player' at your Game Table
by TankerAce
- General Discussion
I've worked up a few alternate 'House Rules' for boosting (Buffing / DeBuffing) various FASERIP stats and powers...
First, is the basic 'Mo Powerful Impact = Lower ability to Hit'
I posted an example of this house rule in my Write up of Marvel's Cable, under his Conventional Weapons and Combat Paragraphs...
The basic idea is you can trade off your 'To Hit' probability to declare stronger
by TankerAce
- General Discussion
Marvel's game mechanics are fairly much designed for 1vs1 up to about 5vs5 battle scenarios...
For larger groups, say more than 10vs10; I'd basically combine multiple Characters into manageable groups or teams...
So a Team of 10 Characters Total I'd group them into 5 pairs or 2 squads, thus instead of managing 10 individual characters; you manage 5 Duos or 2 squads.
When I'd combine Characte
by TankerAce
- General Discussion
I would say yes... Shrinking or Growing would effect your map movement speed, and basically scale accordingly with your character's increased or decreased size...
And considering a scaling graph with the house rules I suggest; a character's basic map movements are based around roughly twice their height...
5 to 6 Feet Tall in an Area of 10X10X10 Feet.
Shrink to 1/2 that:
2.5 to 3 Feet Tall i
by TankerAce
- General Discussion
Football Teams .... 49ers and Raiders (Military and College in the California Bay Area; I started watching Football and making very low risk Gambling on Football.... and during the 90's the 49ers won me money)
Battle Maps... Usually squares since it's easier and faster to print and calculate... plus I have a nice wooden checkers / chess board that comes in handy to 'Zoom-In' on a Battle.
by TankerAce
- General Discussion
I also think you guys are over looking a key point...
That House Rule (Agility = Map Movement Speed) I use at my Game Table is specific to 'NO Powers' being utilized for a given movement Feat.
And Strength or Endurance (Over RM:30 for most) is considered a Super 'Power'.
Area Movement (Running, Swimming, Climbing) and Map Movement Ranges comes up for every single game scenario. And that's one
by TankerAce
- General Discussion
The guys at my RPG Table simply agreed 'Agility' should be the basic stat to define Map Movement Speed without using a 'Power'.
This covered Normal Walking, Jogging, Running, Jumping, Acrobatics, Swimming, and even Climbing.
Most of the canon Characters (and a lot of Home-Brew Characters) don't have pre-defined Map Movement Powers; however Map Mobility and those Game Mechanics come up every si
by TankerAce
- General Discussion
I use 2 types of Area measurements to help describe Character Movements and Map Structures.
10X10X10 Feet Hex or Cube around the Character... (Personal Area / Indoor Area / Melee Area)
Most Characters are about 5 feet tall up to the upper 6 feet tall; placing their head, chest and shoulders in the center of the 10X10X10 Foot Area.
Most Interior building and housing structures are also close
by TankerAce
- General Discussion
It really depends upon how descriptive your Character Write Up Page is....
If your Character Page (or Power Paragraph) is not very descriptive most Game Judges will normally deem something similar to this, in a matter of seconds...
IN:40 Illusion Casting (This is all we have for the player's description on the character page)
The GM will most likely consider 5 to 7 aspects of your Character'
by TankerAce
- General Discussion
You won't find those 7 in the PHB or UPB.
Yes, you would start with only 1 of the 7; automatically.
The other 6 would be developed with Karma Investing and Game Play OR possibly CP spending during character creation phase OR possibly 'Power Stunts' off the bat during Game Play.
Bottom line, it's a page structure I'd use to build Characters...
I'd take a sheet of paper, and fold it into 1/
by TankerAce
- General Discussion
Yes, you Feat Roll your various Powers.
If the player's description of the Power is very brief or vague you Feat Roll that Power from the appropriate FASERIP Stat to calculate your 'To Hit' Accuracy or Overall Impact.
As an example,
Azai mentioned MN:75 Gravity Control.... (And that's all we had for the description)
The Power can inflict a maximum output of MN:75 intensity or potency (Damage
by TankerAce
- General Discussion
The result chart above goes by increments of 5 points
The Canon Table goes by increments of 10 points, and has fairly large gaps at the upper levels.
Kill Results with a 'Lethal Weapon' still inflict their normal ranked damage, such as EX:20 RM:30 IN:40 etc...
However, a 'Kill' Result Attack means the Punch, Kick, Bullet, Bolt, Knife or whatever will hit a VERY critical body target on th
by TankerAce
- General Discussion
This is when the game goes into ULTRA Detail mode and you drop a Rule Lawyer on the Table... Good 'ol Game Combat Mechanics....
But you basically check your charts (like this one) and figure out who got the higher score on the dice roll.
Using your example:
Your 'Attack' Feat Roll
MN:75 Gravity Control ==> Weightless ==> Toss
Let's say you rolled a (67) Yellow 'Bulls Eye' on
by TankerAce
- General Discussion
Using your example:
Your 'Attack' Feat Roll
MN:75 Gravity Control ==> Weightless ==> Toss
Your opponent 'Defends' himself from the intensity or the 'To Hit' probability of your 'Attack'
They will need to make a Defense Feat Roll to score a better Color or Column Shift over your 'Attack' Feat.
In most scenarios, their 'Defense' Feat will reduce the effectiveness, accuracy and intens
by TankerAce
- General Discussion
The Character would remember all the sensory data they experience (through their senses)...
However, when it comes to FEAT Rolls the Rank (AM:50) would indicate which pertinent details are recalled the quickest; while also under stress, pressure, or time constraints.
White: Remembers details that are completely irrelevant to the task (FEAT) at hand.
Green: 25% Recall and has to guess the rest
by TankerAce
- General Discussion
I had seen the canon expanded result grid back in the 80's and tried to re-create it.
by TankerAce
- General Discussion
I'd need to write out various Power Stunts on a Character by Character basis since that's how I'd normally formulate a 'Power Stunt' for a particular Character...
The Character above (Furous Brox) I randomly rolled with 'Kinetic Energy and Force Manipulation.. My initial perception of the overall power was similar to that of a Green Lantern (Hard Light Manipulation)...
However, I didn't wan
by TankerAce
- General Discussion
That's about how the vehicle conversion pages panned out.
The FASERIP Stats were mainly used for Game Mechanics and Dice-Rolls...
The 14 Stats after the traditional FASERIP was a quick format for dealing with Character -VS- Vehicle scenarios, placing both Vehicles and Characters on an equal scoring grid...
It also came in 'VERY' handy when players would write-up 'knock-off / home-brew' Transf
by TankerAce
- General Discussion
Along with the creativity of using the FASERIP systems across any franchise of characters, was my table's ability to use it for 'Vehicles'...
One of our regular Table Players is a fan of War Hammer 40,000...
The individual Space Marines are fairly easy 'Power Armor / Iron-Man' write-up pages, however, in the Space Marines normal game (Massive Rule Books); the Space Marines are played as a
by TankerAce
- General Discussion
My table used some modified house rules that seemed to help a lot, but it's completely optional and not MRPG Canon.
Agility Rank = Areas the Character is able to move per game round (Without a specialized travel power).
GD:10 Agility = 1 Area per Game Round
EX:20 Agility = 2 Areas per Game Round
RM:30 Agility = 3 Areas per Game Round
IN:40 Agility = 4 Areas per Game Round
AM:50 Agility = 5 Are
by TankerAce
- General Discussion
Wasn't that Team Name mentioned in 'Pulp Fiction' by Uma Therman ???
by TankerAce
- General Discussion
It's a desperate attempt to create something original...
by TankerAce
- General Discussion
My Game Table never really embraced the '44-Yard' Area that Marvel Offered...
We went by normal (standard) Foot / Yard / Miles (However, Metric is probably best for pure Math Calculations)....
Personal Area = 10X10X10 Feet
Basically this was a Cube or Bubble around the Character and the Character's Head and Shoulders were usually smack in the center of their Personal Area.
This 10X10X10
by TankerAce
- General Discussion
For my Table we adopted the idea of Game Areas in 10X10X10 Foot Grids...
Agility = Areas you're able to move per Game Round
GD:10 Agility = 1 Area / Game Round
EX:20 Agility = 2 Areas / Game Round
RM:30 Agility = 3 Areas / Game Round
IN:40 Agility = 4 Areas / Game Round
AM:50 Agility = 5 Areas / Game Round ......... and so forth...
This simply became the Character's Basic Movement Speed witho
by TankerAce
- General Discussion
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