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What sort of superheroes does your system generate -- Street-level adventurers like Daredevil, X-Men style one-power wonders, or JLA gods?
Best Superhero rpg?
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Judging by mechanics it sounds like having 1 die is pretty useless, 2 dice have moderate odds of success and 3 dice is nigh guaranteed (1/20 fails thereabouts) and almost even odds for critical successes.
How successes translate into play, that's nebulous to me. Specially on contested rolls if there are such things.
How successes translate into play, that's nebulous to me. Specially on contested rolls if there are such things.
Last edited by erik on Wed Jul 22, 2009 2:57 am, edited 1 time in total.
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LAST CRUSADER
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It was only a brief intro. but no there are not contested rolls. If an action is not contested, there is no roll required. if someone has a special ability like BLOCK/DODGE he gets a roll himself. A critical hit can only be dodged with a critical dodge.clikml wrote:Judging by mechanics it sounds like having 1 die is pretty useless, 2 dice have moderate odds of success and 3 dice is nigh guaranteed (1/20 fails thereabouts) and almost even odds for critical successes.
How successes translate into play, that's nebulous to me. Specially on contested rolls if there are such things.
THE SUPER HERO GENRE IS ABOUT THE STRUGGLE BETWEEN GOOD AND EVIL. IT DEALS WITH THE MYSTERIOUS AND MIRACULOUS IN A SYMBOLIC WAY. ANYONE WHO DOESN'T REALIZE THAT SUPERHEROES ARE ABOUT RELIGION, ISN'T REALLY PAYING ATTENTION.
http://supercrusaders.blogspot.com/
http://supercrusaders.blogspot.com/
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LAST CRUSADER
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characters are created and improved with points called POWER UPS but points are not used in combat the way Karma is in Marvel or Hero Points in DC.Flumph wrote:Um... Buying powers with non-existant points is a contradiction.LAST CRUSADER wrote:There are no points to spend, or run out of, Characters are created using classes but powers are purchased with points.
That means that a GM can have a much clearer idea how powerful a character is by looking at his Stats and Powers instead of having to wonder how many points he's going to have when he gets to the challenge he's trying to plan.
THE SUPER HERO GENRE IS ABOUT THE STRUGGLE BETWEEN GOOD AND EVIL. IT DEALS WITH THE MYSTERIOUS AND MIRACULOUS IN A SYMBOLIC WAY. ANYONE WHO DOESN'T REALIZE THAT SUPERHEROES ARE ABOUT RELIGION, ISN'T REALLY PAYING ATTENTION.
http://supercrusaders.blogspot.com/
http://supercrusaders.blogspot.com/
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LAST CRUSADER
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That depends largely on what level the players start out at. 0 level characters would patrol the street, by 20th level you're taking on cosmic entities. The game clearly states that the starting and maximum level for players is something the GM gets to decide.Sir_Neil wrote:What sort of superheroes does your system generate -- Street-level adventurers like Daredevil, X-Men style one-power wonders, or JLA gods?
or you could go the COH way and have 20th level super heroes fight 20th level organized crime thugs.
THE SUPER HERO GENRE IS ABOUT THE STRUGGLE BETWEEN GOOD AND EVIL. IT DEALS WITH THE MYSTERIOUS AND MIRACULOUS IN A SYMBOLIC WAY. ANYONE WHO DOESN'T REALIZE THAT SUPERHEROES ARE ABOUT RELIGION, ISN'T REALLY PAYING ATTENTION.
http://supercrusaders.blogspot.com/
http://supercrusaders.blogspot.com/
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M&M INVENTING: You can spend 19 points to get Craft (Anything) +15, Improvised Tools, Inventor, Luck 2 and Ultimate Craft 3, and you can turn that into 20 points of powers in two minutes.
Or spend 3 less points on Shapeshift 4 (Action [one minute], Limited [machines]) and turn it into 20 points of powers in half the time.
(18 less if Shapeshift is an Alternate Power of what you really do.)
Or spend 3 less points on Shapeshift 4 (Action [one minute], Limited [machines]) and turn it into 20 points of powers in half the time.
(18 less if Shapeshift is an Alternate Power of what you really do.)
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