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Supers-FuSupers-FuSupers-FuFirst off, grab Karasu’s Struggle Trait. Do some pointless renaming:
Add in a few other tweaky meta-rules: The power of ConflictPlayers initiate Struggle scenes (where they may or may not shift a point between the poles of their Struggle), and if they shift happens (regardless of which way it goes) they get a point of Vitality. They roll in these scenes against the trait they want to change- failure, and the shift happens… but the other way. Collateral DicePlayers can grab extra dice- Collateral dice- above and beyond a scene’s die-cap. They can as much as double their die pool this way. However! Anytime one of these Collateral dice rolls a 1, it creates some kind of new secondary Crisis within the scene. You throw a tanker truck at the giant robot? It bounces off and explodes, setting a building on fire. The People Are in Danger! This essentially creates a new Goal in the scene which must be bought off with Clobber! successes before a certain time runs out. Each 1 on a Collateral die creates a Goal of 3 (you need 3 successes to avert the Crisis), and a Time of 1 (you have 1 Turn to do it). Roll 3 1’s, and you have 3 Turns to accumulate 9 successes. Of course, your teammates can (and frankly, should) help with this. Collateral Damage need not be the direct result of Hero actions- the Villain could blast a bridge, causing people to fall off etc. The player who rolls the 1’s describes the Crisis. Don’t Worry! I’m virtually invulnerable! Oh! Ouch!Brick types are tough because their players can describe invulnerable details… but sometimes characters are really tough… or lucky… or just good at getting the hell out of the way. A player can decide one of his traits works this way, and it is never rolled against in play. Rather, its rating minus the base 2 points is added to his Vitality. This can make a hell of a difference- and gives a character potentially as much as +3 max Vitality. Depending on how you Refresh this (between scenes, between sessions, between stories), it can be an greater or lesser advantage. Damn! Dropped my Lightsaber… err… I mean my Fiery Justice Sword!Setbacks make good sense here- of the V2.0 type as described by Indra. A Setback requires 3 Clobber! successes to pay off (1 per Turn, minimum), though you can pay them off in chunks if you like. You friends can help you recover from them too- Super-teamwork is a genre staple. Yes yes! I AM super, aren’t I?I figure about 8 points will give you a nice solid Super, somewhere in the X-Men to the Spiderman range. Powers need to be fairly specific (Eye beams, mega-strength, weather control) but no need to be dicky. No ‘omni-powers’ that do everything though. No need to be a dick. [i]Character Examples[/i]: The Fab FiveA groovy super-team from the 60’s who were frozen in a time-bubble until the year 2000. They want to bring peace, legalized drugs, and free love to a more complex and cynical world. And kick some villains in the naggers in the process. Oh, and in case you haven’t guessed, they all got their powers from drugs tainted with weird occult energies. [b]Dr. Zero[/b]
[b]Earth Mamma[/b]
[b]Bogart Smoke[/b]
[b]Soul Surfer[/b]
[b]Fire Flower[/b]
Details[comment author="Russell August 09, 2005, at 03:43 PM"]More specific examples would be handy here.[/comment] ExaggerationSuperhero fights are all about exaggeration. A punch doesn't knock a man back, it knocks him through a wall. A villain doesn't snicker, he cackles maniacally. MooksLegions of henchmen have a comparitively small presence in most superhero comics- the best a Golden or Silver Age hero could hope for is a "gang" of a half-dozen hoodlums or spies. However, some modern books, like Warren Ellis's [i]The Authority[/i], give our heroes plenty of nameless minions to fight. After all, why would an evil dictator clone just one superbeing when he could clone a thousand? Why [i]shouldn't[/i] our heroes face the entire Air Force of a parallel Earth? StalematesWhile Golden Age heroes were rarely above fisticuffs, the extended fight scene was rare. As in movies of the time, a fight was brief and decisive. In the sixties, however, Marvel Comics began treating conflicts between super-characters as prizefights, with flurries of furious blows and a clear victor rarely emerging until the end. (And plenty of stuff getting wrecked along the way, too.) RPGnet Thread[i]By: Bailywolf[/i]
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