Difference between revisions of "MoC v2"

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(Power Levels)
(Costs)
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Some examples of Normal Scope power sets are fire powers, magnetism or gadgets.  A power of normal scope has a broad range of possibilities and allows the player a lot of flexibility to do things within their effects scope.  The player should define a set of no more than 4 powers that will be used most commonly.  Other powers will be at a 2 dice penalty (though this can be mitigated by spending beads and tokens).
 
Some examples of Normal Scope power sets are fire powers, magnetism or gadgets.  A power of normal scope has a broad range of possibilities and allows the player a lot of flexibility to do things within their effects scope.  The player should define a set of no more than 4 powers that will be used most commonly.  Other powers will be at a 2 dice penalty (though this can be mitigated by spending beads and tokens).
  
====Costs====
+
 
 
Low Power: 10 pts <br>
 
Low Power: 10 pts <br>
 
Standard Power: 20 pts <br>
 
Standard Power: 20 pts <br>

Revision as of 02:20, 14 February 2007

This new idea will keep most of the original MoC intact. If you see something that doesnt look compatible, tell me. I cant fix stuff I dont know is broken.

Basic Ideas

The original idea was based on just a few critical concepts. I am trying to do the same thing here; limit the new ideas that are essential and keep the bases for these ideas easy to understand. Then, no matter how complex the ideas get, as long as the simplicity which sits at its core is grasped, the other ideas will also be easy to grasp.

The Premise

Every individual that exists in the game world has a power level. This power level detemines the base for how well this individual performs all tasks. Please consult the following chart:

Standard normal: 2 dice
Experienced normal: 3 dice
Heroic normal: 4 dice
Low Powered superhero: 5 dice
Standard superhero: 6 dice
High Powered superhero: 7+ dice

Individuals can do anything the GM allows using these dice. Notice, this doesnt mean all things are equal. Skills still have thresholds, so a skill that is +2 difficulty would subtract 2 dice from the pool if the character does not have the skill. This is just the base, or primary dice pool.

Character Generation

Why the hell do I need to make a character if I just get however many dice it says? Calm down there pardner, it aint quite that simple, but close.

The character generation rules from the original MoC doc still apply. Those costs remain static. It has been stated why a skill might be needed (to avoid the penalty), but why buy skills that have no threshold? Check the Dice Pools section to follow for the answer to that.

Powers

This section supercedes the Powers section in the original doc. No longer are powers grouped by the sort of Effect Modifier it produces. There are now two types of powers, each available in three levels.

Standard Powers

Standard powers represent powers that must be activated or readied. They also cost Endurance. Unlike in Hero, powers are by default a set. They are defined as a number of dice and special effect. Each standard power should be represented by a card placed next to the character sheet while the power itself is active.

Persistent Powers

Persistent powers live on the character sheet. They remain active unless an 'Effect' is generated. They can be reactivated by paying Fatigue. Persistent powers are defined by dice and effect like standard powers.

Power Levels

It didnt take a genius to come up with these power levels: Low, Standard and High. Generally a Low powered power has as many dice as a characteristic cascade/2, a Standard power has a (cascade)x2, and a High powered set has (cascade)x3 dice.

Costs

The following chart lists how much a character must pay for a power set.

Normal Scope

Some examples of Normal Scope power sets are fire powers, magnetism or gadgets. A power of normal scope has a broad range of possibilities and allows the player a lot of flexibility to do things within their effects scope. The player should define a set of no more than 4 powers that will be used most commonly. Other powers will be at a 2 dice penalty (though this can be mitigated by spending beads and tokens).


Low Power: 10 pts
Standard Power: 20 pts
High Power: 40 pts

These costs assume a single instance of the power to be active at each time. For multiple instances, increase the cost by 50% for each, to a maximum of 4.