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Post by David Okum on Jul 10, 2016 22:03:25 GMT -5
Hey folks, I'm compiling material for the Advanced Rulebook. Here's what I need from you: What do you need to expand on the Basic Game?
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Post by TheShep on Jul 11, 2016 2:17:29 GMT -5
Some rules and charts for creating/rolling up secret hideouts, vehicles, superpowered gear, etc. would be nice, I guess.
Also, more powers for all character options, so you'd have to pick from a set of powers, might be a great idea. This way you could create two Mutant Speedsters with entirely different sets of powers, individualizing the characters.
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shep
New Member
Posts: 5
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Post by shep on Jul 19, 2016 6:19:32 GMT -5
Also, more powers for all character options, so you'd have to pick from a set of powers, might be a great idea. This way you could create two Mutant Speedsters with entirely different sets of powers, individualizing the characters. What I meant is that there should be a list of 10, 15, 20, or even more powers for each origin and class from which you pick the six power slots for your character sheet when choosing your origin and class. This way the possibility that two given heroes of the same origin and class have the exact same powers is massively reduced, making every hero a true individual.
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Post by bluecloud2k2 on Jul 30, 2016 3:12:39 GMT -5
Some rules and charts for creating/rolling up secret hideouts, vehicles, superpowered gear, etc. would be nice, I guess. Also, more powers for all character options, so you'd have to pick from a set of powers, might be a great idea. This way you could create two Mutant Speedsters with entirely different sets of powers, individualizing the characters. If you use the blank character sheet, there is no reason you can't tweak an Origin or Class to add a power not given in the vanilla rules, or make your own variants. For Example, the Mutant can swap out Telekinesis for Alternate Power: Mutate, or a Gadgeteer can swap out Alternate Power: Trickshot for Illusions (Hologram projector). There is also a matter of Special Effects For example, Undead: Vanilla Panel Powers: Transfer, Intimidate, Immune, Alternate Power: Magic, Invulnerable, and Alternate Movement Vampire: Transfer (Blood Drain), Alternate Movement: Flight (Bat Wings), Alternate Movement: Phasing (Mist Form) Ghost: Transfer (Soul Drain), Alternate Movement: Flight (Floating), Alternate Movement: Phasing (Incorporeal Form)
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Post by bluecloud2k2 on Jul 30, 2016 4:14:00 GMT -5
How to have powers with limitations on them...
For example: a character with Magnetic Powers (Magneto) might be written up with force field that only blocks Metal and Electricity (2 Ranks of Invulnerability with the limitation "Only vs Metal" or Electricity).
Another example would be a Solar-Powered Hero that can heal himself or his allies as long as he is in direct sunlight (Ranged Recovery with "Only in Sunlight" - reducing the cost from 2 Ranks to 1 Rank)
Or powers with Cool-down (basically 3 ranks of the power that only costs 1 rank because it is only usable 33% of the time).
For Example:
Sprint or Nitro - Alternate Movement: Super-Speed with a 2-page cool-down would allow x4 movement per action point on the panel it is used.
Batman's Bat-Cycle has 2 Rank of Alternate Movement: Super Speed, allowing him to move 3" for every Action Point he spends on Movement. His bike also has a Nitro-Injector which grants 3 Ranks of Super-Speed that can only be used once every three pages (or 33% of the time). On the turns he uses Nitro, Batman can move and additional 3" for every action point he devotes to movement (so 6" total), but he must then wait 2 panels before using it again. Blink - Alternate Movement: Teleport with a 2 Page cool-down would allow 3" of Teleport per AP when used (great for emergency get-a-ways)
Power Library - the hero/villain has a small cluster of closely related skills. These are 3 Rank 1 Powers that each have a 2 turn cool-down. These powers are equivalent in cost to Talents, but three of them equal a power.
My thoughts on cool-down were brought about when a friend of mine suggesting using Save the Day to simulate the X-Com PC game. I also was thinking about how to make Magic available for Normal people for Urban Fantasy. Since a Attack Spell would be a 1 Rank Blast Power with a 2-turn coo-ldown, it would equal a Talent Rank.
Shannon Smith Ability 2 Health 6 Origin: Highly Trained Class: Mystic Scale: Thug
Talents: Firebolt (Rank1 Blast, 2 Page Cool-down) Scholar (History) Scholar (Mythology)
Gear: Light Pistol Dark Secret: Afraid of Spiders
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Post by David Okum on Aug 3, 2016 2:00:05 GMT -5
How to have powers with limitations on them... For example: a character with Magnetic Powers (Magneto) might be written up with force field that only blocks Metal and Electricity (2 Ranks of Invulnerability with the limitation "Only vs Metal" or Electricity). Another example would be a Solar-Powered Hero that can heal himself or his allies as long as he is in direct sunlight (Ranged Recovery with "Only in Sunlight" - reducing the cost from 2 Ranks to 1 Rank) Or powers with Cool-down (basically 3 ranks of the power that only costs 1 rank because it is only usable 33% of the time). For Example: Sprint or Nitro - Alternate Movement: Super-Speed with a 2-page cool-down would allow x4 movement per action point on the panel it is used. Batman's Bat-Cycle has 2 Rank of Alternate Movement: Super Speed, allowing him to move 3" for every Action Point he spends on Movement. His bike also has a Nitro-Injector which grants 3 Ranks of Super-Speed that can only be used once every three pages (or 33% of the time). On the turns he uses Nitro, Batman can move and additional 3" for every action point he devotes to movement (so 6" total), but he must then wait 2 panels before using it again. Blink - Alternate Movement: Teleport with a 2 Page cool-down would allow 3" of Teleport per AP when used (great for emergency get-a-ways) Power Library - the hero/villain has a small cluster of closely related skills. These are 3 Rank 1 Powers that each have a 2 turn cool-down. These powers are equivalent in cost to Talents, but three of them equal a power. My thoughts on cool-down were brought about when a friend of mine suggesting using Save the Day to simulate the X-Com PC game. I also was thinking about how to make Magic available for Normal people for Urban Fantasy. Since a Attack Spell would be a 1 Rank Blast Power with a 2-turn coo-ldown, it would equal a Talent Rank. Shannon Smith Ability 2 Health 6 Origin: Highly Trained Class: Mystic Scale: Thug Talents: Firebolt (Rank1 Blast, 2 Page Cool-down) Scholar (History) Scholar (Mythology) Gear: Light Pistol Dark Secret: Afraid of Spiders This is all very wonderful! I've been away for a few days and finally back to work on this. I'm loving the sense you have for the way the game is designed and shaped.
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Post by bluecloud2k2 on Aug 5, 2016 6:10:09 GMT -5
I think it is mostly due to the fact I played Champions for over 15 years, and the simplicity of the game system makes it easy to break down.
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Post by bluecloud2k2 on Aug 6, 2016 3:56:14 GMT -5
Some Skirmish rules for war-gaming would be nice.. I've kinda cobbled something together for the Save the Day rules set... haven't had a chance to playtest it yet though... Each Player builds an army composed of one or more war-bands. The total value of each army cannot exceed an amount agreed to by each player. This value is calculated by totaling up the XP cost of each individual unit (according to the table on page 89 of the Save the Day basic Rulebook).
Each army must have at least one Hero - unique unit that acts as a one-man war-band. The Hero with the highest point value is the Army's Leader, and grants a special bonus as long as it is in play. If the leader falls, another Hero cannot take up the mantel as the army's leader.
At the start of each turn, the player rolls 1d6 and adds the Leader's Ability to that dice roll to determine the Army's Action Points for that round. The player then spends these points to activate war-bands. Activating a war-band costs 3 action points. Any leftover Action Points may be spent by the activated war-bands.
Each activated war-band then gets Action Points equal to 5 + Ability. Ability Points used for movement moves the entire war-band. Any Action Points left over are shared amongst the war-band for attacking.
EXAMPLE 1: A player's army composed of 1 Elite Goblin Leader (Ability 3) and 2 war-bands of 3 goblin archers (ability 2) and 2 war-bands of 3 goblin pike-men (ability 2). He rolls a 1 on his army activation roll. He may only activate a single war-band, and has 1 AP left over. He then rolls a 5 for his Activated war-band.
This war-band has 8 Action points to spend (2 Ability plus 5 from the dice roll plus 1 from the Army Activation). The player spend 4 Action Points to move the entire war-band 4 inches. This leaves 4 Action points to attack with. One Goblin spends 2 AP for a single attack with no penalty. The other two spend 1 AP each for a single attack at -1 penalty.
EXAMPLE 2: Another player's army consists 1 Necromancer (Ability 3) and 3 War-bands of 4 Zombies (ability 2). His army activation roll is 6 (giving him 9 Action Points). He activates his Necromancer and one Zombie war-bands (leaving 3 points unspent).
The Necromancer rolls a 2 (5 total), and his Zombie war-band rolls a 4 (6 total). He puts the 3 unspent points into the Necromancer.
His Necromancer moves 2" and attacks twice with no penalty, and his zombies move 2" and each attacks once at a -1 penalty
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Post by bluecloud2k2 on Aug 8, 2016 20:03:03 GMT -5
Combining powers here...
Powerful Charge - Each Rank acts as 1 Rank Super Speed and 1 Rank HtH Attack, 1 Page Cooldown (thus only usable 50% of the time)
Seems to me there should also be some sort of feedback or damage shield ability... a "If you hit me you're gonna feel some of it" kinda thing.
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Post by bluecloud2k2 on Aug 16, 2016 21:54:07 GMT -5
Will there be advanced rules for making gear, or will that only be in the Super Gear rules book? Cuz I didn't pay the extra $20 to get that one.
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Post by David Okum on Aug 17, 2016 23:06:11 GMT -5
Will there be advanced rules for making gear, or will that only be in the Super Gear rules book? Cuz I didn't pay the extra $20 to get that one. There will be advanced gear rules in the advanced book. The gear books will be gear entries.
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Post by bluecloud2k2 on Aug 19, 2016 14:38:16 GMT -5
Sweet
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Post by Malckuss on Feb 3, 2017 15:00:29 GMT -5
When is this expected to be available? Also, I don't know if anyone has mentioned this but a small section on using StD w/out miniatures in a theater of the mind, say giving general distances vs inches, etc. would rock.
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Post by David Okum on Feb 5, 2017 15:46:24 GMT -5
There is a section on Theatre of the Mind play, yes! My plan is to get this out after the release of the two mini expansions (Deep Magic and the Golden Age book). There are some new powers in there that need definition so I want to include them in the advanced book. I have been focusing mostly on the POD of the basic core book and the multitude of minis coming out very soon for the game. POD is very close. I needed to fix technical errors as they came up.
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Post by David Okum on Apr 23, 2017 10:36:04 GMT -5
Finishing this up, but slowed by mom's illness and having to relocate her and my brother as well as getting her house ready for sale. I'll give more detail as the month progresses.
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