Thanks to suggestion by fans of TSR Conan RPG for a look at http://www.midcoast.com/~ricekrwc/zefrs/
Note my marvel is nothing to do with marvel comics universe. I Just use the game. Addition of Charisma stat my biggest heresy. For when popularity irrelevant.
Note my marvel is nothing to do with marvel comics universe. I Just use the game. Addition of Charisma stat my biggest heresy. For when popularity irrelevant.
There are four kinds of karma to
record.
Your Session or attribute derived Karma
(C+R+I+P)
This is your bonus amount gained every
session just for being a swell guy. This is restored every game and
is wasted if you do not spend it. You can only spend it on rolls but you cant put it
into your current earned karma or karma pools.
Your Current Earned Karma
This is what you have earned and have
floating ready to use in play. You can lose it if you do bad or kill
people. Murdering in cold blood will lose all your karma. To avoid this
you can spend this karma into a karma pool so it cannot get lost. If
you are going to lose all your karma killing someone why not do it
with a red feat roll and spend your karma killing them.
Your Karma Pools
This is what you put in a pool to save
for improvements. A pool can be created for a new power, talent or
contact – or to increase your popularity, attributes, power ranks,
resources – or have ready to spend on a feat you are developing.
Once in a pool you cant lose it or do anything else with it except save for that thing. This is how you improve and bank karma.
Your Group Karma
For 100 each member and a pact – you can
spend karma in a group pool – you can vote when to help a needy
team mate, or buy a base or group resources and contacts. A group can
develop one project based pool at a time. Sometimes a
group pool will earn xtra karma as well. Members may make additional
rules like only use to save live of civilian or self from injury.
Usualy one person records this – possibly a leader or the gm. A
leadership talent adds +50 to the group pool per session.
Karma Costs
Power - 3000 (or 2000 if you already
have a similar power feat or related power)
Talent - 1000 (once per year +1000 for
additional ones after first in same year)
Atribute or resources rank Increase – current power score
x10 +400 to crest from one rank to next
Popularity – as above but no cresting
needed – can easily change from play more
Contact - 400
Making a ability roll – the difference between the number you rolled and needed to get the colour result you needed +10 – declare before you roll – always costs 10
Making a ability roll – the difference between the number you rolled and needed to get the colour result you needed +10 – declare before you roll – always costs 10
Making a new Power Stunt – Make one red
power feat + spend 100K to use the power stunt. If you want a permanant feat the next time you try same one then 2 yellow feats costing
50 karma in a row then 4 green feats costing 25
karma in a row and it is a permanent cost free power stunt and just an expression of your power. You can spend in session karma to make rolls or towards the basic costs. Makes you develop ability by using
it in play and cheaper than a new power or talent. Then you have the feat whenever
you need it. A Typical (6) power can have 1 feat, +1 for every
rank above typical (Gd = 2, Ex =3 and so on). It costs 1000 per extra slot after this limit. You can just use 100 karma and roll for a red result for a one off power feat in an emergency. Tom Strong is great because the ebb and flow of his fights follow his arguments. He doesn't just beat you, he convinces you that you are wrong or at least the notion you the spider demon are some king of hard done by victim.
Karma Attacks
One thing from modern marvel game I enjoy is psychological Attacks. Champions had presence attacks. Yet old MSH had famous characters with gags of spiderman, the moral rebukes of daredevil. Even Hulk has good lines to annoy the leader. Tom Strong is great because the ebb and flow of his fights follow his arguments. He doesn't just beat you, he convinces you that you are wrong or at least the notion you the spider demon are some king of hard done by victim is silly. Spiderman and Hulk more into Charisma attacks while Daredevil, Reed Richards more into Reason. Spider man can annoy Dr Doom, or Hulk can make funny Smack Talk to the Leader. But Daredevil convincing a Murderer to give in or Captain America convincing a Terrorist they are wrong is harder. A Reason attack might actually make them cave in. Heroes can earn extra Karma for talking down a villain or weakening his allegiances.
A GM may award bonus rank on heroes success if well role-played or makes a convincing personal attack. Having proof the villains boss is a liar might give a bonus or at least raise tricky conversation in the Masters of Evil Mess hall that dinner time. Robots, mindless horrors and others may be too dumb to get smack talk. A common language helps. Some villains make personal attacks too. Some beserker types may be tipped into homicidal rage if GM thinks possible.
These are untested and need some tweaking possibly
Charisma Based Taunt Attack - Charisma roll for a Taunt can be made at same time as any defense maneuver. Player states the abuse and makes a Charisma Feat. If GM deems funny or plausibly effective, the victim gets to roll a Psyche Feat here:
Black loses 20 session Karma -2CS on feats till end of next round, enemy for life
White loses 10 session Karma -1CS on feats for round, must attack taunter following action
Green get Reason roll to avoid or loses 10 session Karma and -1CS on next attack
Yellow none
Red none
Reason Based Persuasion Attack - Can be made while attacking with a Reason vs Reason feat and some kind of argument or debate to weaken villains resolve.
Failure loses 20 session Karma -1CS on next action, if serious doubt over purpose, might stop or flee
A friend or ally or boss might support your resistance giving an extra rank reason to resist, two if they have leadership vs any Psychological Attack. A villain executing a effected flunky can be an effective way to support all his men.
Aura Based Attack - Can be made by combining a power or attribute rank to your POP (-POP for villains). By using a display of skill , power or strength for one round can effect others with a lower Psyche Rank than the Feat and POP combined. Hero makes his feat roll. Anyone with equal or less Psyche rank makes a Psyche roll. A unknown thug may try a Good nunchuck display. Captain America can pull a acrobatics feat backed up by Unearthly POP that makes everyone swoon with jealousy and secret admiration.
Black loses 20 session Karma miss next action while gobsmacked
White lose next initiative, loses 10 session Karma -1CS on feats for round
Green lose next initiative
Yellow none
Red none
Karma Alignments
There are 5 karma systems or alignments
– most players should be defenders – a smart vigilante can
occasionally kill and keep all his karma even though he is a
Defender. It’s good to know most villains will want to take you to
their leader or leave you tied up rather than execute you, but a
mercenary might and a destroyer will probably kill and possibly eat
you.
Most heroes are Defenders – they get
rewarded for stopping crime, saving lives and other good deeds and
lose it for doing the opposite. Heroes leave punishment up to the law
mostly but might break the law to get evidence, avoid capture by
police or anything else directly related to getting a villain
convicted. Keeping loot and evidence or not using the stolen records
will get karma losses. A hero can kill a Destroyer that cannot be
stopped any other way.
Avengers are heroes who kill the guilty
and lose no karma for killing a heinous criminal and 20 for anybody else in the way.
They only earn half the karma a defender does. Defenders will lose
karma if an avenger kills in their presence. If defending innocents they use deadly force. If confronted with violence they escalate and finish it. They dont bother with petty criminals and save it for the worst and the bosses.
A Conqueror gets rewarded for stealing
loot and getting power over others (equal to resource or power rank). Most villains fall into this
category – from petty crooks who steal to world beaters. Low ego
uncharismatic or petty villains are less in for theatrics but still
do it occasionally if they have the guts. They generally do not kill
in cold blood, but can indirectly kill via a deathtrap. They don’t
get their own hands dirty. They get karma for defeating you (more in
public), putting you in a deathtrap (= trap rank) and then more for
gloating over prisoners, making public proclamations or challenges
(+20) and they lose nothing if the hero escapes. Villains get
mercenaries and monsters to kill for them – that can constitute a
deathtrap – especially if the hero is weakened somehow. A deathtrap
usually has a puzzle to solve that can minimize the trap or let them
use their powers fully. A Conqueror loses -20 karma for killing one
of their own minions as an example and can be used to develop
motivational Charisma feats for the villain like: inspire
zealousness, retain control or. They spend their karma on building
and inventing and spending loot or just securing their loot, mansions
and cars around the world. A villain can spend 40karma to reduce the
colour of a feat against him. A villain can spend 100 karma to
escape. Villains lose karma also for being defeated and again for
being convicted (-20) and imprisoned (-10/month). Getting negative
popularity makes villains feared and can earn more karma instead of
losing it like a hero might.
A Mercenary kills because they have to
or for money – they get half the karma a conqueror would and no
loss for killing a legitimate target or doing their job. That can do
that trap and gloat thing for more karma or just kill the hero if
they have a contract. Anybody else unnecessary is -20. Using karma to
escape is more important than killing a target. Most criminals use
minimal violence but gangsters, mercenaries and hired assassins just
don’t care, much.
A Destroyer gets karma for smashing
stuff and killing and fighting. They use this karma to smash more,
get stronger and kill pesky heroes. This suits giant lizards, serial
killers and mindless real estate developers. They lose karma by being
controlled, imprisoned or restrained. Other life is meaningless to
them, or possibly food or toys. They are usually monsters. Some may
be sated with food or dumped on an island or something peaceful.
Others must be killed or driven back into the sea or wherever the
heck they come from. Even nicest guys will put down a monster f there is no choice.
Defender Karma Rewards
Arrest after crime committed x1/2
Stop
Violent Crime +30
Arrest
Violent Crime +15
Stop
Destructive Act +Rs
Arrest
Destructive Act +10
Stop
Theft/Robbery =Resources
Arrest Robbery +10
Stop Local
Conspiracy+20
Stop State
Conspiracy+20
Stop
National Conspiracy+30
Stop
Regional Conspiracy+40
Stop
International Conspiracy+50
Stop/arrest
Misdemeanor +5
Stop other
crime +15
Rescue +20
(+5 per person 100 max)
Defeat foe
= their best rank base (+1cs if tough)
Commit violent crime -40
Commit
destructive crime -30
Collateral
combat damage -5/area
Commit
Theft -20
Commit
Misdemeanor -10
Public
Defeat -40
Private
Defeat -20
Permit
Violent Crime -15
Permit
Destructive Crime -10
Permit
Theft -5
Permit Robbery
Permit Misdemeanor -5
Permit
National Offense -10
Permit
Other Offense -5
Unlawful Execution
–All
Accidental killing -50
Partial moral liability in nearby death -20
Failing
personal commitment -5
Meeting
personal commitment +10
Charity
+Rs/Rank raised
Negative
pop –pop
Best
Dialogue +20
Role Playing Bonus +10
Best ability or power feat +20
Best role
player +20
Best
combat maneuver +20
Best amaze
everybody with a feat +20
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