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06:22, 18th April 2024 (GMT+0)

SPANDEX rules.

Posted by ArchivistFor group 0
Archivist
GM, 210 posts
Tue 18 Oct 2022
at 12:56
  • msg #1

SPANDEX rules

SPANDEX

S SKILLS - how sneaky ninja/superspy are you, or how supergenius are you?

P POWER - raw power/strength. No matter how you do it, how powerful are your punches, blasts, whatever? How much damage can you do to villains and the surroundings?

A AGILITY - gymnastics/dexterity - catching falling people, bouncing off flagpoles, dodging attacks.

N NERVE - coolness under fire, willpower, ability to intimidate/not be intimidated.

D DURABILITY - how tough are you? A score of 3 basically ignores bullets.

E ENVIRONMENT - the ability to survive well under water, in extreme temperatures, outer space and so on.

X X-FACTOR - Public image, reputation.






Scores for normal humans are at 0.

For S P A N D

1 = Some extra ability or gear. A police officer, soldier or criminal with a bulletproof vest, gun and some gear, some training probably has many scores at 1.

2 = Exceptional. Power of 2 is a skilled fighter and/or someone with significant weaponry. Durability of 2 is good body armor. Agility of 2 is a good gymnast.

3+ = Superhuman.

Most scores for heroes will range from 1-5. Scores above 5 are not possible at this time

SKILLS - Some characters are good at both sneaking around, doing spy stuff AND at science and technology, like Spider-Man, Black Panther or Batman. Those characters would have a straight SKILLS score. Something like hacking a computer could be done using either method.

Others are much more focused on one aspect, like Black Widow or Mr. Fantastic. If you are focused on one aspect, that aspect is at +1 higher, and the other aspect is at a SCORE of 1.

Example: Tekneek can cobble together a blaster/alarm clock from an old toaster and a remote control, but isn't especially sneaky. She puts three points into Skills, focused on science and ends up with SKILLS (Science): 4/1

Example: Ninjamon is super-sneaky, can use high tech stuff to defeat sensor lasers and whatnot but could not design or build them himself. He puts three points into Skills, focused on being a spy and ends up with SKILLS (Spy): 4/1

Example: Bugperson is good at both. They spend three points on skills and end up with Skills: 3



POWER: Regardless of how you do it, this is your offensive combat ability. Amazing strength, energy blasts, mad combat skillz, arsenal of trick boomerangs, etc. can all equate out in comics. Depending on the special effect, some situations may be easier or harder, or may just have to handle things a different way. A super martial artist could have a high Power, able to clobber hordes of agents, knowing exactly where to hit villains for best effect, etc.



AGILITY: Avoiding attacks, running across tightropes, etc. Sometimes you don't need to beat the villain, just beat the villain's plan, and getting somewhere, getting something somewhere can make the difference.


NERVE: I'm Batman. Can also be used to resist or as basis for mental abilities.


DURABILITY: Ability to take a hit. A score of 3 ignores most bullets, whether it's because of tough skin, armored exoskeleton, magic bracelets or whatever.


ENVIRONMENT: Higher scores indicate more environments that don't cause you serious problems.

1 - Survive in ocean (breathe water, handle pressure/cold) or immune to normal temperature extremes

2 - Survive in space (and OK vs cold, undewater but not high pressure)

3- The outside environment is largely irrelevant

Other specific abilities/immunities for level 1 and 2 are possible.

If the ability has a pretty limited duration (like an hour or so) lower the cost by one to minimum of one.

Example: AstroNorman has a suit that protects them from the rigors of space and has an internal air supply, but it doesn't last forever. They spend one point to have ENVIRONMENT: 2 (Space) (Limited time)

Depending on circumstances, you could consider your Durability vs. an appropriate attack as one higher than normal if your Environment covers that aspect, like an attack that depends on extreme cold.

X-FACTOR: Public image, reputation. How willing are people to help you willingly, believe you, etc? This is FREE, and depends on the character.

It can go negative.

All characters start at a base of 1, modified as follows:

- Ex-villain? (-1)

- Outfit looks scary, and/or is mostly just black clothes? (-1)

- More established hero (+1)

- Regularly talk to police, reporters etc. in non-confrontational ways (+1)

In some cases, interacting with villains/thugs in friendly way, etc. a lower score/result can be more helpful.






Characters start with 15 points to spread around S P A N D E scores. See above for some ways to make those go further.

Minor secondary abilities are not specifically paid for; they are either very minor or just help move plot, or can be considered part of the justification for some of your scores.

Typical tests are taking relevant score +1d6, +/- situational modifiers. Higher is typically better.






Optional addtions to optional system:

Solo vs. groups

Many times it seems like superheroes are more capable in their solo books than in team ones. Similarly, sometimes a solo villain will beat a hero or give them a harder time than when they tackle the hero with a partner.

What gives?

Other than sometimes they roll better of course...

SOLO As an optional rule you can apply a +1 SOLO bonus to everything you do if off on a solo adventure. Similarly if facing a single villain, they would be considered to have a bonus too, so if 1:1 consider it to cancel out, but consider keeping it in mind when encountering a villain on their own with a pack of your buddies.

There's also the other side of the coin, more often seen with heroes than villains:

TEAMWORK: This can take lots of forms. Timing attacks to hit together. One hero boosting another. Fastball Special. etc. The net effect is take the character with the highest rating for whatever you're trying to do, and if someone is helping them they get a +1. Great for those finishing moves on the big robot you couldn't hurt on your own, to pull off some cool power stunt or just to make a fun post.
Archivist
GM, 211 posts
Tue 18 Oct 2022
at 12:58
  • msg #2

FASERIP rules

https://rpggeek.com/rpgsystem/27275/faserip


System
Attributes
Most game situations are resolved by rolling percentile dice and comparing the results against a column of the colorful "Universal Results Table". The column used is determined by the attribute used; different tasks are resolved by reference to different attributes. All characters have seven basic attributes:
Fighting, which determines hit probability in and defense against hand-to-hand attacks.
Agility, which determines hit probability in and defense against ranged attacks, feats of agility vs. the environment, and similar acrobatics.
Strength, which determines damage inflicted by hand-to-hand attacks as well as the success of tasks such as grappling or the lifting and breaking of heavy objects.
Endurance, which determines resistance to physical damage (e.g., poison, disease, death) it also determined how long a character can fight and how fast a character could move at top speed by exerting themselves.
Reason, which determines the success of tasks relating to knowledge, puzzle-solving, and advanced technology.
Intuition, which determines the success of tasks relating to awareness, perception, and instinct.
Psyche, which determines the success of tasks relating to willpower, psionics, and magic.
Players sometimes refer to this set of attributes, or the game system as a whole, by the acronym "FASERIP". Attribute scores for the majority of characters range from 1 to 100, where normal human ability is 6, and peak (non-superheroic) human ability is 30. However, the designers minimize use of the numerical figures, instead preferring adjectives in the Marvel Comics tradition, such as "Incredible" (scores from 36-45) and "Amazing" (46-62). A "Typical" (5-7) attribute has a 50% base chance for success at most tasks relating to that attribute. For example, a character with "Typical" fighting skill has a base chance of 50% to connect with a punch. As an attribute increases, the chance of success increases by about 5% per 10 points. Thus a character with an "Amazing" (50) attribute has a 75% chance of success at tasks relating to that attribute.
Superpowers
Beyond the seven attributes, characters possessed superpowers, such as Spider-Man's wall crawling, or Mister Fantastic's elasticity. The powers function on a mostly ad hoc basis, and thus each character's description gives considerable space to a description of how his or her powers work in the game.

Each character had an origin, which put ceilings on a character's abilities and superpowers. The origins included: Altered Humans (normal people who acquired powers, such as Spider-Man or the Fantastic Four), High-Tech Wonders (normal people whose powers come from devices, e.g., Iron Man), Mutants (persons born with superpowers, such as the X-Men), Robots (created beings such as the Vision and Ultron), and Aliens (a blanket term used to cover non-humans, including extra-dimensional beings such as Thor and Hercules).
Talents
The game also featured a simple skill system, referred to as Talents. Talents had to be learned and covered a wide range of knowledges from Archery to Zoology. A Talent raised a character's ability by one rank when attempting actions related to that Talent. For example, a character uses his Agility score when attempting ranged attacks. A character with an Agility of Excellent would normally roll on that column when attacking with a rifle. However, if he had the "Guns" Talent he would treat his Agility as the next higher power rank (Remarkable). The GM was free to determine if a character would be unable to attempt an action without the appropriate Talent (such as a character with no medical background attempting to make a pill that can cure a rare disease).
Resources and Popularity
Characters also had two variable attributes: Resources and Popularity. These attributes were described using the same terms as the character's seven attributes ("Poor," "Amazing," "Unearthly," etc.). But unlike the seven physical and mental attributes which changed very slowly, if at all, Resources and Popularity could change very quickly.

The first of the variables, Resources, represented the character's wealth and ability to obtain goods or services. Rather than have the player keep track of how much money the character had in the bank or with him, the Advanced Game assumed the character had enough money coming in to cover his basic living expenses. The Resources ability was used when the character wished to purchase something out of the ordinary like a new car or house. For example, the referee might decide a character with Typical resources would probably be unable to purchase a brand new sports car, but with a Yellow Resources roll might be able to afford a used car in good condition. The game books note that a character's Resources score can change for a variety of reasons, such as winning the lottery or having a major business transaction go bad.

The second variable, Popularity, reflected how much the character was liked (or disliked) in the Marvel Universe. Popularity could be used to influence non-player characters. A superhero with a high rating, like Captain America (whose popularity is Unearthly-the highest most characters can achieve), might be able to use his Popularity to gain entrance to a club because the general population of the Marvel Universe admires him. If he were to try the same thing as his secret identity Steve Rogers (whose Popularity is only Typical), he would probably be unable to do it. Villains also had a Popularity score, which was usually negative (a bouncer might let Doctor Doom or Magneto into the aforementioned club simply out of fear). There were several ways Popularity could change. For example, if Doctor Doom defeated Spider-Man in front of the general public, Spidey's Popularity would go down for a short time. But if everyone's favorite web-slinger managed to foil one of Doctor Doom's plans and the word got out, he would enjoy a temporary Popularity boost. Since mutants were generally feared and distrusted in the Marvel Universe, these characters start with a Popularity of 0 and have a hard time improving this attribute.
Character creation
The game was intended to be played using existing Marvel characters as the heroes. The Basic and Advanced Sets both contained fairly simple systems for creating original superheroes, based on random ability rolls (a la Dungeons & Dragons). In addition, the Basic Set Campaign Book also allowed players to create original heroes by simply describing the desired kind of hero, and working together with the GM to assign the appropriate abilities, powers, and talents.

The Ultimate Powers Book, by David Edward Martin, expanded and organized the game's list of powers, making a fairly comprehensive survey of comic book-style super-powers. Players were given a wide variety of body types, secret origins, weaknesses, and powers. The UPB gave a much greater range to characters one could create. Additionally, the book suffered from editing problems and omissions; several errata and partial revisions were released in the pages of TSR's publication Dragon Magazine in issue #122 "The Ultimate Addenda to the Ultimate Powers Book", issue #134 "The Ultimate Addenda's Addenda", issue #150 "Death Effects on Superheroes", and issue #151 "Son of the Ultimate Addenda". The expanded, corrected version of the book is available for free on the Web, and was compiled by Zan of Heroplay.
Karma
The game's equivalent of experience points was Karma, a pool of points initially determined as the sum of a character's three mental attributes (Reason, Intuition, and Psyche).

The basic system allowed players to increase their chances of success at most tasks by spending points of Karma. For example, a player who wanted to make sure he would hit a villain in a critical situation could spend however many Karma points were necessary to raise the dice roll to the desired result. Additional Karma points were distributed by the referee at the end of game sessions, typically as rewards for accomplishing heroic goals, such as defeating villains, saving innocents, and foiling crimes. Conversely, Karma could be lost for unheroic actions such as fleeing from a villain, or failing to stop a crime: in fact, in a notable departure from many RPGs (but strongly in keeping with the genre), all Karma was lost if a hero killed someone or allowed someone to die.

In the Advanced Game, Karma points could also be spent to permanently increase character attributes and powers (at a relatively moderate cost, ten times the attribute number raised, powers were steeper, at twenty times the number). The Karma system thus united two RPG mechanics—"Action" or "Hero" points (which allow players to control random outcomes) and character advancement (e.g., "experience points")—in one system. Though this system could frustrate both referees and players (the former because a player willing and able to spend Karma could effectively overcome any challenge at least once; the latter because advancement was slow compared with most other RPGs), it had the virtue of emulating two central features of super-hero comics, namely, that heroes almost always win, even in improbable circumstances, and that heroes' power levels remain mostly static. Furthermore, the system encouraged players to keep their characters' behavior to the equivalent concept of their alignment by giving an incentive to behave heroically and morally correct.
Game mechanics
Marvel Superheroes was driven by two primary game mechanics: column shifts and colored results. Both essentially influenced the difficulty of an action.

A column shift is used when a character is attempting an exceptionally hard or easy action. A column shift to the left indicates a penalty, while a shift to the right indicates a bonus. For example, Reed Richards (Mr. Fantastic) has an Intuition of Excellent, making him significantly more perceptive than the average person whose Intuition is Typical (two ranks lower). The GM might determine that spotting a trap hidden beneath a few sticks and leaves will be fairly easy, and give the player running Mr. Fantastic a +1 column shift. His Intuition will be treated as Remarkable (the next column to the right). However, a trap buried underground might be considerably harder to spot, and the GM might give the player a -1 column shift penalty. In this case, Mr. Fantastic's Intuition will only be treated as Good (the column to the left).

The column for each ability is divided into four colors: white, green, yellow, and red. A white result is always a failure or unfavorable outcome. In most cases, getting a green result was all that was needed to succeed at a particular action. Yellow and red results usually indicated more favorable results that could knock back, stun, or even kill an opponent. However, the GM could determine that succeeding at an exceptionally hard task might require a yellow or red result.

Additional rules in the "Campaign Book" of the Basic Set, and the subsequent Advanced Set, used the same game mechanic to resolve non-violent tasks. For example, if a superhero needs to figure out how to operate a piece of alien technology, the hero would have to succeed at a Reason roll, where the chance of success is modified by the complexity of the device.
This message was last edited by the GM at 12:58, Tue 18 Oct 2022.
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