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22:19, 1st May 2024 (GMT+0)

Homebrew - Heroes of Lite d6.

Posted by ArkrimFor group 0
Arkrim
GM, 198 posts
Thu 19 Jun 2014
at 13:16
  • msg #1

Homebrew - Heroes of Lite d6

1) Need better name for game (open to suggestions)
2) Need powers/tricks list (open to suggestions)



Core Mechanic
Roll for success like most games. Roll a number of d6s based on your specialization level to certain tasks. Add up your rolls and see if your total meets a target difficult number or not. Meet or exceed is a success, otherwise its a failure. 6s can explode once (reroll and add new roll to total as well). 1s implode (same as explode but subtract). 1s and 6s cancel each other out.

At 1st level you come up with 3 skills and powers much like Invention RPG except that the GM makes sure that you scale them all on the same scale (tier 1, 2 or 3). You also choose 2 weaknesses or have 2 random weaknesses assigned to you by the GM. You will list these as your stats that you use to roll. Whenever you perform an activity related to one of your skills or powers, you roll the appropriate dice. If the activity isn't related to any of them, you just roll average (3d6) as determined by the GM.

Weakness:  1d6
Inept:     2d6
Average:   3d6
Skilled:   4d6
Talented:  5d6
Exemplary: 6d6

Characters use Roles and Traits just like Invention RPG except here, special abilities are not set in tiers or ranks.

Instead, you buy Powers and Tricks.

Powers are general special abilities like Strength, Acrobatics, Pyrokinesis and lots of other "powers" you'd see in superhero movies and comic books.

Tricks are little tricks one can perform with their powers. For example, a character with Pyrokinesis can throw fire with their power, but doing more detailed things like shaping the fire, melting sculptures, keeping the fire going in places it would normally be extinguished, extending the fire's range and other augments are called "tricks". Normally to do such things they just increase the Difficulty to do whatever it is they are doing based on how much they're exceeding their normal limitations. Tricks allow a character to do certain things with their powers without increasing the Difficulty.



Power Ups
Players activate power ups by initiating it in roleplay. Power ups have cooldowns in that they cannot be repeated again for 6 encounters or until another player uses the same power up +2 encounters. XP grants players special abilities, but never bonuses. They're best is always capped at 6d6 unless they use a power up, which can only be initiated by some good roleplay. The GM decides whether a players initiation is "acceptable" or not and can change the cooldown time depending on the game pace and setting (as well as what powerups are acceptable).

Using a power up grants you a +1d6 bonus to a roll or allows you to automatically negate an imploding 1. Multiple powerups can be used at a time to a maximum of double the normal dice.

O Reveal Dark/Tragic Past: You reveal a tragic or dark story in your past relevant to the current situation/conversation.
O Reveal Weakness: You reveal a weakness or fear that has haunted you for some time.
  O Face Fears: You
O Reveal Goals/Dreams/Hopes/Vows: You
  O Reveal Weakness: You
O Heroic Deed: You do something dangerous that is selfless in nature for good guys/innocents.
O Witty Quip: You say something witty that fitting to the current scenario.
O Cool Moves: You describe a maneuver, skill or power use in combat in such a great way.

Every time you use a power up, there is a chance you will cease being able to use powerups for the rest of the encounter. The % chance is equal to the number of power ups you use at a time squared. So, if you used 3 power ups that's a 9% chance and if you used 6 power ups thats a 36% chance and if you used 10 or more powerups at once, you're GUARANTEED to be unable to use powerups for the rest of the encounter.

An ally can use a powerup to restore another ally's ability to use powerups but they'll both be a low capacity for the rest of the encounter (low capacity means that they CUBE their power ups instead of squaring). So 3 powerups is 27%, 4 power ups is 64% and 5 or more is guaranteed loss. A character at low capacity who loses the ability to use powerups cannot be restored. They must wait for the encounter to be over to utilize powerups.



More details to come soon...

This message was last edited by the GM at 05:49, Wed 26 Feb 2020.
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