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Rules Discussion and Decisions.

Posted by SSOGMFor group 0
SSOGM
GM, 1 post
Some Sort Of
Game Master
Sun 20 Aug 2017
at 04:57
  • msg #1

Rules Discussion and Decisions

    available source books
  • Heroes Unlimited 2E Revised
  • Powers Unlimited 1
  • Powers Unlimited 2
  • Powers Unlimited 3
  • Aliens Unlimited
  • Ninjas & Superspies Revised Edition
  • Mystic China


CategoryNotes
Aliensreferencing "Other Options", only those options that fall within the available source books are allowed
Bionicsmay use cybernetics from Ninjas & Superspies
Experimenthouse rule* applies
Hardwaremay use gizmos from Ninjas & Superspies, or substitute a Gizmoteer OCC
Magic: Enchanted Weapon or Objecthouse rule* applies
Magic: Mystic Studymay choose any of the Psychic Character Classes from Mystic China instead
choosing a PCC from Mystic China will allow the character to begin at 3rd level
Mutantshouse rule* applies
Mutant Animalsif "adopted by a mentor" may use Hand to Hand: Ninjitsu from Ninjas & Superspies,
also house rule* applies
Special Training: Ancient Master
    has several options
  1. can follow the original write-up in Heroes Unlimitied 2 Revised
  2. can choose to be a "Dedicated Martial Artist" as the book indicates,
    if this choice is made the character starts at level six and martial
    arts can be chosen from Ninjas & Superspies and/or Mystic China
  3. can choose to use the "Seasoned Adventurer" house rule as listed in this thread
Special Training: Hunter/Vigilantecan use gizmos from Ninjas & Superspies as indicated, also house rule* applies
Special Training: The Secret Operativecan use gizmos from Ninjas & Superspies or choose one of the Espionage Agent OCCs from
Ninjas & Superspies and use equipment from either book
Special Training: The Stage Magiciancan use gizmos from Ninjas & Superspies as indicated, also house rule* applies
Special Training: The Super Sleuthcan use gizmos from Ninjas & Superspies as indicated, also house rule* applies
*house rulecharacters subject to this rule may trade one skill program or eight secondary skills to add
a non-exclusive martial art form from Ninjas & Superspies or Mystic China (an exclusive form
requires GM permission), no academic bonuses apply.



    Character Creation
    • The Eight Attributes
    • Use the dice link eight times for characteristics.
    • Characteristic roll
    • for each characteristic, if the sum of the three highest dice is over fifteen, use the four highest dice for the characteristic, if four of the dice rolled six, sum all five dice for the characteristic
    • The Spinal Tap rule is in effect, any characteristic less than eleven immediately becomes eleven. These go to eleven.
    • Hit Points & SDC
    • at first level, the hit point die roll will be assumed to be a six
    • at the end of character creation (after skills are applied), characters with an SDC of less than forty will raise their SDC to forty
    • Determining Super Abilities
    • you may choose your character's Power Category, or use the following dice link
    • Random Power Category
    • there will be two digits recorded, you decide which is the tens digit
    • if you choose the Power Category, you must roll for Education & Skills
    • Determining Education & Skills
    • if you rolled a random power category, you may choose the character's education level
    • to roll a character's education level, use the following dice link
    • Education level
    • there will be two digits recorded, you decide which is the tens digit
    • Picking an Alignment
    • Characters can be Principled, Scrupulous, or Unprincipled
    • Rounding Out Ones Character
    • Aliens, Bionics, Robotics, Hardware, and Special Training provide resources for characters in those categories
    • other categories accept what is in the Money and Equipment portion of the book (page 24)
    • The Optional Rules on page 25 of the rulebook are optional, and characters may choose from those lists instead of rolling
    • further choices and random selections
    • within each Power Category, decisions during character creation are one of three types
      randombook indicates a dice roll on a table decides
      optionalbook indicates to pick or roll on a table
      choicebook indicates the player picks from a list for the character
    • as character creation progresses, all random decisions can become optional decisions if the next optional decision to be made becomes random
    • examples below


    Robotics category
    • Determining Budget
    • Bob the Builder chooses $15.5 million instead of rolling (random decision made optional)
    • Selecting Robot Intelligence is a choice
    • Bob chooses a sophisticated AI
    • Selecting a Robot Body is a choice
    • Bob goes with Type 4: Android
    • AI Programming is a choice
    • there is an option to roll for the Optional Personality Program, but having turned the budget decision from random to optional, this choice becomes a random roll automatically, Bob rolls 59, and is forced to play his android as C3PO
    • Background Data
    • Sponsoring Organization is a random roll, but Bob chooses to make this a choice and selects a Secret Organization
    • forced to roll for the motive of the organization, Bob rolls  48 and must define the sponsoring organization as Criminal
    • Status with Sponsoring Organization is chosen as Runaway so Bob's android can be hunted by the Criminal Organization
    • Bob must roll for the Quality of the Robot, fortunately he rolls 72, and so has only a 01-03% chance of malfunction


    Experiment
    • The Nature of the Experiment
    • Bob the Builder decides not to make a choice till it's important, and rolls a 63 "Chemical and radiation combined"
    • Supersoldier
    • Bob decides he wants to avoid the random elements and make a Supersoldier so he skips table B and C
    • Side Effects
    • Bob chooses a Physical Transformation as a side effect, then has to roll on the odd skin pigmentation table and gets 43 which he decides is Bluish White
    • The Sponsoring Organization
    • Bob chooses to roll this and get 60 Military, which was what he was going to choose, anyway
    • Status with Sponsoring Organization
    • figuring the dice have been good, so far, Bob rolls and gets 06 allowed to leave on very good terms
    • Determining Supersoldier Abilities
    • Bob decides he wants to choose the Minor Super Ability and goes for Healing Factor
    • Bob must roll on the Supersoldier Ability Table and gets 55 Brain Boost
    • Bob decides to roll for the second ability and save his choice, he gets 18 Attempted to make the character invulnerable.
    • Bob chooses his third supersoldier ability to be Attempted to Increase Physical Agility and Dexterity

This message was last edited by the GM at 20:23, Sat 04 Feb 2023.
SSOGM
GM, 176 posts
Some Sort Of
Game Master
Fri 5 Mar 2021
at 02:42
  • msg #2

Rules Discussion and Decisions

    House Rules
  1. No Mega-Heroes
    • Certain combinations of powers are not allowed, GM reserves the right to add to this list for no apparent reason
    • Supernatural PS with Invulnerability
    • Stretching and Body Weapons with Multiple Limbs
    • Stretching and Body Weapons with Tentacles
    • Super Bounce and any sort of flight
    • Intangibility and Bio-Ghost
        No character can have more than one of the following powers
      • Invulnerability
      • Supernatural PS
      • Any number of Alter Physical Form powers

  2. The Latent Psychic's base I.S.P. is his Mental Endurance (M.E.) attribute number x2, plus the roll of 1D4x10. The total is the character's starting level of raw mental power. As the psychic grows in experience, so too does his I.S.P., adding 1D6+1 I.S.P. per each level of experience, starting with level one.
  3. The Master Psychic's base I.S.P. is his Mental Endurance (M.E.) attribute number x2, plus the roll of 2D6x10 (not 1D6x10 as listed). The total is the character's starting level of raw mental power.
  4. Players who use the random table: The Number & Category of Super Abilities, can roll up superbeings who have both a super ability and psionic powers. Such characters are considered to be Latent Psychics, and must spend I.S.P. to use their psionic ability(s). Since they also possess one or more super abilities, the character does not gain new psionic abilities like the normal Latent Psychic. However, I.S.P. do increase at a rate of 1D6+1 I.S.P. per each level of experience, starting with level one. Base (starting) I.S.P. is the M.E. number, plus the roll of 1D6x10.
  5. One paragraph of Heroes Unlimited Revised Second Edition page 45 is changed as follows:
    Heroes Unlimited Revised Second Edition page 45:
    3. The Military (or Police) Skill Program is limited to the Military, Military Specialist and Trade School (specialized training) educational levels.
    becomes
    3. The Military Skill Program is limited to the Military, Military Specialist and Trade School (specialized training) educational levels.

    • Super Ability: Manipulate Kinetic Energy, damage corrections
    • Large Axes (battle, chopping types) should be 3D6 (not 2D6).
    • Throwing Axes should be 2D4 damage (not 1D6).
      Bola should be 2D4 damage (not 1D6)
    • Discus, Metal should be 2D6 damage (not 1D6).
    • Discus, Metal with Blade Edges should be 3D6 damage (not 2D6).
    • and ... Throwing Sticks have a range of 120 ft (36.6 m)

    • Super Ability: Alter Physical Structure: Fire
      Other Abilities & Bonuses
    • Fiery Aura adds 50 to S.D.C. while in the fire form.
    • Maximum altitude for characters who can fly when transformed in to flame is 2000 feet (610 m).

  6. The extra S.D.C. provided by any of the Alter Physical Structure abilities recovers much more quickly than normal S.D.C.; roughly 4D6 S.D.C. points per every 10 minutes! This impressive rate of recovery applies only to those special S.D.C. gained from the altered state (metal, rock, ice, etc.). Ordinary physical S.D.C. and Hit Points recover at the normal rate for humans.
  7. MC - inhuman entities (dragons, demons, spirits, etc.) are not available as player characters, martial arts form listed anywhere else supersede the listings in this book
  8. NS & MC - martial arts in these books list "moves" available to practitioners of the art, this includes the four "generic" hand to hand skills (basic, expert, assassin, martial arts). In combat, the 'style' used will be indicated at the beginning of a melee round. Moves within the indicated 'style' will receive full combat bonuses. Moves used from any alternate 'styles' known by the attacker can be performed but will receive no bonuses save those of relevant characteristics. Any move not known by the attacker can be attempted with a 20% reduction in success rate (-4 to hit) and half of the usual bonus to success (PS bonuses halved).
  9. Bionic P.S. is considered Extraordinary only if the bionic character has purchased reinforcing exoskeletons.
  10. Swimming speed is PS X 3 yards per melee. Powers that enhance physical strength should increase the speed the character can swim.

    PSCarrySwim
    normalx20 poundsx3 yards per melee
    Extraordinaryx100 poundsx15 yards per melee
    Superhumanx200 poundsx30 yards per melee
    Supernaturalx300 poundsx45 yards per melee

    This message was last edited by the GM at 13:29, Tue 14 Feb 2023.
SSOGM
GM, 4 posts
Some Sort Of
Game Master
Sun 20 Aug 2017
at 18:25
  • msg #3

Rules Discussion and Decisions

Hand to Hand Skill Move Lists

    Basic Hand to Hand
  • beginning
    Escape MovesRoll with Punch/Fall/Impact
    Defensive MovesDodge, Parry, Automatic Parry
    Hand AttacksStrike (Punch)
    Foot AttacksSnap Kick (1d4)
    Special AttacksBody Block/Tackle, Crush/Squeeze, Pin/Incapacitate
    Modifiers to AttacksPull Punch, Knockout/Stun, Critical Strike
    Simultaneous AttacksAttacking without Defense
  • Level three - Kick attacks: Karate style kick does 2D4 damage or Snap Kick, 1D6 damage.
  • Level eight - Body Throw/Flip1


    Expert Hand to Hand

  • Escape MovesRoll With Punch/Fall/Impact
    Defensive MovesDodge, Parry, Automatic Parry
    Hand AttacksStrike (Punch, 1d4), Knife Hand (1d6)
    Foot AttacksKick Attack (1D6 Damage), Tripping/Leg Hooks
    Special AttacksBody Block/Tackle, Choke
    Modifiers to AttacksPull Punch, Knockout/Stun, Critical Strike, Critical Strike From Rear, Death Blow
  • Level five - Kick attacks: Karate style kick does 2D4 damage and any two of choice2
  • Level eight -  Body Flip/Throw1


    Assassin Hand to Hand

  • Escape MovesRoll With Punch/Fall/Impact
    Defensive MovesDodge, Parry, Automatic Parry
    Hand AttacksStrike (Punch), Knife Hand, Fingertip Attack (1 pt damage)
    Foot AttacksSnap Kick (1D4 Damage), Tripping/Leg Hooks
    Special AttacksBody Block/Tackle, Choke
    Holds/LocksArm Hold, Body Hold, Neck Hold
    Modifiers to AttacksPull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear, Death Blow
  • Level seven - Death Blow3 (if desired; must announce his intention)
  • Level nine - Kick attacks: Karate style kick does 2D4 damage and any two of choice2


    Martial Arts Hand to Hand

  • Escape MovesRoll With Punch/Fall/Impact
    Defensive MovesDodge, Parry, Automatic Parry
    Hand AttacksStrike (Punch, 1d4), Knife Hand (1d6), Power Punch (1d10)
    Basic Foot AttacksKick Attack (1d6), Snap Kick (1d4)
    Special AttacksDeath Blow, Leap Attack, Body Block/Tackle
    Modifiers to AttacksPull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear
  • Level three - Kick attacks: Karate style kick does 2D4 damage and any four of choice2
  • Level five - Jump Kicks (all)4
  • Level eight - Leap Attack5
  • Level ten - Body Flip/Throw1


    1Body Flip/Throw
  • Character throws the opponent off the ground. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. A character's damage  bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.
    After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one melee attack. With a Breakfall the damage is reduced in half, even if the roll fails.
    As an attack, it is possible to throw the victim of a body flip/throw into something or someone. To determine success, roll another Strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, Dodge, etc. If the two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one melee attack.


    2Kick Attacks
  • Kick Attack: This is a conventional karate-style kick. It starts with bringing the knee, leg folded, up to chest level, then the foot is completely extended. Does 2d4 Damage.
  • Snap Kick: A very short, very fast kick. Usually delivered low, striking the opponent somewhere below the waist. It works well in confined spaces and in grappling range, but does relatively little damage (only 1D6).
  • Roundhouse Kick: By turning the body and swiveling the hips, there's tremendous power packed into this kick. Can be used only once per melee round, and no other kicks can be used in that same melee round. Does 3D6 Damage.
  • Wheel Kick: A damaging kick that involves sweeping the leg completely around the body. Cannot come right before or right after another kick. Does 2d6 Damage.
  • Crescent Kick: A swivel-hipped kick that sends the foot out in a sweeping arc. Does 2d4+2 Damage.
  • Axe Kick: A very high kick that goes up and over the opponent, coming down on the neck or shoulder. Can't be used in the same melee round with any other kicks. Does 2d6 Damage.
  • Backward Sweep: Used only against opponents coming up from behind the character. Does No damage, it's purely a Knockdown attack. Cannot be parried, but can be dodged.
  • Tripping/Leg Hook: An attack on the opponent's legs. Does No damage, it's purely a Knockdown attack. Cannot be parried, but can be dodged.


    3Death Blow
  • Potentially, an automatic kill because the attack inflicts double damage (plus damage bonus) direct to his points (no SDC damage). The defender can try to roll with death blow by rolling over the attacker's strike. A Death Blow must be announced before rolling the Strike. An unsuccessful Death Blow does 1D6 damage.
    The defender can only attempt to survive by parrying (must equal or better the attack roll with a natural, unmodified, die roll to parry) and/or by doing a Roll with Punch. If the roll with punch is successful (over the attacker's Strike roll), then the victim's hit point damage is reduced by half.
    NOTE: The actual effect is the immediate stopping of the heart. In other words, it simulates a massive heart attack. All the damage is to the victim's Hit Points, not to SDC If CPR-type resuscitation is available, the victim may be mobile in less than an hour. Roll to save vs coma/death.


    4Jump Kicks - A Jump Kick is performed by leaping completely off the ground and attempting to land foot-first on an opponent. Jump Kicks can be used only by those skilled in hand to hand martial arts or in a specific style of martial arts. The advantage of a jump kick is that it works as a critical strike and doubles the  normal damage inflicted. The disadvantage of a jump kick is that no other attack may be performed in that melee round (all attacks for that melee are used up in the kick). The jump kick must be the character's first attack of that melee round. For the rest of the melee round, the character can only parry, dodge or move into position.
  • Jump Kick: Does 1D8 Damage and Critical Strike.
  • Flying Jump Kick: Must be made from long range. The character launches into the air, taking a position that will smash one foot into the opponent. Does 1D10 Damage and Critical Strike.
  • Flying Reverse Turning Kick: Must be made from long range. The extra twisting and turning of the body adds power to do 2D6 Damage and Critical Strike.


    5Leap attack - An airborne assault where the weapons and fists are wielded in mid-leap. A leap attack must be made only at the beginning of a melee round and, like the jump kick, uses up all attacks for that melee. Usually, only a single strike can be made during a leap attack. However, if two opponents are close together, the attacker can leap between them and strike both of them at the same time; roll to strike each opponent. After the leap, the character may not attack again until the next melee round, but can parry, dodge, or move into position. Automatic parries work in mid-leap, but dodges are impossible. A successful leap attack is a critical strike and does double damage.

This message was last edited by the GM at 03:38, Sun 07 Mar 2021.
SSOGM
GM, 176 posts
Some Sort Of
Game Master
Fri 5 Mar 2021
at 02:39
  • msg #4

Rules Discussion and Decisions

    Moves Common to All Hand to Hand Skills (not all martial arts)

  • typeCombat Move
    Escape MovesRoll with Punch/Fall/Impact
    Defensive MovesDodge, Parry, Automatic Parry
    Hand AttacksStrike (Punch)
    Foot Attacksnone
    Special AttacksBody Block/Tackle
    Modifiers to AttacksPull Punch, Knockout/Stun, Critical Strike


    Move Sets Specific To Hand to Hand Skills
  • Hand Attacks
    Hand to Hand SkillAdds to Move Set
    Basic Hand to Hand nothing
    Expert Hand to HandKnife Hand (1d6)
    Assassin Hand to HandKnife Hand, Fingertip Attack (1 pt damage)
    Martial Arts Hand to HandKnife Hand (1d6), Power Punch (1d10)
  • Foot Attacks
    Hand to Hand SkillAdds to Move Set
    Basic Hand to HandSnap Attack (1d4)
    Expert Hand to HandKick Attack (1D6 Damage), Tripping/Leg Hooks
    Assassin Hand to HandSnap Kick (1D4 Damage), Tripping/Leg Hooks
    Martial Arts Hand to HandKick Attack (1d6), Snap Kick (1d4)
  • Special Attacks
    Hand to Hand SkillAdds to Move Set
    Basic Hand to HandCrush/Squeeze, Pin/Incapacitate
    Expert Hand to HandChoke
    Assassin Hand to HandChoke
    Martial Arts Hand to HandDeath Blow, Leap Attack
  • Modifiers to Attacks
    Hand to Hand SkillAdds to Move Set
    Basic Hand to Hand nothing
    Expert Hand to HandCritical Strike From Rear, Death Blow
    Assassin Hand to HandCritical Strike From Rear, Death Blow
    Martial Arts Hand to HandCritical Strike From Rear

This message was last edited by the GM at 03:18, Fri 05 Mar 2021.
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