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Request to Join & House-Rules.

Posted by ControlFor group 0
Control
GM, 15 posts
Sat 9 Mar 2019
at 21:52
  • msg #1

RTJ & House Rules

Basic Concept
All PCs hare newly erupted metahumans in Emerald City.  They'e consented to live at Hubert House, a former bed & breakfast near University Hill, and agreed to have film crews around them pretty much all the time to create a documentary "Year One", chronicling their adapting to their new powers.  The goal is to help humanize the metas, by showing that they are just like everyone else.    They have good days and bad...

Except, of course, they're not just like everyone else.  These particular metahumans are colonized by a strain of extra-dimensional sentient microbes (this is your PCs power-origin) that has been at war with each other for centuries.  That ingrained hostility comes out when any of the enemy--specific other colonies of the same microbes, but different strains--are nearby.

These microbes are the explanation for the power-effects, they are not the powers themselves.  As such, Technology (Power-suit, gadgetters), Magic and cosmic powers are pretty-much off the table.

Also note...  As the AGM, I'm not a fan of gadgeteering.  I feel that it's a solo-activity that does not provide much in the way of roleplaying opportunities in a text-based medium like rpol.  Even worse, it provides even less opportunities for engagement with other PCs.  So, any gadgeteering focus is going to find itself backgrounded.  If this is your jam... you'll be disappointed here.



To RTJ to this game
Please submit one or more pitches, which should consist of:

A High-Concept - boil down the concept to a couple of words....  Think of how your character would be described in the following statement:
"Who, Her?  Oh, She's..."
  • the last son of a dead planet  (Superman)
  • a billionaire orphan vigilante  (Batman)
  • the wielder of a cosmic ring of power (Green Lantern)
  • the mythological daughter of power (Wonder Woman)


A couple of lines to outline who this character was and is
Give me a little bit more detail if you want...  but still, only a couple of lines.    What kind of personality does this character have?

Tell me about a former favorite character...
I need to know why this was a favorite character.  If I get the feeling that our styles of gaming don't mesh well... well, there's no point in continuing.  I don't want headaches.  I want you to enjoy the game.  If I don't think it'll work at this point, why push it?
This message was last edited by the GM at 04:58, Wed 20 Jan 2021.
Control
GM, 17 posts
Sat 9 Mar 2019
at 22:22
  • msg #2

How to RTJ

The Current Cast-List
  • Adrianna - Speedster, like The Flash, only better...
  • Alexey - Paragon... flight, telekinesis
  • Cythi - Teleporter
  • Janava -Spiderman variation...
  • Sandra - Earth goddess, gravity/earth themed
  • Virginia - Tinkerbell oriented earth gravity theme


----
Red  Orange   Coral   Rose   Pink    Purple   Royalred   Lavender   Periwinkle    Blue   DarkBlue   Aqua   Green   Seagreen   DarkGreen    Yellow   Goldenrod    Brown  Gray
This message was last edited by the GM at 04:43, Tue 19 Jan 2021.
Control
GM, 38 posts
Tue 9 Jun 2020
at 04:31
  • msg #3

Conditions of Play

Auditioning...
The RTJ is only an expression of interest.  The real audition (for both of us) happens during character creation.  This is where we get a feel for whether we'll play well together.  It is not just the GM auditioning you for fit... it's also you auditioning the GM.  It's way better to know if we're going to rub each other the wrong way before the game goes live...


Character Creation is Player-Visible
Character creation is a dialog between you and the GM.  But it's done in player-visible threads so that--if other players were so inclined--they can offer commentary.  This does mean iterations of your developed character sheet will be visible to others.

You are also welcome to look in on other character-development threads.  Your insights and ideas might erve to inspire the other player!


OOC & Meta-Game Discussions
I believe that characters have secrets but players shouldn't.    Once a character-build has been approved, these threads will be made private.

In-Game, it is entirely okay for a player to direct the character in specific ways based on metagame discussion.  In fact, I encourage this type of interplay.  Just make sure the narrative story justifies the character's actions.



The GM is (gasp!) Fallible
I occasionally find myself missing some stupid elements of the game or specific powers.  Also, I Apparently tend towards a more literal read of the rules than is strictly necessary.  I'm more than happy to discuss and I'm not too proud to admit if I'm wrong.  But you may still need to convince me.


PACING
I expect to have a fairly relaxed pace (one or two posts a week).  I want players who are willing to interact with each other--not feeling like you have to wait for the GM.    This is super important because I simply cannot maintain a regular consistent pace.  There will be stop-n-go play and I may disappear for a week (or even two) at a time.   If you can't handle that kind of pacing, it's better to not get involved.

I will not abandon a game.   I will always issue a closing statement if it comes to that.  I do not believe in leaving good players hanging.


Ghosting & Dropout Notice
If you need to go offline for a bit, tell us!

If you go dark and we're waiting on you, I will NPC your character.   If it ends up being a long time (or I see that you're logging in and not posting for a long time), then I'll probably just remove you.  I will not ask questions. I am not a babysitter; you are not a child.

This is not at all the same thing as how I'll treat someone who posts "Life sucks, going offline.".  At least then, I know to bench your character.   And really, if things have gone to hell, it's probably better to deal with it all and talk to me when you've cleared it up.   The superhero genre is full of characters who "didn't actually die!"

The reality is that I've got to keep the game going.  If it stalls, I cease to have fun.  And if I'm not having fun... well, why should I bother?.  If the players can't be bothered to play, I won't be bothered to run it.
This message was last edited by the GM at 22:52, Fri 12 June 2020.
Control
GM, 39 posts
Tue 9 Jun 2020
at 04:32
  • msg #4

Game-Settings & Source-Materials

Game Settings
Information/specifics will be revealed once we have a player-base.

PL9 / 136pp

WHATTHIS MEANSRequired Ranges
Skills:Ability + Skillup to max 18
Attack:Attack Bonus + Power Rankup to max 18
Effect:Neither an attack nor resistance checkno limit
Effect:Effect allows a resistance check, but not an attack checkup to max 9
Defense:All Defensesmin 5*
Defense Trade-offs:Dodge + Toughnessup to max 18 (Max trade-off +2)
 Parry + Toughnessup to max 18 (Max trade-off +2)
 Fortitude + Willup to max 18 (Max trade-off +2)
* Note: Minimum Defenses may be lower than 1/2 PL only with GM approval.

1pp must be assigned to the Move-By Advantage.

It is probably in your best interest to hold back some points to evolve the power-profile, introduce new powers and make changes.


Source Material
I will be using HeroLab to verify builds.  I will allow elements from the following books:
  • Hero Handbook  (HH)
  • Deluxe Hero Handbook (DHH)
  • DC Heroes Core-book (DCH)
  • GMs Guide (GMG)
  • Cosmic Handbook (CH)
  • Power Profiles (PP)
  • Emerald City
  • SuperTeam Handbook
  • Hero High Revised (for 3e)


Of course, these will all be subject to discussion and adjudication.

I do not have a physical copy of the Deluxe hero's Handbook, but I do have the PDF.  If we get into discussions about powers, please reference your sources.

Hero-Lab
I will be using Hero-Lab for verifying builds and tracking conditions, stats. etc.   If you have Hero Lab and have the capability to save a .por file, it'll be much easier for us to transfer that file rather than  having me laboriously re-enter everything.  Less mistakes that way, too.

If you don't have Hero Lab, when it comes time to look at math for the sheet, please make sure it is absolutely clear what's being spent on what, and how you got your numbers.  I will ask questions, of course.  But the clearer it is, the less likely I am to make stupid mistakes.


Fundamental FATE Rules

Murphy's Law
If something can go wrong, it will.  When something is unclear, always err on the down side, the direction that makes it worse for the heroes. This fosters increased drama.

Your Duty
The duty of everyone at the table is to make everyone else at the table look
awesome. Period. Figure out how to make the others shine brightly when
it’s their turn in the spotlight, and they will do the same for you.

The Golden Rule
You can always change it later.  Make a decision and move on. If the story dictates a change and everyone agrees to revisit the decision, do so!
This message was last edited by the GM at 14:52, Tue 23 Feb 2021.
Control
GM, 46 posts
Wed 10 Jun 2020
at 04:39
  • msg #5

House Rules

This is my list of house-rules.  Most of it is sourced in personal experience.  But some are drawn from other sites, other games' house-rules.

Power-Build Limitations

Hard No
The following are disallowed:
  • “Bathroom Mentalists” — characters that can “attack” without being  attacked in return are unacceptable and will not be approved.
    Reaction Movement effects fall into this Category.
  • Takedown 2 combined with high Movement Ranks.
  • Persistent extra for Healing & Regeneration powers
  • Unrestricted Precise Create


These Need Discussion
The following are often problematic and must be discussed with the GM, so that appropriate limits are put in place:
  • Senses: Penetrates Concealment or Remote Sensing are key effects that may invoke this rejection.  These will require discussion with the GM to ensure it doesn't make the story a headache.
  • Variable — The Variable power is highly problematic and require discussion on mechanical/thematic limitations.
  • Immunity
    • High ranks of Damage Immunity should be limited in some fashion.
    • Immunity: Toughness, Fortitude and Will — players may only have one of these, and Toughness must be limited in some fashion.
  • Reaction and Trigger - can only be activated by an event that has already happened, not that is going to happen.
  • Improved Critical - above 2 ranks is restricted in nearly all cases.
  • Luck - Excessive levels of Luck (3+) will be heavily regulated.
  • Regeneration
    High ranks is not a casual choice and should be central to the character and limited in some fashion. What does this mean specifically?
    • A Regeneration of 5 or under is acceptable with nearly any build.
    • A Regeneration between 6 and 9 will be much more tightly scrutinized in relation to the build as whole and may require some balancing with a limitation of some kind.
    • A Regeneration of 10 or higher will always require a balancing or limiting element of some kind.
    • When combined with other strong defensive effects (Toughness, Insubstantial, Concealment) this may result in a Story-Breaking character. Use caution and be prepared to discuss it with the GM.
  • Permanent Create
    High-levels of create with the permanent extra work better with a source flaw (preserving the law of conservation of mass & energy).   I'll gladly consider I>Continuous</I> Create or Sustained, but Permanent create looks too much like an edge-run around the volume and mass limits.



Everyone Gets the Move-By Extra
No need to buy it.


Passive Actions & Initiative
For sake of brevity, I will determine initiative when going into a potential combat situation.

I reserve the right to roll for passive actions (first impressions, alertness/notice checks.  Asking for a roll then waiting for it and adjudicating it is three steps where I believe one would suffice.

If you can't imagine a dramatic positive and a dramatic negative result from a roll... don't roll.  However, if you choose to roll, you are obligated to play by the results of that roll.   I am similarly obligated.


Punching Through Barriers
By a strict reading of the rules, a target behind a Toughness 1 barrier is immune to even a Damage 20 blast. This is a simple rule to get around that without requiring special extras. If you have Multiattack, or Split, you can attack the barrier and then target separately instead of using this rule.

If someone is behind a barrier (inside a vehicle, behind a Force Wall, etc.) but within range of your Damage attack, you may attempt to punch or shoot through it to hit him.

The DC is the higher of that needed to hit the barrier or the foe (considering cover, concealment, etc.). If you hit, the foe makes a Toughness roll, using the higher of his personal Toughness or the barrier's Toughness, plus half of the lesser value (rounded down). For simplicity, use this check for effects on both the barrier and the foe.

For example:
Zzap is fighting a foe in a helicopter. The helicopter is DC 6 and the foe is DC 14, so he rolls against DC 14 to hit. If successful, the helicopter has Toughness 9 and the foe has Toughness 7, so the effective Toughness is 9 plus half of 7, or 12.


Area Attacks
When targeted by any area attack, roll Dodge vs. 10+(effect rank). Add your Defensive Roll level (if any), and add the usual +2 or +5 if you have Evasion. Success means you take half effect; three degrees of success means you avoid the attack completely!

Ranks in Defensive Roll do not apply to Toughness checks for actually resisting the effect.


Spend a Hero Point for a Temporary Advantage
Any advantage can be added on the fly (at rank 1, if ranked) by spending a hero point, as long as prerequisites are met and it makes narrative sense.  (so, no giving yourself Benefit Security Clearance without the story to back it up).



Array Builds
Arrays of powers require a thematic commonality or a mechanical commonality.  If it isn't obvious, spell it out for me.  Iron Man's "Weapons Systems" are a thematic commonality.   If a character can't fly while he's communicating telepathically, that's a mechanical commonality.

All the elements in the array need to have the same Action rank.  I might allow Move-Action and Standard-Actions in the array together, but if you use that move-action power, you can't use your Standard-Action powers until the next round. Better to just make them all Standard-Action.


Sustained-effects will come under closer scrutiny.  There are special cases.
  • Mimic, Morph, and Shapeshift are "slotting" powers.  You use the action to switch different effects into the active "slot" and use the Sustained duration to maintain that, even while other powers in the array are in use.
  • Create, Summon & Transform  You can use the action to bring things into existence or (in the case of transform) change them and use the Sustained duration to maintain that even while other powers in the array are in use.  Creating, summoning or transforming  something new requires a new action.  In addition,  the cumulative amounts than can be affected still falls under the rank power of each power-effect.   so no summoning max amount, then summoning max amount again and again.... you just can't bypass the power-limits.

This message was last edited by the GM at 22:37, Sun 24 Jan 2021.
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