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19:10, 7th May 2024 (GMT+0)

Unlockables.

Posted by The WatcherFor group 0
The Watcher
GM, 42 posts
Mon 20 Apr 2020
at 02:22
  • msg #1

Unlockables

From the Basic Game manual:

You can spend 5 XP to do the following:
* Replace an existing Distinction with a new one.
* Add or replace a Limit in a Power Set.
* Switch two Affiliation traits.
* Unlock a minor Event resource.

You can spend 10 XP to do the following:
* Add a new SFX to a Power Set.
* Step up a d6 or d8 power trait by one step.
* Add a new d6 power trait to a Power Set.
* Remove a Limit from a Power Set that has two or more Limits.
* Unlock a major Event resource.

You can spend 15 XP to do the following:
* Step up a d10 power trait by one step.
* Replace an existing Power Set with a new one.
* Add a new Expert Specialty or upgrade an existing Expert
to Master.

As a player, you always have the option to spend 1 XP to add a Plot Point to your current pool of PP. This also increases the minimum PP you start each session with by +1 to a maximum of 5 PP (with 4 XP spent). It’s not the most efficient use of your XP, but maybe you really want to get ahead of the game! This increased minimum starting amount resets to 1 at the beginning of a new Act, though -- make use of ‘em while you’ve got ‘em.

More coming soon...
The Watcher
GM, 59 posts
Sat 9 May 2020
at 23:54
  • msg #3

Unlockables

Unlockables for Maximum Carnage


[5 XP/10 XP] Lethal Protector OR Symbiote Squad:
For 5 XP, the player may select one of five symbiote-bonded allies who share the goal of stopping Carnage to come and assist them for one scene: Scream, Lasher, Phage, Agony, or Riot. The 10 XP option allows the hero to call in all five as the special-ops symbiote squad, the Mercury Team. For the 10 XP option, the assist characters stick around until the final showdown with the Carnage Family, unless removed by a Watcher character's actions.

Mechanical Effect: For the 5 XP option, this character is treated as a d12 persistent asset that may be added to a player's action/reaction rolls during a combat scene. The 10 XP option gives the player the same reward, but as a 5d8 SYMBIOTE SQUAD power set rather than an asset.

SYMBIOTE SQUAD
Mob 5d8
SFX: "Mercury Team, Go!" Target multiple opponents. For every additional target, add d6 to your pool and keep an additional effect die.
SFX: Flurry of Tentacles. Add a d6 and step up your effect die by +1 when inflicting a SWARMED complication on a target.
SFX: Take One for the Team. On a successful attack action against you, spend 1 PP to ignore the effect die and remove a die from your SYMBIOTE SQUAD power. Recover SYMBIOTE SQUAD die after a Transition Scene.
Limit: Fire and Sonic Weakness. On a reaction to a fire or sonic-based attack, automatically remove one die from SYMBIOTE SQUAD regardless of whether or not the attack was successful.


[15 XP] Symbiote Suit:
For 15 XP, the hero is bonded to an alien symbiote of their choice, gaining all of its powers. They are able to shapeshift, stick to walls, web-sling, and perform many other amazing new stunts.

Mechanical Effect: For 15 XP, the hero unlocks the power set below:

SYMBIOTE SUIT
Superhuman Reflexes d10
Superhuman Strength d10
Shapeshifting d10
Superhuman Durability d10
Stretching d8
Tentacles d8
Wallcrawling d8
Web-Slinging d8

SFX: Multipower. Use two or more Symbiote powers in your dice pool, at -1 step for each additional power.
SFX: Feed Me. Add d6 to your dice pool for an attack action and step back the highest die in your pool by -1. Step up physical stress inflicted by +1.
SFX: Grapple. Add d6 and step up your effect die +1 when inflicting a complication on your target.
Limit: Fire and Sonic Weakness. On a fire or sonic-based attack, change any Symbiote power into a complication and step up or add d6 to the doom pool.
Limit: Adrenal Feeding. At the end of a scene, if you have taken any emotional stress, step up your physical stress by +1.

*Heroes who already have two or more power sets must choose one to replace with the new Symbiote Suit power set. Heroes who already possess power traits within the Symbiote Suit power set will gain the power set minus those duplicate power traits.

This message was last edited by the GM at 20:43, Sat 18 July 2020.
The Watcher
GM, 60 posts
Sun 10 May 2020
at 00:15
  • msg #4

Unlockables

[5 XP/10 XP] Family Secrets:
For 5 XP, you uncover information on the background, origins, and abilities of one member of Carnage's Family. For 10 XP, you gain information on the entire Carnage Family's hideouts, resources, and potential fears/weaknesses to be exploited.

Mechanical Effect: For the 5 XP option, this information is treated as a d12 resource that may be added to a player's action/reaction rolls during a scene involving the chosen member of Carnage's Family. The 10 XP option gives the player the same reward, but as a d12 resource that can be used against all five major members of the Carnage Family (Carnage, Shriek, Doppelganger, Carrion, and Demogoblin). Unlike an asset created for this same purpose, these resources do not go away from being "spent" and cannot be targeted by Watcher characters for removal.

[5 XP/10 XP] Mob Justice:
For 5 XP, the hero is assisted for one Action Scene by a formerly-brainwashed mob of citizens who want payback on Carnage and Shriek. For 10 XP, the mob sticks around until the final showdown with the Carnage Family, or until they are taken out of the action.

Mechanical Effect: For the 5 XP option, the hero gains a MOB JUSTICE power set, consisting of 5d6 to add to any roll involving members of the Carnage Family. As long as the mob has at least 2 dice in it, the hero uses their Team Affiliation die and gains the following power traits, SFX and Limit:

MOB JUSTICE
5d6

SFX: Grapple. Add d6 and step up your effect die +1 when inflicting a MOBBED complication on your target.
Limit: Mob Cohesion. Watcher characters may defeat MOB JUSTICE dice with effect die of d8 to reduce mob. If the last Mob die is removed, the mob breaks up and leaves the scene.

For the 10 XP option, the hero also gains the following two SFX:

SFX: "Kasady Must Pay!" Spend 1 PP to add another d6 to MOB JUSTICE, to a maximum of 5d6.
SFX: "Let's Patch You Up." Spend 1 PP to recover your own or another's physical stress, or step back physical trauma by -1.

More coming soon...

This message was last edited by the GM at 19:21, Thu 02 July 2020.
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