This is a closed game; it is not open for general submissions.
Welcome to Nostalgia City where adventures from yore take place today! Before we get to gaming, I need to pop an antihistamine tablet because the dust on these old modules is killing me. Not that I remember them; I was a wee bairn at the time of their publication, but I rooted through the remnant bins of six gaming stores in four different cities to bring you these adventures!
The first thing we need to decide on is tone. Are y'all looking for Roddenberry-esque naivete, or Abrams' lens-flary, Galaxy Quest throttle on the console? Either way it'll be four-color (non-lethal), but the former would be more generic Campaign City where the adventures more or less happen outside of history, and the latter happens in a more realistic take on the modern world, named "real" cities, more meta-y, etc. I mention Star Trek because I just saw ST2 last night and I can't stop laughing at the throttle on the console. LOL But seriously, tone is important and either way works for me.
The second consideration is whether y'all would enjoy the modules as written ("just play the hits!") or if you want me to reboot it and blow up Vulcan (if anyone shouts "Spoiler!" I'm gonna stab you in the forearm with a mechanical pencil).
I was thinking of making the combats more dynamic by having initiative re-rolled each round. To speed things up, I could roll Init for everyone. I've not seen too many people (if any) re-roll their Init.... It's one thing to wait for a player who needs to make a decision, but Init is almost always just a roll and waiting for that becomes tedious. It would keep things interesting because you wouldn't be at the bottom of the init order for the entire combat. Thoughts?
Here are the house rules we're playing with:
Powers are from Ultimate Power (takes precedence over core power rules). I am not a fan of Mecha & Manga (though the Last Stand Feat is acceptable).
Trade-Offs are capped at +/- 5. Impervious is capped at PL (10 ranks).
Devices that are Hard to Lose are worth a -0 Flaw (they are Complications); Easy to Lose Devices are worth a -1 Flaw.
Skills are capped at PL+10 (this is a PL 10 game, so +20 is the max, no matter how you get there).
The average of your Fort/Reflex/Will saves should be PL-2 (or 8 in this PL 10 game).
Containers and Arrays do not have to be built in five and two point increments, respectively. Devices (Containers by any other name) that are Easy To Lose receive a -1pp/5pp spent (round at 3).
The Action Flaw is removed and in its place is the Activation Drawback: -1pp for a Move action, -2pp for a Standard action.
Character Drawbacks should become Complications, e.g. blindness, vulnerability, etc.
I am not opposed to PL trade-off (PL 9/165 or PL 11/135) but ALL players must sign off on this.
Flight (Wings) is worth a -1 Limitation (not a -1 Drawback).
Healing only requires a Standard Action and just grants its ranks as a bonus (non-cumulative with CON bonus).
Regeneration is not allowed. Use Healing (Flaw: Personal) for 1pp/rank.
No lethal combat in this game. The damage conditions are:
Code: Select all
6-10 Bruised + Dazed (lose your actions for one round, but retain your Defense)
11-15 Bruised + Dazed + Staggered (single Move or Standard action; Staggered twice results in Incapacitated)
I'm adding a Recover Action as a maneuver. It's a Standard action and you automatically recover from your worst condition. You may do this once per scene.
Evasion grants a +2 Reflex bonus, and a second rank grants a +5 toward reducing the effect of an area attack. It no longer negates all damage (a successful save halves area damage).
The Distract Feat only works once per opponent per combat.
The Fearless Feat protects against all uses of the Intimidate skill and the Fearsome Presence Feat, but not other fear-effects. Immunity (Fear Effects) is 5pp--this covers all descriptors.
Anyone can use Accurate/All-Out/Defensive/Power Attack up to +2 without a Feat. This does away with Aggressive/Defense stances.
Knockback is an additional option of a Critical Hit. It's not always advantageous to send your target flying; you choose. Knockback does not inflict any additional damage to the target, though it may break the scenery.
Falling damage is +1 per 20 ft. and capped at +10 / 200 ft.
Campaign world background
Triceracop played by Kreuzritter
Beefeater played by Gilliam
Fireflash played by Arthur Eld
Miss Miracle played by Ysariel