Dice: Risus, but with OVA dice (u3 for
3 dice and so forth). OVA dice work akin to Yahtzee, a la:
u3: 6 from [6, 4, 1]
u6: 8 from [2, 1, 2, 5, 4, 4]
The chief benefit of this is that an increase in dice is no guarantee for victory and also fits into discovery and useage of ones abilities.
The chief benefit of this is that an increase in dice is no guarantee for victory and also fits into discovery and useage of ones abilities.
Regular Cliche: you have 7 dice to put
into normal cliches; none can be more than 3 dice.
Power: You have six dice to play with. You can have one power at 6 or two medium powers (3/3 or 4/2). One power is generally reserved for the more powerful abilities, two for complementary ones that fit the character.
Power: You have six dice to play with. You can have one power at 6 or two medium powers (3/3 or 4/2). One power is generally reserved for the more powerful abilities, two for complementary ones that fit the character.
Power level: low-tier X-men is the
mental starting point. So the limited abilities of the original X-men
could qualify and so forth. Characters will get more powerful as the
game progresses in their abilities rather than gaining more powers.
Boost: You begin with 0 dice in boost.
This is gained via RP, awesome moments etc. and basically becomes
bonus dice to apply to situations in the game. If you want your PC to
begin with Boost that regenerates daily (1-2 points) you can add some
flaw to your power(s) as agreed by the GM. (In x-men terms, Cyclops
not being able to turn off his powers or Beast looking like a beat
would qualify.)
Damage: Roll dice, whoever wins the
encounter (the defender wins ties) does the difference between them
(in the above example, 2 damage). Certain abilities will increase
this naturally as will weapons.
(Armour exists, reducing total damage
from a hit by 1-2 points.)
Health: Regular people have 5-10
health as their base, depending on jobbs, general health and so forth. If you have
abilities that are combat/survival;-based, you get more health. [Roughly 3
points/level, though variation can apply.] This does mean that PCs
are not initially any kind of bullet-sponges and will need to act
accordingly. It means the average person will have between 10-15 health most likely in total.
Note: This is very rough and a first
draft: it can be altered before the game begins, or even during play
(if everyone is seen as having too much or little health).
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