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47297029
Spain&Portugal as super-suppliers; political clusterfuck of Brazil; Middle East religious ideas; branching out into alien races

47309996
Some general non-capeworld discussion; fleshing out the original MnM team; some more aliens.



worldbuilding, superheroes, supers, super heroes, capes


signups recaps

* Tropers/EchoingSilence
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=1#7 Battlesuit]]. Signup accepted.
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=4#94 Poking]].
* Tropers/{{Nman}}
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=1#12 Captain Byzantium]]. Signup accepted.
** Oh huh, he even done some statblocking. Check it out.
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=4#97 Also still poking]].
* Tropers/ThisGuy481 REJECTOMUNDO
* Tropers/AllHailThrall
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=1#23 The atlantean]]. Accepted.
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=4#100 Poking]].
* Tropers/NitrousThunder
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=2#30 Newbie wizard]]. Good.
** Have not poked.
* Tropers/EdwardsSenpai
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=2#42 Earthbender]]. Good.
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=4#99 Poking]].
* Tropers/{{Testedcomic}}
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=2#44 Zero]]. Eh.
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=4#98 Poking]]
* Tropers/UndyingPhoenix
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=3#58 Batman]]. Ok.
** Have not poked.
* Tropers/HeroicSociopath
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=3#59 Had plans on reformed villain firebender]].
** Have not poked.
* Tropers/Victor_Skye
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=4#85 Edgelord]]. No.
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=4#96 Poking but still no]].







First off, shorthand concept:
* The game will a newly established team of heroes, forged in fires of a disastrous incident that ballooned city's population of supers and their work to prove themselves and clean the city up.
* Rather than pure freeform, I'll be running it using TabletopGame/MutantsAndMasterminds (third edition). I'll basically deal with the system bits for you (unless you want to learn it for yourself); and really after character generation and establishing just what exactly skills/powers/gadgets do they have the whole thing runs very simply.

!!The setting
Ah, the world of superheroes. It is not a type in which superpowers didn't exist at all and then suddenly happened, no - this world had a long and ancient history of abnormality. There were ancient aliens uplifting people, gateways to other worlds, civilizations both magical and technological, wars between Atlantis and Serpent People; and remnants and echoes of the past still appear today. You name it, they have it in some form. Just look at the [[TabletopGame/FreedomCity shout-outs list there]].\\
Although the general global history shaped up mostly the same and the prevalence of super- elements varied through the ages. In modern times, TabletopGame/FreedomCity was a notorious hub of superhero activity, while on the opposite coast, Emerald City remained eerily devoid of grandstanding cape activity. Sure there were a few, but nowhere near the crowd. That is, until the game begins [tongue]

!! Characters signups:
No need to hurry to write it up in full upfront, you can open up with a basic idea and we'll hash it out together
* '''Name''': including civilian and hero identities or whatever else aliases you'll have
* '''Personality''': how does your character act?
* '''Description''': what do they look like? Again, both civvies and cape business suit.
* '''Backstory''': again, the obvious, but some things to consider here are
** Did they already have their exceptional skills and what else before the start or will you be going through the MassEmpoweringEvent in the start of the game? In the latter case you still need the name and costume and so on, it'll just be the stuff that you InCharacter get a little later. Also if they already had the stuff: did they do superheroics publically, or were they hiding their capabilities, or were they doing some under the radar street-level crimefighting?
* '''Powers, skills, gear''': that's what you want to have, in generally described sense. Then we'll hash out the stats for it.

Again, the setting is very broad and can accommodate nearly any kind of origin. Although this is not a crossover, you may take inspiration from extant characters if you want.\\
The power level is pretty solid here - if you have a character with "average" attack strength for the PL, it will be as strong as a rocket launcher or a tank's cannon (but still nonlethal at will because comicbooks). Consequently, you will also be tough enough to endure getting shot with it - you will need to get hit ''twice'' with the worst luck on the dice for your resistance check to be taken down.\\
Going lower on the attack and toughness allows your hits to be more precise instead and yourself to be more focused on avoiding getting hit in the first place.\\
In other areas, such as intelligence, the characters can also easily reach superhuman scales and similarly impressive feats.

I'm going to post some example characters for demonstration and set up a chatroom for more on the fly discussion a little bit later on.

hiding the old stuff
[[note]]
Well then, welcome to another of those arena games with unique element. Lets see if this one gets off the ground [grin]

!!Short version: this is a superhero themed game, IC presented as a {{holodeck}} training exercise by the JusticeLeague but it's not particularly hung up on or limited by DCUniverse canon. (And of course, not strictly limited to fighting, feel free to roleplay hanging around the rec room, watching other matches or whatever else comes to you.)\\
It will include both PlayerVersusPlayer and fights against [=NPCs=] run by me. Characters may include both canons and new originals.\\
Unlike the usual for the forum, it is not freeform but rather I will use TabletopGame/MutantsAndMasterminds [[TabletopRPG TTRPG system]].\\
You don't need to know the system to start, I can run you through everything, including character claim or creation.
\\
If you want to jump in quickly, all you need is to post in the thread a handful of DC characters you'd like to try your hands at (I ask for claim of several character in order to filter out whether they have statblocks available and whether they've been already claimed) or about fifteen random numbers between 1 and 20 if you want to see if the random generator will get you something you like.\\
I'll give you your results and then you go jump [[https://discord.gg/0tQgnWF6HTbjSJmE into a chat channel (on Discord, so no registration required)]] to quickly discuss further details and get you into action.

Check the following folder for more specific questions.

[[foldercontrol]]
[[folder:Some more explanations on the game running and purpose]]
Basically, I am running this in order to familiarise myself with MutantsAndMasterminds Third Edition system and building encounters in it, trying to figure out what format works out quick enough in the PlayByPost format and maybe drumming some interest for more seriously plot based game later on.\\
\\
To play, you won't need to own any actual books. If you want to read it yourself, it's available online at http://www.d20herosrd.com/. But even that is not necessarily as the current plan is that:
!!I will be running all random rolls and mechanics. You just decide what you want to try to do.\\
That means having plenty of [[OutOfCharacter OOC]] chatter while choosing the action, then I roll it up, then you describe how it went taking the roll result into account.
\\
It's set in the DCUniverse to make things easy and familiar, with the help of ''DC Adventures'' supplements, providing stats for a lot of DCU characters. Continuity-wise it's pretty generic period, not specifically attached to any stage of their universe reboot bonanza.\\
\\
More fully, the characters can run the gamut of:
* Generated on the spot with quickstart supplement, using either random generator or picking your options approach. (I'll run you through the book)
* DC canons as published in the supplements. Ask me if any given character you want is in it.
** However, they have wildly varying power levels, so they'll be limited to group matches (can you five newbies lay your hands on GreenLantern or {{Superman}}?) or matches with equally powered other canons.
* Published characters for [=MnM=] 3e's own setting. Including villains for you to face off in the training simulation.
* Any statblock you may find on the internet. As long as it's actually for third edition, converting from second is kind of a hassle. Subject to same power level consolations as DC canons.
* Anything you stat up yourself if you so desire and already know the system.
[[/folder]]
\\
\\
[[folder:General system information]]
First off, an expected question:
!!!If I know DungeonsAndDragons, do I know this?
-> In short, no. They both roll a 20 sided die and the combat round is structured similarly. After that, not much. For starters, no classes and no digging through a ton of supplements to find what you want to be. For another, there is an entirely different system in place of hit points.
\\
Second: as a reminder, Green Ronin has all the mechanics of the system published in the open internet - http://www.d20herosrd.com/, including a nice guide explaining general gameplay on the main page, before diving into specifics.\\
What I'm writing here is a more succinct basics guide, with some shortcuts on the player side of action due to having pre-made statblocks, and finally a summary collecting available actions that are smeared around the actual rulebooks into one nice package.\\
\\
But overall the system can be summed up as:
* Roll for anything is d20+modifiers (ability+skill, or power). It needs to match a target number to succeed, if you exceed the number by multiples of five you get better result.
\\
So, what does your character sheet consist of?
* '''Abilities''': Strength, Stamina, Agility, Dexterity, Fighting, Intellect, Awareness, and Presence. They are the basic and broad competences of the character.\\
* '''Skills''': these are more specialized areas of competence. There are more of them and they are more specialized than Abilities.
* '''Advantages''': these are assorted bonuses and tricks your character has that (most of the time) don't fit strictly into ranked skills or powers. For example, you can be skilled in performing certain combat maneuvers, have contacts in some areas, have outstanding wealth, own a hidden base somewhere or have access to a cache of mostly mundane weaponry and equipment.\\
(Batman is absolutely ''loaded'' with these, for example.)\\
* '''Powers''': this section includes any and all special effects your hero possesses that aren't covered in Advantages. It may not necessarily be any flashy superpowers though, even BadassNormal crimefighter's utility belt may go here, or just some exceptional skills [--(Movement: Wall-crawling goes here whether you're Spider-man or just [[AssassinsCreed insanely good at parkour]])--]. Of note are some particularities of powers:
** ''Device'' or also known as '' 'Removable' Flaw'': normally, powers are yours and can't be removed outside of very special circumstances (KryptoniteFactor). Powers with this thing on them cost slightly cheaper, but may be removed from you under less special circumstances.\\
[--Demonstrative example: if you have a regular gun, it's Equipment Advantage. If you have a magic gun with homing bullets that shoots ghosts, it's a Removable Power. If it's a magic gun that can't leave your side, it doesn't have a Removable flaw.--]
** Alternate Effect: this is [---one of the ways---] how system deals with powers with variable effects - you can purchase different applications of the same "source" power for just 1 point. But as a downside, you only switch between them, you can't use them at the same time.\\
[--For example, if you stat up a Superman Expy and he has Strength, Flight and Eye Lasers separately; and Iron Man Expy, for whom Strength, Flight and Lasers are just application of his suit's power source. Our FlyingBrick can fly while carrying a 25 ton load and shooting lasers at things; while not-IM can only carry such load on the ground and can't shoot things while flying or carrying something heavy. There are some other ways to fiddle with the situation although we're not covering them now.--]
* Short summary of your attack powers and effects. It all has accuracy (what you add to your d20 roll when you try to hit something with it) and effect strength (what your target rolls their defence against if you hit)
* Finally, your '''Defences'''. They can be split into active and passive defences
** ''Active'' Defences are your '''Parry''' and '''Dodge'''. Parry is defence against melee attacks, Dodge is defence against projectiles. It ''does not matter'' how you describe them, you still use those stats - your swordmaster ''can'' be deflecting bullets, but he uses Dodge rating. Your brawler ''can'' dodge a sword swing instead of doing some BarehandedBladeBlock, but you still use Parry rating.
** ''Passive'' Defences are your '''Toughness''', '''Fortitude''' and '''Willpower'''. You roll Toughness to endure straight up damage effects (such as getting punched in the face) and Fortitude or Willpower to resist less direct effects.
*** While Fortitude and Will work mostly straightforward, Toughness has a novel subsystem going with it, replacing the usual depletion of hit points. Every time you fail a Toughness roll, even slightly, you get a -1 to your subsequent Toughness rolls. If you fail it harder (see [[https://sites.google.com/site/d20herosrd/#TOC-GRADED-CHECKS this specific section of the rules guide]], you may get some extra negative conditions; and eventually if you fail the roll hard enough, you will be knocked out. But remember, ''I'll be doing the math'' so don't worry too hard about how strange to work with it looks.
[[/folder]]
\\
\\
[[folder:Summary of actions available on every round.]]
Even without involving unique power arrays, there is quite some variety to be had in things to do every round.
* First off, as a general reminder, you can do one Move and one Standard action every turn; Standard action may be exchanged for a second Move.
* So, Move action lets you move to a distance equal to your Speed rank. Without any superpowers, that's 30 feet/8 meters. You may double that by making an Athletics check at difficulty 15. And of course you can do two move actions. So if you push it, you can move up to 120 feet/36 meters. Without superspeed.
* Standard action generally covers more involved actions, generally meaning to affect others or the scenery. Advantages allow you to modify those maneuvers in some ways, for example removing penalties from some, allowing you to push some of them further, or allowing use of different skills for them.
** Most basic one, is using one of your powers or your attacks.
** You are not limited to straight up using the numbers on your sheet, you can always vary them a little: you can take up to -2 penalty on one characteristic to take up equal plus on another. With an Advantage, the minus and plus maximums grow to 5. The variants are: 1)Accurate attack: minus effect, plus accuracy; 2)Power attack: minus accuracy, plus effect; 3)All-out attack: minus to your defences, plus to attack power; 4)Defensive: minus accuracy, plus to defences.
** Aim: instead of attacking, you can take careful aim to make an attack bonus on the next turn. However, you lose half your defences while aiming.
** Charge: you can make an extra Move and still attack, but with -2 penalty.
** Defend: forfeit attacking in order to boost your defence (by a randomly rolled amount, but it'll always help)
** Grab: grappling is pretty simple in this system, you just make an attack check and then they make a resistance check against your strength or grabbing power. If you win, they are immobile and have reduced defences. If you win extra hard, they are totally defenceless. However while grappling your defences and movement are also reduced.
** Disarm: take a penalty in order to try to knock the other party's weapon out of their hands. If you fail, they can try to disarm you.
** Smash: take a penalty to try break an item the other party is holding or wearing. Penalty is bigger than for a disarm.
** Trip: close attack with a penalty, then make opposed Acrobatics or Athletics check.If you fail, they can try to trip you.
** Demoralize: try to inflict penalty on the opponent by Intimidation. (May be used with some other skills with an Advantage)
** Feint: try to reduce enemy's defence against your next attack by Deception. (May be used with some other skills with an Advantage)
** Slam attack: this is for SuperSpeed - by slamming into the enemy after a running start, you can substitute your Speed for your Strength, or boost your Strength damage by 1. However you take some recoil damage.
** Team attack: you delay your turn until your friend's, then make a check to grant him some bonuses on his attack.
** Recover: instead of doing something actively, you catch a breather, removing one level of fatigue or damage from yourself, and slightly boosting your defences for one turn. Limited to once per fight.

And on top of those, there is another couple extras available
* Extra Effort: you can boost up your actions by accepting a fatigued condition (halving your movement speed)
** Get an extra Standard action (so you can attack twice or do other things)
** Gain alternate effect to one of your powers
** Boost one of your powers, your strength or your speed for one turn by +1
** Get a circumstance bonus or upgrade existing circumstance bonus to an action
** Get an extra check to resist an ongoing effect
* Hero Point: they are a meta/story currency. You start with one and can get more on occasion.
** Add some beneficial but logically appropriate element to the scene or request a hint to adventure from the GM (latter not really applicable here)
** Reroll an action, second roll guaranteed to be 11+.
** Instantly remove some of the negative conditions on your character, including fatigue from Extra Effort
** Use a countering power outside of your combat turn
[[/folder]]
[[/note]]
\\
\\
\\



Spain&Portugal as super-suppliers; political clusterfuck of Brazil; Middle East religious variations; splatter of here and there heroes.

to:

Spain&Portugal as super-suppliers; political clusterfuck of Brazil; Middle East religious variations; splatter of here and there heroes.
ideas; branching out into alien races

47309996
Some general non-capeworld discussion; fleshing out the original MnM team; some more aliens.



Added DiffLines:

47297029
Spain&Portugal as super-suppliers; political clusterfuck of Brazil; Middle East religious variations; splatter of here and there heroes.

worldbuilding, superheroes, supers, super heroes, capes


Added DiffLines:

signups recaps

*Tropers/EchoingSilence
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=1#7 Battlesuit]]. Signup accepted.
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=4#94 Poking]].
*Tropers/{{Nman}}
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=1#12 Captain Byzantium]]. Signup accepted.
** Oh huh, he even done some statblocking. Check it out.
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=4#97 Also still poking]].
*Tropers/ThisGuy481 REJECTOMUNDO
* Tropers/AllHailThrall
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=1#23 The atlantean]]. Accepted.
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=4#100 Poking]].
* Tropers/NitrousThunder
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=2#30 Newbie wizard]]. Good.
** Have not poked.
* Tropers/EdwardsSenpai
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=2#42 Earthbender]]. Good.
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=4#99 Poking]].
* Tropers/{{Testedcomic}}
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=2#44 Zero]]. Eh.
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=4#98 Poking]]
* Tropers/UndyingPhoenix
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=3#58 Batman]]. Ok.
** Have not poked.
* Tropers/HeroicSociopath
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=3#59 Had plans on reformed villain firebender]].
** Have not poked.
* Tropers/Victor_Skye
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=4#85 Edgelord]]. No.
** [[http://tvtropes.org/pmwiki/posts.php?discussion=14601192030A54582800&page=4#96 Poking but still no]].








!!! Characters signups:

to:

!!! !! Characters signups:



Going lower on the attack and toughness allows your hits to be more precise instead and yourself to be more focused on avoiding getting hit in the first place.

to:

Going lower on the attack and toughness allows your hits to be more precise instead and yourself to be more focused on avoiding getting hit in the first place.
place.\\
In other areas, such as intelligence, the characters can also easily reach superhuman scales and similarly impressive feats.

I'm going to post some example characters for demonstration and set up a chatroom for more on the fly discussion a little bit later on.


* '''Description''': what do you look like? Again, both civvies and cape business suit.
* '''Backstory''': again, the obvious, but some things to note here are
** Did you already have your exceptional skills and what else before the start or will you be going through the MassEmpoweringEvent in the start of the game? In the latter case you still need the name and costume and so on, it'll just be the stuff that you InCharacter get a little later. Also if you already had your stuff: did you do superheroics publically, or were you hiding them, or were you doing some under the radar street-level crimefighting?

to:

* '''Personality''': how does your character act?
* '''Description''': what do you they look like? Again, both civvies and cape business suit.
* '''Backstory''': again, the obvious, but some things to note consider here are
** Did you they already have your their exceptional skills and what else before the start or will you be going through the MassEmpoweringEvent in the start of the game? In the latter case you still need the name and costume and so on, it'll just be the stuff that you InCharacter get a little later. Also if you they already had your the stuff: did you they do superheroics publically, or were you they hiding them, their capabilities, or were you they doing some under the radar street-level crimefighting?




to:

Again, the setting is very broad and can accommodate nearly any kind of origin. Although this is not a crossover, you may take inspiration from extant characters if you want.\\
The power level is pretty solid here - if you have a character with "average" attack strength for the PL, it will be as strong as a rocket launcher or a tank's cannon (but still nonlethal at will because comicbooks). Consequently, you will also be tough enough to endure getting shot with it - you will need to get hit ''twice'' with the worst luck on the dice for your resistance check to be taken down.\\
Going lower on the attack and toughness allows your hits to be more precise instead and yourself to be more focused on avoiding getting hit in the first place.

Added DiffLines:

First off, shorthand concept:
* The game will a newly established team of heroes, forged in fires of a disastrous incident that ballooned city's population of supers and their work to prove themselves and clean the city up.
* Rather than pure freeform, I'll be running it using TabletopGame/MutantsAndMasterminds (third edition). I'll basically deal with the system bits for you (unless you want to learn it for yourself); and really after character generation and establishing just what exactly skills/powers/gadgets do they have the whole thing runs very simply.

!!The setting
Ah, the world of superheroes. It is not a type in which superpowers didn't exist at all and then suddenly happened, no - this world had a long and ancient history of abnormality. There were ancient aliens uplifting people, gateways to other worlds, civilizations both magical and technological, wars between Atlantis and Serpent People; and remnants and echoes of the past still appear today. You name it, they have it in some form. Just look at the [[TabletopGame/FreedomCity shout-outs list there]].\\
Although the general global history shaped up mostly the same and the prevalence of super- elements varied through the ages. In modern times, TabletopGame/FreedomCity was a notorious hub of superhero activity, while on the opposite coast, Emerald City remained eerily devoid of grandstanding cape activity. Sure there were a few, but nowhere near the crowd. That is, until the game begins [tongue]

!!! Characters signups:
No need to hurry to write it up in full upfront, you can open up with a basic idea and we'll hash it out together
*'''Name''': including civilian and hero identities or whatever else aliases you'll have
*'''Description''': what do you look like? Again, both civvies and cape business suit.
*'''Backstory''': again, the obvious, but some things to note here are
** Did you already have your exceptional skills and what else before the start or will you be going through the MassEmpoweringEvent in the start of the game? In the latter case you still need the name and costume and so on, it'll just be the stuff that you InCharacter get a little later. Also if you already had your stuff: did you do superheroics publically, or were you hiding them, or were you doing some under the radar street-level crimefighting?
* '''Powers, skills, gear''': that's what you want to have, in generally described sense. Then we'll hash out the stats for it.


Added DiffLines:

hiding the old stuff
[[note]]


Added DiffLines:

[[/note]]


\\

to:

\\\\


!! Tropers that apply to Adannor
* {{Adorkable}} ~@/{{deathpigeon}}
* AnythingThatMoves ~@/{{deathpigeon}}
%%* FootFocus: -ahem- -@/{{darnpenguin}}
* LoveableRogue ~@/{{deathpigeon}}
* WritersBlock: Constantly, it seems. -@/{{desdendelle}}

!! Here be vandalism
* You cannot defeat Adannor in 1000 Blank White Cards. He is simply the best there is. - Tropers/{{Noaqiyeum}}
* This is WAY too unsoiled for me to not be here. On the other hand, this is vandalizing pure vandalism, so maybe not. Everyone needs at least four vandalisms, though. -@/{{Aramil}}
* VADNALSIM - Tropers/AngryScientist
* So, who WOULD win that match of crazier than you between your Avatar and mine? -@/{{Nightraid}}
* [[{{Warcraft}} I laugh in the face of danger! AH HA HA HA HA HA!]] -@/{{desdendelle}}
* ^ I thought that was a [[Disney/TheLionKing Lion King]] quote. :<
** Forgot to sign that. Sorry. Also, hey, Porn Guy! -@/{{Artemis92}}
* A star for you for playing Corruption of Champions :). Please pm me back -@/{{SabrinaDiamond}}
* High five to you too! -@/{{Cassie}}
* Hiii! *Glomps.* ~@/{{deathpigeon}}
* [[ThisIsAClearSignOfABrokenLink When I speak the truth, I will use red. Everything I speak in red is the truth]] (place Beatroll face here) - @/{{Classifiedzerogoki}}
* Morgi used VANDALISM. It's super effective! ~@/{{Morgikit}}
* As a fellow 1KBWC champion, I simply must see the display of these alleged skills.[[@/{{Muramasan13}} ^.^]]
* A wild @/{{Indigo12ash}} appeared! What do you do?
* If someone marries wifes who are twins your signature quote is invalid XD ~@/{{CaptainKatsura}}
* Congratulations, I have graced this page with my presence ~ @/ThatOneGuyNamedX
* Nice page you've got here. It'd be a shame if someone...''vandalized it.'' - @/{{Randomman5}}
* Vandalism, huh? Well let's see if there's anything I can do about it to make it even more vandalized... - @/{{Alrune}}


!!Short version: this is a superhero themed arena type game, IC presented as a {{holodeck}} training exercise by the JusticeLeague but it's not particularly hung up on or limited by DCUniverse canon. (And of course, not strictly limited to fighting, feel free to roleplay hanging around the rec room, watching other matches or whatever else comes to you.)\\

to:

Well then, welcome to another of those arena games with unique element. Lets see if this one gets off the ground [grin]

!!Short version: this is a superhero themed arena type game, IC presented as a {{holodeck}} training exercise by the JusticeLeague but it's not particularly hung up on or limited by DCUniverse canon. (And of course, not strictly limited to fighting, feel free to roleplay hanging around the rec room, watching other matches or whatever else comes to you.)\\


I'll give you your results and an invite to a chat channel (on Discord, so no registration required) to quickly discuss further details and get you into action.

to:

I'll give you your results and an invite to then you go jump [[https://discord.gg/0tQgnWF6HTbjSJmE into a chat channel (on Discord, so no registration required) required)]] to quickly discuss further details and get you into action.


It's set in the DCUniverse to make things easy and familiar, with the help of ''DC Adventures'' supplements, providing stats for a lot of DCU characters. Continuity-wise it's some generic period of genericness, not specifically attached to any stage of their universe reboot bonanza.\\

to:

It's set in the DCUniverse to make things easy and familiar, with the help of ''DC Adventures'' supplements, providing stats for a lot of DCU characters. Continuity-wise it's some pretty generic period of genericness, period, not specifically attached to any stage of their universe reboot bonanza.\\



* '''Skills''': these are more specialised areas of competence. There are more of them and they are more specialised than Abilities.
* '''Advantages''': these are assorted bonuses and tricks your character has that (most of the time) don't fit strictly into ranked skills or powers. For example, you can be skilled in performing certain combat manoeuvres, have contacts in some areas, have outstanding wealth, own a hidden base somewhere or have access to a cache of mostly mundane weaponry and equipment.\\

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* '''Skills''': these are more specialised specialized areas of competence. There are more of them and they are more specialised specialized than Abilities.
* '''Advantages''': these are assorted bonuses and tricks your character has that (most of the time) don't fit strictly into ranked skills or powers. For example, you can be skilled in performing certain combat manoeuvres, maneuvers, have contacts in some areas, have outstanding wealth, own a hidden base somewhere or have access to a cache of mostly mundane weaponry and equipment.\\



[--Demonstrative example: if you have a regular gun, it's Equimpent Advantage. If you have a magic gun with homing bullets that shoots ghosts, it's a Removable Power. If it's a magic gun that can't leave your side, it doesn't have a Removable flaw.--]

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[--Demonstrative example: if you have a regular gun, it's Equimpent Equipment Advantage. If you have a magic gun with homing bullets that shoots ghosts, it's a Removable Power. If it's a magic gun that can't leave your side, it doesn't have a Removable flaw.--]


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And on top of those, there is another couple extras available
* Extra Effort: you can boost up your actions by accepting a fatigued condition (halving your movement speed)
** Get an extra Standard action (so you can attack twice or do other things)
** Gain alternate effect to one of your powers
** Boost one of your powers, your strength or your speed for one turn by +1
** Get a circumstance bonus or upgrade existing circumstance bonus to an action
** Get an extra check to resist an ongoing effect
* Hero Point: they are a meta/story currency. You start with one and can get more on occasion.
** Add some beneficial but logically appropriate element to the scene or request a hint to adventure from the GM (latter not really applicable here)
** Reroll an action, second roll guaranteed to be 11+.
** Instantly remove some of the negative conditions on your character, including fatigue from Extra Effort
** Use a countering power outside of your combat turn


Check the following folder for more specific question.

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Check the following folder for more specific question.questions.


!!Short version: this is a superhero themed arena type game, IC presented as a {{holodeck}} training exercise by the JusticeLeague but it's not particularly hung up on or limited by DCUniverse canon. (And of course, not strictly limited to fighting, feel free to roleplay hanging around the rec room, watching other matches or whatever else comes to you.\\

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!!Short version: this is a superhero themed arena type game, IC presented as a {{holodeck}} training exercise by the JusticeLeague but it's not particularly hung up on or limited by DCUniverse canon. (And of course, not strictly limited to fighting, feel free to roleplay hanging around the rec room, watching other matches or whatever else comes to you.\\)\\



Unlike the usual for the forum, it is not freeform but rather I will use MutantsAndMasterminds [[TabletopRPG TTRPG system]].\\

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Unlike the usual for the forum, it is not freeform but rather I will use MutantsAndMasterminds TabletopGame/MutantsAndMasterminds [[TabletopRPG TTRPG system]].\\



Now, in order to get actual action to speed, I will have to denote my activity time - and that would be, in EST timezone, from about 10 or 11 AM to around 3 PM. So ideally you'd be available during that timeframe to post.
!!Additionally, I'll set up a Discord server here to speed up discussion of setting up the action.

If you want to jump in quickly, all you need is to post in the thread a handful of DC characters you'd like to try your hands at (I ask for claim of several character in order to filter out whether they have statblocks available and whether they've been already claimed) or about fifteen random numbers between 1 and 20 if you want to see if the random generator will get you something you like; and then just jump into the chat.

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Now, in order to get actual action to speed, I will have to denote my activity time - and that would be, in EST timezone, from about 10 or 11 AM to around 3 PM. So ideally you'd be available during that timeframe to post.
!!Additionally, I'll set up a Discord server here to speed up discussion of setting up the action.

If you want to jump in quickly, all you need is to post in the thread a handful of DC characters you'd like to try your hands at (I ask for claim of several character in order to filter out whether they have statblocks available and whether they've been already claimed) or about fifteen random numbers between 1 and 20 if you want to see if the random generator will get you something you like; like.\\
I'll give you your results
and then just jump an invite to a chat channel (on Discord, so no registration required) to quickly discuss further details and get you into the chat.
action.



To ease everything up with familiarity factor, it's tentatively set in the DCUniverse, given the existence of ''DC Adventures'' supplements, providing stats for DCU characters. Continuity-wise it's some generic period of genericness, not specifically attached to any stage of their universe reboot bonanza.\\

to:

To ease everything up with familiarity factor, it's tentatively It's set in the DCUniverse, given DCUniverse to make things easy and familiar, with the existence help of ''DC Adventures'' supplements, providing stats for a lot of DCU characters. Continuity-wise it's some generic period of genericness, not specifically attached to any stage of their universe reboot bonanza.\\



[[folder:General mechanics information]]

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[[folder:General mechanics system information]]



!!So, what does your character sheet consist of?

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!!So, But overall the system can be summed up as:
* Roll for anything is d20+modifiers (ability+skill, or power). It needs to match a target number to succeed, if you exceed the number by multiples of five you get better result.
\\
So,
what does your character sheet consist of?


* Standard action generally covers more involved actions, generally meaning to affect others or the scenery. Most basic one, is using one of your powers or your attacks.

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* Standard action generally covers more involved actions, generally meaning to affect others or the scenery. Advantages allow you to modify those maneuvers in some ways, for example removing penalties from some, allowing you to push some of them further, or allowing use of different skills for them.
**
Most basic one, is using one of your powers or your attacks.


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** Aim: instead of attacking, you can take careful aim to make an attack bonus on the next turn. However, you lose half your defences while aiming.
** Charge: you can make an extra Move and still attack, but with -2 penalty.
** Defend: forfeit attacking in order to boost your defence (by a randomly rolled amount, but it'll always help)
** Grab: grappling is pretty simple in this system, you just make an attack check and then they make a resistance check against your strength or grabbing power. If you win, they are immobile and have reduced defences. If you win extra hard, they are totally defenceless. However while grappling your defences and movement are also reduced.
** Disarm: take a penalty in order to try to knock the other party's weapon out of their hands. If you fail, they can try to disarm you.
** Smash: take a penalty to try break an item the other party is holding or wearing. Penalty is bigger than for a disarm.
** Trip: close attack with a penalty, then make opposed Acrobatics or Athletics check.If you fail, they can try to trip you.
** Demoralize: try to inflict penalty on the opponent by Intimidation. (May be used with some other skills with an Advantage)
** Feint: try to reduce enemy's defence against your next attack by Deception. (May be used with some other skills with an Advantage)
** Slam attack: this is for SuperSpeed - by slamming into the enemy after a running start, you can substitute your Speed for your Strength, or boost your Strength damage by 1. However you take some recoil damage.
** Team attack: you delay your turn until your friend's, then make a check to grant him some bonuses on his attack.
** Recover: instead of doing something actively, you catch a breather, removing one level of fatigue or damage from yourself, and slightly boosting your defences for one turn. Limited to once per fight.

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