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I'm reading Kenster's right now, but I'm gonna agree with Cam and say that Spinebreaker's idea has some real potential. That's kinda what I'm looking for, something that really showcases an actual comicbook team instead of just allowing you to create some imaginary team (which was basically my only big problem with the system in that first link I posted).
You know, I think the ability to create a successful campaign without a GM is basically not there. But, I mean, don't a lot of us have that problem where there just aren't that many dedicated players in the area to do something crazy (and time-consuming) like this?
Why don't I just go out on a limb here. I'm not making any promises, just testing the waters to see how much backing this would have.
If I drew up a rules set combining elements of these campaigns in such a way that various forum members could play, for instance, the Avengers, the JLA, the X-Men, the Titans, etc, who would be interested? (I would GM to the best of my abilities, as I probably don't have time to play frequent play-by-post games.) So, can we have a show of hands? I'll give it a couple days to see if anyone signs up, and if it's popular, I'll start drawing up a set of rules.
I've never played by post before but i would try it if I could figure it out. Playing around school of course, but I'm usually on here in any free time. Cam
Good Trades:cwc316, jbship628, Undrdog07, MrSpeed74, Flatline
Cool. That'll help a lot, Spinebreaker. I guess now would be a good time to say that I've never actually GM'ed anything before. I have been writing fanfiction for a few years; hopefully the story-crafting experience will help. Still, it's gonna take some work.
Any other takers? I think four players would be a good game (perhaps JLA, Avengers, X-Men, and maybe Batman, maybe Titans for the fourth). If we only have two, we can do just JLA and Avengers.
...Alrighty, then. Still, I don't mind a bit having only two players. That'll give us all a chance to work out some bugs while getting used to this system. Maybe people will read this thread and see how exciting it is, and they'll want to get in on the next round. So, I'm thinking maybe one of you takes JLA and the other the Avengers, or do you want to do just one universe?
So I'll draw up the rules; you guys decide about that, and post what teams you want to keep this thread on top. (I'm not sure how long it'll take me. It could be anywhere from a day to a week.) I'll have them up as soon as I can.
I'm interested in getting in as well. Like Cam, Ive never played online before, so you may need to spell it out to me exactly how its gonna work. I'll be the Muties if noone else wants them.
Its cool to see someone finally doing this. Ive been thinking about trying it for a while, using theMarvel and DC roleplaying game modules. I have about 20 of them boxed up in my closet.
-Swaffo
"Wait a minute Hawkeye..You mean you cheated??"
"Yeah Cap. With the Universe on the line did you expect me to be a boyscout like you and play fair?!"
I'd like to play, RookieBatman. I'll take the X Men as my team if there are no objections. Let me know how we are going to do this. I'll be busy this weekend, but I will be able to get online Sat. mourning and Sun. night. Let me know via PM or post.
So is the list now Cam Roth, Spinebreaker, Swaffo, and Oogie? Cool, four is good.
If you guys want to know how to play-by-post, just go over there and read one of the threads. You should catch on pretty quickly (it's actually very simple). If you have any more questions, you can PM me.
Oogie, I think Swaffo wanted the X-Men, if that's the "muties" he was talking about. If so, he's got dibs; is that the case, Swaffo?
So Cam's got JLA, Swaffo or Oogie has X-Men, I'd recommend Avengers and Batman Ally or maybe Titans for the other two. I'll just let you know now that if you pick villain teams it's gonna be really hard for me to right them . Please be nice to the new GM!
I have finished the rules. Most of it is different improvements and perks you can buy, so it's not as long as it looks. I'll post it shortly.
So is the list now Cam Roth, Spinebreaker, Swaffo, and Oogie? Cool, four is good.
If you guys want to know how to play-by-post, just go over there and read one of the threads. You should catch on pretty quickly (it's actually very simple). If you have any more questions, you can PM me. A really good, well-written PBP from a while back is the JLA vs. Avengers battle. I have kind of a special place in my heart for this one, it was the first PBP I read and I may go as far to say the reason I joined HCRealms. Here's the link: http://www.hcrealms.com/forum/showth...la+vs+avengers Really great story posts.
Oogie, I think Swaffo wanted the X-Men, if that's the "muties" he was talking about. If so, he's got dibs; is that the case, Swaffo?
So Cam's got JLA, Swaffo or Oogie has X-Men, I'd recommend Avengers and Batman Ally or maybe Titans for the other two. I'll just let you know now that if you pick villain teams it's gonna be really hard for me to right them . Please be nice to the new GM!
I have finished the rules. Most of it is different improvements and perks you can buy, so it's not as long as it looks. I'll post it shortly.
Here are the rules. Notice it says v1.0. It is a work in progress, and I think we'll probably find some things as we playtest it (I'm also playtesting at home). Some of the effects do make things sleighted in favor of the heroes, but the fact is, they're supposed to do well. Who wants to play a campaign where their team keeps getting beat and half their characters die in the first three battles?
Feel free to give me critiques and ideas.
Heroclix RPSC v1.0
Introduction
RPSC stands for Role-Playing Strategy Campaign. The idea behind this system is that players will be able to Role-play commanding a team of heroes in an extended series of Heroclix battles. There are two basic changes in this system; a Game Master, or GM, and a point system that allows teams to do such things as recruit new members, or upgrade their abilities or headquarters.
Starting a Team
To form a team in the RPSC, you select three to five characters valued at up to two hundred points. The difference of two hundred is converted into XP for your team. If you are playing a “theme team,” such as the JLA, all members of the team must have at least one version of the character that has that team ability.
Choose a Leader
The other step in the set-up is to choose which of your members will be the leader. The leader’s attack roll is used to recruit new members to the team. Also, if the leader has the Leadership skill, he gets a +1 modifier every time he rolls for this skill.
Achievement Points
There are two kinds of Achievement Points, Individual Achievement Points (IAP), and Team Achievement Points (TAP).
Individual Achievement Points are earned as follows:
• Each time a hero makes a successful attack against a successful attack against an enemy character (including non-damage inducing attacks such as Incapacitate), they get one achievement point.
• Each time a hero KO’s an enemy character, they get two achievement points in addition to the point gained from the successful attack.
Example: Batman attacks Rookie Criminal, and deals three damage. He attacks again, KO’ing the Criminal. Batman gets four IAP; two for the successful attacks, and two for the KO.
• Each time a hero captures an enemy character (see below, CAPTURING ENEMIES), they get four achievement points.
• Heroes can also get additional achievement points with upgrades to their training room (see below, HEADQUARTERS IMPROVEMENTS).
Team Achievement Points are earned as follows:
• For every click of damage dealt to an enemy, by a member of the team, the team receives one achievement point.
• For every enemy KO’d in the first ten turns of a fight, the team receives one achievement point.
• For every enemy captured in the first ten turns of a fight, the team receives two achievement points.
Example: Batman defeats Rookie Joker. His team receives seven TAP; six for each click of damage dealt to the Joker, and one for KO’ing him.
Experience Points
If there was anyone wondering why this system is so loose with Achievement Points, that isn’t the end of the story. Five Achievement Points equal one Experience Point. Experience Points are the currency used in this game. Like AP, there are separate XP for individuals and for teams.
Misc. Battle Rule-Changes
Capturing Enemies
If there is only one enemy character left on the map, any hero may attempt to capture this character. To do this, they simply declare that they are making a capture attempt, and add four to the enemy’s defense value. Capturing gives a character an additional IAP, and an additional TAP; it may also have added benefits down the road…
Retreat
After ten turns, the team with fewer victory points attempts to make the best of a bad situation and leave. They must take move actions toward their entrance area, including breakaway rolls. However, if the retreating team thinks it can still take down a member of the winning team’s force, it can make an attack action after making move actions with half (round up) of their actions.
Example: The Injustice League has lost the fight, but think they can still take down Plastic Man (in a 300 point game). The Joker and Weather Wizard move toward their starting area, and with the IL’s third action, Solomon Grundy attacks Plastic Man.
Characters must begin a move action in their starting area to successfully escape from the map. They cannot leave the map if based by an enemy, even if they make a breakaway roll.
KO’d Heroes
If a member of the team is knocked out in a fight, a pair of dice is rolled at the end of the fight. For every click of damage done past the first KO click, the roll is modified by a +1 value. If the result is an eleven or twelve, then a dice roll must be made, consulting the damage chart:
2 = Death. The character is now dead to you.
3 = Permanent damage. The character now starts at a minus 1 clix.
4 = Permanent Strong damage. The character has a minus 1
to two of his abilities (move, attack, defense, damage, or range)
5 = Permanent Light Damage. The character has a minus 1
to one of his abilities
6 = Revert. The character is reverted to a lesser incarnation
(i.e. from experienced to rookie).
The character may once again upgrade the figure as normal.
If the figure is Rookie, then apply the effects of #3
until the figure upgrades.
7 = Temporary strong Damage. The character is at minus 1
to two of his abilities for the next two sessions.
8 = Temporary Light damage. The character is at minus 1
to one of his abilities for the next two sessions.
9 = Long Recovery. The character must sit out two session to heal.
10 = Short Recovery. The character must sit out for one session.
11 = Temporary damage. The character starts at minus 1 clix
for this next round.
12 = No permanent damage taken. The character recovers fully.
Recruiting and Improving Team Members
To recruit new team members, it must be between story arcs. If the leader is a rookie, then he must make an attack roll against the recruit’s defense value. If the roll is successful, the leader has convinced the character to join the team.
The leader can use TXP to modify his roll. For every twenty TXP he spends, there is a +1 modifier added to his roll. If he still fails the roll, he may pay fifty TXP per +1 modifier needed to fix the roll after the fact.
If the leader is at least experienced, he can recruit some characters without making an attack roll. The character must be a lower level than the leader, and must have a Team Ability of the team they are being recruited into in any version of their character.
Example: Veteran Batman wants to recruit Rookie Huntress into the JLA. Since the Huntress is a rookie, and has the JLA Team Ability in her veteran version, Batman does not need to make an attack roll.
After the attack roll is made, or bypassed, the team must pay twice the character’s point value to make him a part of the team.
Leveling Up
For a member of the team to increase his level (i.e., from Rookie to Experienced), he must have earned IXP equal to the difference between his current level and the level to which he is going. (i.e., Robin’s rookie version is twenty points, and his experienced is twenty-two. He needs two IXP to be eligible to level up.) If a character has reached this requirement, the team need only pay double that number in TXP, and the character will increase in level. Note: this, like character recruitment and any other improvements, cannot be done in the middle of a story arc.
Ability Improvements
The player can also buy improvements to a character:
• At any time during a fight, the player may pay five TXP to give any character an action that does not cost either the character or the team an action.
• At any time during a fight, the player may pay five TXP to give any a character who has already taken an action during that turn an additional action, although the action is a push.
• Note: if the two above effects are used in the same turn for the same character, it costs fifteen TXP.
• At any time during a fight, the player may pay ten TXP to allow any character to pick up a light object. This ability cannot be outwitted.
• The player can pay fifteen TXP to give a character a +1 to any skill for every click on the character’s dial. This may be done only once for each value, and goes away when the character levels up.
The player can pay twenty TXP per slot to give all occurrences of a certain power the Power Improvement. (Note: this improvement can be carried over when the character levels up, but an additional fifteen TXP per slot must be paid.)
• Speed Power Improvements
o Flurry: This character may make three close combat attacks instead of two.
o Leap/Climb: When this character is attacked, he can attempt to leap away. Roll the die, if it is a 4, 5, or 6, the character escapes the attack and can move up to his full movement value (he must move somewhere). This action costs this character and the team an action for the next turn.
o Phasing: When this character is attacked, he rolls a die. If the result is a 4, 5, or 6, the character has gone out of phase to avoid the attack. This character can also carry another figure when phasing.
o Charge: Charging adds 1 damage to this character’s attack.
o Mind Control: The mind controlled character is mind controlled for two turns. However, if the mind controlling character must take damage, it takes it both turns.
o Plasticity: This character adds 2 to his defense, and can also capture a character. To do this, he must make the normal capture attempt and if it is successful, take a click of damage.
o Force Blast: This character causes his normal damage as well as knocking back the enemy character.
o Hypersonic Speed: This character can take a move action to move anywhere on the map. Also, if this character moves only half of his movement value, he may perform the Hyperspeed attack with a -1 modifier to his attack value.
o Stealth: Characters basing this character cannot attack this character until this character attacks them.
o Running Shot: This character can move its full value in a Running Shot, but can still only attack at the end of the action.
• Attack Power Improvements
o Blades/Claws/Fangs: This character cannot do less than 3 damage with a BCF attack.
o Energy Explosion: Instead of inflicting 1 base damage, this character incurs damage equal to his damage value.
o Pulse Wave: This power may be used even against adjacent enemies.
o Super Strength: This character may add 1 to its damage value if it is not carrying an object. If this character is a hero, he may also make a capture attempt even if there is more than one enemy left on the map.
o Incapacitate: This character may make a capture attempt, with the target having only a +1 modifier to its defense value.
o Psychic Blast: This character may add 1 to its damage if the target has no damage-reducing powers.
o Smoke Cloud: This character can put smoke tokens in all eight squares directly adjacent to himself even if there are other characters in those spaces.
o Poison: This power ignores damage-reducing powers, and this character can take an action to immediately activate the power upon arriving adjacent to an enemy. (If the character moved there himself, he must push to do so.)
o Steal Energy: If a successful attack is made with this power, instead of healing himself, this character may choose one power on the opponents dial, and have that power for the duration of the battle. This character can only use that effect for one power in each slot.
o Telekinesis: This character can use TK on characters or objects up to five spaces away.
o Quake: This attack damages characters two spaces away.
• Defense Power Improvements
o Super Senses: This character may expend an action to avoid an oncoming attack with rolling the die.
o Toughness: When attacked, before the attack roll is made, this character may choose to add 2 to his defense value instead of the power’s normal effects.
o Defend: This character can share his defense value with any character in range (if his range is 0, he can share with characters 4 squares away).
o Energy Shield/Deflection: This power adds 3 to this character’s defense value.
o Barrier: This character can form a barrier in a diamond shape around an enemy to trap that enemy in the barrier for a turn.
o Mastermind: This character can deflect damage to any friendly adjacent character of a lower rank (REV).
o Willpower: This character can continue taking actions for as long as it wants, however, after the second consecutive action, he takes pushing damage.
o Impervious: When attacked, before the attack roll is made, this character may choose to add 4 to his defense value instead of the power’s normal effects.
o Regeneration: This power is a free action, but the character cannot take any other action during the turn he uses this power.
o Invulnerable: When attacked, before the attack roll is made, this character may choose to add 3 to his defense value instead of the power’s normal effects.
o Combat Reflexes: Instead of the ordinary effects of this power, this character may instead choose to inflict 1 click of damage to the attacker (subject to damage-reducing powers).
• Damage Power Improvements
o Ranged Combat Expert: Instead of the ordinary effects of this power, this character may choose to add 4 to his attack value when making a ranged attack (if the character’s base damage is 0, it becomes 1 when using this effect).
o Battle Fury: This character can choose to subtract 2 from his defense value to add 1 to all other values (speed, attack, and damage) until the beginning of his next turn.
o Support: This character can attempt to heal itself, performing a normal attack roll against its own defense value.
o Enhancement: This character can use this power on any friendly character in range.
o Probability Control: Once per turn, this power will cause a friendly character’s roll of seven or less to automatically succeed. (Power can be used after roll is attempted and failed.)
o Shape Change: This character may take an action to shape change, thus be immune to attack, until the beginning of the next turn.
o Close Combat Expert: Instead of the ordinary effects of this power, this character may choose to add 4 to his attack value when making a close combat attack (if the character’s base damage is 0, it becomes 1 when using this effect).
o Perplex: When this character uses Perplex, it lasts till the beginning of the character’s next turn, and this character can subtract two from an enemy’s combat value (or one from two combat values).
o Outwit: This character may choose to make an attack, and if the attack is successful, cause no loss of damage to the enemy character. Instead, his team may permanently ignore any power currently on the target’s dial.
o Leadership: When this character rolls for Leadership, he only misses on a roll of 1. If this character is the team’s leader, the extra action is automatic every turn.
o Exploit Weakness: This character may add 1 to its damage if the target has no damage-reducing powers.
Headquarters Improvements
All teams start out with a Level-1 Headquarters Facility, Means of Transportation, Medical Facility, and Training Facility. These could be as little as an abandoned shack, a Ford Pinto, a warm bed, and a punching bag. They can be upgraded, however.
• Headquarters Facility (100 each)
o Level-2: The Medical Facility, Training Facility, Security System, and Defense System cannot be upgraded to Level-2 until the HQ is.
o Level-3: The Medical Facility, Training Facility, Security System, and Defense System cannot be upgraded to Level-3 until the HQ is.
o Level-4: (Prerequisite; Level-4 Means of Transportation.) The Medical Facility, Training Facility, Security System, and Defense System cannot be upgraded to Level-4 until the HQ is.
• Means of Transportation (100 each)
o Level-2: The team’s first turn doesn’t cost the characters an action.
o Level-3: The team may set up their forces anywhere on their starting area’s half of the map.
o Level-4: (Prerequisite; Five veteran characters on the team, Level-4 Defense System.) The team may set up their characters anywhere on the map outside of their opponent’s starting area.
• Medical Facility (75 each)
o Level-2: When a character is KO’d, the dice roll to see if the damage chart will be consulted is modified by a value of -2.
o Level-3: When a character is KO’d, the dice roll to see if the damage chart will be consulted is modified by a value of -2.
o Level-4: (Prerequisite; Level-4 Headquarters Facility.) Roll the dice as normal; if the result is an eleven or twelve, the KO’d character may not participate in the next battle. The damage chart is not consulted.
• Training Facility (50 each)
o Level-2: At the end of a fight, each hero involved gains one additional IAP. (This may not seem like a lot, but it adds up.)
o Level-3: At the end of a fight, each hero involved gains two additional IAP.
o Level-4: (Prerequisite; Level-4 Headquarters Facility.) At the end of a fight, each hero involved gains three additional IAP.
• Security System (50 each): In the course of a campaign, villains will regularly try to infiltrate the team’s headquarters. Whether the villain succeeds is based on a die roll the GM performs.
o Level-1: The die roll is modified by a value of -1.
o Level-2: The die roll is modified by a value of -2.
o Level-3: The die roll is modified by a value of -3.
o Level-4: (Prerequisite; Level-4 Headquarters Facility.) The die roll is modified by a value of -4.
• Defense System (100 each)
o Level-1: If villains do successfully infiltrate the team’s facility, these defense systems will cause a loss of one click to each villain. However, if any character on the team has Outwit, this effect is negated.
o Level-2: If villains do successfully infiltrate the team’s facility, these defense systems will cause a loss of one click to each villain. However, if any character on the team has Outwit, this effect may be negated. The villain rolls one die; if the result is a four, five, or six, the effect is negated.
o Level-3: If villains do successfully infiltrate the team’s facility, these defense systems will cause a loss of two clicks to each villain. However, if any character on the team has Outwit, this effect may be negated. The villain rolls one die; if the result is a four, five, or six, the effect is negated.
o Level-4: (Prerequisite; Level-4 Security System) If villains do successfully infiltrate the team’s facility, these defense systems will cause a loss of three clicks to each villain. This effect cannot be negated.
• Monitor Womb (300 TXP): This team always takes their turn before the villains.
Credit for the Injury Chart goes to Kenster, and various and sundry concepts came from other people whose rules are also posted in different places on this thread. Thanks, everyone!
I have an idea for a different team if I don't get the X Men. My question is what about people who have different TA's. For example, if I had the Xmen, and I have Iceman, his E version is Defenders TA. WIll we just ignore this? Also, will you be able to e-mail out maps as we use them?