Post by Ebon on Jul 5, 2013 23:47:09 GMT -8
Fighting Powers
*F1/Berserker: The hero can enter into a battle rage that alters the hero in some significant ways. Reason and Psyche plummet to Feeble rank while the ranks for Strength and Fighting increase by the same number of ranks. (That is, the total number of points lost are split evenly between the Fighting and Strength ranks.) The hero also develops Iron Will for the duration of the Berserker rage; the rank for this is the same as the Berserker Power's rank. The Berserker lasts for the length of combat and 10 turns. When the rage ends, all the altered Abilities return to their original ranks. Since the Iron Will also disappears, the hero finally feels the effects of any damage he suffered while in the Berserker rage. Example: Orlando the Furious has Feeble Strength, Good Fighting, Remarkable Reason, Incredible Psyche and Excellent Berserker Power. When he enters the Berserker rage, the following occurs. Psyche and Reason drop to Feeble, a total of 66 points. This is between Orlando's Strength and Fighting ranks. Strength increases to Remarkable, Fighting to Incredible. Finally, he develops Excellent Iron Will. The carnage that ensues is short and messy. Orlando emerges victorious but remains rather dangerous to be around for another 10 turns (5 minutes). The Optional Power is Natural Weaponry. Thus, you can build your own Wolverine (or other violent, crotchety animal from the northwoods). The Nemesis Power for this is Mental Domination.
*F2/Martial Arts Supremacy: In the MARVEL SUPER HEROES game system Fighting is considered an Ability, not a Power. However, this Power increases a hero's already-mastered Martial Arts (a Talent in the game system) to dramatically higher levels and allows him to perform actions that would otherwise be impossible, like splitting a battleship in two with a single karate chop. Martial Arts as explained in the Advanced Set falls into ten categories labeled A through J for simplicity's sake:
• A-This form uses the opponent's Strength against him and permits the hero to Stun or Slam an opponent regardless of their relative Strengths and Endurances.
• B-This form is keyed to offense by inflicting damage by short, quick bursts. The hero gains +1CS Fighting when engaged in unarmed combat.
• C-This form concentrates on holds and escapes. The hero gains +1CS to his Strength when Grappling or Grabbing and +1CS to his Agility when dodging.
• D-This form seeks out the opponent's weak points and strikes at them. The hero can ignore the effects of physical Armor when determining Stun and Slam results. Unfortunately, the hero must study his opponent for two turns before he can bring this effect into play.
• E-This form encourages quick striking to catch an opponent off-guard. The hero gains +1 to initiative rolls when engaged in unarmed combat.
• F-This form of martial arts concentrates on hitting the pressure points in melee. The hero gains a +1 CS to damage, and blunt hand-to-hand attacks may be resolved as Edged
• G-This form of martial arts concentrates on a strong defense. The hero gains a +1 CS bonus to dodge, and as well, is able to take -1 CS less damage from when successfully struck.
• H-This form of martial arts encourages speed though assessing the opponent. The hero gains +1 extra attack. The the target for this attack must be studied for one round first.
• I-This form of martial arts focuses on hardening the body to resist damage. The hero gains a +1 CS to Endurance when recovering health, rest is not needed. The hero also gains a +1 CS bonus to Endurance to resist being Stunned or Slammed.
• J: This form of martial arts focuses on using the hero's Intuition more than Intelligence. The hero is able to wait until all actions are declared before declaring his/her actions. This Talent is limited to melee combat only.
The player chooses one of the Martial Arts and determines its rank when he creates the hero. When this Power shows up, add its Power rank number to the already determined Talent rank number. For example, the Kung Fu Kommando possesses Martial Arts E at Typical rank and Martial Arts Supremacy at Good rank. These combine to give Kung Fu Kommando an Excellent rank for his Martial Arts. Martial Arts Supremacy can be used to do rank-level damage against non-living matter (1/2 damage or less to Living matter as desired). For example, Kung Fu Kommando can shatter iron, concrete, or bullet-proof glass with a red Power rank FEAT. If desired, this Power can be modified to fit any Fighting skill the prayer can imagine. This can include Supremacy in any one weapon, such as swordsmanship or archery. Optional Powers include Iron Will and Weapons Creation. The Nemesis Power is Martial Arts Supremacy of one rank higher than that possessed by the hero.
*F3/Natural Weaponry: The hero's body contains special anatomical features that can function as weapons. These may be of any nature and can be external, internal, or retractable. If these are damaged the hero suffers as if they were normal body parts. When creating the hero, the player decides the nature of the weaponry. The weaponry chosen possesses this Power and rank taken as material strength for purposes of determining potential damage. Each time the player rolls this Power, he can add another weapon to the hero. As stated in the Player's Book, some forms of Natural Weaponry provide Bonus Powers (see "Claws" and "Extra Body Parts"). These are placed in the next available slot in the Power Generation. The player and the Judge need to work together to create a functional hero. A drawback to this Power is that if the hero is somehow deprived of his Natural Weaponry, he suffers a loss to his Fighting Ability equal to his weapon's rank. Example: Due to a mishap with a matter transmitter, Wolverine temporarily loses his claws. He's so shaken that his normal Incredible Fighting Ability drops to Feeble. If the Natural Weaponry is made of materials not normally found in the body, it makes the hero vulnerable to attacks that affect those materials. For instance, Wolvie has a -1CS resistance to Magneto's powers, since they can affect his metal skeleton.
*F4/Weapons Creation (*): This power is so powerful that it costs twice as many character power options as other 'normal' powers. Whereas a normal PC might start off with four character options, this power would eat up two of those slots.
The hero can create any desired weapon out of thin air. The weapon can be of any design, size, and material. The size of the weapon is limited by its weight. The hero can only create in a single turn a maximum number of ounces equal to his Power rank number. Heavier weapons have to be assembled in pieces over a span of several turns. While the material strength of the created weapon is the same as that of a normally-manufactured weapon of the same type, its duration is much shorter. The lifespan of the weapon is determined at the time of creation. A Typical Intensity FEAT gives the weapon a lifespan of 100 turns times the hero's Reason rank number. On an Amazing Intensity FEAT, the weapon lasts for the hero's Reason rank number times 10,000 turns. Should he make an Unearthly Intensity FEAT, the weapon will be permanent. Each ounce of created matter temporarily costs the hero 1 Health point. All points lost in this manner are regained after 24 hours. Thus, the hero can only create a weapon weighing the number of ounces equal to his Health score in a single day. The hero must have-detailed knowledge of any weapon he wants to create. He can only store a limited number of weapons' designs in his memory. The total number of memory slots available to this Power equals the hero's Reason rank number. The player must keep a record of the weapons he can create. This list can be changed at any time. A green Reason FEAT gains the hero a new design. If no open memory slots are available, an old design is tossed away to make room for the new one. Normally, the Power is used to make facsimiles of existing weapons. The hero must make a detailed study of the weapon for at least 10 minutes before attempting a FEAT. Failure to make the FEAT means the hero must spend another 10 minutes studying the weapon before attempting another FEAT. Some weapons might be beyond the hero's comprehension, if the player has really bad luck when rolling the dice. The hero can create new weapons based solely on his imagination and basic knowledge of weapons design. This requires intense concentration and a red Power rank FEAT. The newly created weapon has the same characteristics as a normally created one of its type. In the case of altered or imaginary weapons, the player and Judge should agree on a reasonable and playable set of characteristics for the weapon in question. The Power includes versions of Elemental and Molecular Creation. Each element or compound takes up its own memory slot, just like the throwing daggers and broadswords that clutter the hero's mind. Such raw matter can be formed into any weapon's shape. This permits the hero to change the composition of any already-memorized designs. For example, if he has already memorized the design of an arrow and the nature of silver he can create both wood and steel arrows and silver arrows. Weapons created materialize in the hero's hands. There is an exception to the rules thus far. When creating the hero, the player can choose to specialize in creating a single copy of a special weapon. In this case, the weight limit is raised from one ounce per Health point to one pound per health point. Such special weapons are never permanent; Unearthly Intensity FEATs are treated the same as Amazing Intensity ones. One example of this option is Magik's Soulsword. The Optional Power for this is a form of Martial Arts Supremacy that uses a special weapon, as in the option explained above. The Nemesis Power is True Invulnerability.
*F5/Weapons Tinkering: The hero can devise and assemble any weapon that can be made with the available materials. By means of a red FEAT, the hero can even improvise a means of creating unavailable materials (adamantium, for example). Provided he has the resources, the hero can assemble a functional copy of any weapon. As to what weapons he can make, use the Resource costs listed in the Hardware section of the Player's Book (pages 42-46). Compare the Power's rank with the cost of the desired weapon. Equal or lower cost weapons can be created on a green FEAT. A cost of one to three levels higher requires a yellow FEAT. A cost of four to six levels higher requires a red FEAT. If the cost of the desired weapon is more than six levels higher than the hero's Power rank, it is an impossible FEAT. Example: Dr. Fixit has Excellent Weapons Tinkering and access to his brother-in-law's junkyard. He wants to build a battle-copter with adamantium armor. The copter has an Amazing cost. True adamantium has a Shift X cost; secondary adamantium has an Unearthly cost. Dr. Fixit makes the yellow FEAT; his copter will work. He doesn't have any adamantium, though, and tries to improvise. He fails to make a red FEAT; neither batch of "home-brewed" adamantium worked. Oh well, he can always convert that old boiler he found into armor plate. When creating the hero, the player can choose to make the character a jack-ofall-trades or specialist in a particular field. If he chooses to specialize, he can raise the rank +2CS. Categories of weapons include: Edged and Blunt weapons Projectile weapons Energy weapons Heavy weapons Battle weapons Alien weapons Battlesuits War robots, Needless to say, the player will have to develop stats for anything he comes up with. If he successfully copies existing technology, like the Iron Man battlesuit or a SHIELD Plasma Beam Handgun, he can simply use the established stats for that device. Weapons Locker (MHAC8) by Epperson and Grubb is a valuable aid to the player of a hero with this Power. A clever character can also use this Power to make money off of other characters by building weapons on commission. After all, somebody's got to be building all those super-weapons that fill the pages of comic books…
*F1/Berserker: The hero can enter into a battle rage that alters the hero in some significant ways. Reason and Psyche plummet to Feeble rank while the ranks for Strength and Fighting increase by the same number of ranks. (That is, the total number of points lost are split evenly between the Fighting and Strength ranks.) The hero also develops Iron Will for the duration of the Berserker rage; the rank for this is the same as the Berserker Power's rank. The Berserker lasts for the length of combat and 10 turns. When the rage ends, all the altered Abilities return to their original ranks. Since the Iron Will also disappears, the hero finally feels the effects of any damage he suffered while in the Berserker rage. Example: Orlando the Furious has Feeble Strength, Good Fighting, Remarkable Reason, Incredible Psyche and Excellent Berserker Power. When he enters the Berserker rage, the following occurs. Psyche and Reason drop to Feeble, a total of 66 points. This is between Orlando's Strength and Fighting ranks. Strength increases to Remarkable, Fighting to Incredible. Finally, he develops Excellent Iron Will. The carnage that ensues is short and messy. Orlando emerges victorious but remains rather dangerous to be around for another 10 turns (5 minutes). The Optional Power is Natural Weaponry. Thus, you can build your own Wolverine (or other violent, crotchety animal from the northwoods). The Nemesis Power for this is Mental Domination.
*F2/Martial Arts Supremacy: In the MARVEL SUPER HEROES game system Fighting is considered an Ability, not a Power. However, this Power increases a hero's already-mastered Martial Arts (a Talent in the game system) to dramatically higher levels and allows him to perform actions that would otherwise be impossible, like splitting a battleship in two with a single karate chop. Martial Arts as explained in the Advanced Set falls into ten categories labeled A through J for simplicity's sake:
• A-This form uses the opponent's Strength against him and permits the hero to Stun or Slam an opponent regardless of their relative Strengths and Endurances.
• B-This form is keyed to offense by inflicting damage by short, quick bursts. The hero gains +1CS Fighting when engaged in unarmed combat.
• C-This form concentrates on holds and escapes. The hero gains +1CS to his Strength when Grappling or Grabbing and +1CS to his Agility when dodging.
• D-This form seeks out the opponent's weak points and strikes at them. The hero can ignore the effects of physical Armor when determining Stun and Slam results. Unfortunately, the hero must study his opponent for two turns before he can bring this effect into play.
• E-This form encourages quick striking to catch an opponent off-guard. The hero gains +1 to initiative rolls when engaged in unarmed combat.
• F-This form of martial arts concentrates on hitting the pressure points in melee. The hero gains a +1 CS to damage, and blunt hand-to-hand attacks may be resolved as Edged
• G-This form of martial arts concentrates on a strong defense. The hero gains a +1 CS bonus to dodge, and as well, is able to take -1 CS less damage from when successfully struck.
• H-This form of martial arts encourages speed though assessing the opponent. The hero gains +1 extra attack. The the target for this attack must be studied for one round first.
• I-This form of martial arts focuses on hardening the body to resist damage. The hero gains a +1 CS to Endurance when recovering health, rest is not needed. The hero also gains a +1 CS bonus to Endurance to resist being Stunned or Slammed.
• J: This form of martial arts focuses on using the hero's Intuition more than Intelligence. The hero is able to wait until all actions are declared before declaring his/her actions. This Talent is limited to melee combat only.
The player chooses one of the Martial Arts and determines its rank when he creates the hero. When this Power shows up, add its Power rank number to the already determined Talent rank number. For example, the Kung Fu Kommando possesses Martial Arts E at Typical rank and Martial Arts Supremacy at Good rank. These combine to give Kung Fu Kommando an Excellent rank for his Martial Arts. Martial Arts Supremacy can be used to do rank-level damage against non-living matter (1/2 damage or less to Living matter as desired). For example, Kung Fu Kommando can shatter iron, concrete, or bullet-proof glass with a red Power rank FEAT. If desired, this Power can be modified to fit any Fighting skill the prayer can imagine. This can include Supremacy in any one weapon, such as swordsmanship or archery. Optional Powers include Iron Will and Weapons Creation. The Nemesis Power is Martial Arts Supremacy of one rank higher than that possessed by the hero.
*F3/Natural Weaponry: The hero's body contains special anatomical features that can function as weapons. These may be of any nature and can be external, internal, or retractable. If these are damaged the hero suffers as if they were normal body parts. When creating the hero, the player decides the nature of the weaponry. The weaponry chosen possesses this Power and rank taken as material strength for purposes of determining potential damage. Each time the player rolls this Power, he can add another weapon to the hero. As stated in the Player's Book, some forms of Natural Weaponry provide Bonus Powers (see "Claws" and "Extra Body Parts"). These are placed in the next available slot in the Power Generation. The player and the Judge need to work together to create a functional hero. A drawback to this Power is that if the hero is somehow deprived of his Natural Weaponry, he suffers a loss to his Fighting Ability equal to his weapon's rank. Example: Due to a mishap with a matter transmitter, Wolverine temporarily loses his claws. He's so shaken that his normal Incredible Fighting Ability drops to Feeble. If the Natural Weaponry is made of materials not normally found in the body, it makes the hero vulnerable to attacks that affect those materials. For instance, Wolvie has a -1CS resistance to Magneto's powers, since they can affect his metal skeleton.
*F4/Weapons Creation (*): This power is so powerful that it costs twice as many character power options as other 'normal' powers. Whereas a normal PC might start off with four character options, this power would eat up two of those slots.
The hero can create any desired weapon out of thin air. The weapon can be of any design, size, and material. The size of the weapon is limited by its weight. The hero can only create in a single turn a maximum number of ounces equal to his Power rank number. Heavier weapons have to be assembled in pieces over a span of several turns. While the material strength of the created weapon is the same as that of a normally-manufactured weapon of the same type, its duration is much shorter. The lifespan of the weapon is determined at the time of creation. A Typical Intensity FEAT gives the weapon a lifespan of 100 turns times the hero's Reason rank number. On an Amazing Intensity FEAT, the weapon lasts for the hero's Reason rank number times 10,000 turns. Should he make an Unearthly Intensity FEAT, the weapon will be permanent. Each ounce of created matter temporarily costs the hero 1 Health point. All points lost in this manner are regained after 24 hours. Thus, the hero can only create a weapon weighing the number of ounces equal to his Health score in a single day. The hero must have-detailed knowledge of any weapon he wants to create. He can only store a limited number of weapons' designs in his memory. The total number of memory slots available to this Power equals the hero's Reason rank number. The player must keep a record of the weapons he can create. This list can be changed at any time. A green Reason FEAT gains the hero a new design. If no open memory slots are available, an old design is tossed away to make room for the new one. Normally, the Power is used to make facsimiles of existing weapons. The hero must make a detailed study of the weapon for at least 10 minutes before attempting a FEAT. Failure to make the FEAT means the hero must spend another 10 minutes studying the weapon before attempting another FEAT. Some weapons might be beyond the hero's comprehension, if the player has really bad luck when rolling the dice. The hero can create new weapons based solely on his imagination and basic knowledge of weapons design. This requires intense concentration and a red Power rank FEAT. The newly created weapon has the same characteristics as a normally created one of its type. In the case of altered or imaginary weapons, the player and Judge should agree on a reasonable and playable set of characteristics for the weapon in question. The Power includes versions of Elemental and Molecular Creation. Each element or compound takes up its own memory slot, just like the throwing daggers and broadswords that clutter the hero's mind. Such raw matter can be formed into any weapon's shape. This permits the hero to change the composition of any already-memorized designs. For example, if he has already memorized the design of an arrow and the nature of silver he can create both wood and steel arrows and silver arrows. Weapons created materialize in the hero's hands. There is an exception to the rules thus far. When creating the hero, the player can choose to specialize in creating a single copy of a special weapon. In this case, the weight limit is raised from one ounce per Health point to one pound per health point. Such special weapons are never permanent; Unearthly Intensity FEATs are treated the same as Amazing Intensity ones. One example of this option is Magik's Soulsword. The Optional Power for this is a form of Martial Arts Supremacy that uses a special weapon, as in the option explained above. The Nemesis Power is True Invulnerability.
*F5/Weapons Tinkering: The hero can devise and assemble any weapon that can be made with the available materials. By means of a red FEAT, the hero can even improvise a means of creating unavailable materials (adamantium, for example). Provided he has the resources, the hero can assemble a functional copy of any weapon. As to what weapons he can make, use the Resource costs listed in the Hardware section of the Player's Book (pages 42-46). Compare the Power's rank with the cost of the desired weapon. Equal or lower cost weapons can be created on a green FEAT. A cost of one to three levels higher requires a yellow FEAT. A cost of four to six levels higher requires a red FEAT. If the cost of the desired weapon is more than six levels higher than the hero's Power rank, it is an impossible FEAT. Example: Dr. Fixit has Excellent Weapons Tinkering and access to his brother-in-law's junkyard. He wants to build a battle-copter with adamantium armor. The copter has an Amazing cost. True adamantium has a Shift X cost; secondary adamantium has an Unearthly cost. Dr. Fixit makes the yellow FEAT; his copter will work. He doesn't have any adamantium, though, and tries to improvise. He fails to make a red FEAT; neither batch of "home-brewed" adamantium worked. Oh well, he can always convert that old boiler he found into armor plate. When creating the hero, the player can choose to make the character a jack-ofall-trades or specialist in a particular field. If he chooses to specialize, he can raise the rank +2CS. Categories of weapons include: Edged and Blunt weapons Projectile weapons Energy weapons Heavy weapons Battle weapons Alien weapons Battlesuits War robots, Needless to say, the player will have to develop stats for anything he comes up with. If he successfully copies existing technology, like the Iron Man battlesuit or a SHIELD Plasma Beam Handgun, he can simply use the established stats for that device. Weapons Locker (MHAC8) by Epperson and Grubb is a valuable aid to the player of a hero with this Power. A clever character can also use this Power to make money off of other characters by building weapons on commission. After all, somebody's got to be building all those super-weapons that fill the pages of comic books…