Superhero system

Got it
What I mean is if we spend 0XP on a mission that's about his goals, can it still give a tiny reward (like +1 stat)? Say, if we wanted to save points but didn't want to tell the guy "you just get the daily this week, sorry"

Also, how long is the gap gonna be between this vote and the next, in-verse? another week?
A week if you mean next system vote.
+1 stat… alright but it must be related to his goals or his character somehow, like for instance:
Pray at the graveyard: Pray at the graveyard.
Reward: +1 spirit.

Something like that, this helps our user keep peace of mind and gives him an extra reward. I will say if you want more than one 0 Xp mission it's gonna cost 1 Xp per 3 with a max of 3. I'm not going to let it be abused but I like the idea.
 
Would he get angry if he gets a skill called
Menthol Empowerment: this skill give +1 to +2 increased in physical stats when user apply Menthol on oneself
He'd be insulted yes. "You calling me weak?!" And ensue cursing out pathfinder.
Although having a medical skill that effects the user everytime medicine is applied sounds unique.
 
A week if you mean next system vote.
+1 stat… alright but it must be related to his goals or his character somehow, like for instance:
Pray at the graveyard: Pray at the graveyard.
Reward: +1 spirit.

Something like that, this helps our user keep peace of mind and gives him an extra reward. I will say if you want more than one 0 Xp mission it's gonna cost 1 Xp per 3 with a max of 3. I'm not going to let it be abused but I like the idea.
Makes sense that you wouldn't want us to just buckshot the guy with freebies, yeah. Glad we can have a way to focus saving if we wish to.
What would it cost for a Perk that removes the holder's need to sleep (and the normal disadvantages of not doing so)?
 
If the user doesn't finish a mission until the next story post, does it auto-fail or can the user continue working on it? (Assuming it makes sense for the mission)

Would
--[]How many(19 XP): Find an enemy base and spend 1 hour finding a rough number of enemies there. Spend 10 hours in the streets estimating the presence of unmarked gang members found from observing the base. 0/1 bases found. 0/60 minutes spent investigating base. 0/600 minutes spent investigating in the streets.
---[]Reward: Skill Telekinetic Shield
-[]Telekinetic Shield(30 XP): Form a telekinetic shield around you. Intelligence focused.
work?
Knock 200 minutes off and your golden. He can fail this mission, however he can continue working on it.

Also I should mention.
Very important: The user even if a mission is not given has a good chance to act out his desires anyway. I will roll on it to see if he does it, but please understand nothings stopping him from beating up the thugs. Just kept that in mind.
 
Knock 200 minutes off and your golden. He can fail this mission, however he can continue working on it.

Also I should mention.
Very important: The user even if a mission is not given has a good chance to act out his desires anyway. I will roll on it to see if he does it, but please understand nothings stopping him from beating up the thugs. Just kept that in mind.
How many minutes to knock off if i want to spend 18 XP, not 19?
 
Makes sense that you wouldn't want us to just buckshot the guy with freebies, yeah. Glad we can have a way to focus saving if we wish to.
What would it cost for a Perk that removes the holder's need to sleep (and the normal disadvantages of not doing so)?
Perks are made via user achievements. How would he get no need for sleep? I'd assume either him not going to sleep for multiple days(Old man remember) or you make a skill that partially does that. As in it half's the need or something.
Since skills can be improved with skill points I'm not sure what amount of Xp that skill should take… It literally doubles his working time.

Final say on the no sleep skill: I won't allow a no sleeping skill, HOWEVER I will allow things that partially affect sleep like reducing it's need.
 
Perks are made via user achievements. How would he get no need for sleep? I'd assume either him not going to sleep for multiple days(Old man remember) or you make a skill that partially does that. As in it half's the need or something.
Since skills can be improved with skill points I'm not sure what amount of Xp that skill should take… It literally doubles his working time.

Final say on the no sleep skill: I won't allow a no sleeping skill, HOWEVER I will allow things that partially affect sleep like reducing it's need.
Oh, since we got to give out a Perk at the start I thought it worked like the Skills do. Thanks for clarifying
Yeah, I was kind of going for a bonus time thing, since that lets him get more done so it's a great early pick. -sleep does that without having to give him a big expensive power like time manipulation.

What if it was just "You need half as much sleep as normal, and experience a slight reduction in penalties from a lack of sleep". Would that be okay, and if so what would the cost be?
 
Oh, since we got to give out a Perk at the start I thought it worked like the Skills do. Thanks for clarifying
Yeah, I was kind of going for a bonus time thing, since that lets him get more done so it's a great early pick. -sleep does that without having to give him a big expensive power like time manipulation.

What if it was just "You need half as much sleep as normal, and experience a slight reduction in penalties from a lack of sleep". Would that be okay, and if so what would the cost be?
I'll set up a limit to its upgrade potential, unlike the other skills, and make the cost 10.

Oh and the perk at the beginning: That's our first users first achievement, being the first user. That's the achievement, every achievement after this must be earned.
I gave this as a newbie boost as I'm going to try and kill our user, or at least I'll set encounter rolls and if he rolls bad on the encounter or combat he's likely to die.

I hope I make myself clear when I say: Our user is the first but not the last.
 
[X]Plan: Prep Time
-[X] Make a Skill(10Xp)
--[X] Fatigue Recovery: You need half as much sleep as normal, and experience a slight reduction in penalties from a lack of sleep past that.
-[X] Weapon
--[X] Unique(12 Xp)
-[X] Scouting
--[X] How many(15 Xp)
---[X] Reward: Fatigue Recovery


This gives our guy (does he have a name?) more time to do stuff (including stuff that gets us XP), a solid weapon to reduce the risk of future missions, and leaves us leftover Xp to do something bigger next turn as well.
 
[X]Plan: Prep Time
-[X] Make a Skill(10Xp)
--[X] Fatigue Recovery: You need half as much sleep as normal, and experience a slight reduction in penalties from a lack of sleep past that.
-[X] Weapon
--[X] Unique(12 Xp)
-[X] Scouting
--[X] How many(15 Xp)
---[X] Reward: Fatigue Recovery


This gives our guy (does he have a name?) more time to do stuff (including stuff that gets us XP), a solid weapon to reduce the risk of future missions, and leaves us leftover Xp to do something bigger next turn as well.
His name(or the one he goes by) is Charles bets.
 
Telekinetic Shield(Lvl 1): Generate a shield all over your body or a shield covering an area of 3 feet, 5 feet from you(You can use yourself as the target and an area of 3 feet around you will be shielded.). The shield has [Intelligence*3] Hp and [Intelligence/2] rounded down defense.

Cooldown to refresh: 40 seconds. Energy cost: 10/20 energy(10 energy is if you just shield your body. 20 energy is if you shield an area of 3 feet.)
Shield lasts until destroyed.
Note: 30 Xp.

Ok this is what 30 Xp telekinetic shield will do. It's level 1 as I forgot I had to keep track of skill upgrades somehow. It currently costs 5 skill points to upgrade(Our user has 16 currently).
If anyone has any suggestions for changes on this, now is the time to do so.
 
Telekinetic Shield(Lvl 1): Generate a shield all over your body or a shield covering an area of 3 feet, 5 feet from you(You can use yourself as the target and an area of 3 feet around you will be shielded.). The shield has [Intelligence*3] Hp and [Intelligence/2] rounded down defense.

Cooldown to refresh: 40 seconds. Energy cost: 10/20 energy(10 energy is if you just shield your body. 20 energy is if you shield an area of 3 feet.)
Shield lasts until destroyed.
Note: 30 Xp.

Ok this is what 30 Xp telekinetic shield will do. It's level 1 as I forgot I had to keep track of skill upgrades somehow. It currently costs 5 skill points to upgrade(Our user has 16 currently).
If anyone has any suggestions for changes on this, now is the time to do so.
Using last kown stats
Hp 60/60
Energy 70/70
Strength 11
Agility 12
Constitution 12(Hp is x5 this.)
Endurance 14(12 base)(Energy is x5 this.)
Intelligence 19
Perception 14
Spirit 13(Effects your regeneration of energy and health.)
Perks:
Tireless: Gain 20% increase in energy and energy regen. Resting doubles energy regen.
Skills: None.

That gives a shield with [19*3] HP and [19/2] rounded down defense, lasting until broken.
57 HP, 9 defense

Compared to 60 HP and 4 defense for our users last known stats.

Quite a nice start i'd say, having bonus hitpoints that almost meet our real hp, and have double the defense value.
 
Using last kown stats


That gives a shield with [19*3] HP and [19/2] rounded down defense, lasting until broken.
57 HP, 9 defense

Compared to 60 HP and 4 defense for our users last known stats.

Quite a nice start i'd say, having bonus hitpoints that almost meet our real hp, and have double the defense value.
I'd like to mention this shield does not add onto your own hp and defense. They are separate.
 
I'd like to mention this shield does not add onto your own hp and defense. They are separate.
As expected.
If an attack of 9 or less damage hits our (theoretical) 9 def shield, does that mean our shield loses 0 hp? Or is there a minimum amount of damage an attack always deals?
Also, do we have some level of intuition what situation would cause how much damage?
How fast does energy regenerate?
 
As expected.
If an attack of 9 or less damage hits our (theoretical) 9 def shield, does that mean our shield loses 0 hp? Or is there a minimum amount of damage an attack always deals?
Also, do we have some level of intuition what situation would cause how much damage?
How fast does energy regenerate?
First: 1 defense stops 1 damage as in negated. So if someone hit the shield and only did 9 damage, it wouldn't hurt the shield.

Second: Well I won't tell you how much which attack does what. I will say that an earlier skill in the first post, power strike, did 6-10 damage. That's considered a powered ability similar in value to toughen up. Yes that's all I'm giving you, you will find out watching our user fight his first(Not his first, army man) fight.

Third: How fast does energy regenerate? Unlike normal humans our user can regenerate a certain amount of energy every 5 minutes. The 5 minutes will go down the more spirit you have as well as the amount regenerated.

Also there are a lot of factors that dictate which does what, but to be blunt and simplify it: Situation and rolls. The situation, such as what hit what dictates a lot of it. Rolls while mostly dictating how good each person in combat is doing, also have a factor in damage. There's a minimum amount of damage and than there's a random variable that I roll on.
 
So, anybody interested in making sure that our user actually survives?

With the 30XP skill he'd be immume to damage from intro-level powered skills. (and much more resistant to stronger attacks)
 
[X]Plan: Prep Time
-[X] Make a Skill(10Xp)
--[X] Fatigue Recovery: You need half as much sleep as normal, and experience a slight reduction in penalties from a lack of sleep past that.
-[X] Weapon
--[X] Unique(12 Xp)
-[X] Scouting
--[X] How many(15 Xp)
---[X] Reward: Fatigue Recovery


This gives our guy (does he have a name?) more time to do stuff (including stuff that gets us XP), a solid weapon to reduce the risk of future missions, and leaves us leftover Xp to do something bigger next turn as well.
Are you sure that you want to give him a weapon and sleepnessless before giving him strong armor like TK Shield?

That could lead to him deciding that it is time to get more active and get himself in trouble.
 
Are you sure that you want to give him a weapon and sleepnessless before giving him strong armor like TK Shield?

That could lead to him deciding that it is time to get more active and get himself in trouble.
He already recognized he can't fight a super right now. I'm also hoping that making him craft a weapon he finds difficult to use off the bat will dissuade him from trying to bite off more than he can chew with it. That and his high Int should combine into a reasonable amount of caution, I think.

His name(or the one he goes by) is Charles bets.
Could we get this in the user info post?
 
I have no idea why... but I completely forgot I could do that for a solid 20 minutes of thinking "How am I supposed to get all these rolls to look nice." DESPITE ME USING THEM WHILE THINKING THIS. Referring to spoilers.
Sometimes the things we're looking for are hiding in plain sight. Quite the funny mishap.

So, anybody interested in making sure that our user actually survives?

With the 30XP skill he'd be immume to damage from intro-level powered skills. (and much more resistant to stronger attacks)
I just…want him to…have an assortment of slightly useful powers.
Why can't I have my variety platter?
 
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