![]() | 1768 registered |
![]() | 1 today |
![]() | 2 this week |
![]() | 3 this month |
![]() | Last: nbat |
ORE Superheroes
Custom Miracle: Super HQ [Dice Pool] | Custom Miracle: Super HQ [Dice Pool] |
|
|
|
| Written by Ryan Denison | ||||||
| Sunday, 13 May 2007 | ||||||
|
![]() Custom Miracle: Super HQ [Dice Pool]
Cost with Attacks, Defends, Robust and Useful Outside of Combat is 20/40/80. This cost scheme accounts for the Focus, Hard to Replace, and Immobile Flaws, as well as a number of Willpower Battery levels equal to the number of dice of Super HQ. Super HQ with Defends: Your base has average defenses. If you have the Attacks quality you must roll and gobble to defend against intrusion, otherwise roll once and use that roll to defend against all attempts to enter. Each intrusion attempt causes another defense roll. You can also attach other defensive powers to your HQ. Super HQ with Robust: HQs with the Robust quality are assumed to have some automatic way of utilizing attached powers (which must also be Robust). Without this quality, all defensive or attack systems in the HQ must be monitored and operated by someone. Super HQ with Useful Outside of Combat: All bases must have the Useful Outside of Combat quality. This quality represents the base’s capacity as a home, accounts for various mundane items that you use when you aren’t out fighting crime; kitchen appliances, assorted furniture, home electronics, etc. The Super HQ Dice Pool The types of dice you have in your Super HQ miracle dictate what types of dice you can have in powers attached to your HQ. You will also roll your Super HQ dice pool to protect your HQ from intruders. Miracles attached to your base may have any number of regular dice, but each power may only have as many special dice as you have in Super HQ, and the dice pool can never exceed 10 dice. Example: If I have 3d+2hd+1wd in Super HQ, any power I buy may have up to 2hd and 1wd, but no more. I may buy any number of regular dice, however. The best I can get with this setup is 7d+2hd+1wd, for a total of 10 dice. Not too shabby. When you purchase Hard Dice in Super HQ, you must assign each die to Attack or Defense. Once the Hard Dice are assigned, they can only be used for that purpose. Example: With 3d+2hd+1wd in Super HQ, I must choose where to assign my Hard Dice. I can divide them up, assigning one each to Attacks and Defends, or both to Attacks, or both to Defends. Once assigned, those Hard Dice are only used when rolling for their assigned task. The composition of you Super HQ pool also gives a general idea of your HQ’s contents. Special dice in Super HQ indicate that you have access to better stuff. The GM decides if items fall under Super HQ, but Wiggle Dice should allow quite a range of freedom. If the GM is on the fence about an item, he/she can set a difficulty and have the player roll the Super HQ pool.
Attacking and Defending with your HQ Pool Each round you can choose whether to attack or defend with your Super HQ pool, or any attached miracle that could be involved in the defense. If you choose to defend, the intruder will not be damaged, but may be foiled in their attempt to gain access to your lair. If you attack there is a chance the intruder will be harmed. If you have Hard Dice in your Super HQ pool, you must choose whether or not to use them. Hard Dice in Attacks are serious trouble for intruders; they represent deadly traps, hazardous weather conditions, savage local wildlife, or trigger happy guards. Hard Dice in Defense represent high fences or walls, regular checkpoints, limited entrances, etc. Wiggle Dice represent more finely tuned or exotic anti-personnel weapons and defenses; electrified grappling nets disguised as vegetation, hovering robot cameras, biometric scanners, and trained guard animals would fit in this category. “Fear my savage weasels! They shall rip your flesh!” Super HQ with Attacks: Super HQ does width in Shock and Killing. Super HQ with Attacks and Defends: Super HQ does width in Shock. Before you get all excited about the prospect of turning your HQ into a death trap, remember this; when Spider-Man broke into the Baxter Building looking to join the Fantastic Four in Amazing Spider-Man #1, Reed Richards didn’t respond with a deadly nerve gas trap. If he had, the Amazing Spider-Man wouldn’t have made it to issue #2. The Basic HQ A super HQ begins with some flaws and a built in miracle: Extras and Flaws: Focus (-1/2/4) Hard to Replace (-1/2/4) Immobile (-3/6/12) On the Grid [Willpower Battery] Extra: External Source [Electricity] (x2): Recharges 1 point/hour. Flaw: Attached to Super HQ (-1/2/4), Focus [Generator] (-1/2/4), Each level of Super HQ grants one Level of Willpower Battery. This Willpower Battery fuels all powers attached to the Super HQ. The Willpower Battery can use 1 point per level per turn. If it runs out, all powers attached to the HQ will fail. If you decide that your base runs on some other form of energy, simply change the recharge rate as outlined on p.116 of the Wild Talents rulebook. EXTRAS AND FLAWS FOR SUPER HQs Size: Size matters when you’re talking about your headquarters. Size Cost Example Hit Wound Boxes Armor Locations per Location
Cottage (2 rooms) Small House (4 room) Storefront (4 room)
Medium House (8 room) Office (3 room) Office Floor (12 room) Office Suite (6 room) Small Factory Small Warehouse
Medium Warehouse Office Building, 4 floors Small Manor (18 room)
Large Warehouse Mansion (30+ room) Office Building, 8 floors Office Building, 12 floors Office Building, 20 floors Office Building, 30+ floors
Sturdier Construction: To simulate better building materials, purchase miracles such as Heavy Armor and Extra Tough. Location, Location, Location: Sometimes there is a reason that you got such a great deal on your Super HQ, other times you go out of your way to find the perfect locale. Locale Cost Description
Staff: A larger base is going to need some extra folks around to perform mundane tasks, and even in a mid-sized base it’s nice to have someone around to clean up after you. Staff members are those individuals who are regularly in the HQ and are under your direct employ. Staff Cost Notes
The number of staff you begin with is based on the size of your HQ. Simply divvy up the numbers between the types of staff you have. HQ Size # of Staff
ATTACHING MIRACLES TO YOUR BASE Miracles attached to your HQ must be able to attach as per the regular attaching rules. If attached Dice Pool powers have the Robust quality they are automated, otherwise the source of the power must be manned by you or members of your staff. Powers attached to the HQ will always have the Focus (-1/2/4) and Attached [Super HQ] (-1/2/4) flaws. There is also another custom extra available for powers attached to Super HQs: Ubiquitous (+2/4/8): A power with this extra can target (or be accessed) from any location in your base or on the grounds. Miracles without the Ubiquitous extra are considered to work in one room or general area of the base. Almost any flaw would be appropriate for powers you want to attach to the HQ. Just be sure to check with your GM to figure out how a particular power might make sense in the context of your HQ.
Only registered users can write comments! Powered by !JoomlaComment 3.12 Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved. |
||||||
| < Prev | Next > |
|---|