ORE Superheroes
Rules
Differences between regular, hard, and wiggle dice | Differences between regular, hard, and wiggle dice |
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| Written by Benjamin Baugh | ||||||
| Wednesday, 14 February 2007 | ||||||
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Example 1:
Hyperbody in a weightlifting competition. All three characters roll a 10.
Example 2:
Hypercoordination in a martial arts forms tournament. All three characters roll
a 10.
What would it mean if you had three guys who bought two regular dice in body... then one bought 4 more regular dice, while a second bought 2 hard dice, and a third bought 1 wiggle die? All three are now considered hyperstats, but the sheer dice of the first would indicate doing more "damage" as per the hyperbody table, while the second is always striking the most vulnerable spots, and the third is grace incarnate. But how would those three guys look when performing next to each other, 6d vs a 2d+2hd vs a 2d+1wd? (N) The guy with the d6 is *stronger* when bench pressing or whatnot, but whether he can succeeded at a max lift is never certain- I don't recall the odds on 6 dice. Yeah, he can hit harder... when he hits. He's like a regular guy who's potential has been pushed into the superhuman ranges. He has to psyche himself up when going to pick up his max load. Sometimes he screws up. Sometimes he fails. He's the guy with superhuman muscles. (H) The guy with the hard dice is strong... dangerously strong. Sometimes, he can't control it, and sometimes he hurts people worse than he wants to. In a straight up dirty brawl of a fight, the odds are he's going to beat the ass out of the guy with the 6 dice. He'll beat his face to hamburger. But his strength is almost on autopilot. Either he beats the other guys down like a punk, or he's going to get his own ass handed to him. Drop one HD to minimize the harm you do, and you drop them all. He 'doesn't know his own strength'. He'll break things when he lifts hard- twisting them in his grasp. He's the guy with neuro-chemical booster glands that gush super hormones into his system. (W) The guy with the wiggle die is the weakest of the three, but he always succeed and he always (within the options afforded by his 2 regular dice) gets the results he wants. Further, he keeps that wiggle die even if there is some kind of penalty effect going on. And, when combined with skill dice, he's doing even better. He's the Enlightened Monk who weights 90 pounds in his robes, but can still kill you with one finger.
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