ass_pull: (Judge)
Contact-

Name:
Methods of contact:
Timezone:

IC info-

Character name & Canon:

These will be used to personalise the game for story purposes.

Personality: A link to a full application or a wiki page is fine, otherwise just brief descriptions of key traits, primarily focused on how they interact with others and strengths & weaknesses.

Background: Just a quick brief on their world and history in it. Again, a link to a full application or a wikipage is fine. But if you want to sum things up in short please do.

These will be used to generate the character’s statistic and personalise the game for balance purposes.

Power: This refers to powers, anything special or superhuman about the character. In as much detail as possible, please. Try to make the upper and lower limits of their powers as clear as you can, making sure to note any requirements and consequences of their use. Also note their skill and ease of use of their abilities (for example, they may have the power to shoot eyebeams that can be focused to shave a fly’s leg hair from the moon but the skill to only let out a mountain melting burst, leaving them in a coma).

Talent: This refers to knowledge, skills or talents that the character possesses. Again, as much detail as possible would be useful. Fighting style, academic achievement, areas of expertise and so on are all to go here. Try to cover things they are notably superior to the average person in. Make sure to explain their intelligence and strength of will.

Equipment: This refers to items, vehicles and weapons the character uses. This should only include commonly associated equipment, not things used during special circumstances they have limited access to. Make it very clear what they are capable of and their shortcomings, as well as the character’s ability to use those capabilities. Things like ammunition, necessary power sources or maintenance should be noted. Things like drugs they commonly use can be included. In certain cases animals can be considered equipment, in which case their capabilities must be given in full detail including their own intellect and will power.

Extra-

If there is anything in particular you want to add that might need to be considered, put it here. Some suggested ideas would be any prior experience of yours with tabletop games, good times for you to play in real time and any relationship to other applicants.


ass_pull: (Judge)
This post is just a few simple facts and a little advice.

All actions are stated as intended, not as they occur-
In other words, saying 'Spider-Man reaches over and pushes the button' is actually 'I want Spider-man to reach over and push the button.' Most of the time in simple cases like that the intention will occur. But another a player character could choose to try and stop Spider-Man before they pushed it or an earthquake could hit as he reached over.

Take risks, but don't be reckless-
Anything you can roll for you can succeed at, so don't be afraid to take risks and try out wild ideas. The MSHRPG is a very forgiving system that rewards you for being adventurous and doing the unexpected and there's always Karma to save your butt if things go wrong. Heck, if you have 99 Karma you're willing to spend any roll you can try will succeed no matter how bad you roll. On the other hand, remember certain things will be impossible to do and Karma can't help you then.

Be imaginative-
The MSHRPG has very open rules designed to deal with a hugely wide number of scenarios without having to drudge through obscure sections of the rulebook. Unlike normal DWRP you can actually win at this roleplay, and are encouraged to be as sneaky and imaginative as possible to do so...ICly that is.
ass_pull: (Default)
Pokemon Trainer
Just some guy

F) Ty6
A) Ty6
S) Ty6
E) Ty6
R) Gd10
I) Gd10
P) Gd10

Health: 24 Karma: 30
Resources: Gd Pop: 6

Known Powers:
None.

Equipment:
Pokéballs: The trainer carries 16 of these devices, 6 of which contain a creature obedient to him and 10 empty. The device converts the animal into energy for storage, but the process of living inside the device is apparently pleasant. Pokémon are marked by their ball as belonging to their owner and cannot be captured by other Pokéballs. A Pokéball is the size of a ping pong ball when in transport mode and the size of a baseball when converted to a size necessary to release or recall Pokémon. Pokémon can be released as far away as 3 areas, in a bolt of energy that converts them to matter when it either touches a solid object or reaches its maximum range. This means Pokémon can be released into mid-air. Alternatively it can be thrown to release the Pokémon wherever the ball lands. Pokémon remain aware of their surroundings whilst in their balls and can escape them on their own with a green pysche or strength feat, whichever is higher. A Pokéball is made of Good strength materials and if damaged Pokémon are not able to be recalled or sent out. If completely destroyed, the Pokémon is immediately ejected and no longer 'marked' by the owner meaning can be captured by other trainers.

Pokémon: The trainer has six Pokémon he keeps with him, Rhydon, Dragonite, Blastoise, Lucario, Hypno and Magmar. All of his Pokémon are totally loyal to him and will follow almost any order they can understand.


The trainer's Pokémon do not have their own Karma, but instead use the trainer's.


Talents:

Contacts:



Rhydon
F) Rm30
A) Gd10
S) Mn75
E) Mn75
R) Fe2
I) Fe2
P) Fe2

Health: 190

Powers

Body Armour: Rhydon's thick and durable skin can withstand cannon blasts and 3,600 degree lava indefinitely. Monstrous protection from damage and an additional Monstrous protection from heat. By Rhydon's very nature as a Ground type Pokémon it possesses Shift-Z resistance to electrical attacks. It benefits from a +1CS to air based and rock based attacks and a +2CS on all poison feats. On the other hand ground, metal and ice based attacks treat Rhydon's body armour as -1CS, while plant and water based attacks reduce it to -2CS. Note these are attacks. Rhydon can touch plants and swim. Indeed, it is a herbivore and has been known to surf.

Horn: Rhydon's horn is tough enough to shatter diamond and capable of spinning like a drill. It inflicts Monstrous edged damage and can be used for burrowing at Typical speed (3 areas a round) through solid rock. If Rhydon is used to burrow a tunnel stable enough to last longer than a single round, it must instead travel at Poor speed (2 areas a round).

Tail: Rhydon's long tail is an effective weapon. It can be used for inflicting blunt damage at its Strength rank up to an area away.

Charging Speciality: Rhydon may move 5 areas a round when charging instead of the 3 it would be allowed under its endurance. Additionally it may use its horn during a charge to increase damage by 75 and consider the attack to cause edged damage. If Rhydon charges, it is the only action it can take that turn and an agility feat to stop is considered impossible. This particular Rhydon is immune to recoil damage, a trait some Rhydon posses.

Earthquake: By using its strength Rhydon can cause a localised earthquake of Monstrous intensity within the area Rhydon is situated and reducing its intensity by one rank for each area it travels through (Ending 7 areas away at Feeble). This move cannot be directed in anyway and instead spreads evenly in all directions.

Limited intelligence: If the trainer is unable to give orders to the Rhydon in a combat situation, it has a very straightforward and simple manner of thinking that can only barely make distinction between friend and foe. It will be limited to only the most basic of strategies and will require a green reason feat to perform any action other than charging at the closest enemy without any regard for consequences. If the trainer foresees this eventuality in advance, Rhydon can be instructed to perform 1 simple task if separated from the trainer before it begins this erratic behaviour.

Dragonite
F) Ex20
A) Ex20
S) Rm30
E) Am50
R) Ty6
I) Gd10
P) Ty6

Health: 120

Body Armour: Dragonite's durable body provides Incredible damage reduction. But when its health is at the maximum, it is treated as Monstrous body armour until it is reduced, even if by a single HP. Against fire, water and insect attacks it receives +1CS, whilst against plant based attacks it receives a +2CS. When defending against rock and draconian attacks, it experiences a -1CS and against ice based attacks it suffers a -2CS.

Flight: Dragonite possesses flight of over twice the speed of sound, ranking at Shift-Y flight. Dragonite is such a sturdy and agile flyer it doesn't need to perform an agility feat to turn 90 degrees or more mid-air. It can reach its top speed in 2 rounds and decelerate to a stop in 1, provided those are the only actions it takes in those rounds. If another action is taken in the same round, it takes an extra round to accelerate and decelerate. Dragonite can maintain its maximum speed for over 16 hours, or roughly 11520 rounds. No real point in keeping track under the circumstances, so there's no need to consider exhaustion penalties on long range travel. When carrying a human, it must fly at Typical speed for extended periods or Excellent for short periods or risk harming them. Dragonite can hover indefinitely and when in combat that is its default state.

Energy generation: Dragonite possesses a number of capabilities regarding releasing energy from its body.

Energy Punch- Dragonite can add +1CS to its strength ranking for a punch by wrapping its fist in fire or electricity. If fire, a green endurance feat is needed by the target to avoid being burnt and if electricity to avoid being paralysed for 1-5 turns.

Electric wave- Incredible level electric bolt that disrupts the nerves of the target to induce paralysis. If the attack successfully hits, the target must make a successful endurance feat every round afterwards. If white, they may not take any action that round. If green, they may perform 1 action at -2CS. If yellow they may act at -1CS. If red, they are cured of the affliction.

Blastoise
Lucario
Hypno
Magmar

Basic Rules

Saturday, 15 December 2012 23:07
ass_pull: (Default)
There are only really three things needed to be understood to begin playing the MSHRPG. These are the Universal Table, FASERIP and Feats.

The Universal Table is the big colourful thing below.



It might look a bit complicated, but it’s one of the simplest tabletop systems ever. Ignore the mini-table at the top for now and focus on the main body. Along the horizontal it starts with 0, then along to Feeble, Poor, Typical, Good etc. These are intensity ranks, used to decide something’s power or a task’s difficulty. Every rank contains a small section of numbers within it. Feeble contains 1-2, Poor 3-4, Typical 5-7, Good 8-15, etc. Primarily, we’re interested in the rank and the number is used only in specific circumstances. In most cases, a rank is considered to be the default in its umbrella. Feeble is 2, Poor 4, Typical 6, Good 10 etc. Along the vertical it has numbers split into segments covering from 1-100. These represent a roll of a percentile dice.

The Universal Table resolves all rolls in the entire game (with one exception) by working out which statistic of the character needs to be rolled, then cross referencing the result on the Universal Table to find which colour result is retrieved.

To detract now, I’ll explain the half of the equation that is FASERIP and then you’ll see how it comes together.

Let’s take a look at an example stat sheet of someone most people are familiar with, your friendly neighbourhood Spider-Man. Again, you’re probably pretty lost.

The MSHRPG is sometimes called the FASERIP system (pronounced face rip) because character statistics are split into seven categories. These are called abilities.

F)ighting: Raw combat ability, martial skill.
A)gility: Dexterity and hand eye co-ordination, nimbleness.
S)trength: Physical power, how much force can be used by muscle.
E)ndurance: Toughness, stamina, physical resistance.
R)eason: Intellect and logical thought, knowledge of scientific matters.
I)ntuition: Reflexes, commonsense and wit.
P)syche: Willpower, mental strength.

Each of the FASERIP is given a rank and a number as seen on the Universal Table, usually the default of the rank. We then add up FASE and its numbers become that character’s maximum Hit Points, how much damage they can take before they are knocked out (or dying if they’re unlucky). RIP is added up to make Karma (which I’ll explain in more detail a bit later).

Below those you can see Resources, which determine what a character has access to in terms of money and possessions. Beside that is Pop, short for Popularity, which determines attempts to influence people in general.

Under that is powers, which are given an intensity just like the FASERIP and an explanation of what they do. Equipment gets the same treatment. Then we get to talents, which are slightly different. A talent is something in which a character gains advantages when performing rolls related to those talents. Lastly, there are Contacts. These refer to people or organisations that the character may turn to for help or favours.

Now for how the two intersect, Feats.

Feat rolls are not necessary for everything. Only actions where there is some genuine danger of failure, meaning everyday actions are not rolled for. If the feat is of higher intensity than the ability needed, it needs a red result. If they are equal, it needs a yellow. If it is lower, only a green is needed. Additionally anything with an intensity of three ranks lower than the requisite ability can be made automatically successful with the permission of the judge. Some feats can be impossible for certain characters, at the judge’s discretion.

Let’s use Spider-Man as an example.
Spider-Man must pick up a great weight for what are surely heroic reasons. I, the judge, declare that the weight has an Incredible intensity. Since Spider-Man’s strength is listed as Incredible he needs a yellow result on the Universal Table to succeed. The player of Spider-Man rolls the percentile dice and they get a 75. Checking 75 on the vertical, they then move over to the Incredible column and see it’s a yellow, meaning Spider-Man succeeded.

You may have noticed on Spidey’s sheet that it mentions -1CS and before I mentioned that talents can offer bonuses. These operate the same way, with column shifts. A column shift, or CS means operating a feat roll on a different column of the Universal Table than usual. A –CS means shifting to the left, towards the lower spectrum. A +CS means a shift to the right, towards the upper spectrum. When rolling areas a character has a talent in, it usually means a +CS of one or two. When rolling in areas a character has a limitation in, it means –CS.

Finally, there is Karma. Karma is used in placed of Experience Points in the MSHRPG, and whilst it can be used to advance a character’s abilities I’ll gloss over that for its more common use. Spending it to modifying dice rolls. Before a player rolls, they can declare the use of Karma. Doing so commits them to spend 10 Karma no matter the result. They then roll as normal and can spend any amount of Karma they have to add to the number they get, 1 point of Karma equivalent to 1 higher on the dice roll. Let’s use Spider-Man as an example again.

Say on the above challenge, the Spider-Man player decided that a yellow result might be tricky to get. They declare they will spend Karma before they roll and this time they get a 30, a catastrophic failure. They can then spend the necessary 36 Karma to get their roll to the lowest yellow result of 66. The 10 they had to pay is counted as part of the 36. If they had gotten 66 naturally, they would still have had to pay that 10.

Those are the bare bones of the game and all you need to know to start the game with a judge who knows the rules. You’ll be expected to learn more, both from experience and reading the rule book, as you play but with just this you should be able to rely on your judge for most things. Simply say what you want to do and your judge will tell you what to roll, then what that roll means.
ass_pull: (Default)
Spider-Man
Peter Parker

F) Rm30
A) Am50
S) In40
E) In40
R) Ex20
I) Gd10
P) In40

Health: 160 Karma: 70
Resources: Ty Pop: 30

Known Powers:
Spider-Sense: Combat Sense: Amazing, a "buzzing" in his head alerts Spider-Man of potential danger. Spider-Man cannot be blindsided, and he may make defensive actions if he makes a successful power FEAT. Intuition in combat is equal to this power rank. If the sense has been nullified his Intuition is as listed and all Agility FEATs are at -1CS.
Wall-Crawling: Amazing.
Leaping: Amazing, up to 3 areas.

Equipment:
Web-Shooters: Shoots up to 7 areas, Incredible material strength in round it was fired. Monstrous in next round. Used for transportation (3 areas a round) and restraining. Each Web-Shooter holds 10 Web-Cartridges. Each Web-Cartridge has approximately 100 uses until it runs empty. The following can made with his web:
-Web Shield: Monstrous.
-Web Parachute
-Web Hand-Glider: Typical air speed.
-Web Missile: Excellent blunt attack at 3 areas.
-Blinding: Amazing, once the web is removed, the victim is able to see again.
-Web Slingshot: Able to launch himself over great distances. 1 round to make the slingshot and “prep himself for launch”, launch himself up to 10 areas the next round.
Utility Belt: Spider-Man wears a Utility Belt underneath his costume, he uses this to carry the following:
-Spider-Signal: Good illumination.
-Extra Web Cartridges: The Utility Belt holds 30 extra cartridges. Peter switches these into his Web-Shooters when he's runs out of webbing.
-Camera: Good material, uses to take pictures for the Daily Bugle.
Spider-Tracer: Amazing Tracking up to 1 mile.

Talents: Photography, Chemistry, Physics, Computers

Contacts: Mary Jane Watson-Parker, Aunt May, Daily Bugle, Human Torch/Johnny Storm, Daredevil/Matt Murdock, The Avengers, Fantastic Four

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