Victorian Justice League: A Tale of Two Cities: Difference between revisions
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Our heroes' base of operations as a team, a former lighthouse situated on an island between the two cities by the Metro Narrows Bridge. | Our heroes' base of operations as a team, a former lighthouse situated on an island between the two cities by the Metro Narrows Bridge. | ||
; Advantage: Powerful | ; Advantage | ||
: ''Powerful'' - The team gains 5 extra super power points, but also a major Enemy: the Legion of Doom. | |||
; Complication: Contested | ; Complication | ||
: ''Contested'' - The team gains a minor Enemy: who? | |||
; Upgrades | ; Upgrades |
Revision as of 19:26, 27 August 2022
A PbP game of Victorian era superheroes run by @Ryan L.
IC thread
Player Characters
Flash, played by fireinthedust
Hunter of Mars, played by Leliel
Wonder Twins, played by brahnamin
Wonder Woman, played by jmucchiello
Non-Player Characters
Legion of Doom
A prominent villain group formed by sworn nemeses of the Justice League.
Places
Watchtower
Our heroes' base of operations as a team, a former lighthouse situated on an island between the two cities by the Metro Narrows Bridge.
- Advantage
- Powerful - The team gains 5 extra super power points, but also a major Enemy: the Legion of Doom.
- Complication
- Contested - The team gains a minor Enemy: who?
- Upgrades
- Hidden Entrance - Secret underground tunnels connecting Watchtower Island and a number of hidden access points in both cities, traversed by electric rail speeders.
- Science Lab - An observatory, laboratory and workshop newly built on the other side of the island.
Setting Rules
Born a Hero - ignore Rank requirements for edges during character creation
Comic Book Combat - a bunch of little add-ons including Combined Attacks (Support can add to damage instead of skill), Knockback (powerful attacks send people flying), Power Stunts (spend a benny to use a power in an enhanced or non-standard way) and Synergy (different types of attacks hitting the same target in the same round can help/hinder each other)
Conviction - token earned for a great triumph or tragedy, spend to add d6 to all trait and damage rolls for 1 round, can pay a benny to keep it going for an extra round
Creative Combat - if you win a Test with a raise, instead of the target being Shaken roll for a random effect (table on page 137 of the core rules)
Death & Defeat - replaces the Incapacitation table; instead of just dying you gain a point of Conviction, ignore all wound and fatigue penalties for one round, and then you die
Fanatics - dedicated villain minions can take a hit instead of their boss
Gritty Damage - when you take a Wound, also roll on the injury table for a temporary injury (goes away with the Wound)
Hard Choices - GM starts with no bennies, Jokers give no bennies, used player bennies are given to the GM
High Adventure - spend a benny to gain temporary use of a combat edge
Larger than Life - can take an extra major hindrance, for a maximum total of 6 points, at character creation
Never Surrender - if an incapacitated character is dealt a Joker, they can instantly get back up Shaken
Throwdown - ignore the Unarmed Defender rule
Notes
TBA