homebrewing a marvel X-Men D6 style system

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irishmick79
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homebrewing a marvel X-Men D6 style system

Post by irishmick79 »

Me and my friends have done star wars RPGing to death, and we were looking to start branching out into other genres and see if we can find something newer and a bit more fresh. Naturally, we showed some interest in the Marvel X-Men universe for games, but I looked at the system they already had out and decided it was crap. I want to work a D6 style system into an X-Men game, and I was wondering what kind of input you guys would have for game mechanics as far as the mutant powers are concerned.

For starting up, I was thinking of setting the powers up into Major Mutant Powers, like Magneto's abilities, and Minor mutant powers more along the lines of Wolverines heightened senses. I wanted the players to decide what they wanted their powers to be, and I was wondering what would a good starting point be for figuring out how much stuff a character could do with each power. Do you guys have any input?
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Re: homebrewing a marvel X-Men D6 style system

Post by LadyTevar »

irishmick79 wrote: For starting up, I was thinking of setting the powers up into Major Mutant Powers, like Magneto's abilities, and Minor mutant powers more along the lines of Wolverines heightened senses. I wanted the players to decide what they wanted their powers to be, and I was wondering what would a good starting point be for figuring out how much stuff a character could do with each power. Do you guys have any input?

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Post by Stravo »

Gurps Supers is a wonderful system but I do have one complaint. The scale for super strength is a tad ridiculous. I mean when I make a superstrong charcter I want him hefting 100's of tons with ease. If you give your super strong charcter a strength of say 200 (The maxiumum human strength is 20) you imagine, hmmmm...he must be very strong but when you work out the scale provided by Gurps that translates to about 10 tons. UGH. There are some home rules you can find on the web that rpovides a much better strength scale where a strength of 200 is measured in hundreds of tons. MUCH better, but that is the best part of Gurps, it is very felxible.
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Post by irishmick79 »

I'm not too familiar with the GURPS system. Is it fairly simplistic, or is there alot more to it? What would you say are the pluses and minuses of the system? How long have you used it? I'm looking for something that I can modify to my own ends, and I'm looking for something that can be tought in at most fifteen minutes. Does GURPS fit the bill?
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Post by Hotfoot »

irishmick79 wrote:I'm not too familiar with the GURPS system. Is it fairly simplistic, or is there alot more to it? What would you say are the pluses and minuses of the system? How long have you used it? I'm looking for something that I can modify to my own ends, and I'm looking for something that can be tought in at most fifteen minutes. Does GURPS fit the bill?
Don't know about GURPS, personally.

I'd plug Silhouette here, because it is a stylish, simple, and robust system. I honestly never considered working in super powers to the system, but it would be possible to do through various skills, perks, flaws, etc.

Plus the various cinematic rules would really fit well in most superhero settings.
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Post by Damaramu »

Palladium :lol:
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Post by Hotfoot »

Damaramu wrote:Palladium :lol:
:banghead:
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Post by Hendrake »

Adapt the Amber Diceles system. For superbeings it is among the best.

Or perhaps the Big Eyes Small Mouth system...
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Post by Pendragon »

Hotfoot wrote:
Damaramu wrote:Palladium :lol:
:banghead:
Well, at least no one suggested D20...
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Post by Eleas »

Pendragon wrote:
Hotfoot wrote:
Damaramu wrote:Palladium :lol:
:banghead:
Well, at least no one suggested D20...
I'm holding my breath here.

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Post by consequences »

Gurps is possibly the least simple system in existence. They have rules for everything. Character creation can take longer than your first actual gaming session, easily. Its still pretty fun.
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Post by Hendrake »

consequences wrote:Gurps is possibly the least simple system in existence. They have rules for everything. Character creation can take longer than your first actual gaming session, easily. Its still pretty fun.
Well, there is GURPS Lite. The same engine with only the essential rules, only 32 pages, and free. But for superheroes I still think you should adapt Amber Diceless
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Post by irishmick79 »

Eleas wrote:
Pendragon wrote:
Hotfoot wrote: :banghead:
Well, at least no one suggested D20...
I'm holding my breath here.

*turns quietly blue*
My group has done d20 for a while now....frankly I'm sick of it and I'm looking to move away from it.

I'm assuming that amber diceless is played *gasp* without dice. Where's the fun in RPGing without dice? Am I missing something here?
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Post by Eleas »

irishmick79 wrote:
Eleas wrote: I'm holding my breath here.

*turns quietly blue*
My group has done d20 for a while now....frankly I'm sick of it and I'm looking to move away from it.

I'm assuming that amber diceless is played *gasp* without dice. Where's the fun in RPGing without dice? Am I missing something here?
Nope. You just forget that cards can be random, too. That's what dice are - random number generators. From a mechanistic standpoint, they have some pros and cons compared to dice, which adds to the flavor.
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Post by weemadando »

Amber diceless - MAYBE.

What you want is Champions 1st Ed. Not the D20 shit, but the original percentile based system.
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