- Joined
- Apr 24, 2017
- Messages
- 15,470
- Reaction score
- 42,043
This game pulls things from various RPGs such as Mutants & Masterminds, DC Heroes, Mythras, Star Wars (FFG), Top Secret (various editions) and previous home brew games I’ve worked on over the years.
Because the Marvel Comics series was basically a military soap opera, there are rules for confidants, rivals, and enemies to really juice the game up.
System Basics:
For most standard actions such as skill use:
A) The GM picks a difficulty of anywhere from one (easy) to eight (impossible).
B) The player rolls two dice corresponding to the two attributes the skill is connected to (anywhere from D4 to D12).
C) If the player rolls a four on one die, that is considered one success. If they roll a four or above on both, it’s two successes.
D) The player adds his skill ranks (which are basically auto successes) to these dice successes and compares to the difficulty number (successes needed). Anything equal to or above is a successful action.
E) If a player rolls double ones (snake-eyes hehe), there is a complication, the severity depends on whether the action was successful or not.
F) If the player rolls double 7s or above on both dice, something good happens even if the character fails in his action. This can trigger things like special effects (similar to Mythras). It’s all dependent on what the action is. This is probably going to have alternate rules (such as doubles count as a penalty or bonus success) for those that don’t like narrative rules. This is a way to get players to attempt even impossible actions.
G) Because the average attribute die is a D6, the chance for a 7 is impossible. A player may spend one “Mettle” point to raise his die one grade. This follows a D4>D6>D8>D10>D12 progression. Mettle points can be spent for both dice.
Here is a sneak-peak at my first draft for COBRA Commander’s entry:
View attachment 33779
Because the Marvel Comics series was basically a military soap opera, there are rules for confidants, rivals, and enemies to really juice the game up.
System Basics:
For most standard actions such as skill use:
A) The GM picks a difficulty of anywhere from one (easy) to eight (impossible).
B) The player rolls two dice corresponding to the two attributes the skill is connected to (anywhere from D4 to D12).
C) If the player rolls a four on one die, that is considered one success. If they roll a four or above on both, it’s two successes.
D) The player adds his skill ranks (which are basically auto successes) to these dice successes and compares to the difficulty number (successes needed). Anything equal to or above is a successful action.
E) If a player rolls double ones (snake-eyes hehe), there is a complication, the severity depends on whether the action was successful or not.
F) If the player rolls double 7s or above on both dice, something good happens even if the character fails in his action. This can trigger things like special effects (similar to Mythras). It’s all dependent on what the action is. This is probably going to have alternate rules (such as doubles count as a penalty or bonus success) for those that don’t like narrative rules. This is a way to get players to attempt even impossible actions.
G) Because the average attribute die is a D6, the chance for a 7 is impossible. A player may spend one “Mettle” point to raise his die one grade. This follows a D4>D6>D8>D10>D12 progression. Mettle points can be spent for both dice.
Here is a sneak-peak at my first draft for COBRA Commander’s entry:
View attachment 33779
Last edited: