New MP Ability: Base B) Grounds
This is the land that surrounds the headquarters, expressed in acres. A square mile is 1056" x 1056" and consists of 640 acres.
The terrain of the base grounds should match the local terrain. For example, if the base HQ is located within a desert, the grounds should be desert-like; if located in the Arctic, then the grounds should be ice and snow, etc.
Sensors, traps, "pop-up" blasters, and other systems can be placed on base grounds but must be part of the Base A) layout.
The CP cost and accompanying size is shown on the chart below.
The terrain of the base grounds should match the local terrain. For example, if the base HQ is located within a desert, the grounds should be desert-like; if located in the Arctic, then the grounds should be ice and snow, etc.
Sensors, traps, "pop-up" blasters, and other systems can be placed on base grounds but must be part of the Base A) layout.
The CP cost and accompanying size is shown on the chart below.
1. The existing Base ability becomes BASE A) HEADQUARTERS.
For (10) CPs, this ability allows the character to remove their body parts which continue to operate with no ill effects. It takes an Action to remove a body part.
A link, whose special effect is determined when the ability is bought, exists between the character and the removed body part. This link allows the character to control, and gain the benefits of, the body part at any range.
Separated body parts may move depending on their function. For example, a hand or arm may crawl, a leg may hop, and an eyeball may roll.
Generally, there is a penalty for hitting removed body parts due to their smaller size. The part itself has a 0 Physical Defense. For arms and legs the to hit penalty is @-3. For Heads, hands, and feet the to hit penalty is @-6. For eyes, noses, and tongues the to hit penalty is @-9.
Any damage done to the body part is felt by the character and may be rolled with. If the body part takes hit point damage, the character must make an EN+7 save at a penalty of -1 per Hit taken or lose the use of the body part until it is healed or repaired.
This is a Persistent Ability. PR = 0 per round.
A) Leaping (Homebrew)
Determining how far a character can leap is a multi-step process that uses the chart shown below. This change in how MP characters leap means the 'free' leaping for very strong characters is vastly reduced. If your character is really strong, he can still leap farther than a weaker character, but if you want him or her to leap miles like the Hulk then you will have to put CPs into Physical Ability F) Super Leap.
- Find the Task # for the character's Carrying Capacity.
- Find the Task # for the character's weight.
- Subtract the Weight Task # from the CC Task # and add 1 to determine how far the character can leap in game inches.
- Multiply the resulting number by the character's Super Leap multiple (if any).
- Add +1" to the leaping distance if the character pushes.
- Example #1: Lone Star's CC Task # is 6 (he can lift 240 lbs). He has a Weight Task # 5 (he weighs 150 lbs). He can normally leap (6-5)+1=2" or 3" if he pushes.
- Example #2: S.A.M.'s CC Task # is 16 (he can lift 245760 lbs) and a Weight Task # of 7 (he weighs 720 lbs). He can normally leap (16-7)+1=10" or 11" if he pushes.
- Example #3: Alley Cat's CC Task # is 7 (she can lift 480 lbs) and a Weight Task # of 4 (she weighs 100 lbs). She can normally leap (7-4)+1=4" (5" with push) but she also has Super Leap with a x4 multiplier, so she leaps four times farther @16" or 17" if she pushes.
Leaping Notes:
1. Optionally, if the GM wants to add randomness to leaping distance, have the PCs roll their base HTH damage to determine their Carrying Capacity Task number. Even if the character fails to equal the Weight Task number, the minimum leaping distance is still 1".
2. Treat Size Change B) Smaller characters with 0 weight as if they weighed 3 lbs.
B) Tunneling (Theory-crafting)
C) Radiation (Theory-crafting)
D) Companion (Theory-crafting)
Use the chart below for the cost. Companions do not gain experience.
Power Level
|
Companion Character Points:
|
(-5)*
|
0
points
|
(0)*
|
20
points
|
(5)
|
40
points
|
Low (10)
|
60
points
|
(15)
|
80
points
|
Standard (20)
|
100
points
|
(25)
|
120
points
|
High (30)
|
140
points
|
(35)
|
160
points
|
Cosmic (40)
|
180
points
|
(45)
|
200
points
|
(50)
|
220
points
|
(55)
|
240
points
|
(60)
|
260
points
|
(65)
|
280
points
|
(70)
|
300
points
|
(75)
|
320
points
|
(80)
|
340
points
|
(85)
|
360
points
|
(90)
|
380
points
|
(95)
|
400
points
|
E) Summoning (Theory-crafting)
Use the chart below for the cost. Summoned creatures do not gain experience. Summoning takes 5 minutes, PR=2 to perform, and PR 2 per hour to maintain.
Power Level
|
Summoning Creature Points:
|
(-5)*
|
15
points
|
(0)*
|
35
points
|
(5)
|
55
points
|
Low (10)
|
75
points
|
(15)
|
95
points
|
Standard (20)
|
115
points
|
(25)
|
135
points
|
High (30)
|
155
points
|
(35)
|
175
points
|
Cosmic (40)
|
195
points
|
(45)
|
215
points
|
(50)
|
235
points
|
(55)
|
255
points
|
(60)
|
275
points
|
(65)
|
295
points
|
(70)
|
315
points
|
(75)
|
335
points
|
(80)
|
355
points
|
(85)
|
375
points
|
(90)
|
395
points
|
(95)
|
415
points
|
F) Extended Size Change A) Larger (Homebrew)
H) Optional Motivations (Homebrew)
Listed below are optional motivation categories for heroes and villains in Mighty Protectors. Also note that over time a hero or villain’s motivation may change. For example, if a hero starts with a Romance motivation and the loved one is killed, the hero could then adopt a new motivation of Vengeance.
Hero Motivations
Villain Motivations
Collector: The villain loves collecting things. What those things are varies from the mundane to the rare and powerful – and even super-powered beings.
Superhero Motivation Table
I) Experimental Mechanics: Hit Point Calculation (Theory-crafting)
Increasing the BC stats that give both Power and Hit points tends to be a more cost effective way of increasing a character's combat effectiveness than buying abilities. If you would like to modify this tendency, then you can try out this rule change: EN and CL become the only attributes which affect Hit Points:
J) Experimental Mechanics: Double BC Cost (Theory-crafting)
These rules double the cost of MP attributes. They were never fully play-tested, so use with caution. These changes reduce a character's power and hit points, making it more difficult for power-gamers to construct 'combat monster' characters. The generally lower power, hit points, to hit chance, and defenses of characters constructed with these rules tends to speed up combat. The downside is that it is more complicated than the official rules, with many changes made to existing abilities.
A double-BC character sheet shows what these changes look like. Note: this sheet also uses the change to hit point calculation shown above.
Heightened Attributes yield half as many points (+5 at Low power, +10 at standard power, +15 at high power).
Introduction
G) Microscopic Vision (Homebrew)
To simulate microscopic vision, buy it as if you were buying Heightened Senses: Telescopic Vision. See the chart below for size examples and corresponding range penalties:
To simulate microscopic vision, buy it as if you were buying Heightened Senses: Telescopic Vision. See the chart below for size examples and corresponding range penalties:
Microscopic Range Penalty Chart |
H) Optional Motivations (Homebrew)
Listed below are optional motivation categories for heroes and villains in Mighty Protectors. Also note that over time a hero or villain’s motivation may change. For example, if a hero starts with a Romance motivation and the loved one is killed, the hero could then adopt a new motivation of Vengeance.
Hero Motivations
Self-Improvement: The hero is motivated to make
themselves the best individual that they can be. These heroes are constantly
training and expect others to be as prepared as they are.
Unwanted Power: The character never wanted to be
a hero or to have super-powers.
Gain Acceptance: The hero wants to be accepted
by society, by his or her peers, or by some other group -- and will do whatever
it takes to “fit in.”
Indebted/Owes Someone: The hero owes a debt to
someone else and must do everything in their power to repay the debt.
Loyalty: The hero is motivated by his or her
undying loyalty to another individual or organization.
Romance: The hero is romantically interested in
another character, usually another hero, and will endeavor to gain that
person’s affection and trust.
Villain Motivations
Collector: The villain loves collecting things. What those things are varies from the mundane to the rare and powerful – and even super-powered beings.
Fear: The villain is motivated by causing terror
in other individuals.
Indebted/Owes Someone: The villain owes a debt
to someone else and must do everything in their power to repay the debt.
Romance: The villain is romantically interested
in another individual and will do things, including criminal acts, to gain that
person’s love.
d100
|
Superhero Motivation
|
01-06
|
Penance
|
07-12
|
Vengeance
|
13-18
|
Self-Improvement
|
19-25
|
Utopian
|
26-31
|
Thrill Seeker
|
32-37
|
Unwanted Power
|
38-43
|
Duty Bound
|
44-49
|
Gain Acceptance
|
50-55
|
Need To Know
|
56-61
|
For Hire
|
62-66
|
Owes Someone
|
67-72
|
Self-Defense
|
73-78
|
Glory Hound
|
79-84
|
Loyalty
|
85-89
|
Carnage
|
90-94
|
Romance
|
95-100
|
Justice
|
Supervillain Motivation Table
d100
|
Supervillain Motivation
|
01-05
|
Insanity
|
06-10
|
Vengeance
|
11-15
|
Collector
|
16-21
|
Dystopian
|
22-26
|
Thrill Seeker
|
27-31
|
Fear
|
32-36
|
Anarchist
|
37-41
|
Indebted
|
42-47
|
Prejudice
|
48-53
|
Mercenary /
Servitor
|
54-58
|
Romance
|
59-64
|
Greedy / Egoist
|
65-68
|
Publicity
Seeker
|
69-73
|
Belligerent /
Carnage
|
74-78
|
Survival
|
79-83
|
Dupe
|
84-88
|
Conquest
|
89-94
|
Twisted Honor
|
95-100
|
Opportunist
|
BC
|
EN
|
CL
|
Score
|
Hits
|
Hits
|
0
|
1
|
-3
|
1
|
2
|
-2
|
2
|
2
|
-2
|
3-5
|
3
|
-1
|
6-8
|
3
|
-1
|
9-11
|
4
|
0
|
12-14
|
8
|
+1
|
15-17
|
12
|
+2
|
18-20
|
16
|
+3
|
Etc.
|
+4 more
|
+1 more
|
These rules double the cost of MP attributes. They were never fully play-tested, so use with caution. These changes reduce a character's power and hit points, making it more difficult for power-gamers to construct 'combat monster' characters. The generally lower power, hit points, to hit chance, and defenses of characters constructed with these rules tends to speed up combat. The downside is that it is more complicated than the official rules, with many changes made to existing abilities.
A double-BC character sheet shows what these changes look like. Note: this sheet also uses the change to hit point calculation shown above.
- Attributes now cost 2 CPs per point
- Weaknesses which affect Attribute scores are now worth twice as many points.
- Attribute score modifiers from Density Increase & Size Change need to be adjusted
- Stat-based Abilities are half as effective
Beginning characters
receive +50 CPs to offset the increased attribute cost. However, the initial
stats are somewhat lower (see chart below).
BCs
|
Normal
|
Low
|
Standard
|
High
|
1st
|
14
|
15
|
16
|
17
|
2nd
|
12
|
13
|
14
|
15
|
3rd
|
10
|
11
|
12
|
13
|
4th
|
8
|
9
|
10
|
11
|
5th
|
6
|
7
|
8
|
9
|
BC Cost
|
100
|
110
|
120
|
130
|
Ability Cost
|
0
|
40
|
80
|
120
|
Total CPs
|
100
|
150
|
200
|
250
|
Use the formulas below
to determine BC and Ability Caps:
BC Cap = (Total CPs-50)/5
+10, rounded down
Ability Cap = (Total
CPs-50)/5, rounded down
Damage Cap = (Total CPs-50)/12.5
+3, rounded downHeightened Attributes yield half as many points (+5 at Low power, +10 at standard power, +15 at high power).
DENSITY INCREASE:
EXPERIENCE LEVELS:
CPs
|
Protection
|
ST
|
Weight X
|
Equivalent
Material
|
(0)
|
1/1/0/1
|
+0
|
1
|
SR
0 / water
|
(2.5)
|
2/1/1/1
|
+1
|
1
|
SR
1 / clay
|
(5)
|
2/1/1/2
|
+1
|
2
|
SR
2 / rubber
|
(7.5)
|
2/2/2/2
|
+2
|
3
|
SR
3 / quartz
|
(10)
|
3/2/2/2
|
+3
|
4
|
SR
4 / bone
|
(12.5)
|
3/2/3/3
|
+3
|
5
|
SR
5 / brick
|
(15)
|
3/3/3/3
|
+4
|
6
|
SR
6 / brick
|
(17.5)
|
4/3/3/3
|
+4
|
7
|
SR
7 / marble
|
(20)
|
4/3/4/3
|
+4
|
8
|
SR
8 / lead
|
(22.5)
|
4/3/4/4
|
+5
|
9
|
SR
9 / bronze
|
(25)
|
4/4/4/4
|
+5
|
10
|
SR
10 / iron
|
(27.5)
|
5/4/4/4
|
+5
|
11
|
SR
11 / steel
|
(30)
|
5/4/5/4
|
+5
|
12
|
SR
12 / tungsten
|
(32.5)
|
5/4/5/5
|
+5
|
13
|
SR
13 / titanium
|
(35)
|
5/5/5/5
|
+5
|
14
|
SR
14 /
|
(37.5)
|
6/5/5/5
|
+6
|
15
|
SR
15 / super alloy
|
(40)
|
6/5/6/5
|
+6
|
16
|
SR
16 /
|
(42.5)
|
6/5/6/6
|
+6
|
17
|
SR
17 /
|
(45)
|
6/6/6/6
|
+6
|
18
|
SR
18 / diamond
|
(47.5)
|
7/6/6/6
|
+6
|
19
|
SR
19 /
|
(50)
|
7/6/7/6
|
+6
|
20
|
SR
20 / adamantium
|
EXPERIENCE LEVELS:
CPs
|
Hit
Bonus
|
Defense Bonus
|
Task Bonus
|
(15)
|
0
|
1
|
1
|
(20)
|
1
|
1
|
1
|
(30)
|
1
|
2
|
2
|
(40)
|
2
|
2
|
2
|
(50)
|
2
|
3
|
3
|
HEIGHTENED DEFENSE:
Power Level:
|
Defense Bonus:
|
Low
(10)
|
+1
|
Standard
(20)
|
+2
|
High
(30)
|
+3
|
(40)
|
+4
|
(50)
|
+5
|
HEIGHTENED EXPERTISE:
CPs
|
All
Attacks
|
One Class
|
Specialist
|
(5)
|
0
|
1
|
1
|
(10)
|
1
|
2
|
2
|
(15)
|
1
|
2
|
3
|
(20)
|
2
|
3
|
4
|
(25)
|
2
|
4
|
5
|
(30)
|
3
|
5
|
6
|
(35)
|
3
|
5
|
7
|
(40)
|
4
|
6
|
8
|
(45)
|
4
|
7
|
9
|
(50)
|
5
|
8
|
10
|
HEIGHTENED INITIATIVE:
Power Level:
|
Initiative Bonus:
|
(5)
|
+1
|
Low
(10)
|
+2
|
(15)
|
+3
|
Standard
(20)
|
+4
|
(25)
|
+5
|
High
(30)
|
+6
|
(35)
|
+7
|
(40)
|
+8
|
(45)
|
+9
|
(50)
|
+10
|
INVENTING: 2 CPs per +1 IP.
SIZE CHANGE A) Larger:
SHIELD: The default parry bonus drops from +4 Physical Defense to +2 Physical Defense. Each +1 bonus to physical defense costs (5) CPs. The cost for increasing the shield's breakpoint doesn't change.
SPECIAL WEAPON: The CP cost of the Accuracy modifier is doubled, from 2.5 to 5 CPs for +1 to hit.
Shown below are two example MP character sheets. The first sheet shows how the double stat cost looks on a beginning standard power level character. The second sheet shows a standard power level character with a bunch of heightened stats for Abilities.
K) Life Support (Homebrew)
Life Support is a voluntary ability that automatically activates when needed. It is not gear by default, although it may be given the Gear modifier if desired. Similarly, the PR cost may be given the Charges modifier. In all other ways this ability functions like the official version.
L) Attractiveness (Homebrew)
M) Meta Points (Theory-crafting)
SIZE CHANGE A) Larger:
CPs
|
Height
|
Profile
|
Weight
|
ST
|
EN
|
(0)
|
6’
|
x1
|
x1
|
-
|
-
|
(2.5)
|
7'
|
x1.2
|
x1.5
|
+1
|
-
|
(5)
|
8’
|
x1.3
|
x2
|
+2
|
+1
|
(7.5)
|
9'
|
x1.5
|
x32
|
+2
|
+2
|
(10)
|
10’
|
x1.6
|
x4
|
+3
|
+3
|
(12.5)
|
11'
|
x1.9
|
x64
|
+4
|
+3
|
(15)
|
12’
|
x2
|
x8
|
+5
|
+4
|
(17.5)
|
14'
|
x2.3
|
x12
|
+6
|
+5
|
(20)
|
15’
|
x2.5
|
x16
|
+6
|
+6
|
(22.5)
|
17'
|
x2.9
|
x24
|
+7
|
+6
|
(25)
|
19’
|
x3.2
|
x32
|
+8
|
+7
|
(27.5)
|
22'
|
x3.6
|
x48
|
+9
|
+8
|
(30)
|
24’
|
x4
|
x64
|
+9
|
+9
|
(32.5)
|
27'
|
x4.5
|
x96
|
+10
|
+9
|
(35)
|
30’
|
x5
|
x128
|
+11
|
+10
|
(37.5)
|
34'
|
x5.7
|
x196
|
+12
|
+11
|
(40)
|
38’
|
x6.4
|
x256
|
+12
|
+12
|
(42.5)
|
43'
|
x7.2
|
x392
|
+13
|
+12
|
(45)
|
48’
|
x8
|
x512
|
+14
|
+13
|
(47.5)
|
55'
|
x9.1
|
x784
|
+15
|
+14
|
(50)
|
61’
|
x10.1
|
x1024
|
+15
|
+15
|
SHIELD: The default parry bonus drops from +4 Physical Defense to +2 Physical Defense. Each +1 bonus to physical defense costs (5) CPs. The cost for increasing the shield's breakpoint doesn't change.
SPECIAL WEAPON: The CP cost of the Accuracy modifier is doubled, from 2.5 to 5 CPs for +1 to hit.
Shown below are two example MP character sheets. The first sheet shows how the double stat cost looks on a beginning standard power level character. The second sheet shows a standard power level character with a bunch of heightened stats for Abilities.
with Heightened Stats
K) Life Support (Homebrew)
Life Support is a voluntary ability that automatically activates when needed. It is not gear by default, although it may be given the Gear modifier if desired. Similarly, the PR cost may be given the Charges modifier. In all other ways this ability functions like the official version.
CPs
|
Environmental
Immunity
|
Protection
|
(5)
|
PR=1 per Round
|
2
|
(10)
|
PR=1 per 3 Rounds
|
2
|
(15)
|
PR=1 per 5 Minutes
|
2
|
(20)
|
PR=1 per Hour
|
2
|
(25)
|
PR=1 per 10 Hours
|
3
|
(30)
|
Unlimited
|
4
|
(35)
|
Unlimited
|
5
|
(40)
|
Unlimited
|
6
|
(45)
|
Unlimited
|
7
|
(50)
|
Unlimited
|
8
|
L) Attractiveness (Homebrew)
For those who want to add a beauty component to their MP game, try using Attractiveness. This is a Continual Ability. PR=0 per hour. The reaction modifier can be used as a bonus for influencing others (see 3.1.1 Influence Tasks on pg. 103 of the MP rules). Note: the CP cost and bonuses are based upon the Distinctive Weakness.
CPs
|
Reaction Modifier
|
Example
|
-10
|
-4
|
Repulsive
|
-5
|
-2
|
Ugly
|
-2.5
|
-1
|
Homely
|
0
|
+0
|
Average
|
2.5
|
+1
|
|
5
|
+2
|
Pretty/Handsome
|
7.5
|
+3
|
|
10
|
+4
|
Model/Movie Star
|
12.5
|
+5
|
|
15
|
+6
|
Elite Model/Movie Star
|
17.5
|
+7
|
|
20
|
+8
|
Helen of Troy
|
22.5
|
+9
|
|
25
|
+10
|
Other Worldly Beauty
|
- Gender Modifier: There is a cost adjustment of (-5) CPs if the reaction modifier only applies to members of the opposite sex.
M) Meta Points (Theory-crafting)
Introduction
Many super-hero RPGs utilize game
mechanics that allows PCs to re-roll dice, learn important clues, or in general
override the game system to their character’s benefit. In Mutants &
Masterminds and DC Heroes the system is called "Hero Points," in Savage
Worlds Supers it is called "Heroic Bennies" and in Marvel Super
Heroes it is called "Karma Points."
In DC Heroes and Marvel Super Heroes
the system is tied in with character advancement (experience). In Mutants &
Masterminds and Savage Worlds, the system stands alone and is not tied to
experience.
For Mighty Protectors, what would
such a system look like and how would it work? One could go the route of DC
Heroes and MSH and tie the system into experience or use the stand alone system
of the other rpg’s. There are pros and cons to both systems, but I think the
stand-alone system is ultimately the better system for Mighty Protectors, so
I’ll go with that and call it Meta Points.
Earning Meta Points
Earning Meta Points
MP heroes start each game session
with one Meta point. If the hero suffers a major setback, roleplays well, or
performs a heroic action, he gains one Meta point. Add +1 Meta points for every
(5) CPs of Luck the character possesses. Meta points reset at the end of each
adventure.
Spending Meta Points
Spending Meta Points
The hero may use as many Meta points
per round as he possesses. Meta points may not be used when the hero is
surprised or unaware. Possible uses include the following:
- Inspired: spend a Meta point to get a clue, hint, or help from the GM
- Re-roll: spend a Meta point to re-roll hit, damage or save rolls; hero get to use the better of the two rolls
- Power Stunt: spend a Meta point to temporarily use an existing Ability in a different way or to use an entirely new Ability (so long as it makes sense)
- Increase Initiative: spend a Meta point to add +1d6 to the hero’s initiative roll
- Recover: spend a Meta point to recover from knockout (requires at least 1 Hit)
- Escape Death: spend a Meta point to automatically stop bleeding
Standard: 1-6
Gritty: 1, 2, 4 and only 1 Meta point per round may be used
Great stuff! Thanks for sharing. I saw a post on the forum that you had house rules for characters between Normal and Low. I think you used it for Commandos for your WWII campaign. Would you share your Commando House Rules here, please?
ReplyDeleteCougar, sorry for the late reply! Unfortunately, my computer (with windows 7) was unable to leave comments. I've now (finally) upgraded to windows 10 and it seems to be letting me post replies!
ReplyDeleteThe only commando rules I've written are in War Heroes, which is owned by Monkey House Games and I can't post them here.