Okay folks,
I think it's time to start developing our stat/dice system for going up against villains and/or regular battles with thugs and criminals. It was originally supposed to just be for player vs player battles, but then I realized that if we use the s/d system for street level encounters, that could add more layers to the combat and add extra stakes to the scenes. I it would be a great skeleton to help add better story telling to combat encounters. I want to add a leveling system with experience points, experience points that can also be used for purchases (keep reading for more information on purchases). This was never really supposed to be your basic, run of the mill roleplay, given it's all original content. That being said, I want whatever system we come up with to be user friendly, easy to understand, yet fun and helpful.
If we were to begin implementing a leveling and s/d system, then all heroes who have taken part in the terror attack on Inova Fairfax will reach level 1 once it's over, and there will be a specific amount of points to spend on your stats as a reward. These will become your base stats that you can level up as we progress and move through the story. I think that points will be awarded for the side missions as well, as an incentive to take part in them. Any heroes who take part in the second mission will be rewarded with their first level and the base points, and those who join the story afterwards will have their own introductory missions with the same rewards.
Player created villains should be a maximum of four levels ahead of the highest player level. So if our highest level hero is level ten, the villain cap is fourteen. That's just a basic idea, but I want the villains to be a challenge, yet still beatable. With that being said, I want it to be possible for a hero to be able to defeat a villain if it's a one on one fight, and not just as a team. So if anyone has any ideas on villain level systems, please feel free to chime in. Villains are still playable characters, so they can still level up. In this world, it's possible for the villains to win against the heroes. The only time that a hero can die is when the player loses interest in the character or the roleplay, any other time it'll be a knock out, or when the character runs out of life they will be pulled out by a hero who can roll high enough to extract the character.
After the president is introduced, we will be introduced to The Russians, also known as the Stanislavsky Brothers. Once upon a time they worked as lead weapon developers on the top secret island that was robbed by armed insurgence. After the paramilitary broke in, there was instantly a red flag alert put on the brothers, and they were extracted from the island. They were given an underground laboratory to keep up their experiments and developing weapons, which they will soon share with The Hoods & Capes when the president gives us a portion of the lab for our base of operations. They will offer us new suits (like batman), weaponry, vehicles, gadgets, and if we can work out a system for it, upgrades for powers. I'm not too sure about that last one, it sounds cool in my head I just don't know how we can do it fairly yet.
I have five concepts for combat rolls. Below I will quickly explain each of the ideas, so that we can discuss them and add or take away.
Power Attack
A power attack is more than just using your powers. For an example of a power attack, if Surge were to get into a fist fist with someone and directed his power into his fist while he attacked, that would be a power attack. An example of using your powers is when Nicole used her mind to catch the flying door to block the fire from engulfing her. Using powers in an encounter would be another roll and stat system. We can discuss more rules and classifications to better flesh out the difference between the two.
Power Defend
A power defend would be, obviously, using your powers to defend yourself or others against an attack. It's like creating a psychokinetic force field, or an ice shield or something like that. In a character like The Night Watcher's case, he would roll to use something like a car or something of the like to defend against the attack. A power defend would probably be best used against a power attack, especially when protecting a group of people. Using a regular defend against a power attack would most likely result in a failed roll.
Basic Attack
Your basic attack would be regular, no power hand to hand combat. Characters with a martial arts background or mastery would probably have higher stats, but it's possible to learn martial arts along the way to help with upgrades for your basic attack. I have weak and strong attacks listed, which is probably self explanatory, mainly because I'm lazy right now and don't want to elaborate too much into it.
-Weak Attack
-Strong Attack
Defend
Its defending without powers. Again, getting lazy.
Block
At the peak of my laziness, I must say; It's a block. You block. It's like defending, but you're blocking.