Vehicles

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Revision as of 02:44, 15 January 2013 by 178.4.27.95 (talk) (New page: Category:MHRCategory:Equipment Marvel Heroic Roleplaying – Vehicles If Captain America jumps on a motorcycle to chase a Hydra spy, here are his options: 1) He has paid a PP du...)
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Marvel Heroic Roleplaying – Vehicles

If Captain America jumps on a motorcycle to chase a Hydra spy, here are his options:

1) He has paid a PP during the last transition scene for a Vehicle Specialty Resource. He now has “Motorcycle d6” until the next transition scene. Whenever he does anything motorcycle related, he can add in this resource to his dice pool. If someone attacks the motorcycle in some way, they must use an effect die against the resource.

Cost: 1 PP (spent ahead of time in a Transition Scene)
Benefit: d6 or d8 Resource (depending on your Vehicle Specialty)
Risk: None

2) He described himself as arriving on his motorcycle, but has not spent a PP for a Resource. Now he wants to use the motorcycle to zip after the Hydra spy. The motorcycle is purely narrative at this point. He can use his Vehicle Specialty, and Stunts from the specialty to represent the motorcycle and his driving skills. However, if the motorcycle is targeted, any success vs the motorcycle takes it out! This option may take some getting used to, but once you do, you’ll realize the beauty and freedom of Cortex Plus’ focus on story significance.

Cost: Free Benefit: No mechanical benefit, but freedom in and some control over the narrative Risk: Narrative details are easily lost

3) He runs out and sees a nice motorcycle in the parking lot. He decides to borrow it. He rolls a dice pool against the Doom Pool for “borrowing” the bike and uses his effect die as an Asset “Motorcycle”, probably paying a PP to make it persistent. If the Doom Pool wins, he either doesn’t have the bike, it won’t start, or perhaps he does use it as in #2 above, but the Watcher spends a Doom die to keep the effect on a reaction and uses that effect to cause Cap some emotional stress from stealing someone’s motorcycle.

Cost: Free (or 1 PP to make it persistent)
Benefit: Potentially any size Asset (depending on your effect die)
Risk: The asset is decently secure but you risk potential backlash such as stress or complications (although it costs the Watcher a doom die which is always a good thing)

4) Cap has spent some XP and unlocked a vehicle power set representing his motorcycle. He uses that! It works similar to having another power set on his sheet.

Cost: 10 or 15 XP for the Unlockable
Benefit: Increased tactical options, additional dice in your pools, an additional physical stress track, and cinematic awesomeness
Risk: Vehicle is now subject to Limits, Stress and Trauma


Vehicle-specific SFX and Limits

SFX: Save Inside. Physical stress received by a character may be shifted to physical stress for the vehicle.
SFX: Room for Everybody. Spend 1 PP point to remove you and one other character from the Scene. Other characters may tag along for 1 PP from each of them.
SFX: Repair. Repair (Vehicle) during your turn. Repair functions as a D8 effect die to remove stress. If there is no stress a new affiliation die may be added, but it takes two repair turns that do not heal stress. (Vehicle) cannot step up beyond XDY affiliation.
Limit: Vehicle. Shutdown (Vehicle) to gain 1 PP. Take a recovery action against the doom pool to reactivate (Vehicle).


Heroic Vehicles

  • CAP’S MOTORCYCLE [Unlockable 10 XP/15 XP]

Enhanced Speed d8, Enhanced Durability d8, Weapon d8 Physical [4] [6] [8] [10] [12]

SFX: Rockets. Step up or double Weapon die on your next roll, or spend 1 PP to do both, then shutdown that power. Recover power by activating an opportunity or during a Transition Scene.
Limit: Vehicle. Shutdown Cap’s Motorcycle and gain 1 PP. Take a recovery action against. the doom pool to reactivate Cap’s Motorcycle.
  • OMNI-JET

The Omni-Jet was created by the flight engineers at Department H to be equal to an Avengers Quinjet. Ablative Plating D10, Sensors D8, Supersonic Flight D10 Physical [4] [6] [8] [10] [12]

SFX: Environmental Systems. Ignore complications caused by cold, heat, or weather.
SFX: Reroute Power. Step down an Omni-Jet power to step up another Omni-Jet power. Activate an opportunity to recover or during a Transition Scene.
SFX: Room for Everybody. Spend 1 PP point to remove you and one other character from the Scene. Other characters may tag along for 1 PP from each of them.
SFX: Self-Destruct. D10 against all targets in direct vicinity; for each target, add a d6 and keep an additional effect die. Add Omni-Jets physical stress to the pool. Destroy Omni-Jet afterwards.
SFX: Sensor Suite. Spend 1 PP to add Sensors (or step up if already in your pool) and reroll all dice on a reaction.
Limit: Vehicle. Shutdown Omni-Jet and gain 1 PP. Take a recovery action against the doom pool to reactivate.


Villain Vehicles

Enemy vehicles can work the same way, so the Hydra spy has “Sports Car d6”, or else a power set representing a sup-ed up sports car with spy gadgets.

  • FLIGHT PLATFORM

A modified Flight Platform originally used by the Green Goblin. However, several improvements were made by the Prometheus Division in Department H that surpassed the original gilder. The platform is remote-operated by a device you hold in your hand and won’t work without it for security reasons. For traveling at high speeds, the platform uses electro-magnetic current that propels the craft also deflect forces around it. Subsonic Flight D8 Physical [4] [6] [8] [10] [12]

SFX: G-Force Compensation. Ignore complications from gravity effects.
SFX: Electromagnetic Force Field. Spend a doom die to ignore physical stress or trauma.
Limit: Vehicle. Shutdown Flight Platform and gain a D6 doom die, or step up the lowest die in the doom pool. Take a recovery action to reactivate.


Other Vehicles

  • DEPARTMENT H CARGO TRAIN

The Department developed this highly armed and armoured vehicle to safely transport special assets on the extensive railway network of Canada. It is crewed by trained Epsilon personnel and sometimes accompanied by Silencer guards.

(Affiliation: Team 3d8; this represents the crew)
(Distinctions: Behemoth on Rails, Epsilon Crew, Cargo Compartments)

Adamantium Alloy Plating D12, Electrostatic Blast D8, Enhanced Speed D8, Sensors D8 Physical [4] [6] [8] [10] [12]

SFX: Area Attack. Against multiple targets, for each additional target add d6 and keep an additional effect die.
SFX: Electrostatic Hull. On a successful reaction against a close-combat attack action, inflict physical stress with the effect die at no doom pool cost. Spend a doom die to step it up.
SFX: Environmental Systems. Ignore complications caused by cold, heat, or weather.
SFX: Force Restraints. When inflicting an Entrapped complication on a target within the train, add a d6 and step up the effect die.
SFX: Heavily Reinforced. Spend a doom die to ignore physical stress or trauma.
Limit: Charged System. Shutdown a power to add that power die to the doom pool. Activate an opportunity to recover.
(Limit: Crew. Defeat affiliation dice with D8 mental or emotional effects to stress out Department H Cargo Train. Each affiliation die is treated as a separate target for Area Attack SFX.)
Limit: Vehicle. Shutdown Department H Cargo Train and gain a D8 doom die, or step up the lowest die in the doom pool. Take a recovery action to reactivate.

TIGER TANK

(Affiliation: Team 2d6, this represents the crew)
(Distinctions: Frightening, Unreliable, Weaker in the Back)

Turret Gun d10, Machine Gun d8, Superhuman Durability d10, Speed d8

SFX: Multipower. Use two or more Armored Tank powers in your dice pool, at –1 step for each additional power.
(Limit: Crew. knock away affiliation dice with d8 effects to stress out tank.)
Limit: Vehicle. Shutdown Tiger Tank and gain a D6 doom die, or step up the lowest die in the doom pool. Take a recovery action to reactivate.
Specialties: Combat Expert D8, Vehicle Expert D8