
The rules have already been gone through in detail in the first LP for this book by JourneymanN00b, but I will summarized them below in my usual style anyway:"Tough, courageous, incorruptible champion of law and order, YOU are the Silver Crusader, using your super powers to protect the innocent citizens of teeming Titan City from the terrorism, violence, kidnapping and corruption of a host of super-villains. Your mission is to discover the location of the top-secret F.E.A.R. meeting, capture the Titanium Cyborg and his cohorts and bring them to justice."
Standard FF Boilerplate Rules:
Skill, Stamina, & Luck
[spoiler]SKILL score: Roll one die. Add 6 to the result.
STAMINA score: Roll two dice. Add 12 points to the result.
LUCK score: Roll one die. Add 6 to the result.
SKILL score reflects your expertise in combat, your ability with weapons, and your dexterity. STAMINA is your general constitution and "Life points". LUCK score shows how lucky you are. None of them may exceed their Initial score unless specifically stated.
Testing your Luck: When instructed by the book to Test your Luck, roll two dice. If the result is equal to or less than your current LUCK score, you are Lucky. If the result exceeds your current LUCK score, you are Unlucky. Whatever the outcome, you must deduct one point from your current LUCK score every time you Test your Luck. The more you use your LUCK, the less likely you are to be Lucky.[/spoiler]
Combat:
[spoiler]SKILL and STAMINA scores are given in the text for each adversary that you face.
The combat sequence is then:
1. Roll two dice for your opponent. Add the total rolled to its SKILL score. This is the Attack Strength of your enemy.
2. Roll two dice and add the total to your own current SKILL score. This is your Attack Strength.
3. If your Attack Strength is the higher, you have wounded your opponent: deduct 2 points from your opponent's STAMINA..
If your opponent's Attack Strength is higher, it has wounded you: deduct 2 points from your own STAMINA.
If both Attack Strengths are equal, you have avoided each other's blows.
4. Begin the next Combat Round, starting again at step 1. This procedure continues until either you or your opponent is defeated. If your own STAMINA score reaches zero, you are dead. For this book, as a Superhero, killing is discouraged, so you effectively win the fight once your opponent is reduced to 2 STAMINA or less. If we somehow kill our opponent (generally not possible unless we stupidly use LUCK to increase damage when we don't need to), we lose 1 Hero point..
Using Luck in Combat
You can use your LUCK in combat to inflict a particularly serious wound, or to minimize a wound that has been inflicted on you.
Whenever you wound an opponent, you may Test your Luck. If you are Lucky, you have inflicted a severe wound: deduct an extra 2 points from your opponent's STAMINA. If you are Unlucky, you have merely grazed it, and you deduct 1 point less than normal from its STAMINA. Again, due to our Superhero status, there's absolutely no reason to use LUCK to increase damage if your enemy has 3-4 STAMINA remaining.
If you have been wounded, you can Test your Luck in exactly the same way. If you are Lucky, the wound upon you was only a glancing blow and you can deduct 1 less point of STAMINA than usual. If you are Unlucky, the wound is serious: deduct 1 extra point from your STAMINA.[/spoiler]
Rules Unique to this book:
Hero Points:
We gain Hero Points whenever we overcome criminals and solve crimes. This stats is purely ornamental and serves no purpose besides keeping score and comparing how well you've done compared to previous or future playthroughs. However, I intend to utilize this stat for my personal house rule. More on that later.
Super Powers and Clues:
There are 4 possible Superpowers to choose from. Out of the 4, Enhanced Technological Skill (ETS) was already selected in the previous LP, so we'll be choosing from the remaining 3. We also start with 2 Clues (i.e. 2 section numbers that contain information about specific villains and/or crimes), and our chosen Superpower will help determine which clues we start with. We'd be given 3 to choose 2 out of, no matter which power we pick.
Super Strength - Like Superman without the laser eyes and vulnerability to kryptonite. And also more vulnerable to normal weapons, I guess. SKILL automatically starts at 13 if we choose this, and we can also fly.
Clues for this power at: 108 280 312
Psi-Powers - Mind-reading and limited mental control/influence and limited Mind-Over-Matter. Like Jean Grey before Phoenix is unleashed. Use of this power will cost 2 STAMINA per use due to the mental strain.
Clues for this power at: 280 152 108
Energy Blast: We can fire electrostatic energy blasts from our fingers. They still need to be aimed (successful SKILL test needed) to hit. Like Psi-Powers, usage also cost 2 STAMINA. The text also makes a point of stating that we have sworn only to use it to stun when we face a human adversary (I guess that's to differentiate them from possible monster opponents).
Clues for this power at: 222 312 280
Another type of clue we need to gather are specifically about the secret secret F.E.A.R. meeting that we're supposed to locate in order to prevent it as the main objective of this book. They may come in the form of a date, a time, a location, etc, and differs depending on which power we pick.
House Rules:
Hero Points can be traded for extra lives for this LP. Note that each Hero Point you earned from a specific section can only be used once. This means, for example, you cannot keep using the same points you gained from rescuing the President by rewinding through that specific encounter again and again, although if you use alternative methods to solve the same crime on the later attempts (and therefore earn new points in a different section), those can still be used.
Each time we hit a Game Over, we may spend:
1) 1 Hero Point - this gives us a full STAMINA restore if we die via combat or STAMINA loss, and redo whatever battle or stat-test we may have failed, OR let us rewind to the last section where we were given an option (usually just 1 section back, but can be more) if we hit an insta=fail section.
2) 3 Hero Points - this gives us a complete restoration of all stats if we die in combat/failed a stat or random test, and continue as if we won or passed said battle/test or can be used to rewind to any point or your own choosing (without any hints on me on where you may or may not have missed the optimal path).
3) 5 Hero Points - This auto-rewinds you back to the last point where you made a "wrong" decision that will lead to delayed Game Over later. Of course, If you were in fact already on the right path and just died to some unlucky dice roll, you just rewind back a section, but you'd still need to spend the 5 points to confirm whether or not that is the case (unless you'd played before or looked up a walkthrough somewhere).
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Because 1 of the Superpowers gives us a default SKILL stat, we will leave the stat rolling until after the power has been chosen. Please choose the Superpower you wish to have and also the 2 clues that you want to start with for that Superpower.
The LP will officially start on Saturday night, so you have about 2 days to vote on Superpower and clues.