THE COMBAT SYSTEM!!!
It might look like a lot, but it really isn't that bad. First, you have to decide what your mutant's class is. This will decide how many starting points you have to put into your character.
Mutant Class: Beta, Alpha, & Omega
Beta: All original characters must start off as Beta mutants. Beta mutants start with 100 Character points to spend on primary attributes: Body, Mind, Energy, Influence, HP, PP, and EP. They also get 150 points to spend on seven secondary attributes in Combat Skills. Finally, they get 2 AP to spend on Special Abilities for their mutant powers.
Alpha: Canon characters can start off as Alpha mutants. Alpha mutants start with 120 points to spend on primary attributes: Body, Mind, Energy, Influence, HP, PP, and EP. They also get 175 points to spend on seven secondary attributes in Combat Skills. Finally, they get 3 AP to spend on Special Abilities for their mutant powers.
Omega: Omega mutants are mutants with unlimited genetic potential for their abilities. Only certain canon characters can start as Omega mutants. This will be an alternate universe scenario, so I will be excluding a few characters from this list. The list, as it stands for now, consists of Charles Xavier, Magneto, Jean Gray, and Apocalypse. Omega mutants start with 150 points to spend on Body, Mind, Energy, Influence, HP, PP, and EP. They also get 210 points to spend on seven Combat Skills and 4 AP to spend on Special Abilities.
Cost of primary and secondary attributes:
BODY/MIND/ENERGY: Players can purchase a Body, Mind, or Energy point per 1 Character point.
INFLUENCE: Players can purchase an Influence point per 3 Character points.
DEFENSE (HP/PP): Players can purchase 5 Health Points and/or a Psychic points per 1 Character point.
EP: Players can purchase 5 Energy Points per 1 Character point.
Combat Skills: Players can purchase any of the seven skills at the rate of 1 skill point per 1 character point.
BODY: The Body attribute pertains to physical variables such as strength, dexterity, agility, and vitality. This stat determines your Health Points and your adeptness in hand-to-hand, melee weapons, projectile weapons, and blocking/dodging.
MIND: The Mind attribute pertains to mental variables such as psychic, spiritual, and magical power. This stat determines your Psychic Points and your adeptness in telepathy attacks, telekenetic attacks, psychic resistance, and other psychic-based powers such as teleportation, illusions, etc.
ENERGY: The Energy attribute pertains to your energy attacks and EP. This is fundamentally like your mana for any energy attacks your character possesses, however it also determines the strength of those attacks.
INFLUENCE: This attribute determines how influential your character can be. They can be seductive, intimidating, persuasive, or anything like that. This attribute mostly comes into play when dealing with NPCs who might be considered obstacles or pawns.
Health Points (HP): HP determines how much physical damage your character can withstand. Body-oriented attacks, some psychic-oriented attacks, and most energy-oriented attacks effect your HP. Your HP will be equal to your character's Body attribute, and can be increased with your Character points by putting into HP.
Psychic Points (PP): PP determines how much psychic damage your character can withstand. Most psychic attacks and some energy attacks effect your PP. Your PP is equal to your character's Mind attribute, and can be increased with your Character points by putting into PP.
Energy Points (EP): EP determines how many energy attacks your character can execute in battle. Basically, it's mana for energy attacks.
Your combat skills determine your character's effectiveness in battle. Each skill is based off one of the three Body, Mind, and Energy attributes. When rolling, add your base attribute, the skill number, and a random d100 roll to get your total prowess of the skill.
Hand-to-hand (Body): These are your basic attacks such as kicking, punching, and fish-hooking. This can be anything from a haymaker punch to a judo hip toss. This makes the difference between a petty scrapper and honed martial artist. Causes HP damage.
Weapons (Body): These attacks involve weapons that can cause additional damage. This stat determines how well you can wield a weapon, but the type of weapons that your character has available depends on their special abilities. Most weapon fighters have a chance to be disarmed. Causes HP damage.
Energy Attacks (Energy): These are special ability attacks, usually revolving around your character's mutant powers. These can be elemental-based attacks as well, ie. ice, fire, lightning, etc. These attacks are often very powerful, but drain a user's EP. Some attacks can damage PP, but more frequently damage HP.
Telepathic Attacks (Mind): These attacks are psychic-based, but cause HP damage.
Telekenetic Attacks (Mind): These attacks are psychic-based and cause PP damage.
Dodging/Blocking (Body): This is the defense that correlates to your HP. It can be parrying a punch or just barely being grazed by a bullet. Some special abilities like teleportation add to your evasive skills.
Psychic Resistance (Mind): This is the defense that correlates to your PP. This resists telepathic attacks, mind-reading, mind-control, illusions, and is fundamentally your character's will-power. This is important for characters who are effective against psychics.
How Combat Works: (We'll get to Special Abilities after we go through combat)
Combat should be fairly simple. Each time combat takes place, a new thread will be made to accomdate the battle scene. Each combatant rolls a 1d100 and add that to their Body attribute; whoever has the highest score may decide who attacks first. The character that is defending must make a defense roll before the first attack takes place.
When each combatant makes their attack, they will also make a defense roll in the same post. For example, Combatant A rolls their attack, then rolls a number for their defense. Combatant B rolls their attack, and matches it to the defense value that was previously rolled. Combatant B will then roll their defense in the same post of their attack, and the fight continues. Instead of a player always “attempting” an action, they can see right away if their action succeeded or failed since their opponents defensive value has already been rolled (hence presumptive), and role-play it accordingly, instead of having to wait for their opponent’s next post.
Here is how it should look.
The Tale of the Tape!
Combatant A vs Combatant B:
Combatant A has 30 in Body and 15 in Mind. Their HP is 50 and their PP is 25. Combatant A also has 40 in Hand-to-Hand and 20 in Psychic Resistance.
Combatant B has 15 in Body and 30 in Mind. Their HP is 25 and their PP is 50. Combatant B also has 40 in Telepathic Attacks and 20 in Dodge/Block.
Combatant B rolls a 45 for their 1d100 defense roll.
Combatant A pokes Combatant B's eye. Combatant A makes a 1d100 attack roll, and lands 40. This makes Combatant A's attack worth 110 (30 Body + 40 Hand-to-hand + 40 roll). Combatant B's defense is 80 (15 Body + Dodge/Block + 40 roll). Combatant A has successfully jabbed Combatant B in the eye, causing 30 damage (110 Combatant A's attack - 80 Combatant B's defense). Combatant B's HP goes from 40/40 to 10/40. Combatant A then rolls a defense roll and lands a 3. It is now Combatant B's turn to attack.
Combatant B invokes a headache on Combatant A. Combatant B rolls a 70 for attack, making Combatant B's telepathy attack worth 140. 140 is a whole lot bigger than Combatant B's defense of 38 (15 Mind + 20 Psychic Resistance + 3 roll). 140 - 38 means that Combatant B lands 102 points of damage on Combatant A's 25 PP. Combatant A has a brain aneurism and dies a humiliating death that consists of bleeding out all of their head orifices. Combatant A may have also defecated theirselves.
And that is how it's done.
Just put all the math at the bottom of the post so it doesn't interfere with all of the juicy descriptive writing!
Special abilities use Ability Points (AP). Beta characters start with 2 AP, Alpha characters start with 3 AP, and Omega characters start with 4 AP. These are basically bonuses for your character that signify their mutant powers and/or abilities. If you want a power that isn't available on this list, then just ask. The list is very flexible.
Super-Strength: Self-explanatory. For every AP put into this ability, the character receives a +4 to Body.
Super-Speed: Again, self-explanatory. For every AP put into this ability, the character receives a +10 to Dodging/Blocking.
Super-Agility: The same as Super-Speed. For every AP put into this ability, the character receives a +10 to Dodging/Blocking.
Accelerated Healing: For every AP put into this ability, the character regains 4 HP every turn.
Martial Arts: For every AP put into this ability, the character receives a +15 Hand-to-Hand combat.
Shape-Shifter: The ability to manipulate ones own physical form. For every AP put into this ability, the character receives a +7 to Hand-to-Hand combat and a +5 to Dodging/Blocking.
Poison Generation: The ability is an attack that secretes or excretes venom, acid, or some kind of hazardous substance. The attack lands if a 1 is rolled off a 1d6 dice. For every AP put into this ability, the poisoned character takes 5 damage for every turn.
Duplication: The ability to duplicate yourself. Once your character duplicates themselves, every original and duplicate version of that character has half of their original Body, Mind, and Energy. For every copy of your character, you can attack once per turn. For every AP put into this ability, the character is enabled with one duplicate.
Invisibility: For every AP put into this ability, the character receives a +8 to Dodging/Blocking. They also receive the option of attacking first.
Invulnerability: For every AP put into this ability, the character receives a +25 to their HP. This is for Alpha and Omega characters only.
Natural Armor: This ability is just like Colossus' metal skin. This armor can consist of just about any kind of inorganic material. For every AP,put into this ability, the character receives a +4 to Body.
Liquification/Sublimation: Ability to transform into a liquid/gaseous, mist, or fog-like form. For every AP put into this ability, the character receives a +10 to Dodging/Blocking.
Telekenesis: The ability to move objects with ones mind. For every AP put into this ability, the character receives a +15 to Telekenetic Attacks.
Magnetic Manipulation: The ability to manipulate metallic objects and particles. For every AP put into this ability, the character receives a +20 to Telekenetic Attacks. Every magnetic attack costs 2 EP. This is for Alpha and Omega characters only.
Telepathy: The ability to read another's mind or project illusions. For every AP put into this ability, the character receives a +10 defense roll bonus.
Psionic Blast: The character blasts the enemy's mind with a telepathic blast. For every AP put into this ability, the character receives a +10 to Telepathic Attacks.
Psychic Weapons: The character creates psychic melee weapons to inflict psychic damage. The character receives +15 to Telepathic Attacks for every AP, but burns 2 EP for every turn the weapons are wielded.
Mind Control: The ability to control a character's actions. The attack lands if a 1 is rolled off a 1d8 dice. If the attack lands, then you can control the character for one turn. For every AP put into this skill, the character receives a +3 to Influence.
Teleportation: For every AP put into this ability, the character receives a +16 to Dodging/Blocking. The condition is that the character that possess Teleportation must have a stronger Mind stat than their Body stat.
Super-intelligence: For every AP put into this ability, the character receives a +4 to mind and a +10 to Psychic Resistance.
Ecological Empathy: The ability to sense the overall well-being and conditions of one's immediate environment and natural setting stemming from a psychic sensitivity to nature. For every AP put into this ability, the character receives +1 to EP for every turn.
Energy Blasts: This attack ranges from concussive, radio-active, and element-based blasts. Energy + Energy Attacks + 30d85 roll. This attack burns 3 EP. For every AP put into this attack, the EP burn is reduced by 1.
Radiation Poison: This attack spreads radio-active damage to a foe. The attack lands if a 1 is rolled off a 1d6 dice. For every AP put into this ability, the poisoned character takes 15 damage for every turn. This attack burns 2 EP.
Atmokenesis: The ability to manipulate weather. Energy + Energy Attacks + 1d150 roll. This attack burns 3 EP. For every AP put into this attack, the EP burn is reduced by 1.
Pyrokenesis: The ability to manipulate fire. Energy + Energy Attacks + 20d110 roll. This attack burns 3 EP. For every AP put into this attack, the EP burn is reduced by 1.
Ice and Cold Manipulation: The ability to manipulate ice and cold. Energy + Energy Attacks + 20d110 roll. This attack burns 3 EP. For every AP put into this attack, the EP burn is reduced by 1.
Power Absorbtion: The ability to absorb another character's special abilities. This ability burns 3 EP.
Power Negation: The ability to negate another character's special abilities. This ability requires 2 AP.
Force-field: For every AP put into this ability, the character receives a +35 defense roll bonus. This force field lasts for 3 turns. Casting this ability burns 3 EP.
Energy Absorbtion: This passive ability absorbs Energy Attacks. As the recipient of the initial energy attack, your character uses half of the energy attack's value to replenish their HP, PP, and EP. For example, if your character receives an Energy Attack of 50, then their HP, PP, and EP each receive 25 points; as well as no damage from the attack.
Phasing: This ability allows your character to move through solid objects. For every AP put into this ability, the character receives +30 to Dodging/Blocking. This ability lasts for 3 turns and burns through 2 EP.
Probability Manipulation: The ability to make unprobable things happen and unprobable things not happen. This ability gives a character +25 to both their attack roll and defense roll. This ability lasts for 3 turns. It also burns through 3 EP. For every AP put into this attack, the EP burn is reduced by 1.
Flight: The ability to fly. A character that possesses flight gains an added +20 to their defense roll.
Weapons: For every AP put into this ability, the character acquires a +25 bonus to Weapon Attacks. Most weapons can be disarmed, however there are a few exceptions. If a weapon is being disarmed, the character attempting to disarm must roll a 1 off of a 1d4 as their attack.
Resourcefulness: This ability utilizes items around your environment as weapons. If your character rolls a 1 off of a 1d2 dice, then they acquire an offensive object. This +20 Weapons Attack bonus lasts for 2 turns.
This is just a rough character sheet. Add whatever is necessary, but there's some essential information that is required for every sheet. What I need to know is this:
BODY: Minimum of 1 point
MIND: Minimum of 1 point
Energy Attacks (Energy):
Telepathic Attacks (Mind):
Telekinetic Attacks (Mind):
Psychic Resistance (Mind):