Making Extra Effort more meaningful

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TAROT
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Making Extra Effort more meaningful

Postby TAROT » Sun Feb 10, 2008 11:24 pm

Extra Effort

Motivations

Players should choose three motivations (goals, passions, philosophies) for their character. (e.g. Take vengeance on the six-fingered man; Protect the innocent; Obey knightly code; Uphold the law; Become mayor of town; Defend the nation; Survive; Become richest merchant in nation).

If a character completes a goal, they receive a hero point, potentially an experience award, and may choose a new motivation.

A character may change a motivation during a session at the cost of a hero point.

Extra Effort

When a character uses extra effort:

Check bonus - +1 bonus and +1/motivation served by action being taken
Increase power - +1 rank and +1 rank/motivation active.
Increase carry capacity - (1 + # of motivations active) * carry capacity
Increase movement - (# of motivations active) * all speed modes
Willpower - gain +(# of motivations active) bonus to the save

(Surge & Power Stunt) In general, if a character can't relate the action attempted to any of their motivations, extra effort can not be used.

If a character can relate the action attempted to all three of their motivations, then the use of extra effort is not fatiguing.
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Jackelope King
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Postby Jackelope King » Tue Feb 12, 2008 11:35 am

This is very interesting, Tarot, especially for more character-driven games. Would you require a character to spend a hero point to switch motivations during a game if an obvious new motivation for their character arose (such as a friend or loved one being kidnapped, or an old enemy coming out of hiding)?

TAROT
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Postby TAROT » Tue Feb 12, 2008 11:33 pm

In all likelihood, those examples would already be in place before the event.

To a large extent, I'd consider a player's choices of motivations to be a declaration by the player as to what they want their character to be doing. The character with Super-strength gets big things to lift, so, it's the player with "protect family/clan" as a motivation who has the family member kidnapped, and the one with "destroy the Red Brotherhood" whose old master resurfaces.

If something happened in game, and a player decided that they've found their nemesis, I'd waive the hero point. But if they decided that "Fear of drowning" was their new motivation when the room is already filling with water. . .

It's to discourage the changing of motivations from being a casual event.
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