Sign in or 

Gaining HPs Hero Points, or HPs, are stock-piled in your Team Reserve. These HPs are used to improve your characters and enlist new members. They are achieved through small scenarios or through longer campaigns, as well as opportunities to gain more. 1.)Defeating Characters: When you defeat enemy characters, you gain HP's for your Team Reserve. You gain HP's equal to half the defeated characters Point Value. For example, Captain Americas team, The Force of Justice, defeats Experienced Sabretooth. Sabretooth is worth 51 points, so The Force of Justice receives 25HPs for their Team Reserve (always round numbers down). If one of your team members defeats one of his Arch-Enemies, then the team receives HPs equal to the defeated characters full Point Value. So if Force of Justice member Wolverine defeated Sabretooth, the Force would gain 51 HP's (equal to Sabretooth's Point Value) instead of 25. 2.)Defeating Enemy Teams: If, following a scenario, your team defeated the majority of the opposing team, your team is awarded a 50HPs bonus to add to their Team Reserve. Majority equals the following: (Team of 2: Must defeat both; 3: defeat 2; 4: defeat 3; 5; defeat 3; 6: defeat 4; 7: defeat 5; etc.) 3.)Accomplishing Scenario: If you are playing a specific scenario, where a goal is set (such as retrieve a certain object, or rescue a specific character), then you receive bonus HP's for completion. If your alignment (good or evil) wins, you receive a bonus of 25HPs to your Team Reserve. If your specific team was responsible for the win (i.e. one of your members retrieves the item, etc.), then you receive an additional 25HPs (for 50HPs total) for your Team Reserve. Spending Your HPs 1.) Hero Points:HPs are spent to improve your team/character. This is done to either seek out new members or train existing members to improve their Status Levels. HPs are also used to purchase Feats and other items. 2.)Advancing/Leveling: In Clix Campaign the character you choose can advance in levels and fame. To move up to the next Level (i.e. from Rookie to Experienced ), costs 100 /per level + the Point total on the base of the desired Level.(i.e. so if your character's points are 47 and you are a Rookie, in order to move to Experienced you must spend, 100 Rk lvl + 100 Exp lvl + 47 Point value on base of character = 247HP's) 3.) Adding New Members: As your team progresses, you are going to want to add new members to your outfit. To do so costs HPs. But there are several rules one must follow to bring in new members. Also, new characters enlisted are enlisted at their Rookie Level. (See Table Below)
|
Non-Combat Skills Now, each character receives 10 Non-Combat Skill Points at each level. These points may be freely distributed among any of the Skills defined for this campaign. If the player decides not to spend these all at once, they may not be distributed during game play, they must spend this points before or after game play. When advancing your character, each leveled increased will add additional points. Now this points are the same as the start and are used the same way each level. Having at least one point invested in a Non-Combat Skill ensures that the skill may be used. If desired, a player could choose to spend all 10 points in a single skill, thus making the character highly specialized. (He just won't be good at much else!) It is assumed that all of these Non-Combat Skills represent a competent level of expertise, and not "Everyman Skills". For instance, within the campaign, it might be assumed that "everybody" can drive a car, or read directions, or figure out how to push the big red shiny candy-like button clearly labeled "Self Destruct" on the evil masterminds doomsday device. There may be exceptions, of course, but that's for the Creator to figure out. If a character invests a point in a skill, this is something that "Everyman" cannot do. If the character doesn't have even a point in a skill, then he can't attempt that task. If he has at least a point in that skill, the Editor may not even require a roll for it, if it's a relatively "basic" task. But, for those circumstances where success or failure are in question, the player rolls 2d6, adds the numbers together, and adds them to the number of points possessed in that skill. To succeed, the character must beat a difficulty number.
Some simple math reveals that a fully-specialized starting character has no hope of reaching 24. (Maximum roll on 2d6 = 12. 12 + 10 = 22.) However, "criticals" apply here. A roll of two "ones" is a failure. A roll of two "sixes" is a success. If there arises a situation where a task is truly impossible, then the Creator reserves the right to simply refuse to allow it at all. Even for superheroes, some things are genuinely impossible. Non-Combat Skills List
Please note that many of these skills are quite broad. In the real world, you don't expect that a computer operator necessarily can also hack into a high-security mainframe, can build a custom computer from spare parts, can write his own software, can repair a damaged robot brain, or decrypt an alien database. But in the super heroic world, people fall into convenient archetypes and stereotypes: if you catch wind that someone is a "computer whiz", you expect that he'll probably be able to do just about anything concerning computers. The skill selection reflects this. |
|
Deathreaver999 |
Latest page update: made by Deathreaver999
, May 12 2009, 9:12 AM EDT
(about this update
About This Update
9 words added 9 words deleted view changes - complete history) |
|
Keyword tags:
None
More Info: links to this page
|