Hi all,
I just started watching the Arrow series and I really dig it. That made me long for some way to handle supers and that is what I came up with:
Supers
Some humans are extraordinary and capable of feats what many would think as humanly possible. These Individuals are often thought of as supers or superheroes.
Score: Choose one Attribute /2 +10 per level in Supers
Superskill : When failing any skill check in a skill related to your chosen attribute you can freely reroll with your supers skill instead. The first attempt must always be made with another skill.
Superresistance: A supers is very resistant and can survive what would kill a normal human. Add your +5 per level in Supers to any resistance roll you make. If the resistance roll is the main attribute of your supers skill the bonus is +10.
Choose one Weakness. Any attempt to harm you with this weakness can only be resisted without the bonus from Superresistance and with disadvantage.
Superattack: Choose one type of attack or weapon. You gain +5 to any roll involving that weapon or attack and +1 to Damage per level in Supers.
Superpowers: Learn one power one spell per level of Supers. Each level you can buy one additional spell or power for 3 DP. Spells and powers learned this way use the Supers and not the Spellcaster skill. Casting a spell is an action, activating a power is free. During any single encounter you can activate a maximum of Supers Rank /2 powers.Powers:
Superregeneration: Regenerate 1 BP each turn per level in Supers. Lasts one encounter.
Superreflexes: Gain +1 to Initiative per level in Supers. Lasts one encounter.
Superspeed: Gain +1 to MOV per level in Supers. Lasts one encounter.
Superstrength: +1 to melee and unarmed damage for each level in supers. For lifting purposes add +10 per level in Supers to your strength score. Lasts one encounter.
Supertoughness: +1 DR against damage per level in Supers. Lasts one encounter.
Supersense: Choose one sense. Any check involving that sense gains a bonus of +5 per level. This power can be chosen multiple times, each time affecting another sense.
Superawarness: +5 per level to checks for surprise.
Superknowledge: Choose one category, gain +5 per level of supers to any check in that area. Examples are: science, mechanical, computer/electronics, weapons-handling/military, driving, occult/magical.
Superform: Choose one form your body can change. For example Gaseous, Liquid, Density, Elasticity.Spells:
All Spells from BBF as well as the Decahedron are available and can be cast with the normal restrictions.
This can be easily expanded with additional powers to make any kind of hero you want. Note that in general I was aiming for Arrow levels of supers with only a few things going into the realm or real metahuman superheroes eg. Spells, Regeneration. By increasing the power bonuses per level you can dial up the Supers effect as well.
What do you think?
Very cool!
Some suggestions:
Superresistance - (Slight word change) - If the resistance roll is the main (ability) (was: attribute) of your supers skill the bonus is +10. Example weakness would be helpful.
Superattack - +5 to hit and +5 damage per supers level (mimic thief).
Superpowers - maybe you have to describe the spell (as a supers effect) on your character sheet since supers have a standard why their "super abilities" work. Like Ice Man - always shoots ice, and not fireballs for instance.
Some suggestions:
Superresistance - (Slight word change) - If the resistance roll is the main (ability) (was: attribute) of your supers skill the bonus is +10. Example weakness would be helpful.
Good idea. I was thinking of leaving the weakness really open. It could be something like Kryptonite, Witchcraft, Water, Tigers or even Blue eyed people. It does not need to be only a physical attack but can be other checks as well, for example charm or lie attempts.
Superattack - +5 to hit and +5 damage per supers level (mimic thief).
I did not match the Thief levels because Superattack would stack with Thief. Thief itself is very limited (must be unseen, target unaware etc) while Superattack is always active. A +2 to hit and damage might be more fitting though and pack more of a punch. I feel +5 would be too much to be active all the time. What do you think?
Superpowers - maybe you have to describe the spell (as a supers effect) on your character sheet since supers have a standard why their "super abilities" work. Like Ice Man - always shoots ice, and not fireballs for instance.
Also something I just assumed would be done, but you are right the effect should match the theme. This could be something that could also be needed on the sheet. Like "Human Flame" "Hulking creature made of Rock" "Avenger in the Night" "Archer in Turquoise" just so one has an idea what to expect and what powers may fit.
I am working on my supers for BB project again and I am using a seperate skill for each general 'type' of super. Assault (melee) Blaster (ranged) Brute (tank) etc. My idea is that the player still get the two skill choices to start, primary and secondary, but would be able to choose from either the list I am creating or the ones in CO in any combination...
Also a way to do it! Make sure to share when you have something! :)
Thanks, I am all to happy to share. Any and all advice is more than welcome. One thing I will preface this with is that I am NOT trying to create a Marvel or DC high-power kind of feel. I am instead trying to get something along the lines of an early x-men/Avengers kind of feel. I will post more about the setting here soon, but suffice it to say I am trying to avoid a typical comic book feel (oxymoron anyone?)
The idea is to provide the basics fo the powers and let the GM/Players decide the specifics like a characters descriptors...
Here are two of the skills I have at the moment, the Blaster and the Brute. Enjoy, and remember I love input!!
Blaster
Examples: Cyclops
Skill: ½ Ref plus 10 per level
Blast: Use Blaster score for chance to hit. Attack deals 1d damage per level; Range 50 +25 per level
Affect: The character gains a special effect for their blast every even level
Beam: Affects everything in straight line out to the attacks maximum range
Burst: Affects everything in a spherical area; 10 space area, plus 5 space per level
Cone: Works like a shotgun blast; 1 space wide at start, 10 space wide at end
Disarm: +10 to Dex checks to disarm an opponent from range
Knockback: you can force your target directly away from you; 5 spaces, plus 2 spaces per level (can be combine with other effects at a cost of a 10% penalty)
Brute
Examples: the Hulk, the Thing
Skill: ½ Str plus 10 per level
· Unarmed Combat: Use Brute score for chance to hit. Damage equals 1d plus STR bonus.
· Hurl: All thrown objects have their range doubled. And can throw un-balanced things (like a car) for 10 spaces
· Power Lifter: plus 25 to Str per level for lifting and moving things (use Bill’s Str table) (this does not affect BP)
· Tremor: Affects everything is spherical area; 10 space area, plus 5 space per level Deals 1d damage every odd Brute level
Bumping this up, as I'd like to hear what you finally worked out for this.