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Post by ProfGremlin on Jan 9, 2017 0:16:47 GMT -5
This was inspired by seeing two posts on the Recently Updated Posts page, Rogues - A New Take and Power Trip, side by side. I was going to append the Rogues thread with the post below but realized it was sufficiently different to warrant its own thread so as not to take away from khaboom's ideas. Here's the original post: Y'know, seeing this thread pop back up and side-by-side with the Power Trip posts (I'm looking at the Recently Updated Posts page) I'm thinking we actually have precedence for Supers in game (need a better name here but don't want to infringe on Marvel by using Witchbreed). Start a rogue out with Wink Wing and a talent for acrobatics and you could actually do a Nightcrawler-esque character. How about TTYF and a talent for leadership or tactics - Cyclops. Little Feets could get you the Flash. It's Elementary could be used to create the Human Torch or Iceman. Perhaps Blasting Power would be better for Pyro. Jubilee could be skinned using Will-o--Wisp and a talent for shopping. You see where I'm going with this. All you'd have to do is modify the mechanic slightly. Now, this is strictly off-the-cuff as I'm thinking this out as I type it, but instead of learning new spells the rogue character (Not X-Men's Rogue) could simply learn to sink more Wiz into their one 'spell' and make it more powerful. Heck, say after level 3 they 'unlock' a second 'spell-bility' and have the player select a second spell. I don't have much past that but I really do think that with the right spell, and possibly a second, coupled with an appropriate talent you could actually create a Supers game. It'll take a little more to work out the progression of the spell-power but that's simply a matter of scaling. What do you guys think? ETA: I should mention that while I'm a fan of the superhero genre I am by no means an expert. I'll leave it to more learned scholars to suggest more accurate spells for well-known and established heroes.
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Post by ElvenScribe on Jan 11, 2017 10:09:12 GMT -5
Hey ProfGremlin! I LOVE this idea of using spells as a basis for relevant super powers. I for one am a long time superhero rpg player (V&V, Champions back in the day and MM & others in present day). And I would love to experiment with this. So, I'm going to commit to trying convert my favorite superhero PC to T&T and see how it goes. I'll post him somewhere on the forum when I'm done.
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Post by sonofliefeld on Jan 11, 2017 11:23:51 GMT -5
Iron man enchanted armour As well as offering protection to the wearer, it increases his strength and has a khrem battery which powers the magic gems in his gauntlet palms (repulsors) to cast Blasting Power, gems in his boot soles (thrusters) to cast Fly spell and gem in his breastplate (unibeam) to cast hell bomb burst spell
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Post by ElvenScribe on Jan 11, 2017 11:44:55 GMT -5
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order99
7th Level Troll
Coffee-fueled Carrion That Walks Like a Man
Posts: 1,039
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Post by order99 on Jan 15, 2017 23:19:46 GMT -5
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Post by ElvenScribe on Jan 17, 2017 11:48:32 GMT -5
VERY cool character builds! Thanks for sharing!
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order99
7th Level Troll
Coffee-fueled Carrion That Walks Like a Man
Posts: 1,039
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Post by order99 on Jan 17, 2017 22:35:14 GMT -5
I've been thinking a bit about 'T&T Supers' at work today.... 1) Roll up your PC as normal, including Kindred. Type is 'Strangeblood' (yeah, it's a placeholder, feel free to insert a cooler name) 2) Roll 1D3+2...this is your number of total Powers. 3) Each Power may be used to- A) increase an Ability of choice by 1D+3 permanently or B) pick an innate Spell as per a Rogue. Roll 1D for Spell Level and pick one from the list.These are the only innate abilities the Strangeblood may possess, and if the PC does not meet the ability requirements for the spell it is 'latent' until the PC advances sufficiently to 'cast' it. Unlike the actual Spells of a Rogue, the Strangeblood may reduce the (ST, Pow, Kremm etc) cost of his 'spell' is if he were a Wizard with a Focus. 4) Enhancements and Limiters-Any Power may be subject to either Enhancement or Limiting, whether an Ability increase or Innate spell.An Enhancement may be purchased by either sacrificing a Power slot or taking a Limiter to balance it out, conversely one could Limit a Power without a corresponding Enhancement and gain one extra Power slot. Enhancements may include such things as: Mastery-Ability Requirements for Power are 3 less than normal, often allowing the PC to access it at an earlier Level.Cumulative. Cosmic-add +3 to the Spell Level roll, enabling possible picks from up to 9th Level Spell list.Cumulative. Persistent-Double the normal duration.Cumulative. Versatile-Spell has a use that is not normally included in the spell description. Sample Limiters may include: Unfocused-PC pays full (ST, Pow, Kremm) cost as if a normal Rogue with a standard spell. Conditional-a ranged Spell now has a range of 'Touch', a power usable on others is now usable only on oneself, or can only be used in a certain condition (night, day, when drunk, needs a Focus of some kind etc. Negated-a common item or condition will negate or bypass the Power. Example:(5th Edition) Paul Longstride's Human mother was infected by a Lycanthrope during her pregnancy, leaving the young Foundling with certain...talents. Rolling for Powers, Paul gets a 4. He picks Ability Increase 2 times, gets a +7 to SPD and a +8 to ST-but he makes his ST Conditional (only when enraged or terrified for 1D Combat Turns, or under the direct light of the full moon) and rolls another die for a total of +11 under those conditions only. Rolling his other two picks as Spells, he rolls 1 and 2 and picks Vorpal Blade (self only, only his own fingernails and teeth, Persistent X2...in essence he grows talons and fangs for 4 Combat Turns) and Poor Baby (self only,negated by silver weapons, usable on other Abilities than CN, Double Effect)-Paul can recover from nearly any injury or curse as long as Silver wasn't part of the equation, 2 Pts of ST=2 Pts of healing. Example: Lucia Del Braque was blessed with the potential to be 'the greatest Wizard of all time!' Sadly, she was so blessed by no less than 13 Fairy Godmothers and all that magic got a bit...twisted up. She couldn't cast a Spell if her life depended on it! She pours all 3 rolls into Luck and gets a total of +24 Luck-she then takes the Limiter 'exhaustive'(LK reduced D3 on every SR check on Enhanced LK only) and Usable on Others(range= her IQ). Yes, Lucia now has a 'Hexpower' that can help or hinder SRs....
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Post by ElvenScribe on Jan 20, 2017 10:50:31 GMT -5
I've been thinking a bit about 'T&T Supers' at work today.... 1) Roll up your PC as normal, including Kindred. Type is 'Strangeblood' (yeah, it's a placeholder, feel free to insert a cooler name) 2) Roll 1D3+2...this is your number of total Powers. 3) Each Power may be used to- A) increase an Ability of choice by 1D+3 permanently or B) pick an innate Spell as per a Rogue. Roll 1D for Spell Level and pick one from the list.These are the only innate abilities the Strangeblood may possess, and if the PC does not meet the ability requirements for the spell it is 'latent' until the PC advances sufficiently to 'cast' it. Unlike the actual Spells of a Rogue, the Strangeblood may reduce the (ST, Pow, Kremm etc) cost of his 'spell' is if he were a Wizard with a Focus. 4) Enhancements and Limiters-Any Power may be subject to either Enhancement or Limiting, whether an Ability increase or Innate spell.An Enhancement may be purchased by either sacrificing a Power slot or taking a Limiter to balance it out, conversely one could Limit a Power without a corresponding Enhancement and gain one extra Power slot. Enhancements may include such things as: Mastery-Ability Requirements for Power are 3 less than normal, often allowing the PC to access it at an earlier Level.Cumulative. Cosmic-add +3 to the Spell Level roll, enabling possible picks from up to 9th Level Spell list.Cumulative. Persistent-Double the normal duration.Cumulative. Versatile-Spell has a use that is not normally included in the spell description. Sample Limiters may include: Unfocused-PC pays full (ST, Pow, Kremm) cost as if a normal Rogue with a standard spell. Conditional-a ranged Spell now has a range of 'Touch', a power usable on others is now usable only on oneself, or can only be used in a certain condition (night, day, when drunk, needs a Focus of some kind etc. Negated-a common item or condition will negate or bypass the Power. Example:(5th Edition) Paul Longstride's Human mother was infected by a Lycanthrope during her pregnancy, leaving the young Foundling with certain...talents. Rolling for Powers, Paul gets a 4. He picks Ability Increase 2 times, gets a +7 to SPD and a +8 to ST-but he makes his ST Conditional (only when enraged or terrified for 1D Combat Turns, or under the direct light of the full moon) and rolls another die for a total of +11 under those conditions only. Rolling his other two picks as Spells, he rolls 1 and 2 and picks Vorpal Blade (self only, only his own fingernails and teeth, Persistent X2...in essence he grows talons and fangs for 4 Combat Turns) and Poor Baby (self only,negated by silver weapons, usable on other Abilities than CN, Double Effect)-Paul can recover from nearly any injury or curse as long as Silver wasn't part of the equation, 2 Pts of ST=2 Pts of healing. Example: Lucia Del Braque was blessed with the potential to be 'the greatest Wizard of all time!' Sadly, she was so blessed by no less than 13 Fairy Godmothers and all that magic got a bit...twisted up. She couldn't cast a Spell if her life depended on it! She pours all 3 rolls into Luck and gets a total of +24 Luck-she then takes the Limiter 'exhaustive'(LK reduced D3 on every SR check on Enhanced LK only) and Usable on Others(range= her IQ). Yes, Lucia now has a 'Hexpower' that can help or hinder SRs.... I've been ruminating on this concept of yours and I like it! I am going to try to create a Mageblood character. I'll share him/her when I am done. Thanks for the idea and guidelines.
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Post by ElvenScribe on Jan 21, 2017 10:24:42 GMT -5
The more I think about this Mage Breed idea the more I like it! When a GM runs a supers campaign, world crafting is very important. How did super powers come into the world? Why do they exist? On what power levels? What motivates people with super powers to be heroic? How do the more common citizens respond to people with super powers? Those kind of questions. But as I have been pondering this I have realized that Trollworld (and similar magic abundant worlds like it) are well suited to answer these questions. First of all, the way the DT&T rules are set up, characters reach near super-heroic levels anyway as they climb to higher levels. How do super powers exist? Easy! There's tons of magic surging through the setting! So, it becomes not so much a question of how can superpowers exist but what do characters that are super powered do with these powers?
At this point, I think I'll save time and jump ahead. You could even have a form of super-teams if you like in the form of guilds or alliances (just like the well established fantasy tropes of fighters guilds, mages guilds, thieves guilds and the like). After all, teams like the Avengers, the X-Men, and Justice League are just alliances. These supers guilds might hire their supers out for money, or they might even be pledged to some greater good.
I can see a team like this forming very easily, especially if the founder were a powerful wizard and/or Mage-Blood himself with a vision. I am liking where this is going.
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order99
7th Level Troll
Coffee-fueled Carrion That Walks Like a Man
Posts: 1,039
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Post by order99 on Jan 21, 2017 20:49:11 GMT -5
Trollword would be a perfect place for Super Types, wouldn't it? 1) Why Supers? Because the world is WEIRD. Have you seen all the Wizards, Trolls, Dragons, Ghosts, Fishfolk, Living Statues and other assorted Kindred? Heck, that's just in the local Khosht Scribes' Guild on Bingo night... 2) Why Heroism? Because Adventuring is a Thing around these parts... 3) How would regular Citizens treat these folk? 'Oh Gawds, more Adventurers! Were running out of empty tables, ask that nice gent that parked that blue box in the street if he'll split a bench with the new guys...". Yep, I think Anotherelf is onto something here...
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Post by feldrik on Jan 22, 2017 17:25:50 GMT -5
I think 'Strangeblood' says it all. Not magical, not common to a particular species, their blood (genetics) is 'strange' and undefinable.
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Post by ProfGremlin on Jan 22, 2017 20:53:32 GMT -5
I like 'Strangeblood' as well, Feldrik, it's descriptive and non-committal. I was ruminating on this thread yesterday and had the thought of, "Hey, how about Wyrdblood?" Which could lead to diminutives such as, "He's a wyrding!" Or possibly, "Listen 'blood..." Even, "The gods have set him upon the wyrding path."
With what Order99 has tossed together up-thread and AnotherElf's suggestions for Magebreed (Strangeblood, Wyrdblood) guild halls this could certainly lead to a rather interesting campaign setting. Order99's suggestions for character builds allow the player to create really intriguing and highly customized character concepts. What I like best about all this is that it still fits within the T&T framework. Sure we've applied the rules and ideas in a different direction than written but it works and you don't have to learn a whole new system!
So, where else can we take this?
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Post by ElvenScribe on Jan 25, 2017 16:32:29 GMT -5
Hey! I just bought a copy of Caustic Trollworld (by Rarr I'm a Monster Publishing). It is a post apocalyptic setting which has in it a list of what is, in essence, super powers (including powers such as flight, mind blast, enhanced strength etc., pretty standard super powers). I think it is a very interesting example of how to mechanics for super powers using T&T rules. The book was only $1, well worth the price!
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Post by ProfGremlin on Jan 25, 2017 21:04:34 GMT -5
Sounds great, Anotherelf! I'll take a look, interested in giving us a review once you've looked it through?
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Post by ElvenScribe on Jan 26, 2017 7:31:53 GMT -5
Sounds great, Anotherelf! I'll take a look, interested in giving us a review once you've looked it through? Yes, I think I will provide a review when I'm done. Thank you!
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