Out of curiosity, has anyone read the Marvel 1602 series? Seems like it fits right along with the concepts discussed here.
Neil Gaiman's graphic novel? Yes, I've read it (a few years back). It's quite imaginative and quite good. As I recall, Captain America was raised by Native Americans, Doctor Strange looks very Shakesperean (sp?), Daredevil dresses like seafaring swashbuckler (and acts the part) etc. It's decent reference material. I LOVE alternative universe (what DC comics calls "Elsewhere") versions of Iconic characters. There was, for instance, a wild west and a Victorian version of Wonder Woman (both very cool), a Gaslight version of Batman (in which he was a vampire!), etc.
Looks good, I'd like to know- what's his weakness, his kryptonite? Seems a core concept of superheroes.
A supers character can fit well in a fantasy campaign, I'd consider running them as, for instance, a Sidhe type in a celtic background (strange blood would be an applicable description here), or as a Heracles/Melqart/Gilgamesh type character - a Paragon might be the dT&T launching point for this. Any offspring of the gods type of character would fit most fantasy worlds. Consider the Maiar (spelling?) in middle Earth. Or even Robin Hood for a non magical example.
And then there are the super villains and the sidekicks...
Yes, all of those are great examples. Pretty much all of the legendary "heroes" from various mythos can be considered superheroic. Just think of Paul Bunyon, or Pecos Bill, or Cuchulain. They are all very superheroic in power levels.
One thing about DT&T is it lends itself to superheroic level of powers when characters reach higher levels. Which is not surprising as Ken St. Andre' said a major inspiration for the game during it's inception was Marvel's fantasy comics from the 70s.
I read a post on Reddit recently that I thought was very cool. A DM running a game of D&D threw in a villain that was actually a supervillain from an alternative dimension. The players fought against this villain and they didn't know that he was a supervillain. They just knew he was tough to defeat. They finally bested him and upon examing his armor found it to be a really strange form of magic (high tech!). And this is just one possibility. As you say, such heroes and villains need not be from 4 color dimensions. They fit quite nicely as fantasy versions of common existing superheroic archetypes. Or even better, create new ones.
I read a post on Reddit recently that I thought was very cool. A DM running a game of D&D threw in a villain that was actually a supervillain from an alternative dimension. ... Or even better, create new ones.
One of my favroite tv series is from the '90's called The Adventures of Brisco County Jr. It's a genre bending (including?) series set in the Old West and blending Adventure, Drama, Comedy, Sci-Fi (yes, Sci-Fi!). In some ways it's kinda along the lines of Firefly meets The Flash, Season One. It works well with the statement of yours I quoted. While not as dark as you're stated goal it's worth watching for some inspiration - Heck, it's worth watching just for the storyline. Gotta love a Western series where the lead character argues with his horse and the horse wins! I don't see it on Netflix and it appears only available to purchase on Amazon. I can't speak to Hulu, I don't have access. You can find some episodes on YouTube, though. They may not be of the highest quality, heck HD wasn't even thought of at that time, but watch an episode on there and see if it's your cuppa. I don't see episode one posted, at least I don't have much time to search extensively, but here's Episode Two to give you a taste. Oh, yeah, as if all that goodness isn't enough to convince you to at least taste an episode, the lead character is played by Bruce Campbell.
I'll have the deep-fried battered pixie with balrog dipping sauce and a Hobgoblin ale.
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....
The more I toy with super powers in T&T the more I am appreciating the simplicity of these proposed "strange blood" rules. I acquired a copy the Power Play superhero rules for T&T. They have some good power lists and interesting applications of T&T game mechanics. But it is a jumbled, wonky and confusing read. I have been playing with random tables of super powers made popular in games like V&V and ICONS. This type of creation system can produce a fun mish mash of characters. It's not really conducive to producing well rounded, 4 color style super heroes...but it is loads of fun which fits the comical nature of T&T. For fun I think I will post a Strange Blood character and an amalgam mish mash character and see what I come up with.
Addendum: I have found trying to cobble together larger lists of super powers to be exhausting, cumbersome, and unnecessary. There is an abundance of lists of superpowers to draw from. All one needs to do is use one of these random power determinants to get the powers, ignore the rules from the original system (taking the narrative) and find the most relevant power from the T&T spell lists or the Power Play listing of powers.