Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
June 19, 2013, 12:45:50 PM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

+  Crafty Games Forum
|-+  Community
| |-+  License to Improvise
| | |-+  Mutants and MasterCraft AKA Spycraft Supers AKA HeroCraft [LONG]
« previous next »
Pages: [1] 2 Go Down Print
Author Topic: Mutants and MasterCraft AKA Spycraft Supers AKA HeroCraft [LONG]  (Read 3224 times)
Sletchman
Control
******
Posts: 4043


Gentleman Scholar.


View Profile WWW
« on: July 04, 2009, 11:31:28 AM »

Warning: LONG.

The Plan:  The plan is to run a game thats one part comic book super heroes, and three parts good old fashion gritty spy game.  Obviously Spycraft has plenty of the latter, but in terms of the former its really only got Spellbound, and that just doesn't have the right feel for the kind of game I want to run.  So I did the logical thing, and created a set of rules to add what I want to the game I want to run.  This has resulted in sets of “Advanced Human Feats”.

I’ve tried to keep them as balanced as possible against regular human characters, but one of their biggest balancing factors will probably only exist in certain campaigns – that these people are a secret, at the onset of my campaign, kept from the entire world.  My plan in game is to have their level of public recognition raise from “conspiracy theory” status up to a Marvel Civil War style narrative [but one that makes sense].

Campaign Qualities [may change]: Bloodbath, Faction, Gritty, Violent, Walking on Eggshells.
House Rules: Result Caps [except cultures] lifted on all skills with 1+ ranks. Players may spend action dice to control the narrative [Its been mentioned here by someone, and I apologise to them but I forget by who exactly].  SMG proficiency no longer exists, 1-handed SMGs are handguns and 2-handed are rifles. Test subjects bonus feat can be used to get an Advanced Human Feat.

I’m also pondering making a quality where the players can gain an Advanced Human Feat in place of another earned feat [like a superhuman version of The Great Game]  I’m also considering ditching the Career Level requirements for the advanced feats.

Without any more delay, the feats themselves.  I welcome and request all input, advice, suggestions and such.  Feel free to use any / all of them if you want, but if you wish to post them elsewhere, please give credit where due.

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

There, warned you it was long...

EDIT: Modified Super Strength, Resilience, Power Absorption, Ice Control.
EDIT2: Added new powers, and a new chance feat.
« Last Edit: July 13, 2009, 12:28:54 AM by Turnip666 » Logged
Sletchman
Control
******
Posts: 4043


Gentleman Scholar.


View Profile WWW
« Reply #1 on: July 04, 2009, 11:45:09 AM »

Making this a seperate post for convienance.

My main concerns right now are the Superhuman bonuses from the pysical feats.  I was gonna do a more "You count as larger for all purposes" type thing, but smash checks [which i figure super strong types should be great at] don't get a size bonus.  My current idea is maybe make it + x to a small group, and have you count as larger for other checks.  I don't like the idea of counting as Gargantuan when your medium because you can't get the leverage on a large thing.  /shrug.

EDIT: Modified resilience.
« Last Edit: July 05, 2009, 02:53:46 AM by Turnip666 » Logged
brazen_saint
Powered By Publisher
Jr. Agent
******
Posts: 79



View Profile
« Reply #2 on: July 04, 2009, 02:47:52 PM »

Very interesting.  To make an extensive list of every possible superhuman power that players (or you) might want will be very time-consuming, but this looks like a very good start.

One question: Should super-strong characters get an HP bump?
Logged

"We are men, and it is our lot to learn and to be hurled into inconceivable new worlds."  -- Carlos Castaneda quoting Don Juan.
glimmerrat
Control
******
Posts: 3517


Iconoclast


View Profile
« Reply #3 on: July 04, 2009, 05:52:08 PM »

Ok you have my attention.

I'm going to make a character using these rules and see what holes I can poke in them...  Wink

*EDIT* Some sort of super dexterity, super intelligence and super charisma might be a thought.
« Last Edit: July 04, 2009, 05:53:52 PM by glimmerrat » Logged

VAO Control; Crafty Freelancer; Freethinker

"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world."
Mister Andersen
Control
******
Posts: 9095


I'm leaving for a destination I still don't know


View Profile
« Reply #4 on: July 05, 2009, 02:28:32 AM »

A good starting point would be a copy of the D20 version of Aberrant
Logged

Sletchman
Control
******
Posts: 4043


Gentleman Scholar.


View Profile WWW
« Reply #5 on: July 05, 2009, 02:52:04 AM »

Very interesting.  To make an extensive list of every possible superhuman power that players (or you) might want will be very time-consuming, but this looks like a very good start.

One question: Should super-strong characters get an HP bump?

I tried to make a list of every simple non-obvious power.  I watched a heap of heroes and xmen and found they're all combinations of about 20-30 powers of varying strengths, just with flavour text.  I stayed away from anything obvious due to the nature of the game I'm running [at some point I'd love to flesh it out into a fully function add on of its own, so it can be used to run any kind of supers game, but time permitting and all].

My person opinion is super strong characters shouldn't have more HP.  They're strong, not tough [bear in mind most of your classical super strong characters also have super toughness, which does increase HP].  In my original draft of resilience supremacy, they calculated wounds as if they were one size larger, I've put that in again.

Ok you have my attention.

I'm going to make a character using these rules and see what holes I can poke in them...  Wink

*EDIT* Some sort of super dexterity, super intelligence and super charisma might be a thought.

I tried to come up with something for Super Speed, but it all ends up kinda broken, not matter what I come up with.  Super Intelligent in spycraft is already pretty doable - Brainy Test Subject Scientist / Inventor.  Charisma hit up a Charismatic faceman, or sleuth.  The reason I stayed away from "real" super intelligence is that having huge skill points in spycraft makes it too good to pass by.  I didn't do a proper super charisma, because I can't think of any "super" powers that are based purely on personality that you can't do in raw spycraft.  Plus I don't want to write an ability that gives you endless thralls.

A good starting point would be a copy of the D20 version of Aberrant

I've played Storyteller trinity, but never read the D20 aberrant, I'll check it out if I get a chance.  Any opinions on what I've got so far?

NOTE: Resilience updated.
« Last Edit: July 05, 2009, 02:55:02 AM by Turnip666 » Logged
snake
Handler
*****
Posts: 515


Its all in the reflexes !!!!


View Profile
« Reply #6 on: July 07, 2009, 11:42:06 AM »

Excellent stuff.
Logged

Lo, there do I see my father. Lo, there do I see my mother.
And my sister and my brother
Lo, there do I see the line of my people Back to the beginning.
Lo, they do call to me.They bid me take my place among them
In the halls of Valhalla Where the brave may live forever !!!
Big_Jim
Operative
****
Posts: 350


An integral part of any plan for world domination.


View Profile
« Reply #7 on: July 07, 2009, 05:08:34 PM »

Have you given any thought to using the Shadow Force Archer 2.0 updated Psionics rules?  They seem to fit in well with this.
Logged
Deral
Handler
*****
Posts: 539



View Profile
« Reply #8 on: July 07, 2009, 10:03:05 PM »

I tried to come up with something for Super Speed, but it all ends up kinda broken, not matter what I come up with.  Super Intelligent in spycraft is already pretty doable - Brainy Test Subject Scientist / Inventor.  Charisma hit up a Charismatic faceman, or sleuth.  The reason I stayed away from "real" super intelligence is that having huge skill points in spycraft makes it too good to pass by.  I didn't do a proper super charisma, because I can't think of any "super" powers that are based purely on personality that you can't do in raw spycraft.  Plus I don't want to write an ability that gives you endless thralls.

I've had the idea of a super-powered game cross my mind and an idea that I've had before might work well for some of the sort of in-between stuff. I like the concept of a series of tricks, from more minor stuff like skill boosting "you can use your precognition to aid in stealth/your telekinesis to help you jump, slow your descent, whatever" to little steps of super speed "do X in half the time" "Make Y number of Z type actions as free actions every round," they could be tied around with core abilities, feats and even proficiencies- might just help close the web in a bit and allow for a little more variance. How to lay them out would be a little more difficult, but if you were running a super-powered only game you could set up another progression based on level, or just let players spend their proficiencies to purchase them, it'd really depend on how powerful you'd want to make them.  Of course in the same light, I guess it'd be more writing, you've done a great job so far though!
« Last Edit: July 07, 2009, 10:32:34 PM by Deral » Logged
tenebrae
Operative
****
Posts: 293



View Profile
« Reply #9 on: July 08, 2009, 03:18:26 AM »

I'd suggest looking at the d20 appendix for Godlike, which was available as a free PDF, for what the effects of super-[attribute] might be like, as well as a range of other powers.
Logged
Sletchman
Control
******
Posts: 4043


Gentleman Scholar.


View Profile WWW
« Reply #10 on: July 08, 2009, 03:49:27 PM »

Excellent stuff.

Thanks.

Have you given any thought to using the Shadow Force Archer 2.0 updated Psionics rules?  They seem to fit in well with this.

Some of the ability were inspired by SFA [check ESP skill vs the Psychometry rules, theres a degree of sync].  The main issue is I have the deadtree of all of SFA, and can't afford to buy them again for the updated rules.  So using them wholesale is out of the question.  I also don't like the idea of supers being powered by "burning" vitality.  Originally I thought of a Spellpoint style system, but veered away from it in the end.

I've had the idea of a super-powered game cross my mind and an idea that I've had before might work well for some of the sort of in-between stuff. I like the concept of a series of tricks, from more minor stuff like skill boosting "you can use your precognition to aid in stealth/your telekinesis to help you jump, slow your descent, whatever" to little steps of super speed "do X in half the time" "Make Y number of Z type actions as free actions every round," they could be tied around with core abilities, feats and even proficiencies- might just help close the web in a bit and allow for a little more variance. How to lay them out would be a little more difficult, but if you were running a super-powered only game you could set up another progression based on level, or just let players spend their proficiencies to purchase them, it'd really depend on how powerful you'd want to make them.  Of course in the same light, I guess it'd be more writing, you've done a great job so far though!

We actually seem to be thinking along the same lines.  But rather then set it in stone I've actually let my players invent uses for their powers and I assign skill DC's or, in rare cases, action dice costs.  Ex. My telekinesis player wanted to slowfall [he hasn't got telekinetic flight] so I said allright, make me a Wisdom based Atheletics [Falling] check, and that'll reduce your falling damage depending on level of success.  I've always found that I can come up with about half of what my players can, so letting them ask if something works then making a descision usually works best for me.  And its less writing I have to do as well.

I'd suggest looking at the d20 appendix for Godlike, which was available as a free PDF, for what the effects of super-[attribute] might be like, as well as a range of other powers.

Never heard of it, you wouldn't have a link to a place I can find the appendix would you?  I'll certainly check it out.
Logged
tenebrae
Operative
****
Posts: 293



View Profile
« Reply #11 on: July 08, 2009, 04:15:56 PM »

Looks like it's still up on the website: http://www.arcdream.com/godlike/downloads.php
Rightmost column, towards the top.
Logged
Sletchman
Control
******
Posts: 4043


Gentleman Scholar.


View Profile WWW
« Reply #12 on: July 13, 2009, 12:34:57 AM »

Looks like it's still up on the website: http://www.arcdream.com/godlike/downloads.php
Rightmost column, towards the top.

Thanks, certainly some food for thought.  When i get a chance I'll have good read thought.
Logged
snake
Handler
*****
Posts: 515


Its all in the reflexes !!!!


View Profile
« Reply #13 on: July 30, 2009, 11:37:16 AM »

Just passing by and firing off a few thoughts which may be helpful.

Most superheroes tend to be very competent in terms of character options eg Attributes or Skill levels, as well as having superpowers. Many are described as "Olympic level athletes" in write-ups abouit them.

Even "Trained human" types like Batman and Captain America are at the peak of human physical prowess and skills. 

For this reason, I'd think about starting your Spycraft Supers at a high Career Level say Level 5 for Street Level or Teen Supers and Level 10 for more typical "Avengers" type heroes.

It would also let you multiclass to get the right combo of abilities. Eg if you were creating Batman say at Career Level 10, you could take Intruder 3 Scientist 3 Sleuth 4  and add in lots of gadgets.

Similarly, Cap America starts as Soldier 10 and gadget (shield), Mr Fantastic as Scientist 10 plus powers etc. 

Logged

Lo, there do I see my father. Lo, there do I see my mother.
And my sister and my brother
Lo, there do I see the line of my people Back to the beginning.
Lo, they do call to me.They bid me take my place among them
In the halls of Valhalla Where the brave may live forever !!!
Sletchman
Control
******
Posts: 4043


Gentleman Scholar.


View Profile WWW
« Reply #14 on: August 03, 2009, 12:35:56 AM »

Just passing by and firing off a few thoughts which may be helpful.

Most superheroes tend to be very competent in terms of character options eg Attributes or Skill levels, as well as having superpowers. Many are described as "Olympic level athletes" in write-ups abouit them.

Even "Trained human" types like Batman and Captain America are at the peak of human physical prowess and skills. 

For this reason, I'd think about starting your Spycraft Supers at a high Career Level say Level 5 for Street Level or Teen Supers and Level 10 for more typical "Avengers" type heroes.

It would also let you multiclass to get the right combo of abilities. Eg if you were creating Batman say at Career Level 10, you could take Intruder 3 Scientist 3 Sleuth 4  and add in lots of gadgets.

Similarly, Cap America starts as Soldier 10 and gadget (shield), Mr Fantastic as Scientist 10 plus powers etc. 



I started them off at 3rd level, but it is before they know they have super powers [kinda like the first ep's of heroes], but with a reasonably quick level up rate early on.  As far as batman type heroes the fact that all spycraft agents have above average stats [with regular mooks having straight 10's], I've kinda left that as it is.
Logged
Pages: [1] 2 Go Up Print 
« previous next »
Jump to:  


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!