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Post by gamedave on Jan 13, 2020 11:59:50 GMT -5
Rather than using ala carte power selection, SuperFATE! uses Power Sets, bundles of related Powers and abilities. Because these are bit more involved than other steps in the Hero's Journey, I'm breaking them out in their own thread, with one post per Power Set.
Keep in mind, as with everything else in SuperFATE!, Power Sets are very much a work in progress.
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Post by gamedave on Jan 13, 2020 12:31:05 GMT -5
THE WILD CHILD
Your Hero is a wild one. This Power Set reflects "animal" abilities. Your Hero might be a lycanthrope, or an atavistic mutant, or a human infused with animal DNA, or an uplifted animal! Wild Ones usually have keen senses, enhanced speed and agility, natural weapons, and a bad attitude.
Wild Talents REVISED Your Hero's wild nature has influenced their Talents. You may switch the Rating of any Talent your Hero has, one for one, with any of the following Talents: Athletics, Brawling, Evasion, Perception, Sneaking, Survival. [I'm working on the wording of this - the intent is that you can decrease one Talent that isn't on the Wild Talent list to increase a Wild Talent by the same amount. So, the Wild Child doesn't gain more Talents, but they can re-jigger their Talents to become more Wild.
Wild Gifts Your Hero has the following Gifts: Animal Friendship, Berserker, Natural Weapons, Night Vision, Scent, and Tough. Also, pick one of the following: Aquatic, Brawny, Fast, or Wings.
Wild Powers Your Hero also has some actual Powers that operate at Scale. Pick one to start with. Others can be picked as Stunts. Note that some of these Powers have overlap with some of your Hero's Gifts. Remember that Gifts don't have Scale, so they operate at Normal Scale by default, while your Powers will operate at your Power Scale.
Climbing Your Hero can climb sheer surfaces. This might be the result of natural adhesives, suction cups, microfiber grippers, or just enhanced agility, balance, and tough claws. Use Scale for the difficulty of the surface or ascent. For example, a sheer stone wall or skyscraper might be an Epic Scale climb, while a slippery, mirror-smooth surface might be Mythic.
Darkvision Your Hero can't just see well under low-light conditions, they can perceive their surroundings even in total darkness. This might be bat-like echo-location, a combination of scent and hearing, or even a "radar-sense". You can "see" in any naturally occurring darkness; use Scale to overcome obscuring Powers and effects.
Regeneration Your Hero can heal from physical injuries almost instantly. When your Hero takes a physical Consequence, note the Scale of the Power or effect that inflicted it. You can use an Overcome Action to downgrade that Consequence, comparing the Scale of your Hero's Regeneration Power to the Scale of the effect that inflicted it. The difficulty is equal to the level of the Consequence (2, 4, or 6). Your Hero normally rolls Adventure + Athletics, but some other Talent might be appropriate.
Shape-Shifting Your Hero can change their shape. Pick a theme. For a Wild Child, this will usually be a specific sort of animal. Your Hero will gain all of that form's natural abilities. Scale limits what forms you can change into. Epic Shape-Shifting might let your Hero change into a polar bear, for example, while Mythic shape-shifting might let your Hero range from a blue whale to a tardigrade. Your Hero usually retains a distinctive marking regardless of form, such as retaining their eye color, or a streak of color in their hair/fur/hide/shell.
Super-Agility Your Hero has super-human balance, nimbleness, reflexes, and coordination. In Combat, any attacks your Hero is aware of must be able to hit their Super-Agility Scale. When using Adventure, most of your Hero's Overcome Actions to avoid or bypass obstacles will use their Super-Agility Power Scale.
Super-Senses Your Hero has super-human senses. This is most likely keen hearing and smell and night vision, but you might also have eagle eyes, or a "spider-sense". Any Actions related to using your physical senses are made at your Scale.
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Post by gamedave on Jan 19, 2020 10:25:37 GMT -5
THE BATTLESUIT
Your Hero has a super suit of armor. Most often, this is a high-tech powered exoskeleton, but it also might be a magical suit of armor or a techno-organic symbiotic exoskeleton. This Power Set give you access to a broad array of capabilities, but keep in mind you only have access to them while in the BattleSuit...
Battle Damage If your Hero takes a Physical Consequence while wearing their BattleSuit, you can choose to take it as Battle Damage to the BattleSuit. When your Hero gets out of the BattleSuit, downgrade the Consequence by one level, to reflect the shock and trauma that got transmitted through the suit to them. They must take time to repair the BattleSuit (usually with an Overcome Action of Intellect + Technology against a difficulty of the original Consequence level), or they have both Consequences when they wear the BattleSuit.
Enhanced Ability Through some combination of advanced Heads-Up Displays, targeting sensors, cybernetic interfaces, and semi-autonomous systems, your Hero has +1 Combat while using their BattleSuit. If your Hero already has Combat +2, this does increase it to +3 without needing to have "The Best There Is" Stunt. Alternatively, if your BattleSuit is more of an ExplorationSuit, you can choose to gain a +1 to Adventure instead. A CyberSuit might even give a +1 to Intellect instead. A +1 to Social from a...PartySuit? seems to be really pushing it, but if it works for your table, go for it.
BattleSuit Powers Your Hero's BattleSuit gives them an array of Powers. All BattleSuits have Armor.
Armor [REVISED] Your Hero has Scale resistance to Trauma, and can ignore common environmental effects, like exposure and biting insects, as well as any effects that require direct skin contact.
Then, pick one "Major System" Power and one "Minor System" Power. You can also create a Stunt for a Power instead of picking a "Minor System" Power. System Powers you don't pick can be taken as Stunts.
AI (Major System) Your Hero's BattleSuit has an expert AI system, at least if it's a high-tech suit. Magical armor might have a bound spirit, while a techno-organic exoskeleton might have literally have its own mind. While in the BattleSuit, your Hero gains access to the following Gifts: Computer Brain {} and Familiar Spirit {}. You also gain access to the Expert System Stunt. Expert System: Your BattleSuit's AI gives you the benefit of its knowledge and skills. Pick two Talents at +2 or four Talents at +1. Your Hero may use those Talents at those ratings instead of their own while wearing their BattleSuit.
Blast (Major System) Your Hero's BattleSuit can fire damaging blasts at range. Common BattleSuit Blast types include force, laser, electricity, and fire. Pick whether the Blasts inflict Shock or Trauma; the other is available as a Stunt. Blasts are usually difficult if not impossible to use in close Combat or for precision work, at least without a Stunt.
Darkvision (Minor System) Your Hero's BattleSuit allows them to perceive their surroundings even in complete darkness, usually through sensors and some form of radar. Your Hero can "see" in any naturally occurring darkness; use the Scale of Darkvision for Overcome Actions against obscuring Powers and effects.
Flight (Major System) Your Hero's BattleSuit allows them to fly! This will usually be due to rockets or thrusters, but could also be electromagnetic manipulation, etheric wings, or something even weirder. Your Hero can hover and fly at Scale speeds, and carry load equal to your Hero's Flight Scale or Super-Strength Scale, whichever is less. If your Hero is flying at full Scale speed, Combat Attacks against them have a difficulty equal to that Scale, but in confined areas, your Hero will probably need to make maneuvering rolls against a difficulty at that same Scale (go slow for safety!).
Sealed Systems (Minor System) Your Hero's BattleSuit is fully sealed and self-contained. They don't need to breathe...well, they need to breathe, but the BattleSuit supplies the air. In any case, they're pretty much immune to inhaled toxins, drugs, pheromones, and the like. They also have Scale resistance to heat, cold, radiation, and other environmental dangers (but not directed Shock damage, like from a Blast Power).
Super-Endurance (Minor System) Your Hero's BattleSuit is insulated and Shock-resistant. They have Scale resistance to Shock damage and effects.
Super-Senses (Major System) Your Hero's BattleSuit has a full sensor array. Enhanced sight and hearing are most likely. Your Hero also has detection capabilities, based on your BattleSuit's Power Source. A high-tech BattleSuit allows you to detect heat and electromagnetic energy sources, for example, while a magical BattleSuit might allow you to detect magical energy and dimensional rifts.
Super-Strength (Major System) Your Hero's BattleSuit makes your Hero strong. Really strong. They can lift weights at Scale, and inflict and resist Trauma at Scale as well.
Weapons (Major System) Your Hero's BattleSuit has built-in melee Weapons. These could be hyper-material blades, a laser sword, or shock emitters. Pick whether your weapons inflict Trauma or Shock; the other option is available as a Stunt. Weapons can't be used at range, but unlike the Blast, by default they can be used in close Combat and for precision work.
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Post by gamedave on Jan 19, 2020 13:45:20 GMT -5
THE PARAGON Your Hero is the classic ideal of a Super. This Power Set gives your Hero a classic array of Powers and abilities beyond those of mortal men and women. It also has a non-powered variant for the classic super-soldier.
Paragon Ability Your Hero is Just Plain Better. Pick one Ability. Increase it by +1 (you must still have "The Best There Is" Stunt to improve it to +3).
Paragon Gifts Your Hero is Gorgeous. Also pick one of the following Gift arrays. * The Icon: Leadership and Presence. * The Superior: Brawny and Fast. * The Wonder: Computer Brain and Total Recall.
Paragon Powers Your Hero has the following three Powers. If you are using the Super-Soldier variant, skip this section.
Flight Your Hero can fly! For the Paragon, there's often no particular means of propulsion - it just happens. Your Hero can hover and fly at Scale speeds, and carry load equal to your Hero's Flight Scale or Super-Strength Scale, whichever is less. If your Hero is flying at full Scale speed, Combat Attacks against them have a difficulty equal to that Scale, but in confined areas, your Hero will probably need to make maneuvering rolls against a difficulty at that same Scale (go slow for safety!).
Invulnerability Your Hero has Scale resistance to Trauma, and can ignore common environmental effects, like exposure and biting insects, as well as any effects that require direct skin contact.
Super-Strength Your Hero is strong. Really strong. They can lift weights at Scale, and inflict and resist Trauma at Scale as well.
The following Paragon Powers are available as Stunts.
Blast Your Hero can fire damaging blasts at range. These are often eye-beams, but some Paragons fire their blasts from their hands. Common Paragon Blast types include "heat" (that acts more like a laser), cosmic energy, and force. Pick whether the Blasts inflict Shock or Trauma; the other is available as a Stunt. Blasts are usually difficult if not impossible to use in close Combat or for precision work, at least without a Stunt.
Life Support Your Hero doesn't need to breathe. They're pretty much immune to inhaled toxins, drugs, pheromones, and the like, as long as they hold they hold their breath (which means they can't talk). They also have Scale resistance to heat, cold, radiation, and other environmental dangers (but not directed Shock damage, like from a Blast Power).
Super-Endurance Your Hero's Invulnerability extends to Shock Powers and effects.
Super-Senses Your Hero has super-human senses, mainly hearing and sight. Any Actions related to using your physical senses are made at your Scale.
Super-Vision Your Hero's vision extends from the microscopic to the telescopic, and beyond. They can even see through solid objects with an Overcome Action against the Scale of the barrier.
The Super-Soldier The Super-Soldier is a variant Paragon. They are Normal Scale and don't have any actual Powers, per se. Instead, they are at the peak of human ability.
Paragon Ability Pick one additional Paragon Ability. You gain "The Best There Is" Stunt for one of your two Paragon Abilities (which means that you can increase it to +3).
Paragon Gift Pick one additional Paragon Gift Array.
Paragon Talent Pick one Talent. You have "The Best There Is" Stunt for that Talent and you have that Talent at +3.
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Post by gamedave on Jan 19, 2020 15:18:28 GMT -5
THE NINJA Your Hero combines stealth and gadgets. They might be a literal ninja or use a high-tech stealth suit.
NINJA ABILITY Pick either Adventure or Combat. Increase that Ability by +1. Your Hero must still have "The Best There Is" Stunt to increase it to +3.
NINJA TALENT Your Hero has "The Best There Is" Stunt for the Sneaking Talent and their Sneaking Talent is +3.
NINJA GIFTS Your Hero has Nightvision. Pick one other Gift: Artifact, Fast, Presence, Sixth Sense, Zeroed.
NINJA STUNT Your Hero has the "Bag o' Tricks" Stunt. They have access to any small, mundane gadget they might need. Examples include lock picks, a minicomputer, climbing gear, a first aid kit, a gas mask or a mini-oxygen tank, and the like. Mystical Ninjas tend to have more options than high-tech Ninjas, so this feature works the other way. Mystical Ninjas generally only have low-tech gadgets available to them (like traditional ninja tricks), while high-tech Ninjas get the full bat-array of modern gizmos.
NINJA POWERS Your Hero has the Stealth and Weapons Powers.
Stealth Not quite Invisibility, your Hero can't be seen when they don't want to be. This could be blending into shadows, a chameleon-like ability to blend into the background, or a psionic ability stay in an observer's blind spot. They can use their Stealth Scale when using the Overcome Action to evade sensors, Super-Senses, being tracked, and the like. Again, though, this isn't true invisibility, so it doesn't work when you're directly engaging a foe in Combat.
Weapons Your Hero has an array of Weapons at their disposal. A traditional ninja has blades and bows and the like that inflict Trauma, but your Hero might have more exotic Weapons. Pick whether your weapons inflict Shock or Trauma; the other is available as a Stunt. Unlike most Weapons, the Ninja's Weapons can be used at range, but they're usually thrown or use low-tech projection systems, so your Hero's Weapons range is one Scale less than their Power Scale, and they can usually only be used for precise strikes, not large scale destruction.
Also pick one of the following Powers. The others are available as Stunts.
Armor Your Hero's ninja suit is armored. This isn't really the Ninja's forte, though; it operates at one Scale less than your Hero's regular Power Scale. It gives your Hero Scale resistance to Trauma, and they can ignore common environmental effects, like exposure and biting insects, as well as any effects that require direct skin contact.
Blast Your Hero's Ninja Weapons have a Blast capability. Like the Weapons, the range is one Scale less than your Hero's regular Power Scale. However, unlike the baseline Weapons, they can be used for larger destructive effects.
Climbing Your Hero can climb sheer surfaces. For the Ninja, this is usually due to gadgets along with training. Use Scale for the difficulty of the surface or ascent. For example, a sheer stone wall or skyscraper might be an Epic Scale climb, while a slippery, mirror-smooth surface might be Mythic.
Darkvision Your Hero can't just see well under low-light conditions, they can perceive their surroundings even in total darkness. For a tech-based Ninja, this is probably due to infrared goggles or another optical gadget. For a mystical ninja, this is probably magical darkvision. You can "see" in any naturally occurring darkness; use Scale to overcome obscuring Powers and effects.
Intangibility ?? Your Hero is untouchable. For a high-tech Ninja this is probably a some sort of phasing device. For a mystical ninja, it may be taking on a ghost form or walking the spirit plane. Either way, they are completely unaffected by Attacks which inflict Trauma and have Scale resistance to Shock. They can walk through solid objects. Use Scale for attempts to pass through energy barriers and the like. It takes an Action (but not usually a roll - use Adventure + Sneaking if it's an issue) to change between Intangible and solid, so this Power is of limited utility in Combat. It's great for getting away from a fight, though...Even with those limitations, though, this can be a unbalancing Power - discuss it with your table before taking it.
Invisibility ?? Your Hero can become full-on Invisible. Foes can't even see you to target you without an Overcome Action, even when they're looking right at you. Attacks that hit a whole area still affect you, of course. And not all Attacks require your opponent to see you - Social Attacks, for example, and many psionic and magical Attacks. Still, this can be an unbalancing Power - discuss it with your table before taking it.
Shadow Jumping This Power is really only appropriate for a mystical Ninja. A high-tech Ninja could have a gizmo, but it doesn't quite fit their theme. Your Hero can move instantaneously from one point to another. This isn't quite in even a mystical Ninja's normal wheelhouse, so there are some restrictions. The distance is one Scale less than your Hero's normal Scale. It requires an Action (usually it doesn't require a roll, but if it comes up, use Adventure + Sneaking). And, as the name implies, it usually only works between one Shadow and another.
Zen No-Mind This Power is mainly appropriate for a mystical Ninja, but a high-tech Ninja might have a psi-scrambler gizmo. Your Hero has Scale resistance to psionic Powers and effects.
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