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Good morning fellow super heroes.

I'm creating a super hero campaign and was thinking of talents and powers for it. I figured this would be the perfect spot for input on em. Some of are re-skinned talent and others are new. If you see anything that seems over powered or in the wrong tier bracket, please let me know.

Uncanny Strength

image.png.656b416e404d80cdfaa28e3d58db000b.png

Uncanny Stamina

image.png.0e39ede8f2d480227cf05dd76fcf5cd6.png

 

Thanks.

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I've been working on my own super hero stuff. We switch from one system that we really didn't like much so the focus has been recreating the powers the characters have. The game is based off the old City of Heroes MMO so the set up reflects that.  No idea how well any of this might work, mind you.

Each Power is a skill of its own with several sub-abilities the user can choose from.

Elemental Manipulation; spend 2 Strain per activation

Shift Material

  • Diff 2 check
  • Active (Action)
  • Base range: Short (+1 Diff per additional rank)
  • Volume: Silhouette 1 (+1 Diff per additional +1 SIL)

Elemental Attack

  • Diff 1 check
  • Active (Action)
  • Base range: Short (+1 Diff per additional rank)
  • Add Blast: +1 Diff
  • Add Effect: +1 Diff (Ensnare, Knockdown, disorient)
  • (stat)+Manipulation base damage, Crit 4

Protective Cloud

  • Diff 1 check
  • Active (Action)
  • Base range: Engaged (+1 Diff per additional rank)
  • Volume: Silhouette 1 (+1 Diff per additional +1 SIL)
  • Stops 1 point of damage per success.

 

Damaging Aura

  • Diff 2 check
  • Active (Action)
  • Base range: Engaged (+1 Diff per additional rank)
  • Volume: Silhouette 1 (+1 Diff per additional +1 SIL)
  • (stat)+Manipulation base damage

Elemental Manipulation Talents

T1

Elemental Melee

  • Activation: Active (Incidental)
  • Ranked: No
  • Requires Elemental Manipulation
  • With this talent you can create a melee weapon from the element you have chosen as your base. The base damage of the weapon is 1 per rank of Elemental Manipulation plus Brawn or (?) (Caster’s choice) and costs 2 Strain when used.

Focused Effort

  • Activation: Active (Incidental)
  • Ranked: No
  • Requires Elemental Manipulation
  • May spend 1 Strain per effect added (Ensnare, Knockdown, disorient, etc) rather than increase the difficulty.

T2

Additional Material

  • Activation: Passive
  • Ranked: Yes
  • Requires Elemental Manipulation
  • Each rank of this Talent increases the base Silhouette affected by 1.

 

Elemental Sense

  • Activation: Active (Maneuver)
  • Ranked: No
  • Requires Elemental Manipulation
  • Allows the user to perceive through their chosen element. Make a Perception check using Elemental Manipulation + Cunning to sense things through your element.

T3

Deflection

  • Activation: Active (Incidental)
  • Ranked: No
  • Requires Elemental Manipulation
  • When using the Protective Cloud or Damaging Aura effect, can spend 2 additional strain to add Defense equal to ranks in Elemental Manipulation.

Signature Ability

  • Activation: Passive
  • Ranked: No
  • When purchased choose one ability the character is able to use. Whenever using this ability reduce the
  • difficulty by one.

Vicious Hit

  • Activation: Passive
  • Ranked: No
  • Requires Elemental Manipulation
  • This upgrades the Critical rating to 3.

T4

Adept

  • Activation: Active (Incidental)
  • Ranked: No
  • Requires Elemental Manipulation
  • Once per encounter may spend 1 Story Point to activate an ability rather than Strain.

Deflection (Improved)

  • Activation: Active (Incidental)
  • Ranked: No
  • Requires Elemental Manipulation
  • When using the Protective Cloud or Damaging Aura effect, can spend 1 additional strain to add Defense equal to ranks in Elemental Manipulation.

Vicious Hit (Improved)

  • Activation: Passive
  • Ranked: No
  • Requires Elemental Manipulation, Vicious Hit
  • This upgrades the Critical rating to 2.

T5

Vicious Hit (Supreme)

  • Activation: Passive
  • Ranked: No
  • Requires Elemental Manipulation, Vicious Hit
  • This upgrades the Critical rating to 1.

 

Regeneration; spend 2 Strain per activation

  • Diff 1
  • Active (Action)
  • Once per turn on their action the character the character can suffer 2 Strain to make an Easy Regeneration (1) check to heal 1 Wound, plus 1 Wound per Success and 1 Strain per Advantage.

Regeneration talents

T1

Dull Pain

  • Activation: Passive
  • Ranked: Yes
  • Requires Regeneration
  • Each rank of this Talent increases the character’s Wound threshold by 1. Stacks with Toughened.

T2

Reconstruction

  • Activation: Active (Maneuver)
  • Ranked: No.
  • Requires Regeneration
  • Once per turn on their action the character the character can suffer 2 Strain to make an Easy Regeneration (1) check to heal 1 Wound, plus 1 Wound per Success and 1 Strain per Advantage.

 

T3

Continuous heal

  • Activation: Passive
  • Ranked: Yes
  • Requires Regeneration
  • Once per turn on their action the character the character automatically heals 1 Wound as an incidental.

Reconstruction (Improved)

  • Activation: Active (Incidental)
  • Ranked: No.
  • Requires Regeneration, Reconstruction talent
  • Once per turn on their action the character the character can suffer 2 Strain to make an average  Difficulty (2) to remove any status effect. Also, all Reconstruction checks are now Incidental actions.

T4

Reconstruction (Superior)

  • Activation: Active (Incidental)
  • Ranked: No.
  • Requires Regeneration, Reconstruction (Improved) talent
  • Once per turn on their action the character the character can suffer 2 Strain to make a Regeneration check to heal 1 Critical Injury. The difficulty of the check is equal to the severity of the Critical Injury.

 

T5

Revive

  • Activation: Active (Action)
  • Ranked: No.
  • Requires Regeneration
  • Once per encounter on their action the character the character can make a Formidable (5) difficulty to revive themselves if incapacitated or killed. They gain 1 Wound per Success and 1 Strain per Advantage, and heal 1 Critical Injury for each Triumph.

 

Surge; spend 2 Strain per activation

Pain Tolerance

  • Diff 2 check
  • Active (Action)
  • Each success gives 1 additional Wound per success, every two Advantage adds 1 Strain. Any damage is removed from these bonuses first. At the end of the encounter, any remaining bonuses are lost.

Combat Surge

  • Diff 3 check
  • Active (Maneuver)
  • Add in melee and unarmed damage equal to rank of power.

Enhance Muscle

  • Diff 2 check
  • Active (Action)
  • Every 2 successes adds +1 Boost die to Brawn or Agility based actions (user’s choice). Triumph adds +1 Ability die.

Surge Talents

T1

Enhanced Brawn

  • Activation: Passive
  • Ranked: No
  • Requires Surge
  • Every 1 success when Surge is activated adds +1 Boost for Brawn actions while active.

 

Enhanced Agility

  • Activation: Passive
  • Ranked: No
  • Requires Surge
  • Every 1 success when Surge is activated adds +1 Boost for Agility actions while active.

 

T2

Hardy

  • Activation: Passive
  • Ranked: No
  • Requires Surge
  • Adds 1 Boost per rank of Surge to resist or recover from poisons, venoms, or toxins. Reduce the duration by 1 round per rank of Surge.

 

T3

Enhanced Brawn (Improved)

  • Activation: Passive
  • Ranked: No
  • Requires Surge
  • Every 2 successes when Surge is activated adds +1 Ability while active.

 

Enhanced Agility (Improved)

  • Activation: Passive
  • Ranked: No
  • Requires Surge
  • Every 2 successes when Surge is activated adds +1 Ability while active.

 

T4

Overpower

  • Activation: Active (Action)
  • Ranked: No
  • Requires Surge
  • Once per encounter you may make a Hard (3) Resilience check to add +2 to Brawn or Agility, and can exceed the normal limit of 5 to a maximum of 7. Any Threat generated inflicts Strain. Despair results in the character unable to recover strain until they have had a full night’s rest.

 

T5

Overpower (Improved)

  • Activation: Passive
  • Ranked: No
  • Requires Surge
  • When using the Overpower talent, the character may spend 2 Advantage or 1 Triumph to perform one immediate maneuver action. This can only be activated once per check.  

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9 hours ago, Bashere said:

I've been working on my own super hero stuff. We switch from one system that we really didn't like much so the focus has been recreating the powers the characters have. The game is based off the old City of Heroes MMO so the set up reflects that.  No idea how well any of this might work, mind you.

Each Power is a skill of its own with several sub-abilities the user can choose from.

Elemental Manipulation; spend 2 Strain per activation

Shift Material

  • Diff 2 check
  • Active (Action)
  • Base range: Short (+1 Diff per additional rank)
  • Volume: Silhouette 1 (+1 Diff per additional +1 SIL)

Elemental Attack

  • Diff 1 check
  • Active (Action)
  • Base range: Short (+1 Diff per additional rank)
  • Add Blast: +1 Diff
  • Add Effect: +1 Diff (Ensnare, Knockdown, disorient)
  • (stat)+Manipulation base damage, Crit 4

Protective Cloud

  • Diff 1 check
  • Active (Action)
  • Base range: Engaged (+1 Diff per additional rank)
  • Volume: Silhouette 1 (+1 Diff per additional +1 SIL)
  • Stops 1 point of damage per success.

 

Damaging Aura

  • Diff 2 check
  • Active (Action)
  • Base range: Engaged (+1 Diff per additional rank)
  • Volume: Silhouette 1 (+1 Diff per additional +1 SIL)
  • (stat)+Manipulation base damage

Elemental Manipulation Talents

T1

Elemental Melee

  • Activation: Active (Incidental)
  • Ranked: No
  • Requires Elemental Manipulation
  • With this talent you can create a melee weapon from the element you have chosen as your base. The base damage of the weapon is 1 per rank of Elemental Manipulation plus Brawn or (?) (Caster’s choice) and costs 2 Strain when used.

Focused Effort

  • Activation: Active (Incidental)
  • Ranked: No
  • Requires Elemental Manipulation
  • May spend 1 Strain per effect added (Ensnare, Knockdown, disorient, etc) rather than increase the difficulty.

T2

Additional Material

  • Activation: Passive
  • Ranked: Yes
  • Requires Elemental Manipulation
  • Each rank of this Talent increases the base Silhouette affected by 1.

 

Elemental Sense

  • Activation: Active (Maneuver)
  • Ranked: No
  • Requires Elemental Manipulation
  • Allows the user to perceive through their chosen element. Make a Perception check using Elemental Manipulation + Cunning to sense things through your element.

T3

Deflection

  • Activation: Active (Incidental)
  • Ranked: No
  • Requires Elemental Manipulation
  • When using the Protective Cloud or Damaging Aura effect, can spend 2 additional strain to add Defense equal to ranks in Elemental Manipulation.

Signature Ability

  • Activation: Passive
  • Ranked: No
  • When purchased choose one ability the character is able to use. Whenever using this ability reduce the
  • difficulty by one.

Vicious Hit

  • Activation: Passive
  • Ranked: No
  • Requires Elemental Manipulation
  • This upgrades the Critical rating to 3.

T4

Adept

  • Activation: Active (Incidental)
  • Ranked: No
  • Requires Elemental Manipulation
  • Once per encounter may spend 1 Story Point to activate an ability rather than Strain.

Deflection (Improved)

  • Activation: Active (Incidental)
  • Ranked: No
  • Requires Elemental Manipulation
  • When using the Protective Cloud or Damaging Aura effect, can spend 1 additional strain to add Defense equal to ranks in Elemental Manipulation.

Vicious Hit (Improved)

  • Activation: Passive
  • Ranked: No
  • Requires Elemental Manipulation, Vicious Hit
  • This upgrades the Critical rating to 2.

T5

Vicious Hit (Supreme)

  • Activation: Passive
  • Ranked: No
  • Requires Elemental Manipulation, Vicious Hit
  • This upgrades the Critical rating to 1.

 

Regeneration; spend 2 Strain per activation

  • Diff 1
  • Active (Action)
  • Once per turn on their action the character the character can suffer 2 Strain to make an Easy Regeneration (1) check to heal 1 Wound, plus 1 Wound per Success and 1 Strain per Advantage.

Regeneration talents

T1

Dull Pain

  • Activation: Passive
  • Ranked: Yes
  • Requires Regeneration
  • Each rank of this Talent increases the character’s Wound threshold by 1. Stacks with Toughened.

T2

Reconstruction

  • Activation: Active (Maneuver)
  • Ranked: No.
  • Requires Regeneration
  • Once per turn on their action the character the character can suffer 2 Strain to make an Easy Regeneration (1) check to heal 1 Wound, plus 1 Wound per Success and 1 Strain per Advantage.

 

T3

Continuous heal

  • Activation: Passive
  • Ranked: Yes
  • Requires Regeneration
  • Once per turn on their action the character the character automatically heals 1 Wound as an incidental.

Reconstruction (Improved)

  • Activation: Active (Incidental)
  • Ranked: No.
  • Requires Regeneration, Reconstruction talent
  • Once per turn on their action the character the character can suffer 2 Strain to make an average  Difficulty (2) to remove any status effect. Also, all Reconstruction checks are now Incidental actions.

T4

Reconstruction (Superior)

  • Activation: Active (Incidental)
  • Ranked: No.
  • Requires Regeneration, Reconstruction (Improved) talent
  • Once per turn on their action the character the character can suffer 2 Strain to make a Regeneration check to heal 1 Critical Injury. The difficulty of the check is equal to the severity of the Critical Injury.

 

T5

Revive

  • Activation: Active (Action)
  • Ranked: No.
  • Requires Regeneration
  • Once per encounter on their action the character the character can make a Formidable (5) difficulty to revive themselves if incapacitated or killed. They gain 1 Wound per Success and 1 Strain per Advantage, and heal 1 Critical Injury for each Triumph.

 

Surge; spend 2 Strain per activation

Pain Tolerance

  • Diff 2 check
  • Active (Action)
  • Each success gives 1 additional Wound per success, every two Advantage adds 1 Strain. Any damage is removed from these bonuses first. At the end of the encounter, any remaining bonuses are lost.

Combat Surge

  • Diff 3 check
  • Active (Maneuver)
  • Add in melee and unarmed damage equal to rank of power.

Enhance Muscle

  • Diff 2 check
  • Active (Action)
  • Every 2 successes adds +1 Boost die to Brawn or Agility based actions (user’s choice). Triumph adds +1 Ability die.

Surge Talents

T1

Enhanced Brawn

  • Activation: Passive
  • Ranked: No
  • Requires Surge
  • Every 1 success when Surge is activated adds +1 Boost for Brawn actions while active.

 

Enhanced Agility

  • Activation: Passive
  • Ranked: No
  • Requires Surge
  • Every 1 success when Surge is activated adds +1 Boost for Agility actions while active.

 

T2

Hardy

  • Activation: Passive
  • Ranked: No
  • Requires Surge
  • Adds 1 Boost per rank of Surge to resist or recover from poisons, venoms, or toxins. Reduce the duration by 1 round per rank of Surge.

 

T3

Enhanced Brawn (Improved)

  • Activation: Passive
  • Ranked: No
  • Requires Surge
  • Every 2 successes when Surge is activated adds +1 Ability while active.

 

Enhanced Agility (Improved)

  • Activation: Passive
  • Ranked: No
  • Requires Surge
  • Every 2 successes when Surge is activated adds +1 Ability while active.

 

T4

Overpower

  • Activation: Active (Action)
  • Ranked: No
  • Requires Surge
  • Once per encounter you may make a Hard (3) Resilience check to add +2 to Brawn or Agility, and can exceed the normal limit of 5 to a maximum of 7. Any Threat generated inflicts Strain. Despair results in the character unable to recover strain until they have had a full night’s rest.

 

T5

Overpower (Improved)

  • Activation: Passive
  • Ranked: No
  • Requires Surge
  • When using the Overpower talent, the character may spend 2 Advantage or 1 Triumph to perform one immediate maneuver action. This can only be activated once per check.  

Oh wow, this is incredibly cool. :)

It just helped me a lot with how to do an AMP Year One conversion. So Thank You. 

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