Supers of Leyline Island: Difference between revisions
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===Aspects and Phase trio=== | ===Aspects and Phase trio=== | ||
Super heroes get 2 high concepts, one for your characters super hero identity and one for your mundane. For heroes who have publicly known identities this still applies because marvel example, Reed Richards - Man of Science and Mr Fantastic - Man of Elastic are both (not perfect) High Concepts for him even though his super and mundane identity are not really separated. | Super heroes get 2 high concepts, one for your characters super hero identity and one for your mundane. For heroes who have publicly known identities this still applies because marvel example, Reed Richards - Man of Science and Mr Fantastic - Man of Elastic are both (not perfect) High Concepts for him even though his super and mundane identity are not really separated. | ||
Only changes I'm debating is adding a extra phase to the phase trio (making it a phase quartet) called Origin before the other phases as for many heroes their origin says a lot about them and defines their relationship with the setting and characters. The second is to not treat each phase as a step in a single adventure but for each to be it's own adventure or "comic issue". | Only changes I'm debating is adding a extra phase to the phase trio (making it a phase quartet) called Origin before the other phases as for many heroes their origin says a lot about them and defines their relationship with the setting and characters. The second is to not treat each phase as a step in a single adventure but for each to be it's own adventure or "comic issue". | ||
Powers | ===Powers=== | ||
To keep them simple and easy powers will be treated as a skill (ideally one that allows for the Attack, Defence, Overcome and Create an Advantage actions but not required) that goes into you skill pyramid and an aspect that defines it. The powers should be as broadly defined as a regular skill and the assumption is that the average hero will have 2-4 power skills. Overly broad power sets like magic should be broken up into sub-components (or arcane) and those treated as the skills. Gadgetry and other building powers will give a pool of temporary item slots which are mechanical aspects defining what the item does and rolls based on creation skill but more permanent items should be their own powers. Finally some powers might be best emulated by a super powered version of a normal skill (example: Peak Human Condition would be a super powered version of the physique skill) in which case you take the skill twice once as the super powered version and once as the mundane identity, de-powered version, or if honest skill tax. | To keep them simple and easy powers will be treated as a skill (ideally one that allows for the Attack, Defence, Overcome and Create an Advantage actions but not required) that goes into you skill pyramid and an aspect that defines it. The powers should be as broadly defined as a regular skill and the assumption is that the average hero will have 2-4 power skills. Overly broad power sets like magic should be broken up into sub-components (or arcane) and those treated as the skills. Gadgetry and other building powers will give a pool of temporary item slots which are mechanical aspects defining what the item does and rolls based on creation skill but more permanent items should be their own powers. Finally some powers might be best emulated by a super powered version of a normal skill (example: Peak Human Condition would be a super powered version of the physique skill) in which case you take the skill twice once as the super powered version and once as the mundane identity, de-powered version, or if honest skill tax. | ||
Note because powers are skill it is possible to take stunts based on them. | Note because powers are skill it is possible to take stunts based on them. | ||
Skill list and skill pyramid | ===Skill list and skill pyramid=== | ||
While I know skills levels are relative to the setting because the skill list is expanded and powers are treated as skills I am raising the skill cap of the pyramid to superb. | While I know skills levels are relative to the setting because the skill list is expanded and powers are treated as skills I am raising the skill cap of the pyramid to superb. | ||
First draft of skill list, with only new skills explained, debating splitting fighting into brawl and weaponry plus splitting acrobatics out of athletics (or just renaming athletics to acrobatics and placing the more strength and endurance traits into physique) but not sure. | First draft of skill list, with only new skills explained, debating splitting fighting into brawl and weaponry plus splitting acrobatics out of athletics (or just renaming athletics to acrobatics and placing the more strength and endurance traits into physique) but not sure. | ||
Athletics | *Athletics | ||
Burglary | *Burglary | ||
Contacts | *Contacts | ||
Crafts | *Crafts | ||
Deceive | *Deceive | ||
Drive | *Drive | ||
Empathy | *Empathy | ||
Fight | *Fight | ||
Investigate | *Investigate | ||
Notice | *Notice | ||
Physique | *Physique | ||
Provoke | *Provoke | ||
Rapport | *Rapport | ||
Resources | *Resources | ||
Shoot | *Shoot | ||
Stealth | *Stealth | ||
Will | *Will | ||
Added skills based on lore so by default allow Overcome and Create an Advantage actions | Added skills based on lore so by default allow Overcome and Create an Advantage actions | ||
Refresh and Stunts | *Science:- knowledge of the mundane and super sciences | ||
*Medicine:- knowledge of the first aid and other modern medical knowledge | |||
*Survival:- Knowledge of how to survive in any environment | |||
*Academics:- General knowledge skill of most other non common knowledge subjects | |||
*Occult:- Knowledge of the mystical and magical | |||
*Exotica:- knowledge if the weird, wonderful and hard to categorise. | |||
===Refresh and Stunts=== | |||
Least sure about but seeing as the srd suggest to raise stunts if you want a lot of cool trick (which I do) and refresh to make things more animated, I'm thing of raising number of free stunts to 4 and keeping refresh to 3. | Least sure about but seeing as the srd suggest to raise stunts if you want a lot of cool trick (which I do) and refresh to make things more animated, I'm thing of raising number of free stunts to 4 and keeping refresh to 3. |
Revision as of 10:47, 26 November 2019
Supers of leyline Island is the adventures of a group with mark on their background aiming to prove themselves heroes and not the potential villains.
PC
Names | Sub title | Player |
---|---|---|
/ | Alien shapeshifter | Corlan |
Morrigan/Aislinn Raven ni Dermot | Ancient war goddess | Stormraven |
Mordred/Robert Gray | Reborn Arthurian Knight | t@nya |
Bai/Bai Fengxian | Fire controlling clone | WoolishlyGrim |
NPC's of note
Morgan le Fay
Places of note
House Rules and Rulings
Aspects and Phase trio
Super heroes get 2 high concepts, one for your characters super hero identity and one for your mundane. For heroes who have publicly known identities this still applies because marvel example, Reed Richards - Man of Science and Mr Fantastic - Man of Elastic are both (not perfect) High Concepts for him even though his super and mundane identity are not really separated.
Only changes I'm debating is adding a extra phase to the phase trio (making it a phase quartet) called Origin before the other phases as for many heroes their origin says a lot about them and defines their relationship with the setting and characters. The second is to not treat each phase as a step in a single adventure but for each to be it's own adventure or "comic issue".
Powers
To keep them simple and easy powers will be treated as a skill (ideally one that allows for the Attack, Defence, Overcome and Create an Advantage actions but not required) that goes into you skill pyramid and an aspect that defines it. The powers should be as broadly defined as a regular skill and the assumption is that the average hero will have 2-4 power skills. Overly broad power sets like magic should be broken up into sub-components (or arcane) and those treated as the skills. Gadgetry and other building powers will give a pool of temporary item slots which are mechanical aspects defining what the item does and rolls based on creation skill but more permanent items should be their own powers. Finally some powers might be best emulated by a super powered version of a normal skill (example: Peak Human Condition would be a super powered version of the physique skill) in which case you take the skill twice once as the super powered version and once as the mundane identity, de-powered version, or if honest skill tax.
Note because powers are skill it is possible to take stunts based on them.
Skill list and skill pyramid
While I know skills levels are relative to the setting because the skill list is expanded and powers are treated as skills I am raising the skill cap of the pyramid to superb.
First draft of skill list, with only new skills explained, debating splitting fighting into brawl and weaponry plus splitting acrobatics out of athletics (or just renaming athletics to acrobatics and placing the more strength and endurance traits into physique) but not sure.
- Athletics
- Burglary
- Contacts
- Crafts
- Deceive
- Drive
- Empathy
- Fight
- Investigate
- Notice
- Physique
- Provoke
- Rapport
- Resources
- Shoot
- Stealth
- Will
Added skills based on lore so by default allow Overcome and Create an Advantage actions
- Science:- knowledge of the mundane and super sciences
- Medicine:- knowledge of the first aid and other modern medical knowledge
- Survival:- Knowledge of how to survive in any environment
- Academics:- General knowledge skill of most other non common knowledge subjects
- Occult:- Knowledge of the mystical and magical
- Exotica:- knowledge if the weird, wonderful and hard to categorise.
Refresh and Stunts
Least sure about but seeing as the srd suggest to raise stunts if you want a lot of cool trick (which I do) and refresh to make things more animated, I'm thing of raising number of free stunts to 4 and keeping refresh to 3.