Editing Supers of Leyline Island
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− | Supers of leyline Island is the adventures of a group | + | Supers of leyline Island is the adventures of a group with dark mark's on their background aiming to prove themselves heroes and not potential villains. |
==PC== | ==PC== | ||
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{| class="wikitable sortable" | {| class="wikitable sortable" | ||
!Names | !Names | ||
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!Player | !Player | ||
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− | |valign="top"| | + | |valign="top"|/ |
− | + | |valign="top"| Alien shapeshifter | |
− | + | |valign="top"|Corlan | |
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|valign="top"|[[Supers_of_Leyline_Island:Morrigan| Morrigan/Aislinn Raven ni Dermot]] | |valign="top"|[[Supers_of_Leyline_Island:Morrigan| Morrigan/Aislinn Raven ni Dermot]] | ||
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|valign="top"| Fire controlling clone | |valign="top"| Fire controlling clone | ||
|valign="top"|WoolishlyGrim | |valign="top"|WoolishlyGrim | ||
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|} | |} | ||
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Morgan le Fay | Morgan le Fay | ||
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==Places of note== | ==Places of note== | ||
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[[Supers_of_Leyline_Island:Rook_Castle_Apartments| Rook Castle Apartments]] | [[Supers_of_Leyline_Island:Rook_Castle_Apartments| Rook Castle Apartments]] | ||
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==Issues== | ==Issues== | ||
− | === | + | ===Curent=== |
#'''Between Official Heroes''': As Leyline Island is a test bed for potential heroes it is not uncommon for heroes to come and go leaving the island bereft of protectors for times. The criminal and especially the super-villain element of the island take advantage of this. This last gap has been unusually long and while The World heroes help with the large threats but their home regions and world take priority allowing the problem to grow to unprecedented levels. This is just the bog standard heroes are needed issue to get us started. | #'''Between Official Heroes''': As Leyline Island is a test bed for potential heroes it is not uncommon for heroes to come and go leaving the island bereft of protectors for times. The criminal and especially the super-villain element of the island take advantage of this. This last gap has been unusually long and while The World heroes help with the large threats but their home regions and world take priority allowing the problem to grow to unprecedented levels. This is just the bog standard heroes are needed issue to get us started. | ||
#'''Festival of Culture and History''': The culture festival is in town lots of art exhibits, performances and fashion shows. Lots of rich people are in town and lots of borrowed artworks and historical artifacts. Also lots of mundane work to be done. | #'''Festival of Culture and History''': The culture festival is in town lots of art exhibits, performances and fashion shows. Lots of rich people are in town and lots of borrowed artworks and historical artifacts. Also lots of mundane work to be done. | ||
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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". | |
===Powers=== | ===Powers=== | ||
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Superskills gives a "basic" level of use even without rolls, in a you don't roll Athletics to walk or Rapport to just talk to your neighbour sense. So superskill example include just levitating/hovering for flight, producing small amounts of flame for Azure Flame Aura. | Superskills gives a "basic" level of use even without rolls, in a you don't roll Athletics to walk or Rapport to just talk to your neighbour sense. So superskill example include just levitating/hovering for flight, producing small amounts of flame for Azure Flame Aura. | ||
− | === | + | ===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. | |
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+ | 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. | ||
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*Athletics | *Athletics | ||
*Burglary | *Burglary | ||
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*Academics:- General knowledge skill of most other non common knowledge subjects | *Academics:- General knowledge skill of most other non common knowledge subjects | ||
*Occult:- Knowledge of the mystical and magical | *Occult:- Knowledge of the mystical and magical | ||
− | *Exotica:- knowledge if the weird, wonderful and hard to categorise | + | *Exotica:- knowledge if the weird, wonderful and hard to categorise. |
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===Refresh and Stunts=== | ===Refresh and Stunts=== | ||
− | The number of free stunts is | + | The number of free stunts is 4 and refresh is 3. |
− | === Weapons and Armour Rating === | + | ===Weapons and Armour Rating=== |
− | The optional | + | The optional weapon and armour rating rules apply with the following changes. As suggested ratings are capped at 4 (or at least till further notice). |
− | Characters with a superskill equivalent of physique, will or a defensive superskill in general gain | + | Characters with a superskill equivalent of physique, will or a defensive superskill in general gain At rating for the appropriate stress as shown in the table belwow. Those with a superskill equivalent of fight, shoot or general aggressive superskill gain a weapon rating in a similar manner for that skill. |
Ratings can be also gained from stunts, with a always on stunt giving a plus 1 bonus and a circumstantial start giving a plus 2. This stacks with the skill bonus which is called your innate bonus. | Ratings can be also gained from stunts, with a always on stunt giving a plus 1 bonus and a circumstantial start giving a plus 2. This stacks with the skill bonus which is called your innate bonus. | ||
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Items can also give Rating and when buy or asking a contact for such an item the difficulty to acquire to be twice the Weapon rating or 3 times the Armour Rating. Rating from Items do not stack with Innate bonus only the highest bonus counts. | Items can also give Rating and when buy or asking a contact for such an item the difficulty to acquire to be twice the Weapon rating or 3 times the Armour Rating. Rating from Items do not stack with Innate bonus only the highest bonus counts. | ||
− | When attacking a character can always pull their blow or | + | When attacking a character can always pull their blow or for go their defence and use less then maximum Rating. |
− | ==== Skill | + | ====Skill level and Rating==== |
Note this table goes beyond the skill rating at the start of the game. | Note this table goes beyond the skill rating at the start of the game. | ||
− | * Fair and below +0 | + | *Fair and below +0 |
− | * Good and Great +1 | + | *Good and Great +1 |
− | * Superb and Fantastic +2 | + | *Superb and Fantastic +2 |
− | * Epic and above +3 | + | *Epic and above +3 |
− | ==== Rough | + | ====Rough guide to Ratings==== |
As weapons ratings. | As weapons ratings. | ||
− | * Rating 0, unarmed and improvised weapons | + | *Rating 0, unarmed and improvised weapons |
− | * Rating 1, small arms, | + | *Rating 1, small arms, All but the most damaging melee weapons, most civilian handguns and tazers fit here |
− | * Rating 2, standard arms, police grade handguns, light rifles and greatswords | + | *Rating 2, standard arms, police grade handguns, light rifles and greatswords |
− | * Rating 3, military arms, | + | *Rating 3, military arms, ak47s, elephant guns |
− | * Rating 4, artillery and super tech/magic weapons | + | *Rating 4, artillery and super tech/magic weapons |
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==Misc setting notes== | ==Misc setting notes== | ||
− | *Super have been publicly around since world war 2 and may have pre-existed since the dawn of humanity | + | *Super have been publicly around since world war 2 and may have pre-existed since the dawn of humanity as I want a history of heroes in this setting with appropriate law and cultural changes. |
− | + | *While some super share an origin source there is not one single source of super powers, this is because I find single origin setting restrictive unless it effectively end up multiple origins anyway. | |
− | *While some super share an origin source there is not one single source of super powers. | ||
*Super technology is hard to reverse engineer not because it doesn't obey the law of physics (but some do follow occult logic) but because it's like Victorian scientist trying to reverse engineer an iPad. | *Super technology is hard to reverse engineer not because it doesn't obey the law of physics (but some do follow occult logic) but because it's like Victorian scientist trying to reverse engineer an iPad. | ||
*The fall of Camelot was such a violent magical event that it ripped the time of Arthur out of the normal time line leaving only the most powerful or spiritual entities free bar a few ripples and fragments | *The fall of Camelot was such a violent magical event that it ripped the time of Arthur out of the normal time line leaving only the most powerful or spiritual entities free bar a few ripples and fragments | ||
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