Showing all 274 replies.
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>>98020709
Of those, I'd probably suggest Icons for a newer group. It's relatively simple and rules light, and should be easier to work with compared to some of the other systems. It only really needs you and the players to have a loose idea of a character's overall power and skillset.
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>>98020709
>M&M
Extremely gamey d20 shit that breaks instantly, would not recommend to new players
>Icons
PBTA dogshit, would not recommend to anyone
>Sentinels
Relatively ruleslight, requires a bit of balancing and GM adjudicating in-game
Would recommend that, but warn everyone that shit has to be nerfed as you go by necessity
>ascendant
redundantly overcomplicated for what it is
bad for new players as-is, maybe give it a spin on the side to see how it goes
>champions
This one is some next-level autism (If it's the one I think it is)
don't play this one without significant experience under your belt
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>>98020772
Looking at it atm.
>>98020807
Any other suggestions? Have you tried Prowlers and Paragons?
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>>98020709
>>98020849
If you want rules-lite or easy, I'd go for Truth and Justice. Literally just 2d6+trait, and your total traits are also how much damage you can take.
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>>98020709
I recommend M&M, it's easy to learn and easy to play
I'd check out Wild Talents if I were you, it doesn't get enough love
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>>98021232
>>98021241
found a PDF of hero world
maybe I will build my character in there and see what its like
I was intending to use marvel multiverse, but it isn't hard to make the same character for different systems
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>>98021374
I found Marvel/FASERIP's strengths were in balancing play between street-level and cosmic characters, settling arguments over feats characters performed in the comics, and had a reward/penalty system to keep characters in character, and encourage roleplaying.
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>>98020709
Different systems support different styles of game, all you said was new to rpg, something with less of a learning curve might be good: Marvel Super Heroes 1998 by TSR.
It's simple enough to pick up quickly, not so simple as a kid's rpg you'd quickly grow beyond. Custom characters are fast to create. Easy to run a campaign in too. Like comics, death is rare. That may be the biggest factor.
Unlike some games where Superman would wipe the floor with Hawkman, the party can have PCs at different power levels, like Hawk-Eye/Punisher with Cyclops/Spider-Man and Hulk/Phoenix at the same time. Different power levels aren't to everyone's taste but it works well here and a GM can introduce an omega level threat and have it feel omega level too.
One of the coolest parts is the card based action resolution. Ability + cards >= difficulty number. You play one card then replace. If the card you just played <= your edge score, you can play another. If you finish with a trump card (suit matches ability) you turn over the top deck card and add that too. Someone like Captain America has an edge of 4 which usually means several cards played, most heroes have edge 2. Some skills, like Cap's shield skill, are autotrump.
GM doesn't usually play cards to attack PCs. He sets the difficulty then PCs have to resist by passing a normal challenge, maybe dodge a missile, raise force field, shoot it down.
GM does draw and turn over a card every round. This can heal heroes or villains, as well as add a complication if the GM wants. It can be for story purpose or add to the current challenge. The rule book example card is Power Surge. When it's time for Electro to attack the GM says this doubles the attack, which backfires as they only person hit is Rhino.
The exception to GM not playing cards is Doom cards. When you play a Doom suit card it adds to your score like normal but instead of being discarded it goes to the DM pool. He can play these at any time to screw you over.
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>>98020709
If you want old school superheroes MSH is okay but DC Heroes is better, even though I liked Marvel comics more as a kid. It's the same age as MSH but takes a bit more of the then traditional approach to games, unlike MSH's fairly novel colour chart, without being super complicated.
Cross reference your relevant action stat with the opponent's to get your target number. If you roll high enough you can slide your finger one or columns to the right for shifts.
Then cross reference your effect stat with target's resist stat on the results table, no rolling. Every shift you made before now gives you a shift for a bigger result. Result could be anywhere from a target has high resistance No Effect to a you have high effect stat so you punch through a chest faster than nerves can trigger.
Despite this, the system does an even better job than MSH at balancing cosmic vs street level characters. Everything in the game is based on Attribute Points (AP) starting from a base of 0 and going up exponentially from there. 1 AP is double 0 AP, 2 AP is double 1 AP. The maths isn't complicated and it lets Batman stand up a little bit to Darkseid. It's actually very elegant. Because it's like exponents you don't multiply numbers you add the AP, and you don't divide you subtract which is easier.
It's written pre-Crisis so you get some beautiful old school heroes, plenty of powers. You can make your own characters, and that's where its biggest fault lies. Character creation is points buy and that can really feel like you don't have enough points.
Some people also don't like that hero points, like fate points in other games, are either spent in a game session for instant bonuses that you might need to avoid dying, but are the same thing you use to advance your character and you don't get that many. It can take a long time to promote your character.
>>98021823
I started so I finished. Good choice. P&P is a solid system. Hope you and your friends enjoy playing.
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>>98021580
i really need new art for my character, you are all probably sick of seeing her
the ninja archetype was already neatly laid out with all the basics, just need to fit in swinging and wall crawling for ninja grappling hook and hand spikes
>agility is obviously the highest stat
>strength and reason at the lowest, barely stronger than an average teenage girl and is as vapid as your typical valley girl
>specialty in martial arts, top of her class in ninja school
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my idea for totally-not-the-vision
>three laws compliant robot
>reaches the same endpoint as asimovs laws, the use of loopholes to ensure a rule 0 protection of mankind
>but instead of deducing that means enslaving mankind for its own protection, its conclusion is that it must be a superhero to protect mankind
>law zero override is only used to non-lethally apprehend villains
>an excuse to expodump ethics 101 lessons and namedrop kant, rosseau, and hobbes in casual conversation, under the excuse that its a learning robot that wants to expand its limiting definition of goodness imposed by the three laws
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>>98026084
Marvel Heroic Roleplaying actually has separate tracks for Physical, Mental, and Emotional stress, so quipping is a completely valid strategy (and Spidey even has a trait that makes him better than most at it).
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>>98020709
I used to love playing Champions 5th ed (no idea what they're up to now)
Its very crunchy at the character creation level, and requires that the DM puts his foot down if anyone tries to make broken shit which is easy to do, but once the characters are made the gameplay isn't that complex
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>>98026084
Truth and Justice has that by default. Any sort of social trait can be used to apply failure ranks to someone mid-fight, which functions similarly to (and basically stacks with) standard damage. Even if someone is indestructible, you can still win a fight by insulting them so much they get pissed and ruin their own plan, making emotional appeals that convince them to stop, or whatever else makes sense for the moment.
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>>98020709
Hey, I asked in a previous thread but no one replied, what random generators work best for coming up with ideas for supers/their powers when you're stuck? I've found some, does anyone have others, especially if you think that they work better than than the ones I've listed below, or at least advice on how to best use them in your experience, please? If you use other methods for when you’re stuck, what are they?
>https://chaosgachaweb.onrender.com
>https://www.rangen.co.uk/chars/powergen.php
>https://randompowergenerator.com
>https://www.randomlists.com/superpowers
>https://powerlisting.fandom.com/f/p/4400000000000070100/r/44000000000 00271221
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Managed to get my hands on the GM screen. Was considering maybe trying to make an audio drama based on the setting, could explain more if you guys are into hearing about it, since it's not quite standard Earth stuff going on
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>>98027998
Nothing wrong with more options, or ways to come up with ideas when stuck, right?
>>98030112
Either works!
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>>98030738
I feel like interdimensional is easier to use, because its an excuse to have them show up wherever you want them and its easier to "end" (the dimensional wall is fixed/portal is closed/demons are banished etc)
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>>98030835
>There is verb and no object
you can have a sentence in a single word like "stop", since it conveys a communicable idea
"A or B" is a complete sentence because any rational person can interpret the meaning of preferring A or B
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>>98030838
>the dimensional wall is fixed/portal is closed/demons are banished etc
darkseid actually fits the interdimensional threat more closely than your typical alien invasion, since he arrives via boom tubes
so he enters and arrives via portals and the means of transportation is a small box that you can steal or destroy and you can beat darkseid by forcing him through a boom tube portal
apokolopis does have a space navy, but they rarely use it to invade anyone other than new genesis
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>>98030835
>no object therefore not a sentence
Could you be more wrong? Objects are optional, which is why there were none in the previous sentence.
>>98030830
>it technically qualifies as a complete sentence
No, it does not technically quality as a complete sentence because it is not a sentence. It technically qualifies as a noun phrase, because that it is what it is.
>there is a complete idea
No, there is not a complete idea there. If there were a complete idea it would be far harder for me to speculate upon what was being inquired after as that phrase could terminate various sentences starting,
>Which is more dangerous
>How does one deal with
>What are examples of
>Who has heard of
>When did you use
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>>98031661
Extrasolar if the fight gets taken back to them.
Interdimensional if you just want to beat them a few times and have them be gone long term.
>>98031741
I haven't started my game yet, but I'm thinking of making a cult that used to worship Cthulhu before he got destroyed. Their new goal is to feast upon his remains and gain demigod tier powers
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>>98031741
>Do you just use things like not!HYDRA, or do you make original gangs?
usually the HYDRA-equivalent will be a campaign-length villain, involving multiple fights with multiple supervillains and probably some kind of city-level threat
random villain team ups for shorter sessions
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>>98020807
>This one is some next-level autism (If it's the one I think it is)
It is, I love it.
>don't play this one without significant experience under your belt
I've run champions for people who have been playing TTRPGs for longer than I've been alive, and every combat they just roll their 3d6 and look at me like we're reading bones.
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>>98020709
How heritable do you prefer powers to be and why?
Also, are any of the major superheroes in your setting parents, and how do they balance parenthood, be they mothers or fathers, with superhero work?
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>>98020709
What advice do you have for creating an original supers setting? Especially one where powers are relatively new.
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>>98035232
Don't be afraid to come up with weird explanations for it. It doesn't need to be super realistic shit, but keep the internal logic consistent.
World governments and other sorts of big power players would probably go apeshit upon discovering that superheroes are becoming a thing
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>>98035289
>World governments and other sorts of big power players would probably go apeshit upon discovering that superheroes are becoming a thing
I prefer a mostly hands off government, since having to deal with G-men telling me to let school children die in a bus crash because they dont trust superheroes detracts from fighting super villains
The only time the government should really interfere with the players is if they are unveiling their own government sponsored superhero or they are making top secret experiments that lead to supervillains
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>>98032494
>>98036303
The irony was not lost upon me that you wrote a sentence without an object but I felt like writing a few more sentences in case anyone was taking you seriously.
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>>98036303
>>98036323
Ironic.
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>>98035863
>>98032706
someone getting their powers from a freak lab accident could lean into the freak loner angle, since no one could really ever have the same exact accident they had
whereas someone who has magical powers coming from a magical lineage leans more into the familial aspect, since they inherit people who can understand and relate to their gift but also whatever obligations come with that power
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>>98037802
>toy-based superheroes
Make way for the king
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>>98038738
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>>98020709
Mutants and masterminds can run almost anything, but does need some dm oversight to prevent broken combos and make sure the players know how to make what they want.
I would really recommend destined. It is a bit crunchy, but it can do almost anything fairly well.
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>>98031741
I had a secret society group that somehow developed multiverse capabilities. They exist and vary widely between different universes, so they have varying level of competency and skills. They are mostly united, but suffer from immense bureaucracy for reasons unknown. They horde and gather any interesting tech, magical artifacts, or other strange things.
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>>98041210
Sounds cool. Reminds me of Skaven if they had multiverse travel.
I've been thinking about planning out a full Secret Society of Super Villains like DC has. And I'm trying to make it more organized instead of evil guys hanging out that occasionally ambush the good guys. My thoughts so far is like this. A functioning hidden empire should have: Governments. Armies. Religions. Economies. Propaganda. Laboratories. Intelligence agencies. Magical infrastructure. Succession systems. And then they’d need elite/special units like leadership bodyguards, anti-superhuman strike force, enhanced undead soldiers, espionage agents, hero-tracking assassins, propaganda and indoctrination, heavy infantry, reality-threatening emergency team, Maritime smuggling navy, and good ol’ monsters.
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>>98042231
>And I'm trying to make it more organized instead of evil guys hanging out that occasionally ambush the good guys
that was the purpose behind the second secret society in JLU
where the expanded justice league was so powerful that it threatened supervillainy as a whole, so gorilla grodd created a secret society that organized and equipped all the supervillains to counteract them
and the inherently secretive nature of supervillains meant that the league werent even aware of them for half the series
of course, their downfall comes from supervillains being quick to want to grab power
and while grodd tried to instill some level of camaraderie amongst the secret society, lex luthor didnt believe in such trivial things and was planning a coup from basically day 1
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>>98042239
Which villain(s) could lead an organization like that competently without it turning into civil war? To try and stop the chaos before it starts, what villain(s) should be permanently black listed because of ego, insanity, or whatever?
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>>98042262
>what villain(s) should be permanently black listed because of ego
good: made men, who are loyal to the (evil) family
average: in it to settle a score with a specific hero or organization
okay, but unreliable: in it for the money
avoid: desires power, desires status, villains of desperation
blacklisted: wants to destroy the world instead of conquer it
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>>98020807
>>M&M
>Extremely gamey d20 shit that breaks instantly, would not recommend to new players
Anybody care to elaborate on this? I have a passing familiarity with the system after reading it and it didn't seem obviously broken (any more than a supers RPG usually is)
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>>98042648
>celebrity superhero wonders why his licensed action figure isnt making him popular among the other supers
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>>98046623
Savage Worlds isn't my favourite system but it's alright. Haven't played Supers with it but I can see it working. Worst thing IMHO about the system is that Bennies are a terrible name that you feel stupid saying out loud.
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>>98052401
a low-stakes adventure for a party could be simply trying to track down why their toys suck so much
>party secures a deal to have merch made of them to buy a new hall of justice
>the toys come out poorly
>the team track down the cause of it, because its ruining their street cred
>its some D-list villain trying to defame the players with bad merch
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>>98020709
Since nobody mentioned it, the Valiant Universe RPG is a easy pick.
There are a couple of quickstarts as a low-effort entry and you can get your universe as big as you want.
Personally, I don't like the way it pools dice (too much of a GM/players fiat), but I haven't played it, so it's not a firm opinion.
Easy to pick, learn and play, and if you like it, you could devote time to learn the whole system.
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>>98058547
>>98061780
This stuff annoyed me as a kid, it wasn't accurate or something they'll use
And then I saw Japanese Spider-man ride a motorcycle and a giant robot
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>>98020709
>Superhero TTRPGs
Heroic the Role-Playing Game by ZEG Media is a pretty cool Marvel Superheroes inspired simulacrum.
There's also an atcost fantasy version available thats pretty rules light and fast paced.
Heroic's main hurdle seems to stem from a problem with artist drama, which seems to have held up the print release. Though you can get the rules & text complete version for cheap.
The guy also has a YT channel called Bear the Gen-X GM with regular livestreams of mechanics and gameplay.
https://youtu.be/xB06rippOuY?t=1144
https://www.youtube.com/@bearthegenxgm
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>>98061780
>>98061785
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>>98020709
After the big titles like Marvel and DC, where do you look for supers setting, character, and/or campaign ideas? And what systems would you use for those properties?
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I'm running Mutants & Masterminds, and I'm specifically running published adventures. I like the system, but there are two things that are bothering me. For one, all of the adventures seem to just be supervillain teams without much motivation or explanation. It's literally just a team for players to fight. You figured there'd be other types of encounters occasionally.
The other thing, that's far worse, is that there aren't descriptions or pictures of many of the villains they use. That's okay in a medieval fantasy game, where you're just fighting default enemies. But if I'm fighting a specific guy, and that guy has potential to be a recurring villain, I deserve to know what they're suppose to look like.
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>>98065061
some systems have good sourcebooks that give you tons of material to adapt. I remember spending all day reading through a bunch of the 5th ed champions books as a kid
I also regret the amount of time in my life I sunk into city of heroes/villains
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>>98066675
toy-based characters could probably mimic the different eras of toy fads, the same way you have different decades of superheroes
pre-WW2: every toy from the christmas aisle, drums, nutcrackers, roller skates, dolls, toy soldiers
>boomers: dress up dolls like barbie and GI joe, every feature in a single package toy
>gen-X: collect-em-all toys like 80s relaunch GI joe, MLP, he-man with sci-fi and fantasy themeing
>gen-Y: "These arent toys, these are collectibles from grown ups, i call myself the toymaker ironically, now face the wrath of my mint condition star trek phaser"
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>>98046623
I just finished running Breakout! for Nessisary Evils and I liked it for supers games. I think the NE setting is fun and how they modified the powers rules for superpowers works similarly to how most point buy super power systems work. The one thing to look out for with it is the powerlevels get a bit silly compared to how the system normally works, but that feels understandable for superhero settings.
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>>98065061
Like >>98066628 I steal from toku. I also do the typical time travel plots (WW2, 60s, industrial revolution, capital city of an ancient culture, etc.) to shake things up.
Time travel is great in a super universe because you don't even need to come up with "super" enemies for the PCs to fight since the adventure just be getting home without changing the past too much. If the heroes do change something, or leave behind anything, then you can continue that plot thread until the party gets bored or wait a few months and work it into the current plot.
>some very stern looking men in suits are banging on the hideout's door, shouting out your secret identities while demanding to be let in
>it turns out that your selfie at the pyramids was discovered by archaeologists back in the 1800s and a cult/government/agency has been spying on the team since your debut while waiting until they were ABSOLUTELY CERTAIN that you've gone to the past (to not cause a paradox) before dragging you in for answers
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>>98020709
> Ascendant
Never got into it. Won't comment. I think the publisher is supposed to be an UnPerson in some circles or something.
> M&M 3ed
Awesome toolset to make characters in, but actual play is a slog as the game emphasizes comic book emulation over playing a game.
>Sentinels of the Multiverse
tries to be very beginner friendly, but I found it kind of dull. Encourages characters to slowly power-up through a scene (Super-Man can't use his full power until he's been beat up a bit), and mechanically there's no difference between Intangibility and Super Strength and Super Reflexes as they're just different descriptors for you to base your dice rolls around (which is interesting on a meta level perhaps, but not my cuppa' for play).
>Icons
Pretty simple. Not bad per se, but almost a "baby's first ArePeeGee" kind of experience.
>Champions
The good news is you can make anything with it and the system actually works. The bad news is you'll have to spend hours making characters and playing the game. 1980's design mentality for good and bad.
My honest pick:
> Savage Worlds Adventure Edition Supers Companion
You'll need a copy of the SWADE core rules, and the companion book, but it exists in a bit of a sweet spot between the speed and flexibility of M&M and the tactical playability of Champions. It'd be perfect if the system wasn't quite so swingy and a few more powers had been added. But as an intro to TTRPGs, the underlying Savage Worlds system walks a line between "not too complex and not too simple", while conveying the tactile thrill of rolling lots of difference funny dice.
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>>98030836
M&M 3 Deluxe Heroes Handbook has a super fun random generator built in. Honestly, it's provided me more fun than the game itself.
Heroes Unlimited, with the Powers Unlimited books, should provide everything you'd want in a super hero game randomizer set. It's spread across a lot of books though. And Heroes Unlimited itself kind of sucks.
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>>98068491
They still releases stuff.
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>>98071117
SWADE, as far as I understand SWADE's updates are generally solid compared to older edtions though I will give you I think the older NE books were better than the SWADE port but you can just go back to grab any details or images from them that you need.
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>>98071631
Kk, thanks. I've been debating pickup SWADE for a while. I have SWEE/Savage Worlds Deluxe, as well as the superpower companion for that edition.
How complete are the powers offered in the SWADE version?
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>>98071649
I would recommend picking up or finding SWADE, Explorer edition will be similar but SWADE cleans some things up IIRC. Glancing at the older book the powers list seems about the same which makes sense, I like the formatting in the SWADE book better for readability though.
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>>98071649
SWADE's Super Companion is better than previous editions, and it feels like they were drawing some inspiration from M&M3ed and with things like rules for power stunts and the like.
That said, I find that RAW it has a lot of gaps in the system. Want to make a character whose knack is having tons of different Skills and Edges as needed? Want to make a character whose gimmick is they can't be hurt or altered? Want to make a character who's just super lucky? Want to make a character who never tires (i.e. gets Fatigued)? You can do that all in SWADE, but expect to massage the system a bit.
That said, everything I just described -is- pretty easy to massage into the system. It's just that you -will- run into character ideas that RAW aren't supported.
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>>98073640
It's not that they're inaccurate. It's that they're basically just standing around. Even the more dynamic poses aren't that exciting.
Compare those poses with these (ignore the paint job and chibi style if it triggers you).
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>>98072199
I think they look ok. The painting is just shit. But as a mini they are rather cheap.
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>>98066628
due to iron man tokon being a small gundam, i got the idea for a japanese iron man that takes it up to 11
>iron man armor that can dock with and enhance itself with G-fighter style support craft to enter bomber and tank modes
>capable of entering orbit and space travel by entering wave rider mode
>hulkbuster is a mobile fortress that the iron man armor can enter like the dendrobium
>becomes full-armor iron man in the second to the last issue, that solves the limited operational time of his artifical heart with a massive backpack sized power source, and additional armor plating to protect it
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>>98073640
>whats the problem?
You're kidding right?
Looking at just the X-Men in the more than $200 box set, not the Prime Sentinel doing the Neo impression who's from the regular blind boxes, most of whom are just standing including one guy (Leech) in the extremely dynamic "looking like a wannabe emo standing still with hands inside pockets of hoodie" pose.
Beast is standing up with his finger raised like he's about to announce he had an idea
Nightcrawler is standing like he's about to raise his hand in a Vulcan salute
Storm is standing like she's looking in a mirror.
Wolverine is strolling to the fridge to get a beer.
Cyclops is standing like he's about to go full Musk nazi salute.
Jean Grey is standing adjusting her fringe.
Rogue is standing like she's about to sit manspread on a couch though the grim look on her face says that maybe she's constipated and about to sit on a porcelain throne.
Bishop is ... ... ... standing. (He's flexing his right arm. Not in a cool Schwarzenegger vs Weathers way, just sort of bent.)
The most active pose is Forge and even then he's standing like he's warming up for jazzercise when he just saw his chief rival for the instructor's affections walk in to class.
How many times did I have to describe them as "standing"?
But do you know the best thing about that set?
That speech bubble by Cyclops, it's copied from a Professor X model, it's not drawn on for the advertising picture, it's part of the model itself.
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>>98076799
Ok, but isnt this how most minis are done to fit any scenario. You want action-figure statues to look good on the presentation shelf.
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>>98020709
Champions has some of the best, most coherent urban settings I've come across in RPGs. Not just superhero related, but in general.
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>>98080238
They are game pieces afterall.
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I will always champion
Mayfair Exponential Game System (or MEGS). Or DC_Heroes RPG
It simple fast paced, with the potential for things like Green Arrow to take on a High level threat, but Green Arrow will only really have one shot so if they roll poorly, or get beaten before they can spend their limited pool of resources they go down. But the systems use of explosive dice, does let a weaker level character have a chance against a high level threat, if only a small one. Anybody can be taken down do to explosive dice, into explosive dice, into explosive dice.
It the most comic book like superhero system I have tried because of that.
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>>98083369
He is a right-hander and tactical waiting.
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>>98027541
>what random generators work best for coming up with ideas for supers/their powers when you're stuck?
me, I am the best generator.
what would you like?
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>>98042231
I styled them after an evil men in black esque org that also deals with the supernatural. It was kind of meant to justify whatever weird or out there thing I wanted to include for certain adventures.
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>>98083385
>>98035232
first contact with meta-humans is probably one of the most well-worn settings
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>>98020709
I personally prefer M&M as a good balance of being able to do everything without being too complicated for players to learn; the biggest hurdle is building a character. For more rules light, Capes, Cowls, and Villains Foul, works well and leans more into emulating comics. If you want something extra crunchy, Hero System is good.
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>>98092170
Ok, you want cool looking minis than boardgame pieces.
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>>98095320
But i asked in
>>98073640
Just guessing what you expect or seek.
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>>98098888
Because thats what he described and thats what i guessed from it.
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>>98101781
in Superman Returns, Superman is seen lifting a growing island into space, and at another point is flying so fast people speculate that he is moving at the speed of light. Can Prowlers and Paragons cover characters at that high of a power level?
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>>98099846
Ok.
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>>98103764
What cope? He said no, so i accepted that.
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>>98105051
Ok.
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>>98048678
>totally independent superhero
they have a day job
>superhero team
the team is an organization that has its own funding, with the members being compensated for their time and effort on the team
and then there are aliens, robots, interdimensional beings, and whatnot who can survive a normal life without needing to be paid
since they can just withdraw to their bastion of aloneness or teleport to asgard
heroes under the employ of a corporation or a government can handwave all their expenses away as being at taxpayers expense or paid for by the company
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>>98109606
You mean cape!?
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>>98114275
I agree. Sometimes you get this. When he needs to invent something like the somic gun for handling venom. Or this anti-electro suit.
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>>98114631
And we have Blue Bettle 2 for this.
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>>98114085
Ok ;_;
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>>98115282
Ok, here have some non miniature things. Is the Heroes system good?
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>>98020709
Are there any powers, besides outright reality warping of course, that you find too broken to deal with? Or at least need to limit significantly, like super speed for example?
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>>98114275
I like the spidey gadgets
but I'd never take away the powers
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>>98116613
that's DC Heroes. Just searching for Heroes will likely lead you to anything but that game.
I'm not that anon, but yeah. It's pretty good. There is a recently kickstarted new version of it coming out, or has already come out, or something.
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>>98117992
You are right. Thx.
The Kickstarter seems already backed?
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>>98120350
In the 80s and 90s they produced alot of books. It seems they made so many scenarios to include every DC that existed.
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>>98120357
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>>98117182
I see what you mean about reality warping and to a lesser extent super speed. I've never had any problem with super speed personally, but I make sure to stick very close to a strict interpretation of whatever rules I am using for it, so that everyone knows what it can do.
For reality warping, I would let backlash handle it. Every action has an equal and opposite reaction in physics, so just make any reality warping powers in your game cause a relatively equal in scale alteration elsewhere in reality. Somethibng small might give the GM the system equivalent of hero points or something like that, or let him just fuck with the PCs in small ways. Big stuff might let the GM make major retcons to stuff about his world that the PCs already know about or experienced, and they'd be the only ones who don't know the new stuff and remember the old stuff.
Just remember, if the PCs have powers that fuck with the universe, the universe can and often will fuck right back.
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>>98122519
>>98117182
super speed without super-reflexes, or at least with capped reflexes, is way less of a problem to handle
since you can still be jumped without it looking weird
closer to genesis sonic the hedgehog rather than attosecond flash
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>>98066675
>>98066939
the 1980s toyman using smaller toys, or even being physically smaller himself, than the 1960s and 70s toyman would be a funny in-joke about how the oil crisis resulted in smaller plastic toys
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>>98122128
>For reality warping, I would let backlash handle it.
Methinks permanent reality warping should be solely in the province of the narrative, thus NPC-only.
PCs get the temporary stuff, as in, reality returns to normal after they're done using their power.
That also removes the need for any "reality displacement".
I'd take a page or dozen from Mage and give players Paradox points if they get too carried away with their power.
Paradox resolves on it's own somehow, be it by fucking with their fucking with reality, or by fucking with them directly, body or mind.
Small or coincidental stuff you could get away with no Paradox incurred, GM's judgement notwithstanding. Anything else is fair game.
Complexity of the change, how well it fits into surrounding, and so on, all can either help or hinder, aka do or don't give Paradox.
It's basically magic, so a little prep can go a long way to smooth things and make reality more accepting of your changes.
I.e. baddies hijacked a high-speed train and PCs are chasing it in a car. One PC tries to fuck with the train he's chasing via reality-warping.
He could just have it "break down", eat the Paradox, and possibly suffer unforeseen consequences, up to the train derailing and killing everyone on board.
Or he could tamper with it's electronics and have the brakes "accidentally" come on long enough for the team to climb on.
Imo, players should be rewarded for being precise, and punished for sloppiness with the use of their power.
Even temporarily, you're still messing with reality itself. And as an ancient wise man once said: he who fucks fire, burns his dick.
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>>98124404
reality warping could also be balanced out by more complex tasks requiring far more mental effort to not cause reality to collapse
simply altering probability so that a coin always lands heads up is no big deal but you cant just wish that certain events never happened because the person warping reality still has a normal human brain and cant possibly account for the entire butterfly effect
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>>98124412
The butterfly effect is exactly how Paradox would resolve itself.
>you cant just wish that certain events never happened
If it's impermanent, you only make reality "pretend" it didn't happen, and only for so long.
The main draw of temporary warping, aside from balance, is automatically tying all those narrative loose ends.
Though, this creates a question of whether or not the consequences of altered events disappear with the warping.
I.e. PC alters reality to link his bathroom door to one halfway around the world. He then opens and walks through that door.
Where does he end up after he stops using his power, the bathroom, or that other place?
Another way to deal with permanent warping is by limiting it's scope. Another example time:
>car crash kills PC's family
>PC is a reality-warper and NOPEs away that event
>family no longer kill, but that's about it
>the rest of the world still thinks they're dead
>their bank accounts are frozen, their IDs are invalid, and etc.
>even their bodies may or may not still be in the ground
As a result, everyone involved has a major existential crisis and needs counseling after seeing their own dead body.
That's on top of also having to prove to daddy government that they really are the Mr. and Mrs. PCfamily.
Because nothing pisses off the government officials more than having to correct their own documents.
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>>98127935
Saying you obviously meant the TSR one when you already wrote TSR Marvel doesn't help much. What might have helped is if I hadn't omitted "TSR" from my post, though I obviously meant that there are at least two by TSR, the 1984/86 versions and the unconnected 1998 game, all with TSR trade dress even if WOTC had bought TSR before 98.
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is a maid based superhero too much of an obvious magical realm?
>catchphrase is "clean up crime"
>primary role is cleaning up battle damage after massive city-block destroying supehero-supervillain battles
>primarily a magic user
>magic mop that allows her to fly (ITS NOT A BROOMSTICK mentioned everytime anyone calls her a witch) and cleans up rubble, debris, and body parts
>mild telekinesis for moving giant pieces of rubble, holding things in the air to serve, and moving evidence without getting fingerprints on it
>can pull bullshit out of thin air using magic, such as sandwiches, tea, hot cocoa, plates, and cups to serve innocent bystanders or wounded heroes in the aftermath
>performs crowd control by telling people very sternly not to approach the scene, like a maid scolding a young boy for entering the kitchen
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>>98129156
Drop TKing giant rubble and you could get away doing maid stuff with prestidigitation, enchanted flying mop aside.
>primary role is cleaning up battle damage after massive city-block destroying supehero-supervillain battles
Sounds like she's part of the search & rescue teams that work the battleground.
One reason to remove being able to move large rubble is that she'd be doing it all the time, to the expense of her whole maid schtick.
Instead, I suggest her serving food and refreshments to the crews, being largely a support hero at best.
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>>98130117
>Drop TKing giant rubble and you could get away doing maid stuff with prestidigitation
I wouldnt dare use a 5e-rip for a superhero game
TSR and MM were mentioned above and sound like they would work
>Sounds like she's part of the search & rescue teams that work the battleground.
that is kinda what I imagined she is part of, a Damage Control type organization mostly in charge of cleaning up after
which would make any adventure involving fighting a super villain outside her pay grade
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>>98129156
>magic flying mop
Fuck that lame-ass shit. Give her a skateboard
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>>98128641
Then obviously I meant the only one anybody has ever heard of, you weird bastard.
>>98128652
FASERIP, the stat isn't ZTRENGTH.
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>>98133952
Then it kills the suspension of disbelief. If you can TK the rubble away you fucking do it, or don't bother going there.
Because you're going to get some dirty fucking looks from all the folks busting ass trying to rescue people trapped under it.
Minor telekinesis is fine, but powerful stuff is a no-go if anon wants to just do maid stuff.
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>>98134375
What the fuck are you on about? You can do maid stuff and have telekinesis and clear debris with it. He didn't say he only wanted to do maid stuff. He listed clearing debris as something he wanted to do. What contradiction are you imagining?
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>>98134375
>>98134541
lifting giant chunks of rubble to save people is part of the maid gimmick of cleaning things up
no mess is too big or too small
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Every time I recommend TSR Marvel, someone always seems to want me to describe the whole system. Obviously, I'm not going to do that. So, here's the system, just read it in my voice.
Core rule books
https://archive.org/details/tsr-6871-advanced-players-book-reduced
https://archive.org/details/judges-book-0
Resources
https://archive.org/details/marvel-tsr-sage-lore-char/MARVEL%20TSR%20S AGE%20VECH%202/
https://archive.org/details/weapons-locker
https://archive.org/details/tsr-6889-ma-4-the-fantastic-four-compendiu m
https://archive.org/details/avengers-coast-to-coast-classic-marvel-for ever-pdf-room
Modules
https://archive.org/details/marveltimetrap
https://archive.org/details/tsr-6892-mla-1-after-midnight
https://archive.org/details/tsr-6879-me-1-cosmos-cubed
https://archive.org/details/tsr-6895-mla-2-night-moves
https://archive.org/details/tsr-6877-mx-3-reap-the-whirlwind
https://archive.org/details/tsr-6888-mx-4-flames-of-doom
https://archive.org/details/tsr-6880-me-2-ragnarok-and-roll
https://archive.org/details/tsr-6875-mx-2-the-x-potential
https://archive.org/details/tsr-6891-mt-3-the-revenge-of-kang
https://archive.org/details/tsr-6873-mx-1-nightmares-of-futures-past
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>>98114633
>>98114631
funnily enough, the prototype spider-man drawn up by jack kirby looks a lot like blue beetle and seemingly was going to be a lot more gadget based if the gun is any indication
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>>98143705
Dont take my point as correct. But as i remember your pic is a fan made picture. It even looks like they took a Ditko drawing as inspirarion.
From what i read n /co/ and fan webpages, pic is what Kirby would have drawn regarding to Ditkos memory.
But yes, Kirbys Spider-Man would look more like Blue Beetle.
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>>98143705
>prototype spider-man drawn up by jack kirby
To be clear, that picture is 100% not by Kirby, it's fanart. Kirby's original and only--only--illustration of a non-Ditko Spider-Man is lost and presumed destroyed.
This anon >>98145069 has given you a 2002 sketch where Ditko, that's his sketch from memory and his writing, puts the record straight since he was very tired of Kirby taking credit for Spider-Man. According to Ditko, five pages of pencils had been drawn by Kirby but only the splash page featured Spider-Man in costume, the rest were of the aunt and uncle and the teenager. The only other pictures Kirby then drew of Spider-Man in costume were based on Ditko's creation after Ditko had finished the first Spider-Man story, such as the first published cover which was a Kirby pencil after Lee rejected Ditko's pencil.
>going to be a lot more gadget based if the gun is any indication
It's not an indication. That pistol is literally just a web shooter. Ditko wasn't so ham-fisted as Kirby and made the web shooters wrist mounted.
You can look up The Fly if you like. If it looks familiar it's because Kirby re-used his rejected Spider-Man design as inspiration. For some reason the first foe The Fly fights is a spider based villain. Was Kirby subtly trying to tell us something?
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>>98149491
>>98149454
So the Fly is the Spider-Man design repurposed?
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>>98150473
AIM is Advanced Ideas Mechanics from marvel, their henchmen have the funny looking, bright yellow , hazmat suits
SCU is the special crimes unit from DC, they have the white stormtrooper looking armor in the superman show
cyberpunk armor can go both ways, I think
either good or bad
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>>98150473
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So I have only ever played Mutants & Masterminds, first edition and second edition, as supers games go. I notice that there's at least some negative sentiment in these supers games threads about M&M, and I wonder if that's a reaction to it being popular, to third edition specifically, or whatever else.
Why the disdain for Mutants & Masterminds, and is it limited to specific editions or what?
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It's nothing personal, really, it just doesn't do anything unique, or particularly well. It's not well-balanced, there are tier lists on the internet detailing overpowered and useless options; it's needlessly crunchy while not being any more fun to play than simpler systems; and it repeats all the mistakes of obsolete systems for no reason (d20 + millions of fiddly bullshit modifiers, numerical distances, etc)
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>>98159367
first, what easier system with range bands are you talking about? secondly, why would squares and tactical movement matter either way if you're doing theater of the mind?
I'm not advocating for systems that make a lot of use of minis and tactical movement or anything, but I've run systems that do that as theater of the mind and it went fine.
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>>98159395
off the top of my head, playing with numerical values just leads to people rounding off to the tens-place for simplicity in the first place
so for the sake of simplicity, the person at 42 feet real distance will just be treated as 30-feet in theatre of the mind
so you could just simplify it into both 30 and 42 feet being the same "medium" range in practice, which works out for the best when no one has a grid
when playing on an actual grid, then squares are the obvious answer
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Everyone in the same section is within Close range. People in different sections in the same location are at Distant range. One page to move between sections, one page to move to Touch range of a target in the same section. Area attacks affect a section. Gee, that was tough.
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>>98159442
so you are arguing for range bands rather than numerical distances?
because thats exactly what the simple example was used to demonstrate, that people rarely if ever actually use the ones place in numerical distance
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So, I have a question about FASERIP, particularly around movement powers. The game very specifically says that super heroes can move 3 areas, but I can't find where it says that characters with movement powers can move farther than that. Am I just blind, or what?
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>>98162455
Refer to
>>98138706
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>>98020709
How did Darkseid and Thanos manage to be the top villains of DC and Marvel, respectively? They are fucking fat and ridiculous. Thanos looks like he has cutlets for a chin. Regardless of how powerful they are, they simply are ridiculous to look at, everything about them scream fat nerd. Not that the heroes are much better, with their gaudy costumes and shaky, fake as fuck boomeroid morals, but at least they try not to look like lardasses. Also: why do supervillains almost never get redesigns to make them cooler?
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>>98164883
>darkseid
started out as the enemy of mister miracle and orion specifically
he only touched on the greater DC universe tangentially, his minion kalibak was sent to fight orion on earth which happened to be in metropolis
but aside from oblique references to superman, dan turpin mentions being used to costumed weirdoes, superman never actually appears and he ends up fighting dan turpin and orion rather than superman
but darkseid had an incredibly on-the-nose name of evil, positioned himself as the god of evil, and was at war with beings literally called new gods
so he had an air of grandeur and cosmic scope that made him feel like a top tier threat head and shoulders above anyone else
when darkseid was re-introduced post-crisis as a superman villain, it was decided that darkseid would be positioned as a hyper threat due to having already aura farmed hard in the fourth world before