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Emperor Demonking
2007-10-20, 05:37 AM
Skills: Are the same as in the star wars game or D&D, with technology instead use magic device

Feats thier are no feats.

For each level you get a trait.

Emperor Demonking
2007-10-20, 05:38 AM
combat
Hp: D12
Skills: 2+sklls
BAB High
Fort: Good
Reflex: Poor
Will: Poor

Improved abilities

Improved strength
You can lift a ton more than before. (This can betaken multiple times, its effects stack.)

Improved health
You get +3 hp each level

Improved fort:
Your fort save is +3 higher

Natural armour
You get a +1 natural armour (This can be taken multiple times, its affects stack.)

Fast healer
You regenerate 1 hp each turn. (This can be taken multiple times, its effects stack.)

Offence

Claws
You get claws these deal an extra plus 1d4 damage (this can be taken multiple times.)

Ignore hardness
You choose a weapon and this ignores hardness

Damager
You choose a weapon and you do +2 extra damage with it.

Aimer
You choose a weapon and you get an extra +1 to hit

Improvisation
You are proficient with improvised items.

Power attack:
You can trade your Bab for damage

Manoeuvres

Trip expert
You get a +2 on trip attempts (this can be taken multiple times)

Grappler
You get a +2 on grappling attempts (this can be taken multiple times)

Bull rusher
You get +2 on bull rushing attempts (this can be taken multiple times)

Unmovable
Need: Bull rusher
You can’t be bull rushed

Unstoppable
Need; Bull rusher
You get a +5 on bull rushing attempts

Angry charge
You get +2 on damage rolls when you charge.

Ambusher
When your opponent doesn’t know your their you get a +1 to hit and +1 to damage


Unarmed attacker

Martial arts
You are proficient with unarmed attacks

Stunning blow
Need: Martial arts
If you hit an opponent they must make a dc 15 attack or be stunned for one turn

Improved Stunning blow
Need: Martial arts, Stunning blow
The Dc is raised by 5 (This can be taken multiple times)

Longer lasting
Need: Martial arts, Stunning blow
When you stun an opponent, they are stunned for an extra turn (This can be taken multiple times)

Emperor Demonking
2007-10-20, 05:40 AM
Mover
HP: D8
Skills: 4+ intelligence
BAB (close) Medium
Fort: Poor
Reflex: Good
Will: Poor


Teleportation

Teleport:
You can teleport a distance of 20ft. (This can be taken multiple times, its affects stack.)

Bring others:
Need: Teleport
You can bring willing others when you teleport

Don’t need to go:
Need, teleport and bring others
You do not need to teleport to teleport a willing participant

Hostile bring others
Need: Bring others and teleport
Make a touch attack, if successful you teleport your opponent. If it would cause your opponent harm it’s a –2, if it would kill it’s a -10

Second dimension
Need: Teleport
The character can teleport to a play created, dm approved dimension. There must be a side effect of this.

Defensive teleportation
Need: Teleport
As a standard action the user gets a plus five to its defence.

Range teleportation
You can teleport being 5ft from you (This can be taken multiple times, its affects stack.)

Super speed

Super speed:
Your speed goes up by 10 foot (this can be taken multiple times it affects stack.)

Advanced speed:
Need: A speed of 70 ft
Your speed goes up by 50 ft (this can be taken multiple times, its effects stack.)

Too quick to fall
Need: Speed 50ft
You can run on water and snow clouds

Steal speed:
You can take a character’s speed up to your own with a successful touch attack.

Give speed
As a move action, you can grant a willing target your speed

Speed learning:
You can read a book in one turn but this is lost after 10 turns

Advanced speed learning:
Need: Speed learning
You do not forget what you learnt

Quick reflexes
Your reflex saves are +3 higher

Other movements

Flight
Gives the user a 10ft flight (good) speed (This can be taken multiple times, its effects stack)

Burrow
Gives the user a 10ft burrow speed. (This can be taken multiple times its effects stack.)

Swim
Gives the user a 10ft swim speed. (This can be taken multiple times its effects stack.)

Wallcrawling
Gives the user a 10ft climb speed. (This can be taken multiple times its effects stack.)

Webslinging
Gives the user a 10ft flight (poor) speed, when near tall items. Can be used as an immediate action (This can be taken multiple times, its effects stack)

Emperor Demonking
2007-10-20, 05:42 AM
Classic

Mover
HP: D8
Skills: 4+ intelligence
BAB (close) Medium
Fort: Poor
Reflex: Poor
Will: Good

Range

Control element:
You can control an element

Force blast:
You can do a 1d8 force blast against an opponent 10 feet from you. Reflex saves for half. (This is considered an item.) (this can be taken multiple times its effect stacks.)

Telekinesis:
You can carry an item 10 foot from you weighing 1 ton.

Heavier telekinesis
Need: Telekinesis
You can carry an extra ton (This can be taken multiple times)

Further telekinesis
Need: Telekinesis
You can reach an extra 20 ft (This can be taken multiple times.)

Forcefield
You can gain a +5 defense.

Telepath

Mental communication
You can communicate with whoever and how many you want in a 20ft range.

Mental reading
Roll a d20, you can read an opponent’s mind in a 20ft distance (can make a will save.)

Mental control
Roll a d20 and –5 if higher than your opponents will save you can use a move action to control them in a 20ft distance


Shapechange

Shapechange
You get a +5 on disguise rolls

Stretch
Your threatened space is five ft longer.

Invisibility
You get a plus five on hide rolls

Phase shift
As a standard you can become phased. While phased you cannot be attacked or make standard actions.

Powers

Nullify powers
All characters in 5ft loose thier powers until they leave.

larger range
Nullify powers works for an additional 5ft (Can be taken multpal times)

Power booster
When touching an ally thier attacks do 1d4 extra damage

Gain powers
You gain the powers of those in a 5ft difference

larger range
Gain powers works for an additional 5ft (Can be taken multpal times)

Emperor Demonking
2007-10-20, 05:47 AM
Skill

Hp: D6
Skills: 8 plus intelligence
Bab, Fort, Reflex, Will: Poor

Leader

Rallying command:
As a standard action all team members that can hear you gain a +1 to their attack rolls.

Coordinating speech
As a standard action when allies that can hear you use aid another they get a +1

Unshakable leader
You get a +3 to will saves


Skill

Skill
You gain +3 to a skill. (this can be taken multiple times for different skills.)

Disarm traps
You can disarm traps with your technology skill.

Emperor Demonking
2007-10-20, 05:53 AM
Transform
Out of control: Your weaker form is a third the level of the stronger form.
In control: Your stronger level must give at least 2 of its levels to the weaker form. Then the weaker form gets an extra two levels.
Different abilities: If the two have different abilities role separately.

Emperor Demonking
2007-10-20, 05:57 AM
for myself and me and i

Emperor Demonking
2007-10-20, 06:10 AM
I wonder, what.

Vadin
2007-10-20, 11:30 AM
So...what are those first few posts?

Mr.Moron
2007-10-20, 11:54 AM
If my comments are off, please excuse me I'm having a bit of difficulty with your particular format. If I'm understanding correctly each type of hero can choose one of the listed abilities every level, instead of advancing by feats etc...

However, if that's the case the ability lists seem very limited. In the case of the "Classic" hero, he doesn't have even have enough skills to cover all 20 levels (assuming these base classes for the super-hero system). I think expanding the ability list and including some more dramatic effects might help out a lot. Of course I may have misunderstood entirely. Otherwise they'll often be taking the same thing, over and over.

If that's the case I think a change in format might help those of us who have difficulty adjusting to get a better idea of exactly what you're trying achieve.

Emperor Demonking
2007-10-20, 12:34 PM
Your meant to multiclass.

Vadin
2007-10-20, 12:54 PM
These would be far easier to read if you could get them in standard table format.