-This step is entirely optional. Not every superhero needs a secret identity.
-Treat any task directly related to alter-ego's job as a skill with 2 ranks. this can stack with archetype or origin skills at the referee's discretion. you cannot increase this rank without retiring from superheroics to focus, but you may advance in your profession as a result of gameplay events.
-You have 1d6 family members and 1d6 close friends who will likely be put at risk by your activities.
-Lose 1d3 max luck points for each friend or family member you fail to save. (re)gain 1d3 max luck points if you manage to reverse their new status (falsely imprisoned, insane, dead, etc).
ALTER-EGO
11 taxi driver
12 mechanic
13 lawyer
14 news photographer
15 artist
16 actor
21 teacher
22 student
23 private investigator
24 religious leader
25 idle rich
26 journalist
31 forensic investigator
32 mortician
33 lab assistant
34 writer
35 musician
36 librarian
41 stage magician
42 circus performer
43 engineer
44 police officer
45 paramedic
46 intel analyst
51 hacker
52 office intern
53 bounty hunter
54 sales rep
55 restaurant server
56 construction worker
61 janitor
62 dockhand
63 curator
64 cook
65 bartender
66 stunt double
Saturday, June 29, 2019
Wednesday, June 26, 2019
Heroes of Troika: Powers and Weapon Damage
I wrote up some of the possibly less than obvious powers, and damage tables for modern weapons and energy blast type powers.
Feats of Strength ended up being the most complicated power to figure out, which I didn't expect, because it needs to increase melee damage directly.
I'll edit this post as I come up with more powers so they're all in one place.
Signature Weapon Fighting
You possess a favorite weapon which you know better than all others of its type. It could be an heirloom katana, a heavily customized firearm, or even an energy weapon that you stole or invented. It may help to use your Origin and Archetype as guides in selecting them.
Forensics
You’ve developed the ability to determine what’s gone on in a small area by analyzing the aftermath. This can be used for tracking, reading a crime scene, etc.
Hand to Hand Fighting
Includes unarmed combat as well as any melee weapons that aren’t too bizarre to figure out.
Energy Blast (3)/Energy Strike (3)/Massive Blast (6)
Just like regular Fighting Skills, Roll Versus whatever combat skill your Target is using, and whoever wins the Roll hits. Most Archetypes must choose a type of energy (such as fire, sound, radiation, or lightning) during character creation.
Warding Circle
Knowledge of the sigils and seals required to protect oneself from Mystical entities. These barriers also provide a +2 bonus when defending against magic attacks and take at least ten minutes to draw competently.
Suggestion (3)
You say a thing to an NPC, and they believe it. They realize their mistake if anything explicitly causes them to rethink the situation, but won’t think to question it on their own until then.
Absorb Damage
Roll to try and shrug off successful physical attacks without taking any damage at all. If you fail the roll, your opponent still deducts your Rating from their damage roll (to a minimum of 1). Only if you critically fail do you take damage as normal.
Feats of Strength
Breaking things, moving things, etc. Also: whenever dealing physical damage with a hand to hand weapon, apply double your Rating as a multiplier to your damage result.
EXAMPLE: Gronk succeeds in hitting Nab with an unarmed attack. He then rolls 1d6 on the Unarmed damage table and rolls a 5, which normally does 2 points of Stamina damage. Because Gronk also has a Feats of Strength Rating of +3, he multiplies his damage result by 6 for a total of 12 points of Stamina.
Survival
Encompasses wilderness survival skills as well as those that apply equally in an urban environment, such as first aid.
Shape Reality (8)
Successful use of this power lets you do anything you want. Failure is catastrophic and usually manifests in a way that reflects the cruel irony of the fates and/or GM.
Flight (1)
You don’t normally need to test this power in relaxed, uncontested scenarios. Simply assume it succeeded and deduct a Stamina point as usual. Elements such as a need to move quickly, heavy wind, or narrow spaces make the task more difficult.
Grappling
More specific than Hand to Hand Fighting, this covers maneuvers like grabbing and pinning opponents, throwing them, disarming them, etc. All these maneuvers can also be attempted with Hand to Hand Fighting, but characters with this skill generally have a higher Grappling Rating.
UNARMED
1 2 3 4 5 6 7+
1 1 1 2 2 3 4
(for any hand to hand attack, multiply damage result by double your feats of strength rating)
PISTOL
1 2 3 4 5 6 7+
2 4 4 6 10 12 16
ASSAULT RIFLE
1 2 3 4 5 6 7+
6 6 8 10 12 18 24
SHOTGUN
1 2 3 4 5 6 7+
1 1 6 6 10 22 30
(add +2 to the damage roll at close range)
FRAG GRENADE
1 2 3 4 5 6 7+
4 6 10 14 20 28 38
(add +4 to the damage roll at close range)
ENERGY BLAST/ENERGY STRIKE
1 2 3 4 5 6 7+
4 6 6 12 18 24 30
MASSIVE BLAST
1 2 3 4 5 6 7+
8 12 16 20 28 36 44
Feats of Strength ended up being the most complicated power to figure out, which I didn't expect, because it needs to increase melee damage directly.
I'll edit this post as I come up with more powers so they're all in one place.
Signature Weapon Fighting
You possess a favorite weapon which you know better than all others of its type. It could be an heirloom katana, a heavily customized firearm, or even an energy weapon that you stole or invented. It may help to use your Origin and Archetype as guides in selecting them.
Forensics
You’ve developed the ability to determine what’s gone on in a small area by analyzing the aftermath. This can be used for tracking, reading a crime scene, etc.
Hand to Hand Fighting
Includes unarmed combat as well as any melee weapons that aren’t too bizarre to figure out.
Energy Blast (3)/Energy Strike (3)/Massive Blast (6)
Just like regular Fighting Skills, Roll Versus whatever combat skill your Target is using, and whoever wins the Roll hits. Most Archetypes must choose a type of energy (such as fire, sound, radiation, or lightning) during character creation.
Warding Circle
Knowledge of the sigils and seals required to protect oneself from Mystical entities. These barriers also provide a +2 bonus when defending against magic attacks and take at least ten minutes to draw competently.
Suggestion (3)
You say a thing to an NPC, and they believe it. They realize their mistake if anything explicitly causes them to rethink the situation, but won’t think to question it on their own until then.
Absorb Damage
Roll to try and shrug off successful physical attacks without taking any damage at all. If you fail the roll, your opponent still deducts your Rating from their damage roll (to a minimum of 1). Only if you critically fail do you take damage as normal.
Feats of Strength
Breaking things, moving things, etc. Also: whenever dealing physical damage with a hand to hand weapon, apply double your Rating as a multiplier to your damage result.
EXAMPLE: Gronk succeeds in hitting Nab with an unarmed attack. He then rolls 1d6 on the Unarmed damage table and rolls a 5, which normally does 2 points of Stamina damage. Because Gronk also has a Feats of Strength Rating of +3, he multiplies his damage result by 6 for a total of 12 points of Stamina.
Survival
Encompasses wilderness survival skills as well as those that apply equally in an urban environment, such as first aid.
Shape Reality (8)
Successful use of this power lets you do anything you want. Failure is catastrophic and usually manifests in a way that reflects the cruel irony of the fates and/or GM.
Flight (1)
You don’t normally need to test this power in relaxed, uncontested scenarios. Simply assume it succeeded and deduct a Stamina point as usual. Elements such as a need to move quickly, heavy wind, or narrow spaces make the task more difficult.
Grappling
More specific than Hand to Hand Fighting, this covers maneuvers like grabbing and pinning opponents, throwing them, disarming them, etc. All these maneuvers can also be attempted with Hand to Hand Fighting, but characters with this skill generally have a higher Grappling Rating.
UNARMED
1 2 3 4 5 6 7+
1 1 1 2 2 3 4
(for any hand to hand attack, multiply damage result by double your feats of strength rating)
PISTOL
1 2 3 4 5 6 7+
2 4 4 6 10 12 16
ASSAULT RIFLE
1 2 3 4 5 6 7+
6 6 8 10 12 18 24
SHOTGUN
1 2 3 4 5 6 7+
1 1 6 6 10 22 30
(add +2 to the damage roll at close range)
FRAG GRENADE
1 2 3 4 5 6 7+
4 6 10 14 20 28 38
(add +4 to the damage roll at close range)
1 2 3 4 5 6 7+
4 6 6 12 18 24 30
MASSIVE BLAST
1 2 3 4 5 6 7+
8 12 16 20 28 36 44
Monday, June 24, 2019
More Supers Archetypes for Troika
Continuing from last post, here's six more.
SCALE SHIFTER (atom, ant man)
Powers & Specialties
-4 size manipulation (must check every time size doubles or halves) (3)
-feats of strength based on size (up to +5, equal penalty to agility based skill tests)
-2 hand to hand fighting
STREET OCCULTIST (origin must be MYSTICAL) (john constantine, mr. e, dr. occult, sabrina)
Possessions -pocket divination system: cards or dice or pendulum etc.
-chalk
-warding tattoos (-1 to magic attacks) or focus (+1 to powers) or obedient familiar
Powers & Specialties
-3 warding circle
-3 occult lore
-2 suggestion (3)
-1 augury (3)
-1 summoning (4) or banishment (4)
ENERGY CANNON (cyclops, black canary, gambit)
Powers & Special Abilities
-4 energy blast (choose one energy type) (3)
-3 massive blast (6)
-2 hand to hand fighting
-1 athletics
SUPERSOLDIER (cpt america, sgt rock, punisher)
Possessions
-signature weapon (+2)
-medium armor
-survival kit
-first aid kit
-multitool
Powers & Specialties
-3 fighting (all)
-3 athletics
-2 awareness
-1 feats of strength
-1 survival
PARAGON (superman, thor, sentry, shazam, captain marvel, wonder woman, martian manhunter)
Possessions
-lair that is incredibly difficult for others to get to
Powers & Specialties
-3 feats of strength
-3 hand to hand fighting
-2 absorb damage
-2 flight (1)
-2 energy blast (3)
Complication
1 debilitatingly allergic to a relatively rare substance.
2 possess a powerful signature weapon (+2) without which all power tests suffer a -2 penalty.
3 normally exists as two people (each has half of your score in skill, stamina, and luck) who must combine to activate powers (unstable when fused for too long).
4 you lose the energy blast ability and gain a signature weapon (+2).
5 set feats of strength and hand to hand combat to 2 each, change energy blast to telepathy (3), add 2 shapeshift (2).
6 a rival personality with full access to your powers takes over while you sleep.
ELASTIMORPH (mr. fantastic, plastic man, ms. marvel)
Powers & Specialties
-4 stretch
-3 absorb damage
-2 grappling
-1 hand to hand fighting
SCALE SHIFTER (atom, ant man)
Powers & Specialties
-4 size manipulation (must check every time size doubles or halves) (3)
-feats of strength based on size (up to +5, equal penalty to agility based skill tests)
-2 hand to hand fighting
STREET OCCULTIST (origin must be MYSTICAL) (john constantine, mr. e, dr. occult, sabrina)
Possessions -pocket divination system: cards or dice or pendulum etc.
-chalk
-warding tattoos (-1 to magic attacks) or focus (+1 to powers) or obedient familiar
Powers & Specialties
-3 warding circle
-3 occult lore
-2 suggestion (3)
-1 augury (3)
-1 summoning (4) or banishment (4)
ENERGY CANNON (cyclops, black canary, gambit)
Powers & Special Abilities
-4 energy blast (choose one energy type) (3)
-3 massive blast (6)
-2 hand to hand fighting
-1 athletics
SUPERSOLDIER (cpt america, sgt rock, punisher)
Possessions
-signature weapon (+2)
-medium armor
-survival kit
-first aid kit
-multitool
Powers & Specialties
-3 fighting (all)
-3 athletics
-2 awareness
-1 feats of strength
-1 survival
PARAGON (superman, thor, sentry, shazam, captain marvel, wonder woman, martian manhunter)
Possessions
-lair that is incredibly difficult for others to get to
Powers & Specialties
-3 feats of strength
-3 hand to hand fighting
-2 absorb damage
-2 flight (1)
-2 energy blast (3)
Complication
1 debilitatingly allergic to a relatively rare substance.
2 possess a powerful signature weapon (+2) without which all power tests suffer a -2 penalty.
3 normally exists as two people (each has half of your score in skill, stamina, and luck) who must combine to activate powers (unstable when fused for too long).
4 you lose the energy blast ability and gain a signature weapon (+2).
5 set feats of strength and hand to hand combat to 2 each, change energy blast to telepathy (3), add 2 shapeshift (2).
6 a rival personality with full access to your powers takes over while you sleep.
ELASTIMORPH (mr. fantastic, plastic man, ms. marvel)
Powers & Specialties
-4 stretch
-3 absorb damage
-2 grappling
-1 hand to hand fighting
Thursday, June 20, 2019
Spandex Troika
Okay I’ve been putting this off fuckin forever now.
I’m still alive! Just been really really busy. Silent Titans by Patrick Stuart is finally off my plate, as is the Numinous Edition of Troika! by Daniel Sell. I’m helping Corey Brin put the finishing touches on Wet Grandpa (generic OSR rules) by Evey Lockhart while I plow through Fronds of Benevolence (Troika! rules) by Andrew Walters, both of which are Adventures I Would Totally Run For My Friends. There’s at least one thing I’m not supposed to talk about. Oh and Beckett might have some more of those tshirts I made in his shop.
I’m still alive! Just been really really busy. Silent Titans by Patrick Stuart is finally off my plate, as is the Numinous Edition of Troika! by Daniel Sell. I’m helping Corey Brin put the finishing touches on Wet Grandpa (generic OSR rules) by Evey Lockhart while I plow through Fronds of Benevolence (Troika! rules) by Andrew Walters, both of which are Adventures I Would Totally Run For My Friends. There’s at least one thing I’m not supposed to talk about. Oh and Beckett might have some more of those tshirts I made in his shop.
That’s not what this post is about. This post is about superheroes.
I’m usually not one to think all that much about game mechanics, but I realized while working on Troika! that it’s the perfect system to model games about pretending to be superfriends. I’m not going to argue that point right now because that’s boring and I’m drinking and I want to get to some of the content I’ve been coming up with for it.
The biggest mechanical change is making the players roll dice one more time during character generation. Maybe two more times actually, I haven’t decided. I know, I know, that sucks, but hear me out. If you’re not familiar with Troika!, it uses a randomly determined Background to model a couple different things that, in a supers rpg, kinda need to be separate, which I’m calling Origin and Archetype. Like, Iron Man and XO-Manowar both have the Power Suit Archetype and roughly the same powers, but one is a rich inventor and one is an ancient barbarian who found an alien artifact. The Flash got caught in a freak accident and Quicksilver was born that way.
The other big difference is just giving some archetypes a few more ranks in skills than Troika! normally allows. That’s fine because they are superheroes.
(The maybe second extra dice roll is probably going to be an optional thing where you have a random day job for your alias with a couple skills at 1 rank but then you have a secret identity to maintain and close ones to protect as a tradeoff. I don’t know, I’m not there yet.)
Anyway here’s six archetypes:
FLEDGELING PSIONIC (11, jean grey, xavier, psylocke)
Powers & Specialties
-3 telekinesis (4) (((((this means 3 ranks in telekinesis, which costs 4 stamina points to use)))))
-3 telepathy (3)
-2 energy shield (3)
-2 energy blast (3)
-2 flight (1)
Complication (((((roll 1d6)))))
1 confined to a wheelchair.
2 1d6 rival personalities.
3 you don’t have a physical body of your own and must possess one to access your powers.
4 change 2 energy blast to 4 energy strike, 2 energy shield to 3 hand to hand fighting, telekinesis to 1, telepathy to 1, change 2 flight to 3 athletics.
5 test luck or destroy all electronics in ¼ mile every time you use your powers.
6 if you fail a psionics test you take damage as large beast unless you spend a luck point and test your luck.
ASSASSIN (elektra, ninjak, black widow, james bond, hawkeye, the black kaiser)
Possessions
-signature weapon (+2)
-rope & grapple
-1d6 smoke bombs
Powers & Specialties
-4 stealth
-4 signature weapon fighting
-2 hand to hand fighting
-2 athletics
Complications
1 You killed your master; your fellow students seek revenge.
2 Complex religious code; test luck the first time you make any action to see if it is permitted.
3 You have an “evil” twin who wants to steal your identity.
4 Your employers have decided that you’re no good to them alive.
5 Your past crimes are coming back to haunt you.
6 You cannot resist an honorable challenge.
BRUTE (thing, hulk, luke cage, hellboy, armor)
Powers & Specialties
-4 feats of strength
-4 absorb damage
-4 hand to hand fighting
Complications
1 feared and hated for appearance
2 must transform into a rival personality to use powers, rage triggers involuntary transformation
3 clumsy as hell — all important and breakable objects within 5’ of you have a 1/3 chance of doing just that at any given moment.
4 you look like a large but normal human, but all power ratings are adjusted by -2
5 your arms end in massive club-like stumps instead of hands with useful fingers
6 your powers only last for an hour at a time and must spend 4 hours recharging
TRANSLOCATOR (flash, nightcrawler, kitty pryde)
Powers & Specialties
-4 flight or superspeed or phasing or teleportation (1)
-3 athletics
-3 hand to hand fighting
(((((they don’t all need to have complications)))))
SHAPER (dr manhattan, franklin richards, timothy hunter, green lantern, spectre, dr strange)
Powers & Specialties
-4 shape reality (8)
-2 energy shield (3)
-2 energy blast (3)
-2 teleportation (1)
-1 flight (1)
Complication
1 completely resigned to a future only you can see (test luck to attempt anything ever)
2 you are a child (set skill and stamina to minimum, lose all powers except shape reality)
3 your powers are controlled by a rival personality with a very specific code (code should be a short sentence, test luck to determine its stance on any non-obvious issue)
4 can only create or manipulate objects and energy constructs of a certain color (lose teleportation, increase energy blast and energy shield by 1 each, replace shape reality with hard light construct (4))
5 to access your powers you must possess a human host, who becomes a rival personality
6 hunted by cosmic entities that sense the use of your powers
POWERSUIT (origin must be ITEM) (iron man, x-o manowar, luthor in his battlesuit, steel)
Possessions
-power suit (+5 superheavy armor)
-give up 1 armor point for each integrated weapon system: machine gun (2 stamina cost, as assault rifle), rocket propelled grenades (4 stamina cost), energy blast (3 stamina cost, choose an energy type)
Powers & Specialties
-4 ranged fighting (stamina cost by weapon type)
-3 flight (1)
-2 feats of strength
-1 sensory array
And here’s the origins (as of now, may change a lot):
1. MYSTICAL
|
2. BIOLOGICAL
|
3. MUNDANE
|
4. COSMIC
|
5. TECH
|
6. TEMPORAL
|
|
1. BORN LIKE THIS
|
changeling
|
inborn mutation
|
displaced royalty
|
anthropomorphic concept
|
sentient robot
|
time capsule
|
2. INTENTIONAL CHANGE
|
faustian pact
|
biohacked mutation
|
oath of vengeance
|
spiritual ascension
|
cybernetic enhancement
|
one-way traveller from the future
|
3. ITEM
|
magic artifact
|
serum dependent
|
government issue
|
hyperdimensional tech
|
inventor
|
future tech
|
4. INTENSE TRAINING
|
trained by a hermit
|
raised by wild animals
|
rogue agent
|
star god cultist
|
test pilot
|
centuries old
|
5. ACCIDENTAL CHANGE
|
possessed
|
symbiotic organism
|
marooned survivor
|
sucked into a work of fiction
|
radiation exposure
|
marooned time traveller
|
6. ORGANISATIONAL
|
trained by monks
|
experimental clone
|
active agent
|
alien soldier
|
hi-tech entrepreneur
|
active time agent
|
Sorry about the formatting. I don't know what I'm doing.
Will post more soon.