Showing posts with label archetypes. Show all posts
Showing posts with label archetypes. Show all posts

Wednesday, August 7, 2019

SuperTroika: Archetypes Delta

Just got back from GenCon. Had fun. Didn't get arrested.

INVENTOR-EXPLORER (doc savage, tom strong, forge, the doctor)
Possessions
-multitool
-signature weapon (+2)
Powers & Specialties
-4 science
-4 engineering
-1 athletics
-1 signature weapon fighting

ENERGY VAMPIRE (rogue, sauron)
Powers & Specialties
-4 absorb stamina
-4 absorb ability (4)
-1 hand to hand fighting
-1 athletics

BLAST CAPACITOR (havok)
Powers & Specialties
-4 absorb energy 
-4 energy blast (3)
-2 massive blast (6)
Special
-can store absorbed energy damage for up to an hour and add it to the damage produced by their next energy attack.

BRUTE CANNON (etrigan, darkseid)
Powers & Specialties
-4 energy blast (3)
-3 feats of strength
-3 absorb damage

ELEMENTAL (storm, human torch, swamp thing, post-transformation klaw, iceman)
Powers & Specialties
(pick one elementish theme and stick to it: weather or plants or fire or ice or magnetism or gravity etc.)
-3 energy shield (3) or elemental form (3)
-3 energy/elemental blast/strike (3)
-2 command element (5)
-2 flight (or suitable style of movement) (1)

MYSTIC WARRIOR (iron fist, archer ((valiant)), shang chi)
Possessions
-signature weapon (+2, no modern weapons) or magic tattoo (+2 to unarmed)
Powers & Specialties
-4 hand to hand fighting
-3 energy strike (3)
-3 athletics

Thursday, July 11, 2019

Troika Hero Archetypes Part 3

MORPHIC BRUTE (venom, sandman ((marvel)), clayface, spawn)
Possessions
Can spontaneously form melee weapons, tools, extra limbs, etc.
Powers & Specialties
-4 absorb damage
-3 feats of strength
-3 hand to hand fighting
-2 disguise
Complication
1 vulnerable to intense heat.
2 water soluble.
3 can be disintegrated for 1d6 days by tornado-force winds.
4 powers are controlled by a rival personality.
5 requires 2d6 times normal human caloric intake (must eat that many provisions to heal the normal amount).
6 wheelchair bound when powers are not in use.

MONSTER HUNTER (van helsing, belmont)
Possessions
-blessed signature weapon (+2)
-holy book
-holy water or incense or sacred medicine
-multitool
Powers & Specialties
-2 occult lore
-2 signature weapon fighting
-2 forensics
-2 stealth
-2 awareness

SAVAGE (wolverine, x-23, conan, wendigo)
-signature weapon (+2)
Powers & Specialties
-3 hand to hand fighting
-3 fast healing
-2 enhanced senses
-2 athletics
Complication
1 no memories older than one month ago but plenty of enemies know you.
2 must transform into a rival personality to use powers (pretty much a lycanthrope). 
3 your powers are activated by partaking in acts of cannibalism.
4 feared and hated for appearance.
5 you are one of many clones or siblings with an intense rivalry (origin must be BORN LIKE THIS).
6 a shadowy conspiracy wants to dissect you.

ELEMENTOMORPH (metamorpho, warblade)
Powers & Specialties
-4 transmute self (3)
-3 absorb damage
-3 feats of strength

ACE REPORTER (april o’neil, jimmy olsen, iris west) (don't bother rolling an origin.)
Powers & Specialties
-2 stealth
-2 lockpicking
-2 awareness
-2 rumor mill
-2 connections
Special
-if captured, can test luck to convince the villain to share their plan

ANTHROPOMORPH (teenage mutant ninja turtles, man-bat, rhino, the lizard, killer croc)
Powers & Specialties
-3 athletics
-3 enhanced senses
-2 hand to hand fighting
-2 feats of strength
Complications
-all anthropomorphs are feared and hated for their appearance.
1 turtle: armor score of 2, or of 3 when taking cover in your shell.
2 bat: can echolocate and use athletics skill to fly.
3 rhino: add 1 each to hand to hand fighting and feats of strength.
4 lizard: add 2 fast healing.
5 rabbit: can use athletics skill to leap absurd distances or burrow through soft earth.
6 crocodile: can hold breath almost indefinitely, add 4 aquatic stealth.

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

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.

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.