@Simon Retold I really like that breakdown. I think as archtypes they would have to be flexible on the abilities as mutants (evolutionary birthright) could be high brawn/low agility, high intelligence/low brawn or any combination. The same could be said about several of the groups.
Superhero Archetypes
On 12/6/2017 at 1:22 PM, Johan Marek Phoenix Knight said:I've been working on my OmniSphere setting lately, focusing first on Earth Delta: A World of Broken Heroes, my superhero setting, which is part of what led me to create the Shape-Shifting magic action that I posted about earlier. I have rough write-ups of a few superhero archetypes, but I am unsure about them. My copy of the book is taking an eternity to arrive, so I am basically working on nothing more than my knowledge of the Star Wars rpg and what I have learned here on the forums. I was hoping to get some feedback on these archetypes, what is good, what needs to be changed, etc.
Notes: I based the Flight ability off of the jetpack in the EotE book, and Quick Movement is a talent I created specifically for super-fast characters. There is also Improved and Supreme Quick Movement. Improved adds an additional maneuver each turn (total of 3), but the third one still requires taking strain. It also increases flying Speed to 4. Supreme Quick Movement allows you to take 1 strain to make a Move maneuver go double the range bands moved. It also increases flying Speed to 5. I was also pretty much guessing on the starting xp for each archetype.
Flyers:
· Characteristics:
o Brawn: 2, Agility: 2, Intellect: 2, Cunning: 2, Willpower: 2, Presence: 2
· Wound Threshold: 10 + Brawn
· Strain Threshold: 10 + Willpower
· Starting Experience: 80 xp
· Special Abilities:
o 1 rank in Piloting
o Flight: Ignores terrain when making Move maneuvers, when in the air, can act as a Silhouette 1, Speed 2, Handling 0, System Strain Threshold 3 vehicle (utilizes Piloting skill)
Speedsters:
· Characteristics:
o Brawn: 1, Agility: 3, Intellect: 3, Cunning: 1, Willpower: 2, Presence: 2
· Wound Threshold: 9 + Brawn
· Strain Threshold: 12 + Willpower
· Starting Experience: 75 xp
· Special Abilities:
o 1 rank in Coordination
o Hard to Hit: Increase the difficulty of all incoming combat checks by 1
o Quick Movement talent (Can use two free maneuvers a round, if a flyer, increases speed to 3)
Bruisers:
· Characteristics:
o Brawn: 3, Agility: 2, Intellect: 1, Cunning: 2, Willpower: 2, Presence: 2
· Wound Threshold: 12 + Brawn
· Strain Threshold: 9 + Willpower
· Starting Experience: 85 xp
· Special Abilities:
o 1 rank in Brawl
o 1 rank in Feral Strength & Enduring talents
You can't have more than 2 maneuvers on your turn free or otherwise.
6 minutes ago, EliasWindrider said:You can't have more than 2 maneuvers on your turn free or otherwise.
...that’s kind of the whole point of the talent. They are SPEEDSTERS after all. They are supposed to be able to move faster and do more than regular people. And this isn’t even the first time the “only 2 maneuvers” rule has been broken. The Explorer in EotE has the “Unmatched Mobility” signature ability that allows it to have a third maneuver, and the FaD game introduced Dolinar Ring Seeds as a Force Artifact that gives you a speed boost in the form of a third maneuver.
I really like the archetypes from "Masks: The Next Generation." It would be cool to translate them to GENESYS.
- The Beacon
- The Bull
- The Delinquent
- The Doomed
- The Janus
- The Legacy
- the Nova
- The Outsider
- The Protégé
- The Transformed
Look here for more details if you are unfamiliar with this game: http://www.magpiegames.com/wp-content/uploads/2016/09/Masks-Playbooks.pdf
Here's my first attempt. I have the Mutants and Masterminds Power Profiles Book and plan to attempt to convert several of the listings in it over to Genesys.
Teleporter
-
Characteristics
- Brawling 1, Agility 3, Intellect 2, Cunning 2, Willpower 2, Presence 2
- Wound Threshold: 9+Brawn
- Strain Threshold: 12+Willpower
- Starting Experience: 75 xp
-
Special Abilities:
- 1 rank in Coordination
-
Teleport:
As an action, the character can take 1 strain to move directly to anywhere visible within medium range. Make an Easy ( d ) Coordination check . If successful, the character simply appears at their desired location. The character can teleport themself and up to their encumbrance in additional weight.
|
Effects |
Difficulty Mod |
|
Range : Increase the range of the teleport by one range band. This may be added multiple times, increasing the range by one range band each time |
+
|
|
Affect Other : This changes the teleport into an attack. Make an Opposed Discipline versus Resilience check. On a success, move the target to a destination in medium range of the character’s choosing. |
+
|
|
Portal : This creates a sustained (Concentration) portal that allows more people to be teleported. |
+
|
|
Increase Mass : Increase the allowed weight to +1 over the character’s encumbrance. This may be added multiple times, increasing the encumbrance level by +1 each time. |
+
|
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Blind Teleport : The character can attempt to teleport to somewhere they cannot see. As this is incredibly dangerous, on a successful teleport, any TH generated will add 1 wound and any DE generated will count as a critical hit. |
+
|
|
Reaction : The character may, as an out-of-turn action, attempt to teleport away from an incoming melee or ranged attack. |
+
|
-
Unique Talents
-
Instinctual
Tier: 2
Activation: Passive
Ranked: No
The character’s ability to teleport comes easy to them. Reduce the difficulty of any teleport check by
to a Minimum of Easy [
]
-
Teleporting Fury
Tier: 3
Activation: Active
Ranked: No
Increase the check by
. If the attack hits, the attacker can trigger Quit Hitting Me by spending (Two Advantages). QHM can be triggered multiple times. Each time the attacker triggers QHM, it deals an additional hit to the target.
The character uses rapid teleports to effectively add Auto-Fire to their melee attacks.
These additional hits can be allocated to the original target or to other targets within range of the character. All other Auto-Fire restrictions must be followed.
-
Instinctual
3 hours ago, Varlie said:Here's my first attempt. I have the Mutants and Masterminds Power Profiles Book and plan to attempt to convert several of the listings in it over to Genesys.
Teleporter
- Characteristics
- Brawling 1, Agility 3, Intellect 2, Cunning 2, Willpower 2, Presence 2
- Wound Threshold: 9+Brawn
- Strain Threshold: 12+Willpower
- Starting Experience: 75 xp
- Special Abilities:
- 1 rank in Coordination
- Teleport:
As an action, the character can take 1 strain to move directly to anywhere visible within medium range. Make an Easy ( d ) Coordination check . If successful, the character simply appears at their desired location. The character can teleport themself and up to their encumbrance in additional weight.
Effects
Difficulty Mod
Range : Increase the range of the teleport by one range band. This may be added multiple times, increasing the range by one range band each time
+
![]()
Affect Other : This changes the teleport into an attack. Make an Opposed Discipline versus Resilience check. On a success, move the target to a destination in medium range of the character’s choosing.
+
![]()
Portal : This creates a sustained (Concentration) portal that allows more people to be teleported.
+
![]()
Increase Mass : Increase the allowed weight to +1 over the character’s encumbrance. This may be added multiple times, increasing the encumbrance level by +1 each time.
+
![]()
Blind Teleport : The character can attempt to teleport to somewhere they cannot see. As this is incredibly dangerous, on a successful teleport, any TH generated will add 1 wound and any DE generated will count as a critical hit.
+
![]()
![]()
Reaction : The character may, as an out-of-turn action, attempt to teleport away from an incoming melee or ranged attack.
+
![]()
![]()
![]()
- Unique Talents
- Instinctual
Tier: 2
Activation: Passive
Ranked: No
The character’s ability to teleport comes easy to them. Reduce the difficulty of any teleport check byto a Minimum of Easy [
]
- Teleporting Fury
Tier: 3
Activation: Active
Ranked: No
Increase the check by. If the attack hits, the attacker can trigger Quit Hitting Me by spending (Two Advantages). QHM can be triggered multiple times. Each time the attacker triggers QHM, it deals an additional hit to the target. The character uses rapid teleports to effectively add Auto-Fire to their melee attacks.
These additional hits can be allocated to the original target or to other targets within range of the character. All other Auto-Fire restrictions must be followed.
Perhaps for the Teleporter, it makes more sense to lower Agility and instead raise Intellect or Cunning? The way I picture it, Teleporters would need better mental faculties to be able to teleport reliably (being able to rapidly judge distances, objects in motion, ect.), and wouldn't rely heavily on Agility (why be fast and agile when you can make up for that by being able to teleport all over the place?)
1 hour ago, Underachiever599 said:Perhaps for the Teleporter, it makes more sense to lower Agility and instead raise Intellect or Cunning? The way I picture it, Teleporters would need better mental faculties to be able to teleport reliably (being able to rapidly judge distances, objects in motion, ect.), and wouldn't rely heavily on Agility (why be fast and agile when you can make up for that by being able to teleport all over the place?)
So, basically Amelia Vought vs. Nightcrawler?
Edited by ghatt1 minute ago, ghatt said:So, basically Amelia Vought vs. Nightcrawler.
I'll be honest, I don't know an awful lot about Amelia Voght. I was personally thinking of Hiro from Heroes. He's not a particularly fast or agile guy, but his skills with teleportation are pretty impressive.
Good point. I almost went with straight 2s as you can really build the teleporter in many ways.
The more I think about it, I think for Superheroes, I will create Abilities that cost from 5-15 XP. These will be similar to the Nemesis Abilities mentioned on page 203.
Then the player can choose a standard Archtype based and then add the ability. There are too many examples in comics and media that contradict the stats of a Blaster, Controller, Tank, etc being tied into +1,-1,0,0,0 model.