My take on superpowers

By Captain Coffee, in Genesys

My group is in the middle of a D&D campaign that has a while to go. I suggested trying Genesys when we are done and asked them what setting they want to do. They decided on steampunk superheroes with Chthulu and also dragons. So, I'm working on all the different pieces of that. I have plenty of time to work.

I've decided that some powers will be talents and others will be modified magic skills. I wrote up a document for fire control powers that I have attached below. The fire control power is my template for powers that use modified magic rules. I'm curious what you think of them. I tried not to make them overpowered, but since they are more specialized that Arcana, I wanted them to be better at their thing than an all around magic user would be. What do you think?

Fire Control

Attack : You may make an unarmed ranged or melee fire attack.

Skill

Damage

Crit

Range

Special

Fire Brawl

Fire Control

Br + Points in Fire Control

3

Engaged

Burn x points in Fire Control

Fire Ranged

Fire Control

Will + Points in Fire Control

3

Medium

Burn x points in Fire Control

Before your attack, you may choose to add any of the following effects by taking one point of Strain to increase the difficulty of your Fire Control check.

Quality

Effect

Difficulty

Blast

The attack gains the Blast quality with a rating equal to your character's ranks in Fire Control.

+1

Increased Range

Increase the range of the spell by one range band. is may be added multiple times, increasing the range by one range band each time.

+1

Destructive

The attack gains the Sunder quality. The attack also gains the Pierce quality with a rating equal to the character's ranks in Will.

+2

Barrier : As an action you may make an Easy (difficulty 1) Fire Control check to create a protective aura of flame around yourself or an engaged ally. This aura grants +1 defense and lasts until your next turn. For every 2 Successes beyond the one needed to activate the power, you may increase your Defense by another +1. Additionally, when an engaged enemy makes a Melee or Brawl attack against you they must succeed on a contested (Resilience Vs. Fire Control) check or take damage equal to your ranks in Fire Control.

You may take one point of Strain to increase the difficulty of this roll by 1 for every additional ally you would like to be protected by your barrier. You may take one point of Strain to increase the difficulty of this roll by 1 to increase the range of this effect by one range band.

Construct:

As an action, you may make a difficulty 1 Fire Control check to summon a fiery construct that resembles an item that can be held in one hand, for example a one handed weapon with no moving parts, or a minion that is no larger than Silhouette 1.

If it is a weapon, it has all of the qualities that weapon would normally have plus a burn rating equal to your ranks in Fire Control. You still use the normal attack skill for that weapon (usually Melee).

If the construct is a minion, it has all the stats that minion would usually have and all of its attacks have a Burn rating equal to your points in Fire Control. You may spend 1 maneuver on your turn to allow your construct to take one maneuver and one action. If you do not use a maneuver to grant the construct an action, it does not act in that round.

You may take one strain to add one difficulty and add any of the effects from table III.2-8 on page 217 of the Genesys rulebook.

Edited by Captain Coffee