Super Worlds.

By glewis2317, in Your Settings

Do Over.

Edited by glewis2317
Do Over

Looks pretty good so far.

Are you going to do any worldbuilding or is this just a toolkit?

2 minutes ago, drainsmith said:

Are you going to do any worldbuilding or is this just a toolkit?

For now it's just a tool kit. I'm trying to put together on online games for Wednesday nights. (You interested?) I'm hoping to use that campaign to do world building. There is another section coming soon about building your own super hero universe or playing within one that already exists. I do have some setting ideas already and they will eventually find their way onto this document.

If any of you guys want to take a crack at some of these powers, please be my guest.

1 minute ago, glewis2317 said:

For now it's just a tool kit. I'm trying to put together on online games for Wednesday nights. (You interested?) I'm hoping to use that campaign to do world building. There is another section coming soon about building your own super hero universe or playing within one that already exists. I do have some setting ideas already and they will eventually find their way onto this document.

If any of you guys want to take a crack at some of these powers, please be my guest.

Even if you use your game to build the world out, I highly recommend you at least give it some back story for why the world is the way it is. Gives your players a jumping off point.

8 minutes ago, drainsmith said:

Even if you use your game to build the world out, I highly recommend you at least give it some back story for why the world is the way it is. Gives your players a jumping off point.

Obviously there will be a jumping off point and setting when we begin. This will be incorporated soon. One of the things I'm doing for this campaign in particular is making the PC's the "first" heroes. Obviously there will be NPC's with powers but until now the world at large has been unaware that there are super powered, magical, alien, androids walking among them.

Setting material is coming.

Edited by glewis2317

Years ago I was working on a supers RPG of my own, tentatively titled Excelsior! (with the ! of course). Rather than having powers, I was writing an effects-based system, listing a bunch of different effects a power could have, along with synergies (which effects work with other effects), while grouping them into types. Here's the list I had before abandoning the project:

Effect Type Synergy
Boost Physical Trait Adapt Absorb Energy, Armor, Change Density, Change Size, Shapeshift
Change Density Adapt Absorb Energy, Armor, Change Size, Duplicate, Fly, Immunity
Change Form Adapt Absorb Energy, Armor, Change Density, Change Size, Fly, Affect Status, Damage - All, Control Element, Control Energy,
Change Size Adapt Absorb Energy, Boost Physical Trait, Change Density, Conceal, Duplicate
Duplicate Adapt Absorb Energy, Change Density, Change Size, Communicate, Create Illusion, Immortality, Regenerate
Extra Limb Adapt Boost Physical Trait, Shapeshift, Stretch
Heal Adapt Absorb Energy
Immortality Adapt Change Density, Control Probability, Control Time, Duplicate, Regenerate
Other Form Adapt Change Density, Change Size, Extra Limb, Shapeshift, Stretch, Mimic Power
Possess Adapt Control Mind, Communicate, Comprehend, Read Mind, Sense – Distant
Recover Adapt Heal, Immortality, Regenerate
Regenerate Adapt Heal, immortality, Recover
Shapeshift Adapt Change Density, Change Size, Duplicate, Extra Limb, Other Form, Stretch
Stretch Adapt Change Density, Change Size, Extra Limb, Other Form, Shapeshift
Affect Status Attack Control Element, Control Energy, Damage – Aura, Damage – Blast, Damage – Persistent, Damage – Strike
Damage – Aura Attack Affect Status, Control Element, Control Energy, Damage – Blast, Damage – Persistent, Damage – Strike
Damage – Blast Attack Affect Status, Control Element, Control Energy, Damage – Aura, Damage – Persistent, Damage – Strike
Damage – Persistent Attack Affect Status, Control Element, Control Energy, Damage – Aura, Damage – Blast, Damage – Strike
Damage – Strike Attack Affect Status, Control Element, Control Energy, Damage – Aura, Damage – Blast, Damage – Persistent
Absorb Energy Control Armor, Immunity
Boost Mental Trait Control Command Animal, Control Mind, Luck, Move Object, Communicate, Comprehend, Read Mind
Command Animal Control Communicate, Comprehend, Read Mind
Control Element Control Affect Status, Damage – Aura, Damage – Blast, Damage – Persistent, Damage, Strike
Control Energy Control Affect Status, Damage – Aura, Damage – Blast, Damage – Persistent, Damage, Strike
Control Environment Control Affect Status, Transmute Matter, Burrow
Create Object Control Control Element, Control Energy, Control Environment, Move Object, Transmute Matter, Shield
Control Mind Control Boost Mental Trait, Communicate, Comprehend, Conceal, Create Illusion, Read Mind
Control Probability Control Control Time, Luck, Sense Danger, Teleport
Control Time Control Control Probability, Super Speed, Teleport
Luck Control Control Probability, Sense Danger
Mimic Power Control Absorb Energy, Affect Status, Nullify Power, Other Form, Possess, Shapeshift,
Move Object Control Create Object, Shield, Transmute Matter
Nullify Power Control Absorb Energy, Mimic Power
Transmute Matter Control Control Energy, Create Object
Armor Defend Absorb Energy
Immunity Defend Absorb Energy
Reflect Attack Defend Control Element, Control Energy, Move Object
Shield Defend Create Object, Move Object
Burrow Move Boost Physical Trait, Change Density, Change Size, Control Environment, Extra Limb, Other Form, Shapeshift
Fly Move Change Density, Control Element, Control Energy, Control Environment, Extra Limb, Move Object, Other Form, Shapeshift
Leap Move Boost Physical Trait, Change Density, Change Size, Control Element, Control Energy, Control Environment, Other Form, Shapeshift, Stretch
Super Speed Move Boost Physical Trait, Change Density, Control Time, Move Object, Other Form
Swim Move Boost Physical Trait, Change Density, Change Size, Control Element, Control Energy, Control Environment, Other Form, Shapeshift
Swing Move Boost Physical Trait, Control Environment, Create Object, Extra Limb, Other Form, Shapeshift, Stretch
Teleport Move Boost Mental Trait, Change Density, Conceal, Control Time, Control Probability
Wall Crawl Move Extra Limb, Other Form, Shapeshift, Stretch
Communicate Sense Boost Mental Trait, Command Animal, Control Mind, Read Mind
Comprehend Sense Boost Mental Trait, Enhanced Sense, Read Mind, Sense Danger, Sense – Distant
Conceal Sense Change Density, Control Mind, Luck, Other Form, Shapeshift, Stretch
Create Illusion Sense Boost Mental Trait, Control Element, Control Energy, Control Mind, Control Probability, Communicate, Luck
Enhanced Sense Sense Boost Mental Trait, Boost Physical Trait, Other Form, Shapeshift
Read Mind Sense Boost Mental Trait, Control Mind, Communicate, Comprehend, Sense Danger, Sense – Distant
Sense Danger Sense Boost Mental Trait, Control Probability, Control Time, Luck, Read Mind
Sense – Distant Sense Boost Mental Trait, Command Animal, Communicate, Comprehend, Enhanced Sense, Read Mind, Sense Danger

When I was writing Excelsior! , I had Origins, which were divided like so:

  • Unenhanced - Heroes who use their wits, human ingenuity, and invention.
    • Tech/Gadgets - Heroes who make use of gadgets, power suits, or advanced weapons.
    • Trained - Heroes who have received intense training in a particular (usually martial) skill.
    • Natural - Heroes who rely on quick wits and their natural strength and ability, normal humans with the willpower to do amazing things.
  • Birthright - Heroes for whom power is inherent by virtue of who they are.
    • Outsider Birthright - Heroes whose power is derived from their outsider heritage; angels, demons, fairies, aliens, anything not from here (wherever here might be).
    • Magical Birthright - Heroes with a magical gift from birth. Seventh son of a seventh son. Firstborn of a wizarding family. Direct descendant of Merlin.
    • Evolutionary Birthright (Mutation) - Heroes whose powers stem from the evolution of their species; genetic anomalies of their kind.
  • Changed - Heroes who were once just human, but have become something greater!
    • Changed by Bestowed Gift - Heroes who have been granted power by some sort of gift. An alien artifact, a mighty sword, a powerful ring, even ascension.
    • Changed by Power - Heroes who have been exposed to some great source of power - the Well of Souls, an alien device of unknown origin - and were changed by it.
    • Changed by Accident/Experiment - Heroes whose powers come from some fringe science experiment, or an arcane ritual gone awry.
  • Artificial - Heroes who have been made. Or at least partially.
    • Cybernetic Enhancement - Heroes who may not be completely artificial, but still require their enhancements to live and to do their good works.
    • Technological Construct - Heroes who are synthetic lifeforms and artificial intelligences. Androids, robots, and the like.
    • Magical Construct - Heroes brought to life by magic, such as golems and homunculae.
  • Incarnate - Heroes whose power comes from their very being as the avatar of some tremendous force.
    • Incarnation of a Deity - Heroes who are, or once were, gods, demigods, and other eternal beings.
    • Incarnation of a Place - Heroes representing the combined psyche of a given place, such as the protector of a city, the ghost of an ancient burial site; a being representing a specific place.
    • Incarnation of an Ideal - A hero who is the manifestation of a specific concept, such as hope, peace, or justice.

There's no reason something like that couldn't serve as the basis for archetypes for Supers in Genesys.

(I don't mean to take over the thread; just posting ideas I've been tossing around for years, in hopes some of them might help you with what you're working on.)

1 minute ago, Simon Retold said:

When I was writing Excelsior! , I had Origins, which were divided like so:

  • Unenhanced - Heroes who use their wits, human ingenuity, and invention.
    • Tech/Gadgets - Heroes who make use of gadgets, power suits, or advanced weapons.
    • Trained - Heroes who have received intense training in a particular (usually martial) skill.
    • Natural - Heroes who rely on quick wits and their natural strength and ability, normal humans with the willpower to do amazing things.
  • Birthright - Heroes for whom power is inherent by virtue of who they are.
    • Outsider Birthright - Heroes whose power is derived from their outsider heritage; angels, demons, fairies, aliens, anything not from here (wherever here might be).
    • Magical Birthright - Heroes with a magical gift from birth. Seventh son of a seventh son. Firstborn of a wizarding family. Direct descendant of Merlin.
    • Evolutionary Birthright (Mutation) - Heroes whose powers stem from the evolution of their species; genetic anomalies of their kind.
  • Changed - Heroes who were once just human, but have become something greater!
    • Changed by Bestowed Gift - Heroes who have been granted power by some sort of gift. An alien artifact, a mighty sword, a powerful ring, even ascension.
    • Changed by Power - Heroes who have been exposed to some great source of power - the Well of Souls, an alien device of unknown origin - and were changed by it.
    • Changed by Accident/Experiment - Heroes whose powers come from some fringe science experiment, or an arcane ritual gone awry.
  • Artificial - Heroes who have been made. Or at least partially.
    • Cybernetic Enhancement - Heroes who may not be completely artificial, but still require their enhancements to live and to do their good works.
    • Technological Construct - Heroes who are synthetic lifeforms and artificial intelligences. Androids, robots, and the like.
    • Magical Construct - Heroes brought to life by magic, such as golems and homunculae.
  • Incarnate - Heroes whose power comes from their very being as the avatar of some tremendous force.
    • Incarnation of a Deity - Heroes who are, or once were, gods, demigods, and other eternal beings.
    • Incarnation of a Place - Heroes representing the combined psyche of a given place, such as the protector of a city, the ghost of an ancient burial site; a being representing a specific place.
    • Incarnation of an Ideal - A hero who is the manifestation of a specific concept, such as hope, peace, or justice.

There's no reason something like that couldn't serve as the basis for archetypes for Supers in Genesys.

(I don't mean to take over the thread; just posting ideas I've been tossing around for years, in hopes some of them might help you with what you're working on.)

Excelsior! is a great name. You're not taking anything over. lol. I'll definitely use these as reference. My goal is to keep this as simple as possible. If anything else this could be a good sheet to hand to players stumped for character ideas.