| Katrina Sinclair |
| 1 person marked this as a favorite. |
I thought the more modern settings could be more fun to play in as superheroes, so I'm thinking a set of optional superhero rules for Voyager would be cool. I personally would LOVE to create my own superheroes in Voyager. I'm going to repeat that: optional superhero rules. If you don't want your PCs to be superheroes, don't use the rules. Voyager will work just fine without them.
Here's my idea for the system. Make up a whole list of superpowers. Each power costs 2,5,10,or 15 points, depending on how powerful it is. A first level character has 20 points to spend on superpowers. You do not gain more at higher levels. At 4th, 8th, 12th, 16th, and 20th level your powers get more powerful.
What I need from you guys is advice on how powerful these powers should be, and ideas for what should be on this list of superpowers.
Crimson Jester
|
Accelerated healingr
Ability to heal rapidly from any injury; the rate of recovery varies from character to character. Can sometimes result in the slowing of aging.
Acid generatione
Ability to generate acid, can be manifested through touch or as a spray.
Animal mimicry
Ability to take on the abilities of certain animals.
Biological manipulation
Ability to control all aspects of a living creature's biological make-up. This includes, but is not limited to, genetic alterations, physical distortion/augmentations, healing, disease, and biological functions.
Body part substitution
Ability to replace one's limbs or other body parts with those of another.
Bone manipulation
Ability to manipulate the bones in one's own body. This includes, but is not limited to, the generation of new bone mass, projecting bones out from the skin or rearranging one's own bones.
Duplication (physical)
Ability to create physical duplicates of oneself.
Duplication
Ability to bring past and future versions of oneself back to the present.
Echolocation
Ability to determine location of objects in the environment by use of reflected sound waves, whether generated by the character or ambient sound. Also known as sonar or radar sense.
Invisibility
Ability to render the user unseen to the naked eye.
Invulnerability
Ability to be immune to one or more forms of physical damage.
Kinetic absorption
Ability to absorb forms of kinetic energy into oneself and utilize it in some way, such as by converting it into physical strength or using it to power energy blasts.
Matter ingestion
Ability to consume any sort of matter without any ill effects on the user.
Merging Kleinstocks
Ability to temporarily merge two beings into a single being, which results in a completely new and stronger being.
Pheromone manipulation
Ability to generate and control pheromones which may have various effects.
Poison generation
Ability to assault others with one or more varieties of toxins, with widely disparate effects.
Prehensile/animated hair]
Ability to animate and lengthen one's hair.
Reactive adaptation/evolution
Ability to develop a resistance or immunity to whatever they were injured by or exposed to. This effect can be permanent or temporary.
Self-detonation or explosion and reformation
Ability to explode one's body mass and reform.
Sonic scream
Ability to generate vocal sounds of a higher amplitude than a normal human.
Superhuman breath
Ability to inhale/exhale with superhumanly powerful strength. This can range from exhalation on par with gale force winds to inhalation on par with the power of a gravitational vortex. In some cases, freezing temperatures can also be achieved.
Superhuman durability
Ability to have a higher resistance to one or more forms of damage before being injured.
Superhuman reflexes
Ability to react faster than a normal human.
Superhuman senses
Ability to see, smell, taste, feel and/or hear more than a normal human.
Superhuman strength
Ability to have a level of physical strength much higher than normally possible given their proportions.
Superhuman vision
Ability to see better than normally possible.
1. Night vision
Ability to see clearly in darkness.
2. X-ray vision
Ability to see through solid matter.
3. Telescopic or microscopic vision]
Ability to magnify vision to various levels.
Wallcrawling
Ability to adhere to solid surfaces.
Waterbreathing
Ability to respirate through water in lieu of a gaseous medium. Not to be confused with an ability to go without breathing or to be able to breathe an alternative air supply.
Ecological empathy
The ability to sense the overall well-being and conditions of one's immediate environment and natural setting stemming from a psychic sensitivity to nature.
Innate capability
Ability to naturally have skills and/or knowledge typically earned through learning.
Omni-linguism
Ability to understand any form of language, a natural polyglot. This can be accomplished in various ways.
Omniscience ce
Ability to know anything and everything.
Superhuman intelligence
Intelligence far above that of a genius level.
Superhuman tracking
Ability to track an individual or object through supernatural means; sometimes referred to as "pathfinding."
| Katrina Sinclair |
Accelerated healingr
Ability to heal rapidly from any injury; the rate of recovery varies from character to character. Can sometimes result in the slowing of aging.
Acid generatione
Ability to generate acid, can be manifested through touch or as a spray.
Animal mimicry
Ability to take on the abilities of certain animals.
Biological manipulation
Ability to control all aspects of a living creature's biological make-up. This includes, but is not limited to, genetic alterations, physical distortion/augmentations, healing, disease, and biological functions.
Body part substitution
Ability to replace one's limbs or other body parts with those of another.
Bone manipulation
Ability to manipulate the bones in one's own body. This includes, but is not limited to, the generation of new bone mass, projecting bones out from the skin or rearranging one's own bones.
Duplication (physical)
Ability to create physical duplicates of oneself.
Duplication
Ability to bring past and future versions of oneself back to the present.
Echolocation
Ability to determine location of objects in the environment by use of reflected sound waves, whether generated by the character or ambient sound. Also known as sonar or radar sense.
Invisibility
Ability to render the user unseen to the naked eye.
Invulnerability
Ability to be immune to one or more forms of physical damage.
Kinetic absorption
Ability to absorb forms of kinetic energy into oneself and utilize it in some way, such as by converting it into physical strength or using it to power energy blasts.
Matter ingestion
Ability to consume any sort of matter without any ill effects on the user.
Merging Kleinstocks
Ability to temporarily merge two beings into a single being, which results in a completely new and stronger being.
Pheromone manipulation
Ability to generate and control pheromones which may have various effects.
Poison generation
Ability to assault others with one or more varieties of toxins, with widely disparate effects.
Prehensile/animated...
Thanks very much.
ShadowcatX
|
I didn't read the previous list so there will be some duplicates, I'm sure, but I didn't want to get overly influenced by where he was going. I'll be leaving out obvious answers like "super strength".
Karmic Power:
A retributive type power allowing you to turn enemy's powers back on them (short time frame), so long as you survive the experience.
Adaptive Combat Style:
While fighting against someone you automatically adapt to best counter their combat style. (No idea how this would work in d20.)
Shapeshifting:
Either one specific animal (ala lycanthropes) or more interestingly any animal (ala druid) or better yet mix of animals (or even magical beasts and animals.
Light manipulation:
Can cover everything from generating light, dousing light, laser beams, seeing invisible spectrums of light, etc.
Matter Manipulation:
Transforming matter into something else. (Alternatively, transforming one's self into another type of matter. Say turning one's self into pure steal. Or plasma. Or water. etc.)
Elemental Control:
Either of one element, or multiple elements. (Remember positive and negative elements if in D&D. Japanese Elements Optional.)
Grant Power:
One of my favorite, bestow powers (even ones you don't have) on willing minions (who don't have powers) in exchange for their soul. (Or whatever.)
| A CR20 Seagull |
I'll toss in two of my favs.
Adaptive Evolution:
Altering ones form to better withstand the current situation, like becoming resistant to fire after getting burnt and such.
Localized Time Dilation:
Being able to effect time in a close area, Such as slowing down an attack to make it easier to dodge, or rapidly aging a nearby object into dust.
yellowdingo
|
Given String theory invalidates religion and evolution and tells us that even the rules of physics are a false belief system - I would go with:
Possibility Manipulation - the capacity to manipulate reality thus allowing pretty much any superpower sub-type or version of reality.
This would serve as the origin of all 'powers'.
| Katrina Sinclair |
Moved thread.
Huh? I guess I wasn't clear about what Voyager is. It's a set of tech levels for Pathfinder. Voyager is still very much Pathfinder, even if it does have shiny modern things. It probably shouldn't be here. Then again, I maybe shouldn't have put it in off-topic, either. Flagged for the mods. Could this please be moved to Pathfinder homebrew?
| Katrina Sinclair |
Have you looked at The Modern Path? That should be your system baseline.
No thank you. The difference between Voyager and The Modern Path is that Voyager is still heavily fantasy, with a lot of magic, spellcasters common, and plenty of speculative technology, and keeps the Pathfinder class system, albeit with heavy use of archetypes to fit it to the modern day. I prefer that to The Modern Path, which is why I'm creating Voyager. I still want elves, sorcerers, dragons, and stuff, I just want glocks and cell phones, too.
As for the superheroes, Voyager's Dieselpunk tech level could be so cool with superheroes. They'd fit perfectly in such a setting. That's why I posted this thread to ask for ideas for powers for a superhero template. I choose to work with a template so that superheros can easily be left out of the game if the GM doesn't want the PCs running around shooting laser beams out of their eyes and outrunning trains.