| Vidmaster7 |
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I'm curious if anyone else on the forum has any experience with this third party product (available on drivehtru) It is a superhero themed pathfinder ruled system. It was on kick-starter some time ago. I personally picked it up recently and really like what they were trying to do with it. I wondered if anyone else had found the product and tried it out?
| Collin Young 84 |
I own it, but have never played it. It is pretty decent in its portrayal of superpowers, though I found a few things a little wonky: i.e. mythic (replicator), shield maiden and primeval felt like they should have been prestige classes and you still can't get truly super strong characters (read: Superman or the Hulk) using RAW. Other than that it is interesting and I have been thinking of ways to retool it for running a super hero game.
| Vidmaster7 |
i know what you mean about not be able to make super strong characters who can pick up 100 tons plus i think I worked to math out to maxing out a little above 10 tons I've been talking to the creators of it and they think there is room for cosmic levels (similar to mythic levels in pathfinder) I think with that you could bump up the str scores quite a bit more (just from the increases you get from myhtic teirs as is you get quite a bit higher str that plus a rank 11 super str etc. could get ya there i think)and I don't think anyone would argue big blue and hulk are cosmically powered. The replicator shield maiden and primeval to me feel like racial paragon classes. I'm OK with that. I'm not big on prestige classes anyways
| Collin Young 84 |
I have been rereading my PDF...and now I just need to find a group and play lol...I had forgotten how well it translates supers to Pathfinder.
A few things I would modify, and I would use some of the new PF classes (i.e. Vigilante), use the rules from the Technology Guide, and I would have to make up some new Powers for the Mythic because there are a few that didn't make it in (Probability Control type power comes to mind).
| Collin Young 84 |
I do remember reading they were going to do an Atlantis sourcebook and a book of NPC's/Villains.
If they do a revised edition...sign me up!
Hope it happens, and that it gains popularity, at least enough to let them build up the campaign world a little more, though to be honest I would use the rules for my own homebrew world (which has been my supers campaign for quite a while, and has done rules shift from FASERIP Marvel to Mutants and Masterminds and pretty much anything that struck my fancy in between lol). I cannibalize stuff from all sorts of games campaign fluff wise anyway and I love reading others takes on the genre, even if I never use their worlds.
| Collin Young 84 |
Since it is fully compatible with other Pathfinder stuff I would use gillmen as an Atlantean stand-in. Androids would probably work as a race too...more human like constructs than synthetics. The Fraal (from D20 Modern/Alternity and updated to PF in the old Creature Chronicle sight) would make an appearance as well.
Honestly there is just a lot of cool stuff you could use from core PF in a supers game.
| Borthos Brewhammer |
I happen to be friends with one of the dev's cousins here in Louisville and it doesn't seem like they're doing much with it right now. Their website points back to DTRPG and no posts on their social media account for almost a year. It's a good game in need of an errata for sure. I just stopped a campaign recently that didn't gain much traction, I guess the setting just doesn't jive with a lot of people. Is love for him to keep working on it but it looks like its done for now.
| Collin Young 84 |
Going to just have to make up those feats on your own...I have been mulling over a bunch of stuff as well.
To bad your campaign didn't take off.
I bought a game called Heroes Wear Masks a few months before I had even heard of Man Made Mythology. I played it quite a bit and even made up a bunch of my own stuff...added powers, upped the power level to my liking, got nearly 300 pages of homebrew stuff lol...then I got MMM and...wanted to switch over. My group told me to eff off lol...I have kind of a problem with switching games in mid campaign, so I get it. But MMM is far more superior to HWM in my opinion.
| Vidmaster7 |
out of curiosity what made your campaign loss traction? yeah i probably won't use the setting. there is a lot of good in it I think maybe some things could be scaled up a bit and maybe something scaled down (the evoker seems hella strong) but I really like the resource points and the power kits (although i think power archetypes could be a thing to get a few weirder concepts to work)
mutants and masterminds is good that is what I previously ran but so many house rules and character creation was way to free form (you would forget to get something or it wouldn't feel right) This is the closet to what I want in a super hero rpg that I've encountered. seems like with right support it could take off.
| Vidmaster7 |
So after looking through is there anything you folks think needs tweeked? iv'e had a few ideas i think the invoker and vessel are way stronger then the others I think i would like them as 6th level casters with 3/4 bab instead of 9 maybe give them a few more abilities to split the difference. also could see the power armors str go up a bit.
Might just be me however I kind of think about the impact that 7-9 level spells have on a modern world. and its not like you ever see anything in a comic that would be past a 6th level spell.
| Vidmaster7 |
players are at level 7 now. Been doing a little bit of tinkering with the classes. Made an Arch-type (super soldier) and a new power (spatial manipulation). Thinking about making a whole new class. (symbiote) using synthesist summoner somewhat.
The big thing I want to do is to buff the mythic class so far it seems to have the least exciting level up experience. I also want to change the origins so there not just for mechanical benefits. Magic origin I think is most flavorful. I considering dispersing the other benefits as class options. and making new advantage for the current origins.
If anyone else has any house rules or some such that they have done with it Id like to hear them.
| Collin Young 84 |
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I have been working on my campaign setting mostly, though I have tinkered with some new feats and such, here are a couple of them )(feedback/comments/criticisms welcome!):
Extra Mythic Ability (Mythic)
Prerequisites: Mythic (Mutation) Level 3 or better.
Benefit: The character may choose any Mythic ability he meets the prerequisites for.
Special: This feat may be taken more than once.
Greater Secret Origin
Prerequisites: Improved Secret Origin feat, Character level 5th or better.
Benefit: The character gains the Tier Three Mythic ability for the one he chose with the Secret Origin feat. Alternatively he may choose a Tier Two ability if he chose another Tier One ability, or another Tier One ability.
Improved Secret Origin
Prerequisites: Secret Origin feat, Character level 3rd or better
Benefit: The character gains the Tier Two Mythic ability for the one he chose with the Secret Origin feat. Alternatively he may choose another Tier One ability
Legacy of Power (Mythic)
Prerequisites: Tier 2 Mythic ability.
Benefit: You can add half your level in any other class to your levels in Mythic (Mutation) for purposes of gaining Tiers in one of your Mythic powers and any bonuses you would gain from your origin.
Mind Blade (Mythic)
Prerequisites: Class Mythic (Mutation), Telekinesis or Telepathy power.
Benefit: The character can create a blade of pure mental energy as a free action. The blade deals 1d6 damage, and counts as a weapon in regard to feats and class abilities.
Natural Weapon: Rock Hard Fists (Mutation)
Prerequisites: Class Mythic (Mutation)
Benefit: The character's fists are like clubs, granting them a slam attack that deals 1d6 blunt damage in combat.
Secret Origin
Prerequisites: Cannot have any levels in the Mythic class.
Benefit: The character chooses a Mythic Origin and a single Tier One Mythic ability. They are now also eligible to take Mutation and Mythic feats.
Also added some new gimmicks (mostly trick arrows), and have house ruled that any missile weapon can be made into a gimmick (because every campaign needs a larcenous Aussie who uses trick boomerangs), and am porting over cybernetics and mutations (for Mutation Feats) from D20 Modern.
I have a list of new powers I will eventually get to as well: Animal Mastery, Animation, Energy Control: Cold, Energy Control: Electricity, Energy Projection: Light, Illusion Mastery, Light Mastery, Photographic Reflexes, Power Duplication, Probability Control, Radiation Control, Shapeshift, Transformation: Gaseous Form
Transformation: Light Form, Transformation: Magma Form, Transmutation.
Want to make a new Mythic class too...the Mythic (Object Wielder), i.e. Green Lantern type characters. This one will be the most difficult as I am not sure how to go about it.