Phoenix: superhero expansion pack for d20M

Post/Author/DateTimePost
#1

TheRealOrion

Sep 10, 2008 21:42:14
Hi,

I've been giving this system away and I'd love for more people to play it (and play test it!). It's designed as an expansion pack for d20 Modern. It's around 170 pages currently and it might gain a few more pages, but not significantly. I don't see it tipping over 200 pages. I have a dissertation to write, so I just don't have the time. The game is based on a point-buy system so that you can mix and match almost anything you like, which is consistent with comic-book superhero stories because they mish-mash everything, sci-fi, fantasy, pulp, crime, etc. You can download the files for free (check my sig!). All I ask is that you send me a message with comments, complaints, or suggestions. I thrive on them.

Chapter breakdown ahoy:

Chapter 1: Character Creation
This chapter covers Character Points (CPs), the base unit of the game, and has some genre-specific rules about being a superhero. It also contains Advantages and Complications.

Chapter 2: Classes
There are eleven new, superhero/pulp-theme classes in this chapter (and three optional classes in Ch cool. They are designed on the core-class model (a la D&D), and not the base-class model (a la d20M). However, there are rules included for using d20M classes instead, and even for mixing the two systems together, if that's what you're into.

Chapter 3: Skills
This is basically a big table and some notes. I've left skills pretty much intact, although I have combined a couple and eliminated one or two. It's not a major overhaul, just a few tweaks.

Chapter 4: Feats
There is a metric crap tonne of new feats in this chapter. It's 40 pages long. It includes a four-page table with all the feats from D&D, d20M, and the updated Psionics Handbook. Feats are the perfect way to make a non-powered superhero.

Chapter 5: Powers
This is the real show, the superpowers. I'm coming it at over 60 pages of powers, as it stands, and there's really no limit to how many I (or you!) can keep writing. I've tried to cover all the basics in this chapter, but there's always something obscure or weird that can be added. Future updates to the system will probably mostly be tweaks to existing powers or adding new ones.

Chapter 6: F/X
I've incorporated traditional spell-casting and psionic manifestation into the system, as well as the sci-fi equivalent, which I call 'supertech.' That information is all in this chapter, which includes spell/psi-power lists and rules for magic items, psionic items, and supertech devices.

Chapter 7: Combat and Movement
This chapter is relatively brief. It just has some expanded/tweaked rules for superpowered combat (super attribute rules, building damage, etc.), and for travel/movement that's specific to the superhero genre (i.e., swinging on a rope/web, and running at super speed).

Chapter 8: GMing
This chapter is mostly soft advice, not so many rules, about running a superhero-themed game. It has tips on strategy, on generic expectations, on the difference between a superhero comic book and a role-playing game (how to keep players happy and stay true to the genre), and there are three optional classes in this chapter (Mystic, Psionicist, and Inventor [the last of which is coming soon!]). These classes are optional because the system is designed such that you buy powers, including spells/psi-powers, separately, but if you want to play a old-school spellcaster or psionic manifester, you can.

Coming Soon! Chapter 9: Enemies and Allies
Non-human species templates (atlantean, aeriel, brute, catpeople, molepeople, more!), Power Suites (speedster, blaster, elemental, more!), and Samples Heroes and Villains.

Appendix: character sheets (complete with all the boxes you need for the system), terms and values (and stuff)

Download the file below, in my sig. Play to your heart's content. Send me a message if you do (email address and such is in the introduction). Enjoy!
#2

tema69

Sep 11, 2008 3:01:36
I hope that you'll get the response you deserve on this great project, but unfortunately, I'm affraid my players wouldn't like playing superheroes, so I will not be able to playtest it.

So YOU (yes, you; not you, Orion) should look at it and try it out with your buddies. :D
#3

octavian_5

Sep 12, 2008 19:40:49
Already did. Ran a little one-shot using it, went better than great! Planning on a campaign at the moment. I'll let you know how that goes.
#4

jgemmo

Sep 20, 2008 19:50:34
Looks like a very cool product, going to pitch it to my group when we complete the current campaign