SUPER 4E

Post/Author/DateTimePost
#1

atanakar

Sep 12, 2009 10:10:00

My players have asked me to do a SUPER game using 4E rules.
Here is what I have come up with:

ARC STORY
- The characters have been geneticaly modified and implanted with
nano technology before being sent back through time to today. They
must search for the cause of a series catastrophic chain events that
leads to the total destruction of future Earth. Mouhahaha !!! Agents
of those responsible for this tragedy must stop them of course. Who
they are and why they are doing that will be revealed slowly through
the course of the campaign... Moral dilemas and plots turns abound!

POWERS
- Even if they possess advanced technology and modified bodies their
powers are limited by the need to consume/absorb energy and materials
to recharge them. Each player must explain how this works in relation
to his/her character concept. (within set parameters)

HEALING SURGES
- Self healing generated by nanotech

LEVELS
- Each time they destroy an enemy BBEG foe linked to the castastrophic events
they absorb/assimilate from them a super energy bursts that grants them new
powers or boosts their current ones.

- Characters start the campaign at level six :
2 at-wills / 2encounters / 2daily / 2 utilities

ROLES
- No change

CLASSES REPLACED BY SUPER HERO CONCEPTS
- Since we have been playing 4E for 18 months now I plan on letting
players cherry pick powers from every book. They will have to run them
by me and justiy choices in relation to their super concept. Anything in
magical nature must be explained by the player in SF terms.

NORMALS
- Will be created using monster creation rules of the 4E.

#2

Nerpherder

Sep 12, 2009 10:24:46

I was working on my own 4eSupers here is what I came up with:


 


At the levels indicated you get the ability, I was also thinking of adding a 2nd Second wind at 11 then maybe a 3rd one at 21.


 


 


 


Heart of a Hero (3, 12, 21, and 30):    You have shown the heart of a true hero, with your power to come back form the brink of death, and continue fighting when others have fallen.  When you gain this ability choose on of the following options.


  • Heroic Health: Increase your healing sure value by an amount equal to your Constitution Modifier plus 2 per additional time you chose this option.

  • Heroic Recovery: Each time you chose this option you decrease the effort it takes to use your second wind one step along the following path.

  • o Standard - Move - Minor - Immediate Reaction - Immediate Interrupt - Free Action

 


Trade Mark Moves (6, 15, 24):    You have fought more battles than many read about, your weapons have become extensions of your body, the forms of combat are etched in to you mind and muscles.  When you gain this ability chose a power you have, the refresh rate and effort of the ability moves one step along the following path:  


Daily - Encounter - Recharge (5-6) - At-Will - Basic


If you retrain or replace a Trade Mark Move, you may choose a new power.  If ever you regain you first choice it becomes your trade mark again.


 


Battle Taught (9, 18, and 27):    Your many battles have given you insight into new abilities.  When you gain this ability you may chose one of the following options.


  • Learned From a Friend: You may choose a class power from a different class. You treat this new ability as though it were granted by your class. Change the power source of the chosen power to the same as your base class. If the new power requires an implement you may use the same implements your base class has access to.

  • Learned From the Enemy: You may choose an ability of a Monster of your level -2. This ability becomes a 'racial' ability for you. (The ability chosen may be limited by the per-view of the GM.)

 


Heroic Action (11, 21):    You may spend 1 extra Action Point per encounter but no more than one per round.  When you take an extended rest you retain 1 extra Action Point.

#3

atanakar

Sep 13, 2009 7:27:30

Suggestions ::


Additional «Second Winds» : Not shure. Depend how much «healing» characters can get from
leader roles if you are using them at all. If you do give only extra SW at paragon & epic levels.


Hearth of the Hero + Herioc recovery :  Should be at every 5 levels (5,10,15,20,25)
1-4 Standard / 5-9 Move / 10-14 Minor / 15-19 Immediate Reaction / 20-24 Immediate Interrupt
25 - 30 Free Action


Trade mark move: Pretty cool mechanic.


Battle Taught: Not for me. Opens the door to weakening of character concepts and lenghty discussions with the GM on why a player CAN'T take a power they want.


Heroic Action: We do that already for D&D.


 


Atanakar