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Great Responsibility: Superheroic Origins

Posted 6th October 2008 at 06:42 PM by arscott
Updated 7th October 2008 at 03:41 AM by arscott
I know I promised some fluff this time around--and that's still on it's way. But I can't let a whole month go by without posting, so here are the rest of the origins from Great Responsibility.

You've already seen the Survivor. Now let me present the Gadgeteer (suitable for tech-based heroes like Iron Man or Cyborg), the Heir (suitable for those with inborn powers, such as Wonder Woman or the X-men), and the Magician (suitable for those who are trained in the mystic arts, such as Dr. Strange or Zatanna).

Gadgeteer:
Spoiler:
Ability Scores: +2 Strength, Constitution, or Dexterity; +2 Intelligence, Wisdom, or Charisma
Size: Medium
Speed: 6 squares
Vision: Normal

Skill Bonuses: +2 Science, +2 Wealth
Bonus At-Will Power: You know one extra 1st level at-will attack power from your class
Gadget Modification: During an extended rest, if you've achieved at least two milestones since your previous extended rest, you may retrain as though you had gained a level.
Heir:
Spoiler:
Ability Scores: +2 Strength, Constitution, or Dexterity; +2 Intelligence, Wisdom, or Charisma
Size: Medium
Speed: 6 squares
Vision: Normal

Skill Bonuses:+2 Intimidate, +2 History OR Streetwise
Power Focus: Select a keyword from the following list: Acid, Charm, Cold, Conjuration, Fear, Fire, Force, Illusion, Lightning, Necrotic, Phasing, Poison, Polymorph, Psychic, Radiant, Sleep, Superspeed, Teleportation, Thunder, or Weapon. Gain a +1 racial bonus to attacks with the chosen keyword.
Birthright: Select a power from the following list <snip>

Example Birthright Powers:
Quote:
Waterborn Heir Racial Power
You are a child of the seas, and can live beneath the waves.
Encounter
Move Action Personal
Effect:
Swim a number of squares equal to your speed.
Special: A character with this power can breathe underwater.
Quote:
Strange Metabolism Heir Racial Power
You're not quite human, which makes you resistant to certain attacks.
Encounter
Immediate Interrupt Personal
Trigger:
You make a save against a power with the Cold, Necrotic, or Poison keywords.
Effect: You gain a +5 racial bonus on the save
Magician:
Spoiler:
Ability Scores: +2 Strength, Constitution, or Dexterity; +2 Intelligence, Wisdom, or Charisma
Size: Medium
Speed: 6 squares
Vision: Normal

Skill Bonuses:+2 Arcana, +2 Diplomacy
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
Strong Will: You gain a +1 racial bonus to your Will defense.
Power Words: Twice per encounter, you can invoke mystical energy by speaking a word of power. You begin knowing three such words, and can learn more by taking feats. No matter how many Power words you know, you can never use more than two per encounter, nor can you use each word more than once per encounter.
Ritual Casting: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
Ritual Book: You possess a ritual book, and it contains one 1st-level ritual of your choice.

Example Power Words:
Quote:
Power Word: Blight Magician Racial Power
You speak a vile and blasphemous word that saps the life essence of all creatures nearby.
Encounter•Necrotic
Minor Action Close
Burst 2
Target: Each creature in burst
Attack: Wisdom + 2 vs. Fortitude
Hit: 1d6 + Constitution modifier necrotic damage.
Quote:
Power Word: Radiance Magician Racial Power
You speak a word and a mystical glyph appears above your head shedding a pure light that drives back the forces of darkness.
Encounter•Radiant, Zone
Minor Action Close
Burst 2
Target: Each creature in burst that is vulnerable to radiant damage
Attack: Wisdom + 2 vs. Will
Hit: The creature takes damage as if its vulnerablility had been triggered
Effect: The power's area is a zone that remains brightly light for the remainder of the encounter. You can move the zone 3 squares as a minor action.
Quote:
Power Word: Wizard's Tongue Magician Racial Power
Your eyes blaze fire and your speech booms with thunder, and all who hear you pay heed to your words.
Encounter
Free Action Personal
Effect:
Until the end of the encounter your voice is magically increased in volume and your appearance is magically enhanced. Your voice becomes audible up to a mile away, and your face becomes plainly visible up to the same distance, if line of sight exists. You can choose do reduce this range if you so desire. While you are speaking, all mundane noise is completely drowned out-though this does not effect thunder or speech-dependent powers in any way. You also gain a +2 racial bonus to intimidate checks.

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  1. Old
    Wraith Form's Avatar
    Cool.

    I got chills while reading--this is how I want a super hero game to flow.
    permalink
    Posted 6th November 2008 at 07:28 AM by Wraith Form Wraith Form is offline
 
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