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WOIN Supers
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<blockquote data-quote="M3woods" data-source="post: 7076881" data-attributes="member: 6855284"><p>A new idea for WOIN Supers popped into my head the other day. This is only a rough idea but I'll fiddle with it during down time and see how it looks.</p><p></p><p>A Character begins with their Origin, which would be your basic accident, mutant, non-human, etc; the origin story, so to speak. Then, the player chooses an Archetype: Paragon, Mystic, Vigilante, etc.</p><p></p><p>Here's the kicker, instead of careers the player chooses Power Sets. Here's an example:</p><p></p><p>ENERGY EMISSION</p><p>Attributes: END +1, WIL +1, POW +2</p><p>Skill Choices: [power], intimidation, perception, [physical], ranged ability, dodging</p><p></p><p>Exploits</p><p>Energy Blast (requires POW 6). You have the ability to fire blasts of energy from your body, with a range increment of 10'. If attack succeeds, blast does 1d6 per 2 PP [energy type] damage.</p><p></p><p>Force Field (POW 4). You create a force field of [energy type] centered on yourself, gaining SOAK 1 +1 per PP spent until your next turn. Pay 1d6 to extend the force field an additional 5' per 2 PP spent.</p><p></p><p>Draining Energy (WIL 4, POW 6). On a successful Grab, you can envelope an opponent with a cloak of energy which causes 1d6 +1d6 per 4 PP damage. Pay 2d6; you may forego the Grab and gain a range increment of 5' per additional 2 PP spent.</p><p></p><p>Energy Orbs (requires Energy Blast, POW 4). You have the ability to create and throw explosive orbs of energy. Energy Orbs affect opponents within 5' of target square and do 2d6 [energy type] damage to any within area of effect. (See Grenades in Future Equipment for details on throwing and area of effect.)</p><p></p><p>I was also looking at Power Shifts from the Cypher system. Power Shifts would allow a character to maintain a niche without changing any die types to justify things like super strength or invulnerability.</p><p></p><p>Sent from my SAMSUNG-SM-N900A using Tapatalk</p></blockquote><p></p>
[QUOTE="M3woods, post: 7076881, member: 6855284"] A new idea for WOIN Supers popped into my head the other day. This is only a rough idea but I'll fiddle with it during down time and see how it looks. A Character begins with their Origin, which would be your basic accident, mutant, non-human, etc; the origin story, so to speak. Then, the player chooses an Archetype: Paragon, Mystic, Vigilante, etc. Here's the kicker, instead of careers the player chooses Power Sets. Here's an example: ENERGY EMISSION Attributes: END +1, WIL +1, POW +2 Skill Choices: [power], intimidation, perception, [physical], ranged ability, dodging Exploits Energy Blast (requires POW 6). You have the ability to fire blasts of energy from your body, with a range increment of 10'. If attack succeeds, blast does 1d6 per 2 PP [energy type] damage. Force Field (POW 4). You create a force field of [energy type] centered on yourself, gaining SOAK 1 +1 per PP spent until your next turn. Pay 1d6 to extend the force field an additional 5' per 2 PP spent. Draining Energy (WIL 4, POW 6). On a successful Grab, you can envelope an opponent with a cloak of energy which causes 1d6 +1d6 per 4 PP damage. Pay 2d6; you may forego the Grab and gain a range increment of 5' per additional 2 PP spent. Energy Orbs (requires Energy Blast, POW 4). You have the ability to create and throw explosive orbs of energy. Energy Orbs affect opponents within 5' of target square and do 2d6 [energy type] damage to any within area of effect. (See Grenades in Future Equipment for details on throwing and area of effect.) I was also looking at Power Shifts from the Cypher system. Power Shifts would allow a character to maintain a niche without changing any die types to justify things like super strength or invulnerability. Sent from my SAMSUNG-SM-N900A using Tapatalk [/QUOTE]
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