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<blockquote data-quote="RangerWickett" data-source="post: 251221" data-attributes="member: 63"><p>Natural 20 Press's supers book will be coming out for pdf sale in about 2 weeks. You'll be able to buy it at RPGNow.com A rough version of the same rules I've been presenting here is available in issue 6 of Asgard magazine, which you can download from <a href="http://www.enworld.org" target="_blank">www.enworld.org</a></p><p></p><p>The supers book has a bad title right now, and I'm miffed at Russ for not making it shorter, so I'm currently refusing to type the full name. It's something like the Ultimate Superhero Toolkit. *shrug*</p><p></p><p>In Nat20 Supers, the rules are presented to be compatible first and foremost with D&D, since we assume that most D20 players play D&D. You can still use all the core classes and prestige classes you want, though if you're playing in a modern setting, your DM might say "no spellcasters."</p><p></p><p>Additionally, the book presents two core classes and four prestige classes. The main core class we present is the Hero, which gains Hero Points to let you get super powers. It progresses at the same rate as all the other classes, so don't expect to be too terribly powerful at low level. If you devote all your resources to strength and lifting, I think you can manage to lift a half ton at 1st level, but that's about all you'll be able to do. Impressive, but not the most useful thing. </p><p></p><p>Once you get up to 5th level or so, though, you'll start having access to some of the cooler powers, like flight, phasing, and powerful energy blasts. At 20th level, when wizards are flinging around meteor swarms, Heroes will have access to understandably powerful abilities, like the ability to fly at the speed of sound (cool, but teleport is faster), throw tanks hundreds of feet, or have gadgets that fire huge energy blasts. Overall, super powers are a little weaker than spells you could have at the same level, but they are usually unlimited in how often you can use them. Most characters from comics would be Heroes.</p><p></p><p>The second core class is the Specialist, which is sort of a beefed-up Expert. 10 skill points/level, an ability akin to bardic knowledge, and a few bonus feats. They represent the everyman, who might be a brilliant lawyer or scientist, but can't sneak attack, wear plate armor, or cast spells. Lex Luthor would be a Specialist.</p><p></p><p>The four prestige classes are Detective, Gadgeteer, Menacing Vigilante, and Mentor.</p><p></p><p>The Detective focuses on tracking down information, especially in areas rife with crime. Batman had the full 5 levels of Detective (plus a bunch of other levels).</p><p></p><p>The Gadgeteer gives you the ability to modify and combine gadget-based super powers. Instead of having an eyebeam of fire, you could have a shoulder-mounted laser, or a powerful flamethrower. Batman probably had a level or two of Gadgeteer, while Iron Man had the full 10 levels.</p><p></p><p>The Menacing Vigilante relies on his own fearful reputation to empower himself in combat against criminals and evil-doers. Batman and the Punisher both were Menacing Vigilantes.</p><p></p><p>The Mentor is more of a support character, though he can easily be a full member of the party, kind of like a bard with no spells. He can provide his allies insight into his own skills, which will aid them in their endeavors. Professor X, Alfred Pennyworth, and that old guy from Buffy were all Mentors.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 251221, member: 63"] Natural 20 Press's supers book will be coming out for pdf sale in about 2 weeks. You'll be able to buy it at RPGNow.com A rough version of the same rules I've been presenting here is available in issue 6 of Asgard magazine, which you can download from [url]www.enworld.org[/url] The supers book has a bad title right now, and I'm miffed at Russ for not making it shorter, so I'm currently refusing to type the full name. It's something like the Ultimate Superhero Toolkit. *shrug* In Nat20 Supers, the rules are presented to be compatible first and foremost with D&D, since we assume that most D20 players play D&D. You can still use all the core classes and prestige classes you want, though if you're playing in a modern setting, your DM might say "no spellcasters." Additionally, the book presents two core classes and four prestige classes. The main core class we present is the Hero, which gains Hero Points to let you get super powers. It progresses at the same rate as all the other classes, so don't expect to be too terribly powerful at low level. If you devote all your resources to strength and lifting, I think you can manage to lift a half ton at 1st level, but that's about all you'll be able to do. Impressive, but not the most useful thing. Once you get up to 5th level or so, though, you'll start having access to some of the cooler powers, like flight, phasing, and powerful energy blasts. At 20th level, when wizards are flinging around meteor swarms, Heroes will have access to understandably powerful abilities, like the ability to fly at the speed of sound (cool, but teleport is faster), throw tanks hundreds of feet, or have gadgets that fire huge energy blasts. Overall, super powers are a little weaker than spells you could have at the same level, but they are usually unlimited in how often you can use them. Most characters from comics would be Heroes. The second core class is the Specialist, which is sort of a beefed-up Expert. 10 skill points/level, an ability akin to bardic knowledge, and a few bonus feats. They represent the everyman, who might be a brilliant lawyer or scientist, but can't sneak attack, wear plate armor, or cast spells. Lex Luthor would be a Specialist. The four prestige classes are Detective, Gadgeteer, Menacing Vigilante, and Mentor. The Detective focuses on tracking down information, especially in areas rife with crime. Batman had the full 5 levels of Detective (plus a bunch of other levels). The Gadgeteer gives you the ability to modify and combine gadget-based super powers. Instead of having an eyebeam of fire, you could have a shoulder-mounted laser, or a powerful flamethrower. Batman probably had a level or two of Gadgeteer, while Iron Man had the full 10 levels. The Menacing Vigilante relies on his own fearful reputation to empower himself in combat against criminals and evil-doers. Batman and the Punisher both were Menacing Vigilantes. The Mentor is more of a support character, though he can easily be a full member of the party, kind of like a bard with no spells. He can provide his allies insight into his own skills, which will aid them in their endeavors. Professor X, Alfred Pennyworth, and that old guy from Buffy were all Mentors. [/QUOTE]
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