Natural 20 Press' Four-Color to Fantasy: Superhero Toolkit is finally here!

Well I just got a chance to glance at the rules. It looks interesting. Right now I'm trying to deal with reading a PDF (which I always find tough), but all in all it looks very good. Just wish I could print it out. Ah well for now I'll just work my way through the PDF. Hopefully in the next few days I'll start making some characters. :)
 

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Self-Duplication power, ala Triplicate Girl or Flashback. (I searched on 'duplicate', 'duplication, and 'clone')

"Usable against others" -- wh
at if I want to teleport someone else against their will, or make someone else phantasmal?

More super-senses: Radio hearing, for one. Or super-touch which lets you read a book by feeling the temperature difference between the ink and similar stunts.

'Lycanthrope' heroes: Some method by which you can create a character with multiple bodies and minds, in effect, two PCs or NPCs who 'swap'. (HulK/Banner, Billy Batson/Captain Marvel, Don Blake/Thor)

'Serial' heroes (don't feel bad, NO game out there easily handles these well): Sleeper from Wild Cards or 'Dial 'H' For Hero' types.

'Omnigadgets':"Fortunately, I happened to have my bat-shark repellent on me!" The ability of heroes to 'happen to have' the precise gimmick they need. (How about a feat which grants a small pool of 'undefined' hero points, which a Gadgeteer can 'define' in-play, but, once defined, they remain 'locked' until the gadgeteer has returned to his home base?)

'Dynamic' power levels: "I can defeat Dr. Megadeath with my ultra-burst -- but I'll need to drop my force field to do it!" Character who have a 'power source' which powers one or more powers, but whose total levels are in flux, i.e, someone who has flight, heightened defenses (defined as a force field granting a deflection bonus) and an energy attack, with ten total 'levels' divided among them, changeable each round.

Sorry to sound like a shill, but Silver Age Sentinels handles all of these things easily...

There is a power called Duplicate which allows you to create copies of yourself. For an additional cost, those duplicates can even be customized with different abilities than the base form.

Usable against others can be added to practically any power by buying Power Modifiers... these allow a power like Teleport, Grow, Shrink, Density Control, etc to be used against other targets, and the levels of PMVs you buy determine the range, area of effect, duration, etc...

Lychanthropic heroes would use the Alternate Form power, giving you slightly more character points in return for having another, weaker or normal form that you change back to. Examples provided for Animal form, Elemental/Chemical forms, Flames, Gaseous, Incorporeal, Melded, Superhuman, and 2-dimensional, plus you can easily make more...

Serial Heroes in SAS can be made with the Power Flux ability... it gives you a pool of character points to buy other powers with, and you can only change those powers after a certain length of time or under certain circumstances (like 1/hour, must dial HERO on watch...)

Omni Gadgets can be made in SAS, or simulated with low levels of either Powerflux or Dynamic power. (Your reference to bat-shark repellant and Dynamic powers leads me to believe you already know SAS, as these things were discussed on their forums, but for those that don't know, I'm stating it here anyway)

SAS has the ability Dynamic Powers which allows a great range of control over a limited field, such as weather, magnetism, gravity, etc...

In fact, people have been trying to find things SAS can't do, and have been having a very hard time of it...
 
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Yes, SAS has more powers. That's because this book isn't about the powers. The next book is about the powers. This book just introduces the powers.

Unfortunatley, a PDF the size of the SAS book wouldn't go down too well. So we do two PDFs.

The structure set out in this book leaves it open so that it can do anything. It sets the foundation for the supplements to build on.
 
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Samurai said:

Sorry to sound like a shill, but Silver Age Sentinels handles all of these things easily...

If you want to teach a new rules system to your entire group! Which, sadly, I don't. Not that SAS isn't a good book and a cool game, but even the d20 conversion isn't likely to be my Supers rules of choice. Perhaps alongside M&M, the Superhero Toolkit is. Clearly, YMMV. :)

Sorry to thread the hijack! I'll shush now.

- P-Kitty

PS Piratecat SMASH! Ah, I love Superhero games.
 

What's to teach? You roll under ACV to attack, roll under DCV to defend, roll damage if you hit, roll under your stat+skill+mod to make a test... if anyone has played Hero before, it is very similar, just much easier... I explained the whole system in a few lines... not hard at all!
 

Well, that's OK, Samurai. Nobody is saying you have to buy this. It's available for those who want a d20 superhero game, whatever their reasons for it. :)
 


Psychotic Dreamer said:
I have to agree with P-Cat. Not to mention right now its just not in my price range. Being out of work and all that. However a $9 PDF I can get the money for.

Or even a $7 PDF! :)
 


Hmm, the website here says $8.95, you might want to change that...

It also says it is only 64 pages... is that true? I hear Deeds not Words is over 300, SAS is 336, M&M is 192, and I believe most of the others have a higher page count too. Is that one reason you lowered the price? How complete is it at only 64 pgs?
 

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