APPLICATION: The Silver Age RPG!

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One question: What's the difference between this and CAH? It sounds the same. Is it in a different time period? Like WWII or Cold War?
 
One question: What's the difference between this and CAH? It sounds the same. Is it in a different time period? Like WWII or Cold War?

For starters, there's a different character system and general structure/set-up. But the main difference is the Silver Age theme.
 
even though im getting ready to trimmy roster of rpgs, this one lookes like its worth picking up.
 
I already have a character in mind...just working on the perfect Silver Age origin/powers! :woot:

Question: What are "Ranks" in terms of the Power section, and how does one earn "Ranks" and Points for their attributes, for that matter?
 
I already have a character in mind...just working on the perfect Silver Age origin/powers! :woot:

Question: What are "Ranks" in terms of the Power section, and how does one earn "Ranks" and Points for their attributes, for that matter?

I'll explain it in further detail when I've gotten the full rulebook up and running (I'm working on it right now; it'll probably be a few days while I get the Powers and Classes balanced out), but here's the long story short:

Ranks determine how powerful a character's super-powers/gadgets/magic items are. 1 Rank is the lowest, 50 is the highest. For example, adding 1 or 2 Ranks into Super-strength will get you to about the same strength as Captain America. Meanwhile, maxing it out will give you the ridiculous amounts of strength that Superman or the Incredible Hulk have.

Gadgets work very much the same way: the more powerful/effective the Gadget, the more Ranks it will cost. A simple grappling-hook gun, for example, would only cost 1 or 2 Ranks. Something like Iron Man's armor or the Batmobile would cost the whole 50.

Basically, you can choose to have 1 or 2 extremely powerful abilities, or a bunch of less powerful ones. Depends on whether you want to be a jack-of-all-trades or master a specialized area.

Gaining ranks and attribute points is done by advancing Levels, which is done by successfully completing story arcs. The bigger the story arc, the further along you will get. Stopping a simple bank robbery, for instance, won't gain you a Level unless it leads to you bringing down a mob ring. Defeating Villains (or Heroes, if you're playing a villain), stopping Disasters, etc. are what you want to have in mind. Since there's no dice-rolling or pencil and paper involved, rewarding Levels is mainly up to the GM's discretion.
 
Since this is silver age, what topic are too "taboo"?
 
I'll explain it in further detail when I've gotten the full rulebook up and running (I'm working on it right now; it'll probably be a few days while I get the Powers and Classes balanced out), but here's the long story short:

Ranks determine how powerful a character's super-powers/gadgets/magic items are. 1 Rank is the lowest, 50 is the highest. For example, adding 1 or 2 Ranks into Super-strength will get you to about the same strength as Captain America. Meanwhile, maxing it out will give you the ridiculous amounts of strength that Superman or the Incredible Hulk have.

Gadgets work very much the same way: the more powerful/effective the Gadget, the more Ranks it will cost. A simple grappling-hook gun, for example, would only cost 1 or 2 Ranks. Something like Iron Man's armor or the Batmobile would cost the whole 50.

Basically, you can choose to have 1 or 2 extremely powerful abilities, or a bunch of less powerful ones. Depends on whether you want to be a jack-of-all-trades or master a specialized area.

Gaining ranks and attribute points is done by advancing Levels, which is done by successfully completing story arcs. The bigger the story arc, the further along you will get. Stopping a simple bank robbery, for instance, won't gain you a Level unless it leads to you bringing down a mob ring. Defeating Villains (or Heroes, if you're playing a villain), stopping Disasters, etc. are what you want to have in mind. Since there's no dice-rolling or pencil and paper involved, rewarding Levels is mainly up to the GM's discretion.
How would the rank system work with powers such as flying, for instance?

The higher the rank, the faster you can fly?
 
Flying is something I was going to put under the 'Defy Gravity' Super-power. The first few Ranks (10-Under) allow a high-jump, 10-25 are levitation (i.e. can only float while concentrating), 25-35 is true flight, but only in the lower atmosphere. 35-49 allows flight in the upper atmosphere, and the full 50 allows full-on space travel (provided your character has some means of breathing and/or is strong enough to survive re-entry through the atmosphere).

How fast you can fly depends on how many Ranks you put into Super-Speed.
 
Since this is silver age, what topic are too "taboo"?

Since the Silver Age was the hey-day of folks like Frederic Wertham and the Comics Authority Code, most 'adult' topics like sex, drugs, and murdering innocent people would be strictly taboo. Villains may attempt to kill Heroes or build world-destroying doomsday devices and whatnot, because that's what villains do. Right now, I don't think I'm going to allow anti-heroes, because that's not what the Silver Age was about.

Basically, a good rule of thumb about what sort of story arcs would be allowed is whether or not it's something you would want your kids to read. You can make it intelligent, even scary, but things done purely for shock value are definitely off-limits.
 
Flying is something I was going to put under the 'Defy Gravity' Super-power. The first few Ranks (10-Under) allow a high-jump, 10-25 are levitation (i.e. can only float while concentrating), 25-35 is true flight, but only in the lower atmosphere. 35-49 allows flight in the upper atmosphere, and the full 50 allows full-on space travel (provided your character has some means of breathing and/or is strong enough to survive re-entry through the atmosphere).

How fast you can fly depends on how many Ranks you put into Super-Speed.

Hmm, what if they have a primary power that allows for flight, but that isn't the primary one? o.O
 
Ya mean like how Magneto can levitate and whatnot? Hrmmm....haven't really thought of how that should work.

I think the use of certain powers to simulate other powers would fall under the Intelligence attribute; if your character is smart enough to think of it, then it's allowable.
 
Ya mean like how Magneto can levitate and whatnot? Hrmmm....haven't really thought of how that should work.

I think the use of certain powers to simulate other powers would fall under the Intelligence attribute; if your character is smart enough to think of it, then it's allowable.
What about powers like pre-cognition? The higher the rank, the further and/or clearer into the future they can see?

I want to have my character have a very low level pre-cog. He can see (at most) a couple minutes into the future, but usually all he can see is where a punch or kick is coming from, etc.
 
Since the Silver Age was the hey-day of folks like Frederic Wertham and the Comics Authority Code, most 'adult' topics like sex, drugs, and murdering innocent people would be strictly taboo. Villains may attempt to kill Heroes or build world-destroying doomsday devices and whatnot, because that's what villains do. Right now, I don't think I'm going to allow anti-heroes, because that's not what the Silver Age was about.

Basically, a good rule of thumb about what sort of story arcs would be allowed is whether or not it's something you would want your kids to read. You can make it intelligent, even scary, but things done purely for shock value are definitely off-limits.
Ok, if thats the case I may be able to do one of my hero concepts. But most of my good ones are the really "Rated R" guys if you will.
 
Here's the tentative list of Classes so far. Right now it's only for Heroes; Villain classes will likely just be re-named analogs to these.

Also, I'm dropping the 'Agility' attribute (since that can be coupled with Speed), and replacing it with one called 'Potency' (how skilled one is in using Magic)

[FONT=&quot]CLASSES:[/FONT]

A player determines his/her character's path by selecting its Class. While Classes do not necessarily determine a character's powers, they do determine how effective said powers may be, as well as how they can be used. Each Class has specific traits that affect one's powers/stats, as well as a specific Character Strength and Character Weakness (to be described in their respective section).

While a starting character may only pick one Class, a character of Level 5 or higher may start adding levels to different Classes. For example, if a player has gained 8 levels, he/she may choose to advance all 8 levels to the character's existing Class, or may put 5 Levels into the existing Class and 3 into another, or 2 into a second class and 1 into a third, and so on and so forth. Mixing Classes will result in a wider array of abilities, but will weaken said abilities' potential.

The list of potential classes may include:

HERO CLASSES:

Champion:
The most identifiably 'heroic' of the Hero classes, Champions serve their purpose by inspiring those around them. The best-rounded of the Classes in terms of abilities, they are distinct mainly due to their higher Charisma. They are fastest to gain the trust of the public, and suited to fill a leadership role in a hero team-up. The down-side of this is that being a well-known public figure makes a Champion's secret identity harder to keep secret.

Stat Bonus: +1 to Charisma per Level

Class Strength: Heroic Aura
The Champion's very presence has an uncanny effect on those around him, inspiring fellow heroes to greater acts of good and discouraging villains from their wicked ways.

-Villains facing a Champion get a Spirit penalty equal to 1/2 Champion's Level (ex: a Level 10 Champion takes 5 off of a Villain's Spirit)
-Heroes teaming with a Champion get a +1 to their highest Stat

Class Weakness: Public Pressure
Operating under the constant scrutiny from the very people he/she intends to protect, a Champion's position in the eyes of the public is very precarious indeed. Failing to live up to his/her image will shatter the trust the public has placed in the Champion. More importantly to the Champion, acting so openly generates a lot of interest in the Champion's true identity, which may place his/her loved ones at serious risk.

-Failing in a heroic act (i.e. losing a fight with a Villain, failing to prevent a Disaster, being publicly humiliated, etc.) will cancel all effects of the Heroic Aura, and the Champion cannot regain this Strength until he/she has reconciled for it (by defeating the Villain, stopping an even greater Disaster, etc.)
-A Champion must be especially careful in keeping his/her Secret Identity a secret. He/she must avoid spending too long in costume, or accidentally performing suspiciously heroic acts while out of costume, etc. A Champion who cannot successfully balance dual-identities may risk being blackmailed by shady organizations, or worse- having their loved ones attacked by retaliating Villains.

Avenger:
On the front lines of the battle between good and evil, an Avenger makes his mark by taking the fight directly to the enemies of Millennium City. Tenacious but short-sighted, they typically have a high Spirit, but low Wisdom. Avengers are the first to jump into the fray, and the last to go down if they can help it. On the down-side, their aggressive tendencies often get them into trouble with the authorities, who see them more as vigilantes than workers for the public good.

Stat Bonus: +1 Spirit per Level, -2 Wisdom (penalty is reduced by 1 every 5 Levels)

Class Strength: True Grit
An Avenger's determination to defeat the forces of evil propels him to go the extra mile in battle. Even when things look their darkest, an Avenger is able to grit his/her teeth and keep on fighting.

-As long as another Hero is still conscious in his presence, an Avenger cannot be knocked out or succumb to poison (NOTE: this does not count if there are multiple Avengers involved. In that case, it acts as a +2 Spirit bonus until there is only 1 Avenger standing)

Class Weakness: Loose Cannon
Since he/she acts primarily as a combatant rather than a public servant, an Avenger is typically treated by the police and the government as a danger to the community, and has to work harder to gain the public's trust. This also strains their ability to team up with other Heroes.

-The more collateral damage caused in a battle, the harder an Avenger will be pursued by Millennium City's authorities. Stopping a bank robbery may only result in a few officers trying to keep the Avenger from leaving the scene, while a super-powered duel that flattens several blocks will have agents of the CIA (or worse) pursuing the Avenger.

-In a team-up situation, the Avenger takes a -1 Charisma penalty and a -2 penalty if the Avenger is made a leader.

Gadgeteer:
Gifted inventors, Gadgeteers can come up with devices for virtually every scenario. Proponents of brains over brawn, they have a high Intelligence, but a low Strength. They are firm believers in having the right tool for the right job, and keep themselves prepared for anything. Unfortunately, if their inventions and gadgets fail them, Gadgeteers are left extremely vulnerable.

Stat Bonus: +1 Intelligence per Level, -2 Strength (penalty is reduced by 1 every 5 Levels)

Class Strength: Gear-Head
A Gadgeteer finds inventing new devices much easier than any other Hero. Therefore, he may have more varied or more powerful Gadgets at his disposal.

-Gadgets cost only 1/2 as many Ranks for a Gadgeteer.

Class Weakness: Technical Reliance
Though he/she may have the mental and imaginative prowess to handle situations, a Gadgeteer's other abilities are somewhat lacking. Therefore, his/her Super-powers and magical abilities are somewhat limited compared to the other Heroes.

-Super-powers and Magical Items cost 2x as many Ranks for a Gadgeteer.

Spell-Slinger:
Versed in the arts of magic, a Spell-Slinger is able to use his/her powers to make the impossible possible. They typically have a high Potency with a low Strength. They are more cosmically aware than other Heroes, and believe that the world is much larger and more encompassing than most suspect. Unfortunately, a Spell-Slinger is only as powerful as his/her magic, and if that is broken, then the Spell-Slinger is in trouble.

Stat Bonus: +1 Potency per Level, -2 Strength (Penalty reduced by 1 every 5 Levels)

Class Strength: Magical Mastery
Attuned to the ways of the other-worldly, Spell-Slingers are much more capable of creating and using Magic Items.

-Magic Items cost only ½ as many ranks for a Spell-Slinger

Class Weakness: Sorcerer’s Dependence
Despite their amazing abilities, Spell-Slingers cannot do much good without their magic. If a Spell-Slinger’s spells are countered or broken, he/she is left vulnerable.

-A Spell-Slinger under Level 5 cannot possess Super-powers
-Once the Strength penalty is reduced, Super-powers and Gadgets may be used, but at 2x the cost in Ranks.

Powerhouse:
The heavy-hitters among Heroes, Powerhouses are known for their incredible might. They typically have a very high Strength, with a low Intelligence. A Powerhouse will typically solve problems through sheer brute force, which makes them extremely potent--although often dangerous-- additions to any Hero team-up.

Stat Bonus: +1 Strength per Level, -2 Intelligence (Penalty reduced by 1 every 5 Levels)

Class Strength: Adrenaline Rush
When faced with odds too much for even his/her uncanny power to handle, a Powerhouse can suddenly receive a massive boost of energy, allowing him/her to perform feats of strength that would normally be impossible.

-When outnumbered by at least 2x as many Villains compared to Heroes present, or facing a Villain 3 or more levels above his/her own, a Powerhouse may double his/her Strength for 1 turn or use 1 Strength-related Super-power that he/she does not currently possess (NOTE: this can only be used once per battle)

Class Weakness: Meat-Head
Relying more on his/her own physical attributes; a Powerhouse is not exactly compatible with most technological or magical devices.
-Powerhouses under Level 5 may not use Gadgets or Magic Items of any sort.
-Once the Wisdom penalty has been reduced at Level 5, Gadgets and Magic Items may be used, but at 2x the cost in Ranks.

Speedster:
Fastest of all the Heroes, Speedsters use their amazing quickness to solve problems before others have time to react. They typically have a very high Speed, but a low Spirit. Capable of keeping Villains off-guard, a Speedster is a force to be reckoned with alone, and an incredibly valuable member of any team-up. Unfortunately, moving so quickly can lead to a sudden-and violent- stop if a Speedster is intercepted, making him/her relatively fragile.

Stat Bonus: +1 Speed per Level, -2 Spirit (Penalty reduced by 1 every 5 Levels)

Class Strength: Slow-Motion
Able to think as quickly as he/she moves, a Speedster can take in information as if the world were moving in slow-motion. This allows him/her opportunities to respond much more easily than any other Hero.

-Upon entering Slow-Motion, a Speedster is able to land attacks on a Villain without any opening for retaliation, or use 1 Speed-related Super-power that he/she does not already possess (NOTE: This can only be used once per battle, and does not work against other Speedsters)

Class Weakness: Sudden Stop
When a Speedster is hit while moving (i.e. attacked by a Villain, struck by debris, etc.), the impact is amplified tremendously due to his/her own speed. The jarring effect can stop the Speedster dead in their tracks, and leave him/her helpless.

-If a Speedster is unable to avoid being hit while running at speed, he/she is knocked unconscious for a turn, leaving him/her vulnerable to receive further damage.

Strategist:
Contemplative and levelheaded, the Strategist is always thinking ten steps ahead of everyone else. They are known for having high Wisdom, but low Charisma. Very little escapes their watchful eyes, and there are few things left off their contingency plans. Unfortunately, their very drive for perfection is what distances them from other Heroes.

Stat Bonus: +1 Wisdom per Level, -2 Charisma (penalty reduced by 1 every 5 Levels)

Class Strength: Prep-time
Never one to be caught off-guard, a Strategist knows his/her enemy very well. Going into a battle where the opponents are already known, a Strategist may enact certain contingency plans to bring his/her foes down with relative ease.

-If a Strategist knows the Villain that he/she is facing before the battle begins, then he/she may automatically enact a ‘deus ex machina’ against the villain without having to disclose the plan in earlier posts (though said plan should be approved first by the GM). This is especially effective if the Strategist has already faced said Villain before, or if the Villain has an obvious physical or psychological weakness.

Class Weakness: Paranoia
Believing himself/herself to be the only one that can be trusted, a Strategist often has extreme difficulty working with the authorities or other Heroes. This can lead to unnecessary conflict if the Strategist is part of a team-up.

-A Strategist takes a -2 Charisma penalty when working on a team, and a Strategist under Level 5 cannot be a team leader.
-Once the Charisma penalty has been reduced at Level 5, a Strategist may lead a Hero team-up, but at a -3 Charisma penalty.
 
Damn. Just... Damn.

Thanks for making the rest of us RPG admins look like amatuers. :o:oldrazz:
 
Guess which class I'm eyeing?...yeah, that's right. Gadgeteer
 
Wait... Prep-Time is a strength?

Holy hell. That outright calls to me. :wow:
 
Wait... Prep-Time is a strength?

Holy hell. That outright calls to me. :wow:
And paranoia is a weakness!

It's like Andy was thinking of you when he wrote up the Class. :cwink:


EDIT: In all seriousness, Andy, I gawk at the effort/thought behind this application and set-up. I am SO petitioning to have some of this stuff incorporated into the CAH application next year. Top drawer, my friend, top drawer. :up:
 
Similar to the Create-A-Hero RPG, with one major theme: pure, unbridled Silver Age mayhem! I'm talking time travel adventures, alien invasions, evil clones from other dimensions, the whole works. A call back to the days when good and evil were spelled out in technicolor, and fiddling around with radiation gave you superpowers instead of cancer. The more whacked-out and over-the-top, the better!

You sir... are a true hero.
 
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