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Superhero Skills


Cassandra

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I've created a template for the Martial Artist/Gadgeteer superhero, but I was wondering is other heroes should have some minimum skills as well.For Example, my Martial Artist/Gadgeteer have AcrobaticsBreakfallCriminologyDeductionDisguiseLockpickingMartial BlockMartial DodgeMartial StrikeMartial ThrowOffensive StrikeSecurity SystemsShadowingStealthStreetwiseThis is 50 Points worth of skills, plus 98 points in Characteristics and 2 points of Running.

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Re: Superhero Skills

 

It prety much depends entirely on concept.

 

For example, it sounds good to say that all martial artists should have Breakfall. But then there's boxers - trips and throws are not allowed, so breakfall isn't taught.

 

Gadgeteers and Inventor sounds just as good - but what about the guy whose concept is that he uses someone else's inventions?

 

It gets even harder with other archetypes, where often times individuals are even more diverse than the martial artists and gadgeteers.

 

In my opinion, there really isn't any such thing as a generic skills package for any hero. A GM might enforce a 'minimum number of noncombat skills' rule, but that is hardly the same as saying that characters of a given type must have these skills.

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Re: Superhero Skills

 

I was thinking about things like Megascale flight. One level and you can travel the world. Should a hero have to have Navigation to keep from getting lost?
Yes. ;)

 

It's not essential, but if the purpose of a template is to make character building easy, it's useful to be reminded of that fact that the character should consider buying it.

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Re: Superhero Skills

 

In my opinion' date=' there really isn't any such thing as a generic skills package for any hero. A GM might enforce a 'minimum number of noncombat skills' rule, but that is hardly the same as saying that characters of a given type [i']must [/i]have these skills.

 

I agree that "must haves" are inappropriate, however, that's not an arguement against templates per se.

 

Templates are useful as a guide - a skeleton that can be fleshed out. They allow you to build a character of a certain power level quickly and easily.

 

They can also help you define requirements. I personally don't use them much for this.

 

In a sense, a template is the same as a Package, except that it is laid out in the form of a skeleton character that you can edit, rather than as a "list of things". Combining the two is a quick and easy way of fleshing out a character.

 

A key mistake, by the way, is to make a template too complex and expensive, which squeezes the number of points available to make a character an individual.

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Re: Superhero Skills

 

I usually consider Stealth as a must have for MA's... Streetwise, ...and Acrobatics. Yeah a boxer would likely Not be trained in those but a Super boxer? That fights crime? Of course he/she'd have those!

 

Stealth

Shadowing

Lock picking

Security Systems

Compi-sci

Acrobatics

Breakfall

Streetwise

Conversation...maybe, but most likely...

Several KS's and Contacts say 5 to 8 points worth...

 

I'd pretty much put those down on a martial artist char sheet on auto-pilot, then decide where to spend points....

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Re: Superhero Skills

 

I usually consider Stealth as a must have for MA's... Streetwise, ...and Acrobatics. Yeah a boxer would likely Not be trained in those but a Super boxer? That fights crime? Of course he/she'd have those!

 

Stealth

Shadowing

Lock picking

Security Systems

Compi-sci

Acrobatics

Breakfall

Streetwise

Conversation...maybe, but most likely...

Several KS's and Contacts say 5 to 8 points worth...

 

I'd pretty much put those down on a martial artist char sheet on auto-pilot, then decide where to spend points....

 

I don't know... some of those don't sound horribly appropriate for, say, a Shoulin Monk...

 

Seriously. If you have a concept in mind for the character, then the skills pretty much take care of themselves. If they don't, maybe you should be putting a little more thought into the concept rather than just automatically throwing skills onto the character.

 

I'm gathering a set of characters for the Archetypes thread (it's taking a while to get them all into Hero Designer, and upgraded to 5E to boot!), my point might be a little more clear once I put them up.

 

Although I do note that a fair number of my characters have had a lot of the skills listed...:rolleyes:

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Re: Superhero Skills

 

Seriously. If you have a concept in mind for the character' date=' then the skills pretty much take care of themselves. If they don't, maybe you should be putting a little more thought into the concept rather than just automatically throwing skills onto the character.[/quote']

 

Unfortunately, there are game viability factors to consider. Basically, some archetypes and power sets need certain skills to work properly. These are the skills we are considering here.

 

Then there are the skills particular professions have, often represented as packages, plus the specific things that makes a character an individual.

 

Each of these operates at a different level of abstraction:

"My character uses his skills to fight crime".

"My character is a wealthy playboy who uses his skills to fight crime".

"My character is a wealthy playboy raised by Bengal tigers who uses his skills to fight crime".

 

At the moment we are mainly looking at the first of these levels.

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Re: Superhero Skills

 

I think here we need to separate archetype from concept a bit. So you're a Gadgeteer. Do you build your own stuff? Do you have a patron or team that builds this stuff for you and you just use it? Did you find some kind of omnigadget in a dumpster? Do you draw your gadgets and your imagination makes them real? Are you a mage crafter who imbues handy objects with magical powers?

 

From the above options your Gadgeteer could be a scientist, an engineer, a mission specialist, a homeless person, an artist, or a sorceror and that is where the skill list will come from. Packages for these concepts could be very useful, if only to help come up with skills that should be included in the concept.

 

Another interesting idea from Cassandra! Must spread, etc., etc.

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Re: Superhero Skills

 

Well, to help out new players, I was putting together a few "Kits" of stats, powers, and so on, including skills. As such, to make your life easier, here's my "Skill Kits", each of which cost 15 points.

 

Acrobat

 

Acrobatics at +1

Breakfall

Climbing

PS: Circus Acrobat: 11-

KS: The Circus: 11-

 

Actor

 

Acting +1

Disguise

Persuasion

Seduction

Perk: Actor Union Membership

 

Bon Vivant

 

High Society +1

Conversation

Seduction

KS: The Rich and Famous 11-

2 pts of Wealth

 

Detective

 

Criminology +1

Deduction +1

Conversation

KS: City of Operations 11-

 

Doctor

 

Paramedics +1

Bureaucratics

PS: Medicine

KS: Speciality: 11-

Perk: Liscense to Practice Medicine

 

Patriot

 

Oratory +1

Persuasion

Tactics

KS: National History 11-

KS: Home Nation 11-

 

Scientist

 

Inventor

Scientist

Science A +1

Science B

Science C

Science X 11-

Science Y 11-

 

Technician

 

Computer Programming

Electronics

Mechanics

Security Systems

Systems Operations

 

Thief

 

Concealment

Contortionist

Lockpicking

Sleight of Hand

Stealth

 

Traveller

 

Navigation

Survival

Trading

AK: Country of choice 11-

Language: Fluent in one language

AK: Secondary country 8-

Language: Basic conversation in one language

 

 

Ten basic skill packages to pick from that can be easily combined (For example, Acrobat and Theif gives a cat burglar, while Doctor and Traveller can give a 30's-era explorer, and so on. Obviously, each has plenty of room for tweaking, but, they work as a starting point for new players.

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Re: Superhero Skills

 

What, no Homeless? Well, then:

 

Homeless Person

 

Concealment

Stealth

Streetwise

Survival (Urban)

AK: City of Operations 11-

KS: The Poor and Obscure 11-

15 Points of Poverty

 

Sadly, only adds up to zero points. Thanks for the packages, I saved them for future use!

 

You can also look at my "Trust me, I'm an Expert" thread...I have a lot of "Expert" packages of skills that might spark some ideas...

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