This looks really good Simon. Very detailed; more so than I recall any other game covering.
As it now has a new title, I thought I'd start this new thread. Here is the way I'm going with dealing with character advancement. I'm not sure whether I've seen anything exactly like this anywhere before, but I'm sure someone out there will tell me: DOWNTIME
Downtime isthe period between adventures. The time is fluid Ė whatever suits the campaignstyle and what is happening at the time. Itís also a time for the GM and playersto do a bit of book-keeping, to make sure their character sheets are upstraight and so on. Generally allow players to choose 1-2 things that they willbe doing in their downtime. Stuff characters can do in downtime:
- Media Work
- Visit Dependents
- Visit Therapist
- Design/Build Devices
- Improvements to HQ
This meansyou are making a TV appearance, or at a convention or some other publicfunction. If you arenít already famous, you gain the famous benefit for thenext adventure. If you are already famous you can take the rich benefit for thenext adventure. If you are misunderstood by the authorities, you can buy thisoff for the next adventure.
This meansyou are sorting out your accounts; it might involve a visit with your bank manager,accountant, boss or the taxman. If you have the broke drawback, you can buythis off for the next adventure. If you arenít already rich you may add therich benefit for the next adventure. If you are already rich, you have people thatdo all of this stuff for you.
If you werebadly injured (all conditions down to zero) in the last adventure, you willneed to spend your downtime recuperating.
If you havethe drawback of someone needs me, you can spend some of your downtime visitingthem; take them out for the day, visit the ball game or museum Ė anything theylike doing. This buys off the drawback for the next adventure.
If you haveany psychological drawbacks (flashbacks, fear etc) you can buy these off forthe next adventure with a bit of psychoanalysis.
With avisit to the gym and putting in the hours, you can hone your physical fitnessand practice your own skills. Train for three (this is adjustable by the GM ifhe wants faster or slower advancement) downtimes in a row on the same thing andyou receive a die bump to a condition, skill or power.
This isworking on your groupís team skills and provided the team work on this duringtheir downtime, they receive the additional benefits of teamwork (see combat) forthe next session.
Gadgeteerscan user their time to invent new gadgets, battle suits, weapons, vehicles etc.This usually takes more than one period of downtime.
This looks really good Simon. Very detailed; more so than I recall any other game covering.
The Soultaker Studios Blog: http://soultakerstudios.blogspot.com/
I've been having further thoughts about the title of the game. I'm wondering whether Triumphant is right or not. Some options I tried are completely out by virtue of already belonging to DC or Marvel or because there is already a rpg with the same or similar name. So these are some titles I had considered (which is best?):
- Powers & Paragons
At least you are checking. A surprising number of RPG designers -even big publishers- choose the name of their games in a vacuum. So we end up with multiple RPGs named "Legend" or "Legends," or with a samurai RPG that has the same name as a racist skinhead group. It's tough because so many good names are already taken.
If I google "Heroic RPG," I get a bunch of results for "Marvel Heroic Roleplaying."
The subject of "Triumphant" is not immediately apparent from the title, but the name sounds cool and googling it doesn't render any red flags.
i have the same problem with the gametable software i'm more or less in charge of. it has been called gametable ever since conception, but another site, commercial, uses "game table online" or GTO (which ironically is in and of itself a manga title long before they started using it). sadly they beat us by a short amount of time, so we are now having to rename. and nothing seems to fit or work or hasn't already been taken.
in any case, triumphant has a nice ring. you could also have a secondary tag line of "who will be triumphant?"
Here's a combat example:Exampleof combat
Hemlockand his team-mate Haymaker are out on patrol in downtown Sovereign City whenthey come across the super-villain Iron Mask and a bunch of his cronies (10 inall) robbing Sovereign City Savings & Investment Bank. Iron Mask had set alookout for just this eventuality, so the bad-guys are not surprised whenHemlock and Haymaker catch them at their villainy.
Theplayers roll their athleticism – Hemlock gets 2 on his D4 and Haymaker gets 6on his D6. The GM rolls D4 for Iron Mask and gets 3 and for the minions, she gets1. The priority order is Haymaker, Iron Mask, Hemlock and, last of all, theminions.
Haymakerdecides to clear the minions out of the way for Hemlock to take down Iron Mask.Haymaker goes in with his best attack – super strength. He rushes the minionstrying to bowl them over like a charging bull. He also decides to throw in atriumph die. The minions (classed as goons) decide to use athleticism to avoidthe bull-rush (although this proves to be irrelevant). Haymaker rolls a 5 onhis D8. The triumph die comes up 1 which being odd means Haymaker can chooseone of the triumph options. He chooses minion takedown, meaning that five goonsare taken straight out of the fight. The player describes how Haymaker wadesin, crashing into the goons scattering their bodies like ten-pins.
Nextto act is Iron Mask. Seeing that Haymaker is occupied (at least for a shortwhile longer) and that Hemlock seems to be preparing to do something, Iron Masklaunches a mind blast at Hemlock. Hemlock’s options are limited against this typeof attack, and he is forced to use his ego. But at least his ego is good. IronMask rolls a 3 and Hemlock gets a 9 easily withstanding the mental assault.
Hemlocknow gets to do something and checks his options. He decides to try to magic upa fiery blast of D8 from his staff and aims it at Iron Mask. Iron Mask seessomething coming and chooses telekinesis to defend with. Hemlock rolls D10 toconjure the pyrokinesis power, requiring at least a 5 as it is a moderatedifficulty. He rolls exactly 5, so the spell works and he zaps Iron Mask with aburst of flame, rolling a 6 on his D8. Iron Mask sees the fire bursting fromthe staff and stares at some of the goons lying unconscious on the floor,raising his eyes so that they lift up into the path of the magic flame. Herolls a D8 for telekinesis and gets a 6! The flames incinerate the alreadydefeated goons but don’t reach the villain. Hemlock is distraught – he’s friedsome criminals in his haste to prevent Iron Mask getting away with the bank’smoney.
Lastto act in this round are Iron Mask’s remaining five minions. Three of them gangup, meaning that they receive a die bump from D4 to D6 on their fighting skill.They strike back at Haymaker, who decides to defend using his own fightingskill. The minions get a 5 whilstHaymaker only gets a 4. The goons somehow caught Haymaker by surprise andmanaged to hurt him. Haymaker is pissed that he let a bunch of goons catch himout and applies the damage to his ego, reducing it from D4 to D3.
Thenext two minions pull their guns and one shoots at Haymaker whilst the othertakes a pop at Hemlock. Haymaker uses his health to defend and Hemlock relieson his mobility. Minion 1 rolls a 2 and Haymaker rolls a 3. He shrugs off thegraze the bullet made as if it were nothing; he’s feeling a little better now.Meanwhile minion 2 rolls a 4, which is his best shot. Hemlock gets only 3,which means the bullet hits him causing some damage. Hemlock decides the shothit him in the leg, slowing him down and takes the damage to his mobility,reducing it from D6 to D4.
Theplayers roll athleticism again, to determine priority. This time, Hemlock getsa 1, Haymaker 3, Iron Mask 1 and the minions 4. Flush with their success, thegroup of minions continues to gang up on Haymaker and declare their attack.Haymaker uses his skill at fighting to block their attacks and shove them away.The minions pile in, getting 4. Haymaker gets 2 on his D6 – he is beginning tosuffer under their onslaught and elects to split the damage between his healthand mobility, reducing them to D6 and D4 respectively.
Theremaining 2 minions decide that Haymaker looks like he’s got his hands full andboth switch to shooting at Hemlock, to try to prevent him from being able toincinerate any more of their friends. Hemlock decides to get a bit inventive toget himself out of trouble and uses illusions as his first defence and healthwith a triumph die for his second defence. The first minion takes aim and rolls4. The illusion is good as Hemlock gets a 5. He creates the illusion of one ofthe incinerated goons getting up and stumbling in front of one the minion,putting him off his aim. The second minion gets a 2 and Hemlocks health roll of5 is enough to ignore the shot as the bullet grazes his arm doing no real harm.Lucky, because the triumph die came up on 6, which being even just goes backinto Hemlock’s pool.
Haymakergets to act next and decides he’s had enough of this; he uses super strengthand a triumph die to rip up the nearby parking meter and swat the goons off himlike flies. His D8 comes up 7 and the triumph die is a 3. Haymaker choosesminion takedown again – this time he takes out the three that are annoying himand they go flying into the two shooting at Hemlock finishing all 5 of themoff. If there were two more minions they’d be down and out too.
Lastto act are both Hemlock and Iron Mask. They have equal priority and both haveathleticism D4 so they are pretty much evenly matched. They roll theirathleticism again – this time Hemlock gets 4 and Iron Mask gets 3. Hemlock justbeats him to it, so he decides to cast another spell – this time he goes forstretching powers (intending to reach out and smash the villain with hisstaff). Iron Mask is uncertain how to defend himself, but goes for mind control,reasoning that as a defence, he could use it to project a slight moment ofuncertainty into Hemlock’s mind, which isn’t enough to take over his thoughtsbut might just be enough to put him off his attack. The GM also opts to roll avillainy die for Iron Mask, seeing as how the fight seems to be going badly.
Hemlockwants a D10 stretching power, so he needs to roll 6 or more as the spell is challengingin difficulty. He gets 7 and the spell works! Hemlock stretches out his armover the top of the goons he incinerated earlier and swipes at Iron Mask,rolling another 7 on his roll to attack. Iron Mask rolls D8 for his defence andgets an 8! Somehow, the power of his mind overcame the magical powers ofHemlock, just sufficiently to make Hemlock blink and miss his aim. Not onlythat, but Iron Mask succeeded with his villainy die and reasons that the bankstaff and customers are fleeing past in panic due to someone at the backshouting “fire” (having smelled the goons burning). Using the “escape route”option, he uses the distraction to slip off his mask and merge with thepanicking crowd as they flee to safety. He then dodges down a back-alley to awaiting vehicle that whisks him away to fight another day.
Hemlock and Haymakerare left in the carnage scratching their heads as to how Iron Mask gave themthe slip. Still, they foiled the robbery and dealt with all of the bank robbersexcept the leader. As the police, ambulances and media arrive they have otherdecisions to make. Do they disappear themselves and leave it for the emergencyservices or do they talk to the police and the press and risk bringingattention to themselves? What about the incinerated crooks –that won’t go downto well with the “vigilante haters” of Sovereign City’s liberal brigade.
some interesting options there, i like how damage can be spread among characteristics which in turn can represent differing kinds of damage and incapacitation organically without resorting to additional metrics, stats, or frameworks.
SuperiorID: Bayou Bob/Gatorman
MundaneID: Robert Cray
PowerLevel: “National Guardians”
Conditions Die Type
Skills Dietype Specialism
Perception D6 D8hearing
Survival D6 D8trapping
Powers Die Type Enhancements/Limitations
AstralTravel D6 Only at night
LifeSupport D8 Water breathing only
Companion An alligator called“Swampy”
Hideout A cabin onthe bayou
Isthat your best shot?
DarkSecret A death-row murderer
PublicIdentity People know “BayouBob”
WeirdAppearance Bob is very large (about7’), bald and has slightly scaly skin
Wow! This is exciting news! Obviously, this shares the design concepts of SUPERS, but with new step-dice mechanics. I can hardly wait to see where you go with this.
Hello folks. I've been happily absorbing the current draft of Triumphant for about a week and I thought it would be fun to share some things about it here. The first thing I did was roll-up a random, national-level villain. Here's what I came up with:
AURORA (Radko Gloykov)
Priority d10, Villainy dice: 3
Radiation Control d10
Athleticism d8 Dodge
Investigation d8 Finding Clues
Perception d8 Touch, Sight
Survival d8 Arctic
Mr. Gloykov was a cold war era double-agent who was caught in 1953 and left for dead in a nuclear test zone in Siberia. When the blast occurred Gloykov was taking cover in an abandoned factory. He was knocked unconscious and his body was frozen solid in irradiant ice. Radko was finally thawed-out six decades later, grumpy, and bent on revenge against both the government that tried to kill him and the other government that disavowed him.
Next I created a Street-level character using the normal dice-building method:
Maxim Teroskova (Federal Secret Service Agent)
Priority d6, Triumph dice: 5
Benefit: I happen to have this
Drawback: Socially awkward
Aurora teleporting into Red Square. He is confronted by a contingent of 10 soldiers.
Priority: Soldiers 3, Aurora 2
Soldiers: Shooting 7 vs Cryokinesis 10
Aurora blocks their gunfire with a shield of ice!
Aurora: Radiation 7 (Villainy die 5) vs Mobility 3
Minion take-down effect from villainy die.. A powerful blast of radiation fries 7 of the soldiers!
Priority: Aurora 10, Soldiers 3
Aurora: Cryokinesis 6 vs Mobility 3
He explodes the ice shield, sending ice shrapnel at the remaining soldiers. This takes-out one soldier and injures another.
Soldiers: Shooting 2 vs Teleportation 4
Aurora disappears in a flash as bullets pelt the area!
Now standing on a Kremlin balcony, Aurora stares-down a startled Russian federal worker and strides past him into an office area. The radioactive man walked through the federal ministerís office unopposed, as secretaries placed urgent calls to security.
Two floors below, Federal Secret Service Agent Maxim Teroskovaís mission debriefing was just wrapping up when the general alarm sounded. He gathered a team of six security guards and headed up to meet the trouble.
Aurora paused in a wide marble hallway lined with busts of Russian dignitaries. With a blast of radiation he exploded the head George Malenkov, Minister of Defense in the mid-50s. At that moment Teraskova’s team burst into the hallway from two stair wells!
Priority: Aurora 4, Teraskova 3, Guards 1
Aurora: Ice blast 8 @ Guards 3, Teraskova 6 (Triumph die 1, d8 reroll was also a 1)
5 pts of damage to the Guards. Two guards get freeze-molded to the polished stone wall! One guard rolls on the floor, his left side steaming with ice-burns!
Teraskova takes 2 pts of damage (Ego, Mobility) His hair frosted by the grazing blast, he slammed his leg into a stone pedestal as he somersaulted away!
Teraskova: Shooting 4 vs Athleticism 4
The agent’s shots narrowly miss as Aurora dives away.
Guards: Shooting 1 vs Teleportation 2
Aurora anticipates another volley of lead for the guards and disappears just before the area is pelted.
Priority: Aurora 9, Teraskova 2, Guards 1
Aurora: Radiation 5 @ Teraskova, Athleticism 3 (T-die 1, d8 re-roll 2! Argh...)
Aurora pops up behind the agent and clamps down on him with radioactive hands! (Damage 2, Ego & Health)
Teraskova: Fighting 3 vs Cryokinesis 2
The agent’s back-kick finds the mark, knocking Aurora against the wall! (Damage 1 Ego). Aurora creates a small ice sheet on the floor and Teraskova slides away from him.
Guards: Fighting (Attack stance) 1 vs 5 Teleportation
Seeing a chance to overwhelm the radioactive freak, 4 guards charge and slide as Aurora again disappears!
Priority: Guards 4, Teraskova 3, Aurora 1 (Wow!)
Guards: Shooting 6 vs Cryokinesis 3!
The guards see Aurora reappear behind the agent. They yell for him to hit the deck as Aurora begins to form an ice-wall, but he’s too late! Villiany die result 4. He can’t use it! (Damage 1, Mobility) Aurora takes a grazing shot to the leg!
Teraskova: Shooting (attack stance) 8 vs Radiation Blast 7
The agent sees that his foe is slowed and he goes all-out with hail of 9mm fire. Aurora is forced to use a blast of radiation to throw-off Teraskova’s aim, but near shot sprays ice in his face. (Damage 1 Ego)
Aurora: Teleportation 2 (w Villainy die 5) @ Guards-Athleticism 1
Aurora suddenly appears behind the guards and knocks over a large mirror, taking out 2 more men! (1 healthy guard and 1 injured guard remain)
Priority: Aurora 5, Guards 2, Teraskova 1
Aurora: Radiation (attack stance) 6 @ Teraskova 1 (T-die was even!)
Uh-oh! The agent is cornered and he takes a full-on blast! (Damage 5, reduces both Ego and Health to 0!)
The two remaining guards watch in stunned silence as Aurora marched deeper into the Kremlin.
Priority probably doesn't need to be rolled every round, but I like the sense of momentum that it creates.
If you are familiar with Supers, then you can begin to see how Triumphant shares the same core design goals. I was a bit leery of the step-die mechanics due to my aversion to Marvel Heroic and less-than-stellar experience with Savage Worlds. However, I am quickly coming around. The opposed roll approach makes the difference in die-types significant, while keeping any roll relevant.