Discussion:Super Powers/Question

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What is the best way to implement Superhero Powers into D20[edit]

Background information: Making generic D20 Modern settings for DC Comics & Marvel Comics.
I know there exist a Mutants & Masterminds game, but this is a test to attempt to make the settings work in the basic D20 setting. Superpowers would represent an entirely new game mechanic. The current thoughts I've had are to have them completely replace feats, with a character picking a birth power (at character creation) from a short list of main superpowers (super strong, flight, speed, etc.) and then being able to talent-spec esque add to this with powers/sub powers at every level they would have received a feat. I was just curious as to others thoughts on how they would best implement the system, or any suggestions. Feel free to work on the campaign pages directly if you have a great idea.   Hooper   talk    contribs    email   09:31, 5 January 2009 (MST)
Something that you could try for this is maybe having what you already thought (spending feats to hone the powers more), but those will only be small abilities (equivalent to normal feats). Then, for slightly stronger abilities, you could create, say, a 5 level prestige class that focuses on honing the abilities? I've considered doing something like this; having a 5 level prestige class, and having a feat requirement for each level. [For example: Johnny is a Pyrokinetic. Instead of a feat at first level, he chooses the Pyro power. At 3rd level, he gets a feat and chooses Generate Fire (a new fire-feat I'm inventing). Now that he has Generate Fire, he can take the first level of the Pyro prestige class, which lets him shoot a cone of fire at will. Later, he gets to 9th level (Fighter 8, Pyro 1) and he takes the Flaming Burning Whatever feat. Now that he has the FBW, he can take the second level of the Pyro prestige class, letting him fly with fire like the Human Torch. etc.etc.] Rogue The Demonchild 00:46, 4 March 2012 (MST)


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