New Server now lives on a new server! Due to a communication mixup with our hosting company, some posts made around November 3, 2019 might have been overwritten. We apologize for the inconvenience. If anything seems off or doesn't work any more (or if anything works better now), we'd like to hear about it. Thanks!
See more
See less

Supernatural Paragons setting

  • Filter
  • Time
  • Show
Clear All
new posts

  • Supernatural Paragons setting

    Something I've been working on, and registered in order to post.

    Books used include Paragons, Supernatural Handbook, elements of d20 Modern's Urban Arcana, and probably Book of Magic and Power Profile: Magic Powers; Emerald City, Worlds of Freedom, and adaptations of existing comic-book universes may also be involved.

    Might be set in the 1980s or early '90s, as cellphones were rare, cellphone cameras were non-existent, and security cameras were not everywhere, yet. It would only require a small changes to some characters, and larger changes to very few. 'Calamity' Jane Haskill could even still have her PDA, as the first of those (the Psion Organiser) came out in 1984.

    The Breakout is fairly recent, and a group called the Pact (overarching magical conspiracy from the Paragons book, pp63-65) believe it to be their fault: Not long before the Breakout (perhaps a year or two, perhaps only a few months), the Pact attempted a series of rituals to bring magic back to the world, beginning at sunrise at various magical sites throughout the world. They started on a large yacht in the Bermuda Triangle, at the projected site of Atlantis (or an important outpost thereof), then at Stonehenge, and so on, with the final ritual taking place at the next sunrise at that ship over Atlantis.

    Once the final ritual was complete, people (along with animals, plants, objects, locations, and so on) began gaining magic... but not all the 'right' people, not just members of the Pact, or even mostly members of the Pact. It happened everywhere, mostly to people who were already spooky or weird outsiders in their communities (Wiccans & New Agers, gamers & other nerds, local shamans & voudonists, would-be superheroes (unpowered, until then), general lunatics, and so on). Most humans who gain powers start with the ability to sense magic, an increased understanding of some branch of mystical study, and an ability to make that magic work. Those who gain significant power might find themselves naturally good at several spells (though they might not use the word 'spell' to describe them), or rapidly creating or 'discovering' several magic items.

    (The main hole in the Pact's belief is that there is no evidence beyond memories that the Pact existed as a singular group, rather than a lot of unconnected groups, before people started getting powers. Even the yacht in the Bermuda Triangle seems never to have existed, nor did the people on it.)

    The Breakout itself was a strange, strange day: Fortean phenomena occurred all over the world with alarming frequency, people flew unaided or performed other impossible feats, fictional characters, objects, and buildings appeared out of the Imageria, the skies turned red... and then it all stopped, and went almost back to normal. Almost... but not quite. People who gained powers during the Breakout kept them (and many didn't hide this), and some beings and items that arrived from the Imageria then remained.

    As far as the general public knows, paragons are rare, powerful, and strange, but mostly have little effect on their daily lives. Most people are vaguely aware that there are more paragons out there than the famous ones and whomever they have locally, but generally not how many. Magic is, by nature, subtle, invisible to those without eyes to see, and from the perspective of the Pact, most of the well-known paragons have something wrong with their powers, that they are so obvious - or just have powers that aren't naturally subtle, like Flight or Super-Strength. For every obvious paranormal like Patriot or Rampage, there may be a hundred to a thousand with less visible powers.

    Animals, plants, and other life forms that get empowered (as well as objects, buildings and locations) tend to be somewhat similar to existing myths, whether old or new, and can cause a great deal of trouble. A lot of them still look fairly normal, at first glance, especially to those whose eyes are closed to magic. Spirits from the Imageria have also been known to manifest. Things like this would create adventures, even without human evil.

    Supernatural horrors are not the only menace the PCs might confront, but they are always there in the shadows, lurking...

    Create characters as PL 2 to 4 Bystanders, or optionally PL 5 or 6 Street-level Adventurers, then add the template, below:

    Basic Spellcaster template:

    +1 to Awareness
    +1 to Will

    Ritualist or Artificer advantage (though the other may also be bought)

    +1 rank to Insight
    +1 rank to Expertise (Occult) or a Magic specialty (Folk Magic, Hermetic Magic, Qabalah, Wicca, Christian Mysticism, Western or Eastern Alchemy, Psionics, Technomagic, et cetra), but usually not Magic or Arcane, as those are rare in this setting, most often possessed by someone with multiple Magical or Occult specialties.

    Senses: Magical Awareness (Dimensional: Imageria)
    Often has Accurate, Acute, and/or Analytical

    Many new magi will find a book, or several books (or sound recordings, or even a database), containing detailed knowledge of their style of magic. This is important partly because having a spell already recorded lets you skip the design check (and thus, many who don't start with a book might choose to write one).

    Characters with an Expertise (magical specialty) bonus of +10 or higher frequently have a level or two of Variable, limited to the style of magic they know, or something related to that style. Starting with higher levels is quite rare.

    PCs then add enough points to bring the character up to the campaigne PL, which I suggest should be 8 or 9; NPCs add whatever they need to. The powers should generally be appropriate to the style of magic the paragon knows. Those without Artificer probably should not have Device powers, unless gained from another character, or found during or shortly after their breakout ('There's a box in the attic that you don't quite recognize, and something inside seems to be glowing...').

    Most powers have Subtle 1 (Subtle 2 is rare enough to require special justification) or Indirect, because that's just how magic tends to work in this setting. Likewise, they will usually have the Check Required flaw, though this is a little less common. The skill will usually be Expertise (magical specialty), but depending on the caster's preferred style, may instead be something else: religious magi often use Insight, while artistic and spirit-using magi might use Persuasion, and technomagic Devices tend to require Technology.

    While all powers are available unless otherwise noted, some are more common than others: Mental, Parasensory, and Savant abilities appear more frequently than Physical enhancements, and Miraculous abilities vary widely (though minor miracles are pretty common).

    True Healing and Regeneration are pretty rare, though powers that grant circumstance bonuses and Advantages to Treatment skill, or to rolls to recover from conditions, are fairly common, and to a lesser degree, so is Temporary Healing with the Mental or Illusion descriptor. Strength and speed beyond normal human limits are also quite rare, but those who have it tend to be well-known.

    Non-mundane powers always have the Magic descriptor, but may have others.

    The Inventor advantage applies only to mundane inventions in this setting. 'Superscience' tech requires Artificer.

    There are good reasons for costumes and secret identities in this setting, beyond genre convention: Knowing the target's True Name provides a bonus to casting spells on the target, and may bypass some defenses, unless the target is powerful and/or skilled enough to protect their name. Likewise, the costume can help boost one's connection to a totem, or to other spirits.

    Post-scriptum: For those who are wondering, people trying to be superheroes in real life has been going on for a while: Dragnet depicted one such individual in an episode in 1969, and I'm reasonably sure it was inspired by one or more real incidents.

    I'm working on more for this setting, which will be posted when ready.
    "Loyalty to petrified opinion never broke a chain or freed a human soul."
    -- Mark Twain

  • #2
    Re: Supernatural Paragons setting

    Very interesting setting, been trying to come up with a similar one myself to put characters in. Can't wait to read more.


    • #3
      Re: Supernatural Paragons setting

      Looks like fun. Just wondering, are all Paragons supernatural by default or are other paradigms possible? IIRC the Imageria can simulate any idea or genre. Also, what group concept do you have in mind for the pc group, if any?

      Last edited by Quistar; 9th January 2015, 06:42 PM. Reason: spelling error
      - Andrew <:-{}


      • #4
        Re: Supernatural Paragons setting

        Originally posted by Quistar View Post
        Looks like fun. Just wondering, are all Paragons supernatural by default or are other paradigms possible? IIRC the Imageria can simulate any idea or genre.
        Supernatural by default, if you're asking what I think you're asking. Every power has the Magic descriptor, unless it's a mundane Gadget or Talent power, or something like that.

        Originally posted by Quistar View Post
        Also, what group concept do you have in mind for the pi group, if any?

        I think I'm fuzzing, because I'm not sure what you mean by 'group concept'. I'm guessing 'pi group' means the initial group of players, or initial group of PCs?

        Going to double post for clarity, because I have a large information post typed up that I don't think should be mixed with a Q/A post. Not sure if it will answer your question, though.
        "Loyalty to petrified opinion never broke a chain or freed a human soul."
        -- Mark Twain


        • #5
          Re: Supernatural Paragons setting

          Magic and the Pact

          First, a bit on magical specialties and other Expertises:

          In general, Expertise (Occult) is something anyone with a lot of time on their hands could learn with access to a good library, or the internet. Using it to cast spells or create magic Devices is possible, but should have a higher DC. Expertise (Arcane) covers the functions of both Occult and Magic, and so is generally restricted - unless the GM particularly wants to simplify things like that, which is perfectly reasonable. You also could make Expertise (Magic) more accessible, rather than dividing it into lots of specialties as I have - or, you can divide it into different specialties, or redefine existing ones. Whatever works best for your game.

          Some magical specialties work better with Artificer than with Ritualist, or vice versa. Alchemy, for example, is very much an Artificer skill in most respects, outside of Neidan (Chinese internal alchemy), which makes more sense with the Ritualist advantage. If your game keeps track of the monetary costs of spell components, Western Alchemy tends to be on the expensive side, as does external Eastern Alchemy.

          Technomagic, also called Technomancy (which refers to a form of divination, not magic in general), Technurgy (a more accurate term for technological thaumaturgy), Treknology, Ętheric SCIENCE!, Superscience, Psychotronics, Psi-tech, and so on, is more-or-less exclusively an Artificer-based skill. Using it with Ritualist would be possible by the rules, but generally thematically inappropriate. At its core, Technomagic is the use of magic to create Devices that look and act like (fictional) advanced technology. Most technomagicians would not think that they are doing magic at all, or even believe in magic: they know they are merely working with advanced science, and don't understand why people have trouble duplicating it.

          Psi, also termed Psionics or Applied Parapsychology, is much like Technomagic, in that psychic Ritualists generally don't see themselves as performing magic. The rituals they use tend to involve far more meditation, and far less chanting, drawing symbols, consulting spirits, and so forth. Getting into a fandom, Expertise (the Force), also called such things as Jedi Arts or Sith Magic, tends to be fairly similar, though with the Sith somewhat being an outlier. Some Jedi and Sith mix in a form of Technomagic, to gain lightsabres and holocrons.

          Folk Magic is primarily focused on the sort of thing that would help people in a small, rural community survive, both individually and as a village: helping crops grow, keeping the weather from being too disasterous, predicting problems before they strike, dealing with animals (including a little shapeshifting, if you're powerful enough) and minor spirits, and a fair bit of low-level healing, mostly in the area of Treatment enhancements (and of course, some cursing, illusion-making, and mind-altering, for those of more flexible morality). Overlaps significantly with folk religion. Spells tend to be low point-cost, and low in power ranks, but folk magic is a good starting point for a healer or spiritualist type caster. If your game keeps track of how much you spend on spell components, folk magic tends to be much cheaper than average, sometimes less than 10% of normal costs.

          Hermetic Magic, the preferred style of the Pact, could in many ways be described as Folk Magic's more sophisticated and cosmopolitan cousin. Much more ceremonial and tending to go for higher point costs and power ranks, but is often slower than average (add around 5% to 20% to normal 'construction' time for any ritual, but does not effect design or research checks), and if yor game keeps track of component costs, they tend to go for the more expensive ones, from double normal prices to sometimes even ten times as much! Also, Hermetic magic is generally not great for healing, nor for physical enhancements, the latter being something many in the Pact see as vulgar. It is, however, a very eclectic style, with practitioners adapting spells from all over the world.

          Astrology & Tarot are divinatory styles that overlap somewhat with Hermetic magic, and in the case of Tarot, also Western Folk magics. While primarily focused on gathering information or predicting the future, these styles can also be used to manipulate probability (Luck Control, or powers with the Luck descriptor), or sometimes to work spells with the classic Western elements (Earth, Air, Fire, Water, and Quintessense or Ęther). If you don't mind another layer of complexity in your game, work out which Zodiac signs are dominant or weakened at the time the game takes place (usually in-setting, but you can use real time if you prefer), and what they influence, and use this to modify casting DCs.

          Runic or Symbol Magics work spells through specific alphabets or symbologies which have mystical significance (whether historical or pop-culture), such as Norse Runes (which in common speech have lent their name to all such alphabets), Celtic Ogham letters, Gematria (also a religious style), Enochian, astrological or alchemical symbols, et cetra. Component costs can be anywhere from negligible to very expensive, depending on how you want to play it. An extremely common, if not universal, limitation of this magic is that you much have some representation of the symbol or symbols you are using, even if all you do is draw them in the dust or air; requiring prepared runestones or similar things would be a greater Limited flaw, of course. If you also play GURPS, there's a fairly detailed description of this type of magic, with worked examples, in GURPS Thaumatology, and less detailed examples in GURPS Magic.

          Elemental styles focus on one or more of the classical elements, or on a particular category of magic, such as Illusions, Conjuration (mostly Summoning spells), Divination, or Necromancy (below). They might also be divided up culturally, if the GM and players like being that granular. D&D's Schools of magic or clerical Domains, GURPS Colleges, World of Darkness Spheres, Pillars or Sorcery Paths (short PDF), and so on, could be used for inspiration.

          Necromancy, which technically means 'divination by the dead', has come to cover all branches of magic involving interaction (other than destruction or banishment, though both are also part of Necromancy) with the dead and undead, whether embodied, or ghosts. For obvious reasons, this is generally considered creepy, and in many societies, quite evil; thus, practicing necromancers tend to be secretive, even among other spellcasters. Summon is generally the basic power.

          Theurgical styles are those that work within a particular religion, usually closer to official doctrine (if there is any) than Folk magics, but not always; in the absense of official doctrine, it is simply a form of folk magic with greater emphasis on the faith than on thaumaturgy. Qabalah, Christian or Islamic Mysticism (or mysticism of a specific branch of Christianity or Islam, like Catholicism or Sufism), Vodoun (voodoo or hoodoo) & Santerķa, the various branches of Wicca, Native American faiths, Buddism, Shinto, & Hinduism, and so on. One might have an Expertise in the faith as a whole, or in a specific focus, like the followers of specific gods in polytheistic faiths (the Mithraic mysteries of ancient Rome, the Egyptian cult of Iset, et cetra). Like folk magics, theurgy is often good for healing spells, but unlike most folk magic, practitioners rarely think of themselves as spellcasters, or as having any real power within themselves at all: to them, their deity is the one doing all the work, which they merely request.

          Chi (Qi, Ki, Prana) is used by meditative Eastern spellcasters, often associated with a specific martial arts style (Aikido, Shaolin Kung Fu, Kalaripayattu, and so on), or a religious/philosophical discipline, like Yoga. Generally a Ritualist style, though related styles can produce Devices. Practitioners often do not see themselves as magic users, but as Enlightened Martial Artists, or similar ideas. Depending on the style, there may be no spell components at all. EDIT: The Iron Age book from M&M 2e has some useful information on fighting styles and Martial Arts-related powers, starting on page 45.

          Diabolic Magic, called Diabolism, Black Magic, Dark Magic, and various other names, is an effective 'all around' style for those who don't care about its corrupting influence, the loss of free will, the risk of higher beings coming to punish them for using it, or other costs (or are too arrogant to think it will affect them, specifically, or think 'just this once won't be a problem', or, most often, are tragically ignorant of the consequences), nor the unpleasant side effects many of its spells have. It's also very easy to learn, at least in the sense of just randomly finding 'helpful' books or a willing teacher ('Just sign here...'). Heroes are likely to encounter many Diabolists, some of whom they might even be able to save - for the moment, at least.

          Frequent encounters with users of a specific style of magic (especially if you witness them performing a Ritual or crafting a Device) can lead to gaining a rank or two in Expertise for that style, even if you never use it.

          On researching 'existing' spells, or designing new ones:

          If you have your own magical library, you can substitute the design check for a spell with a research check, which would usually have a lower DC: half the DC of the design check, modified by the size of your library, and how well the spell fits the theme or style of that library, if it has one: generally, I would say to reduce the research DC by 1 every time the number of books doubles, but other GMs may prefer a different method. Of course, if the GM decides that the spell isn't in your library, you're still out however long you spent searching for it, but it does not further penalize the design check. The research check may also be modified by specific Extras and Flaws (below), beyond their effect on the point cost.

          The time required for the research check depends on the size of the library (if applicable, divide this by the number of people searching), and how well it's organized: if you've only got one or two books, you should probably decide in advance how many spells they have, but you can flip through them fairly quickly, possibly in less than half an hour. If you have access to the library of Silas the Elder (presumably with his permission, as getting in without it would be an impressive feat, and getting out after, a greater one...), searching could take days, if you don't have a search spell of some sort, but nearly any type of spell might be found there. An equally large but less well-organized library might take a week of searching.

          One other important drawback of looking for an existing spell over writing your own should probably be mentioned: what you find isn't likely to be exactly what you want. At best, it will be fairly close.

          About Extras and Flaws:

          The reason Subtle 1 and Indirect are so common in this setting is while by the rules they are Extras, in-universe, a visible or audible effect that tells mundanes 'I am doing magic' is something you would normally need to add to the spell. Think of that scene in Star Wars: A New Hope, where Vader chokes Admiral Motti for making fun of his religion; there's no glow, no ominous hum, just Lord Vader making a gesture and talking. Likewise, if you don't have Magical Awareness, or another such sense, you aren't going to see a connection between the old voodoo woman sticking the pin in that doll's chest, and the greedy landlord having a heart-attack (though if you see both of them, you could deduce it, just as you and everyone at that table knew Vader was choking Motti in the movie).

          Indirect is generally attached to spells where being Subtle would seem odd: A Subtle lightning bolt is possible by the rules, but sounds silly, whereas a bolt from the clouds makes perfect sense. Poltergeist effects would also fit Indirect better than Subtle, as would creating a sinkhole, causing the floor to collapse, having a nearby fire flare up, or pushing the target around with a dust devil or gust of wind (or a wave, if the ocean is close enough).

          If you want to create a new spell that has neither Subtle nor Indirect, add 5 to the design check DC, but not to the construction check. If you want to research an existing spell in a magical library that lacks them, add 10 to the research check (but again, not the construction check), as that sort of showing off is not exactly common. If the GM agrees that some of the mages who wrote your library were the type to show off, then you don't need to add to the research check, or don't ned to add as much. Subtle 2, which hides spells even from those who normally would detect that, would add 10 to either the design check or the research check, because it's that tricky to pull off.

          The Check Required flaw is fairly common among spells, but less so for Devices. Finding a spell without Check Required adds 1 to the research DC, while creating one adds 3 to the design check. Again, it does not affect the construction check, beyond its effect on the point cost.

          The Tiring flaw is fairly common among physical enhancement or transformation spells - finding such a spell without Tiring does not affect the Difficulty, but finding that type of spell with it reduces the research DC by 5. It has no effect on design or construction checks beyond point cost.

          The Side Effect Flaw is very common for Diabolical spells, and GMs are encouraged to be nastily creative when determining what those effects are - particularly at high ranks, or when the caster has been using Diabolical magic for a long time. Diabolical spells without this flaw can only be gained on a natural 20 on the design or research check, unless it's the first Diabolical spell the caster has tried to research/design ('First taste is free,' after all). Most sorcerors will try at some point to negotiate with a demon for less troublesome side effects. Sometimes, this even works, but oh, the price...

          About the Pact:

          The Paragons book in intentionally vague on the subject of how the Pact is organized. We know that each House is lead by the First Chair of the planet that corresponds to that House's metal, such as 'First Chair of Mars, in the House of Iron,' or 'First Chair of the Moon, in the House of Silver,' and there are seven chairs per planet (and most of the chairs are empty), but who exactly is below the Elders, and whether each planet is represented in only one house is left to the GM. This is more of a suggestion than a requirement for this version of the Paragons setting, but I will probably use something like it if I run a game in this setting:

          In each House, there are fourty-nine Chairs: seven per planet, and seven planets (except when the House leadership decides to alter this, such as the House of Gold acknowledging Uranus, Neptune, and Pluto as planets, thus having eleven). One planet has primacy in each House, such as Mars in the House of Iron, the Moon in the House of Silver, and so forth. The Chairs of that planet in that House hold at least moral authority over the other Chairs of the same rank or below (so, the Third Chair of the Sun in the House of Gold holds precedence over the Third Chairs of the other planets in the House of Gold, as well as the Fourth and lesser Chairs of the Sun in the House of Gold). There may be a further hierarchy among the planets within the House, or there may not, as this varies from House to House. Likewise, how much authority each Chair has over his or her fellows varies, with the Houses of Gold and Iron being the most hierarchical and authoritarian, and the House of Mercury being the least of both, with the Elder of the House being pretty much First Among Equals. Some seated officers hold more than one Chair, whether for ceremonial purposes, honourary awards, or to confuse those in other Houses - or some combination thereof. Specific Chairs may come with additional titles and duties, such as Secretary, Treasurer, Serjeant-at-Arms, and so on, or they may be titles granted to whichever seated member the Elder chooses, with no correspondence to Chair, or even rank.

          Below the seated officers in most Houses are lesser members, with limited access to magic, performing supporting tasks. Some are servants of various types, though a servant is not necessarily a member. Those who are members often have rank-titles like Initiate, Novice, or Disciple, sometimes with flowery additions like 'Radiant Disciple of the Sun, in the House of Gold'. Depending on the House, there may be only one or two ranks of lesser members, or several, possibly with overlapping authority. To add to the confusion, the lowest rank titles vary from House to House, so an Initiate in one House might be equal to a Disciple in another, but a grade or two lower in a third, and an alternate title for a Seventh Chair of a planet in a fourth. In meetings of the entire House, which rarely occur, these lesser members are often literally unseated, being required to stand at the back and sides of the room.

          These lower ranks are often apprenticed to a superior, though not necessarily one-on-one, and trained in Hermetic Magic, as well as assisted in developing the Ritualist advantage; in most Houses of the Pact, Artificer is only taught to those who already know Ritualist, though in the House of Mercury, that's a matter for the Master to decide, sometimes even with input from the apprentice. Interestingly, in the Houses of Copper and Tin, it is more common to learn to be an Artificer first, and only later, be trained as a Ritualist. Other magical styles common in the Pact are Western Alchemy, and Western divinitory styles like Astrology and Tarot, but the libraries of the Pact cover many other branches of the Great Art, even if they have few practitioners. Necromancy is more common than most would prefer to admit, particularly in the House of Lead, but actual Diabolic magic is rare.

          Though not directly magical, Expertises in such categories as the Imageria, Spirits, Cryptobiology, Esoteric Geography, and similar branches of the Occult are available, and depending on the House and Master, may be required subjects of study.

          Those who join the Pact already possessing Artificer or Ritualist are at least expected to learn a little Hermetic Magic (+1 to the Expertise), and if they also have mastered spells or possess bonded Devices (have them as Powers, in other words), tend to be promoted to seated officer faster than those who are less powerful. This is not automatic, however, as it depends on the needs and preferences of the Elder of the House, and the higher Chairs of the Planet that member might join.

          Benefit (Pact Membership) Table:

          1- Unseated Member (Minion to Elite Minion)
          2- Seventh Chair
          3- Sixth or Fifth Chair
          4- Fourth or Third Chair
          5- Second Chair of a non-Primary planet
          6- First Chair of a non-Primary planet, or Second Chair of the Primary Planet of the House
          7- First Chair of the Primary Planet of the House, and thus Member of the Council of Elders for the House

          PCs should probably not start with Pact Membership above rank 3 or 4.

          (Note that 'Minion' is usually not an official title, nor does it have anything to do with the Minion advantage. It's just a way of describing how most of the seated members think of people who have that rank.)
          Last edited by Prince Charon; 16th January 2015, 10:02 AM.
          "Loyalty to petrified opinion never broke a chain or freed a human soul."
          -- Mark Twain


          • #6
            Re: Supernatural Paragons setting

            Really didn't want to triple-post, but I came up with a sample character based on the Elemental style, above. Also, trying to copy/paste a character from HeroLab's .pdf output to a text editor for posting here is not as convenient as I'd hoped. Still better than typing the whole think up manually, though.

            Incidentally, I'm a bit tired, so I may have made one or more mistakes. I don't think I did, though. (If you're wondering why there's a Seventh Chair of the Moon in the House of Tin, it's explained in the post above, under 'About the Pact'.)

            Martin Winthrop, Seventh Chair of the Moon, in the House of Tin

            Male; Age: 25; Height: 5' 8"; Weight: 175 lb.

            Power Level 5, 75 PP; Abilities 10 + Powers 34 + Advantages 15 + Skills 10 (20 ranks) + Defenses 6

            Strength -1
            Stamina -1

            Agility 1
            Dexterity 0
            Fighting 0

            Intellect 4
            Awareness 2
            Presence 0

            Initiative: +1

            Aerokinesis: Move Object 5; +5, DC 15; 125/250/500 ft., Magical/Wind, Crit 20
            Lightning Bolt: Damage 5; +5, DC 20 125/250/500 ft., Electricity / Magical, Crit 20
            Throw Bludgeon; +5, DC 14; Bludgeon, Crit 20
            Unarmed Bludgeon; +0 DC 14; Bludgeon, Crit 20

            Dodge 3
            Parry 0
            Fortitude 1
            Toughness -1
            Will 4

            Hero Points 1


            Magical Awareness: Senses 4 (5 PP)
            Magical, Sensory, Accurate: Magical Awareness, Analytical: Magical Awareness, Awareness:
            Mental/Magical; Dimensional: dimension - Imageria (Personal - Permanent)

            Winthrop's Wonderous Weather Wand (29 PP)
            Easily Removable

            -Deflecting Winds: Burst Area Deflect 6 (8 PP)
            Magical, Wind; Burst Area: 30 feet radius sphere, DC 16, Indirect 2: any point away; Limited: Physical Projectiles (Standard - Ranged, 150/300/600 ft. - Instant)

            -Weather Prediction: Senses 4 (2 PP)
            Magical, Weather, Precognition; Limited: Weather (Personal - Permanent)

            -Weatherproof: Movement 1 (2 PP)
            Magical, Weather, Environmental Adaptation: Weather (Free - Personal - Sustained)

            -Weather Control Array (35 PP):
            --Aerokinesis: Move Object 5 (1 PP)
            Magical, Wind, 1600 lbs.; Indirect 2: any point away (Standard - Ranged, 125/250/500 ft. - Sustained)

            --Blinding Gust: Burst Area Affliction 5 (1 PP)
            Magical, Wind, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 15; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 15, Increased Range: ranged, Indirect 2: any point away; Limited: Vision (Standard - Ranged, 125/250/500 ft. - Instant)

            --Lightning Bolt: Damage 5 (1 PP)
            Electricity, Magical, DC 20; Increased Range: ranged, Indirect 2: Overhead; Limited: Sky must be visible and storming (Standard - Ranged, 125/250/500ft. - Instant)

            --Weather Control: Environment 8 (32 PP)
            Magical, Weather, Other: 3 points of effect 3, Radius: 0.5 miles; Selective, Subtle: subtle; Check Required: DC 11 - Expertise (Weather Magic) (Standard - Rank - Sustained)

            Beginner's Luck
            Benefit 2: Pact Membership
            Benefit, Wealth (well-off)
            Eidetic Memory
            Luck (Recover)
            Skill Mastery: Expertise: Weather Magic
            Ultimate Effort: Expertise (Weather Magic)
            Equipment 2
            Languages 3

            Background Information
            Languages: Native Language (English), Greek, Latin, Sanskrit

            Base Movement Speed - 2 miles/hour, 30 feet/round (run 4 miles/hour, 60 feet/round; swim 0.5 miles/hour, 6 feet/round)

            Routine Jump Distance - Running jump: 9 ft.; standing: 4.5 ft.; vertical: 1.8 ft.; standing vert.: 0.9 ft.

            Throwing Distance - Throw 100 lbs. 6 feet; throw 25 lbs. 30 feet; throw 6lbs. 120 feet

            Weatherproof: Movement 1 - Environmental Adaptation: Weather


            Athletics -1
            Close Combat: Grab +0
            Deception +1
            Expertise: Air Magic +5
            Expertise: Hermetic Magic +5
            Expertise: Meteorology +5
            Expertise: Water Magic +5
            Expertise: Weather Magic +9
            Insight +3
            Intimidation +0
            Investigation +6
            Perception +3
            Persuasion +0
            Ranged Combat: Throw +5
            Stealth +1
            Vehicles +1

            Toolkit (Basic Hermetic Artificer)

            Car (Vehicle)
            Strength 5, Defense -2, Toughness 8, Size Large
            Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
            Power Points
            Abilities 2 + Powers 5 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 8

            Power Loss: When his Wonderous Weather Wand runs out of power, Martin is just a fairly wimpy man in his mid-twenties. Recharging it is also inconvenient: he must get up on the roof of his house, attach the Wand to the top of an enchanted lightning rod, and then sacrifice a mouse to Iupiter Optimvs Maximvs to make the rod summon a lightning storm; a bolt of lightning will then strike the rod (and charge the wand) within fifteen minutes to two hours - or he can spend a Hero point to summon the lightning immediately. The poor mouse still dies, though.

            Responsibility: Martin is apprenticed to the Third Chair of the Moon, in the House of Tin, which puts a number of burdens on his time.

            Air Magic, Water Magic, and Weather Magic are all Elemental specialties. Not sure if I needed to say that.

            I think I'll go eat something, and possibly take a nap.

            EDIT: Came back and edited the Power Loss complication, so that it's an actual complication, rather than a description of the consequences of having a Device power.
            Last edited by Prince Charon; 9th January 2015, 09:01 PM.
            "Loyalty to petrified opinion never broke a chain or freed a human soul."
            -- Mark Twain


            • #7
              Re: Supernatural Paragons setting

              This is a fairly short one, about Magical Awareness:

              As mentioned in the first post, how this Awareness manifests varies. The default is a mental awareness - you just know things. If you have Analytical, you may 'just know' quite a lot. This is not absolute, though - one might see an aura of power around a spellcaster or Device, another hear music or other sounds, a third smell the magic, and there could even be those who taste it at a distance, or even feel it as if by touch.

              How the Awareness manifests has no bearing on what Extras are available, though how you describe things could get complicated if all the PCs have different types of Awareness, and you try to describe something individually to each of them. On the other hand, the general theme of the character sometimes should effect how the Awareness manifests - a werewolf being able to 'smell magic' is very thematically appropriate, and someone who sings their spells probably hears others' magic as music. Feel free to post examples, if you wish.

              The three Extras mentioned in the template are not the only ones that can be applied to this power, simply the most common.

              I hope to have some basic 'campaigne start' descriptions in another post, currently being written. Not sure how long it will take.
              "Loyalty to petrified opinion never broke a chain or freed a human soul."
              -- Mark Twain


              • #8
                Re: Supernatural Paragons setting

                Made an edit to the 'Magic and the Pact' post, for those wishing to play a martial artist character, repeated here: The Iron Age book from M&M 2e has some useful information on fighting styles and Martial Arts-related powers, starting on page 45.

                Currently, I'm imagining that the Pact's ritual started on June 6 (Summer Solstice), 1986, and The Breakout occurred on Friday, February 13th, 1987 (which was a Full Moon!). A lot of people sparked during the former, and even more, often with greater or more obvious powers, sparked during the latter.

                I've considered two possible campaignes, with two start dates: a PL6 game starting on Saturday, June 7, 1986 when the PCs discover their powers, and possibly join the Pact (or begin interacting with members thereof) after a session or two, with the Breakout being a major even later on; the other, a PL8 campaigne would start on the day of the Breakout, with the PCs trying to deal with the chaos, and sparking from the stress. The PCs from the first might be NPCs in the second, if both are played.

                PL 6: Mostly, this will start with the PCs waking up from a strange dream, or several strange dreams, to find that they somehow have powers and/or Devices that they recall from the dream or dreams. Because it's a Saturday, most people in the US (and some other nations) will have the day off, thus giving them more time to work out what's going on, and what they're going to do. Information about current events will be limited: in the 1980s, the Internet was still mostly on college campuses and very few homes, the World Wide Web had yet to be spun (Tim Berners-Lee came up with the idea in 1989), and you didn't get your news from a computer (Usenet and various bulletin-board systems existed, but were fairly limited, if you even had an Internet connection - plus, the 'net was damn slow), you got it from the papers, radio, or television, and the morning of the day after that ritual is a bit soon for there to be much news of strange events, unless you live near one of the ritual sites - even then, there wouldn't be much. The PCs will know something strange happened to them, but unless they're part of the Pact, won't yet have a clue how wide-spread it is. Even researching the past, or other information, was less convenient: you went to the library or a bookstore (which would be less likely to have a coffee shop in it), because even if usenet could get you started, it was mostly telling you which books or periodicals you needed to look in.

                How the PCs are connected to each other would of course depend greatly on the players, but I do have a few suggestions: Given the distribution of empowerments, it would be fairly easy to justify all of them being part of the same SF and/or gaming club, members of the same SCA group, initiates of a Wiccan circle, members of a local Masonic lodge (or other group with a strange reputation, with or without Pact connections), or even inmates at the same psychiatric hospital (if your players are willing to take the appropriate Complications, and you think they can believably play them without driving you, or each other, crazy).

                One possible grouping would be a team of super-hero wanna-bes. This is more appropriate for a post-Breakout game, but is not totally inappropriate for the pre-Breakout setting. Most would-be superheroes would be in the PL 3 to 5 range, and usually on the lower end, so the powers they gain would be a significant boost, even if no-one gets any Physical or Miraculous powers (which fits the setting well: Physical powers, and non-minor Miraculous powers, are less common before the Breakout than after, and as said above, are still uncommon, even then; the most common Physical powers slightly overlap with Savant powers: small bonuses to physical Abilities, leaving you just a little better off than you look like you should be, or stronger-but-briefer bursts, accompanied by damage checks and the Tiring flaw, as the adrenal glands are activated by a spell).

                Alternatively, they may not all know each other directly, but instead meet due to, for example, all deciding to investigate something at the same place, or being brought together by a seer or medium, or a spirit talking to them in their dreams. The Magical Awareness that all of them will have should help with this (unless someone wants to play a super-normal, or a Device-user who received their Device(s) from another character - for that matter, a single Artificer equipping and mentoring a group of otherwise unempowered folks can be a quite interesting hero team).

                If one or more of the PCs are part of the Pact, and the rest are not, chances are that the Pact members will be ordered to recruit the other PCs, with varying degrees of forcefulness. If none of the PCs are part of the Pact, recruitment attempts could happen later, once someone from the Pact notices them - but it's still possible for the Pact to miss them completely: they don't have a huge membership, and they aren't everywhere, tending to focus on the wealthier parts of society, and on locations of great mystical significance.

                Important campaigne events could be scheduled by folklorically-interesting dates on the calendar. For example, the next Friday after people wake up with powers is the 13th of the month, and there's a Full Moon on the 22nd, for the PCs first encounter with a werewolf (or even several werecreatures, but that might best be reserved for a later session). Then there's Halloween in a few moths, and a few months after that, the first major event: The Breakout. The PCs will probably be expecting something big, because it's a Full Moon on Friday the 13th, but how big, and exactly what, the PCs are unlikely to guess (and the players, if they haven't read this one.

                Depending on how many sessions you run before getting to the Breakout, and how many character points you give out in that time, the PCs could already be PL 8 by the time the Breakout happens. This is not required, however.


                Will have something for PL 8 and the Breakout in a later post.
                Last edited by Prince Charon; 18th January 2015, 08:52 AM.
                "Loyalty to petrified opinion never broke a chain or freed a human soul."
                -- Mark Twain


                • #9
                  Re: Supernatural Paragons setting

                  Still working on the Breakout post, sorry it's taking so long, but here's some related content:

                  On 'Mutants'

                  The word 'mutant' actually covers three groups: those who fit the scientific definition of the word; those who have undergone noticeable, permanent physical changes as a result of empowerment; people and other lifeforms who possess powers and complications derived from Marvel Comics' mutants.

                  Members of the first and second group may experience some prejudice, depending on what changes they have, and the sort of people they meet. Those of the third category will experience some prejudice, because they share a specific Complication:

                  Mutant: The first time you use a power, admit to being a 'mutant,' or show a physical mutation in front of an *unempowered* person who is already prone to bigotry (which, sadly, is not rare), they must make a Will save at DC 15, or instinctively fear and hate you to some degree. It is possible to recover from this effect over time, if the bigoted individual has reason to.
                  This is a Subtle Compulsion effect that no Marvel-style mutant is capable of detecting, though other empowered beings might notice it with some difficulty (DC 20 if you have an appropriate Detect power), generally as a curse on the 'mutants'. A non-mutant (or non-Marvel-mutant) with the right power or spell can remove the effect of the curse from unempowered individuals, but removing the curse itself would likely require a significant quest and/or a great ritual (a truly epic quest/ritual would be needed to remove it from all mutants, though this might be accomplished by just convincing Marvel Comics to remove or significantly alter that aspect of the plot in subsequent X-Men books).
                  Last edited by Prince Charon; 23rd March 2016, 06:07 PM.
                  "Loyalty to petrified opinion never broke a chain or freed a human soul."
                  -- Mark Twain