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Ronin Round Table: Powers AGE -- Gifted Abilities

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  • Ronin Round Table: Powers AGE -- Gifted Abilities

    Hey folks,

    My guest spot on the Ronin Round Table went up last week (I'm Brian Poel), giving an overview of the hack I did to convert the Fantasy AGE system into a modern-day superpowers game.

    We've already chatted about this a little bit in the "Super AGE" thread, as well as a separate thread about modern firearms.

    Below is a summary of how I created the suite of "Gifted Abilities" that players can choose from -- which also served to move a lot of Class specific perks that characters would get as they level up a Mage/Warrior/Rogue. Because I got rid of classes, I felt it was still important that these Class perks are still in the system somewhere.

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    GIFTED TALENTS

    Gifted individuals have access to special Talents. These Talents are based on Boosting specific Abilities, or provide extra-normal Gifts with a wide variety of inexplicable effects. The full breadth and scope of these extra-normal Gifts is yet to be discovered, but listed here are some of the most common Gifts possible.

    At character creation (or when a character first acquires Gifts), a Character chooses 2 special Talents:
    (1) Gifted Ability
    (1) Gifted Power

    Each core Ability statistic has its own Gifted Talent:
    - Gifted Accuracy
    - Gifted Communication
    - Gifted Constitution
    - Gifted Dexterity
    - Gifted Fighting
    - Gifted Intelligence
    - Gifted Perception
    - Gifted Strength
    - Gifted Willpower

    The Gifted Powers are lifted straight from the Fantasy AGE book in the MAGIC Chapter. While the terms "Magic" or "Arcana" are not appropriate for this modern setting, for simplicity we'll use these names as-written for ease of reference.

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    GIFTED ABILITIES

    Gifted Abilities all share the same structure of bonuses, with each Ability ALSO granting perks specific to that Ability.

    At a Novice level, Characters must intentionally BOOST their Ability:
    - making a Basic Test as a Major Action using that Ability, with an Average difficulty (11)
    - this costs 2 Power Points

    The effects of this Boosted Ability continues for the duration of the Encounter, as determined by the GM.
    NOVICE GIFT: when Boosted, the Character gains +1 to this Ability
    JOURNEYMAN GIFT: this Ability is always +1 without Boosting
    When Boosted, the Ability bonus increases to +2
    Boosting is now a Minor Action
    MASTER GIFT: this Ability is always +2 without Boosting
    When Boosted, the Ability bonus increases to +4

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    GIFTED ACCURACY

    Novice Gifts
    BOOST ACCURACY
    Power Type: Enhancement
    PP Cost: 2
    Invocation Time: Major Action
    Target Number: 11
    Test: Accuracy
    +1 Accuracy when Boosted

    While Accuracy is Boosted:
    - may perform the Pierce Armor stunt with Ranged Attacks at -1 SP (1 SP)

    When acquiring Novice level of this Gift, choose 1 Weapon Group that uses Accuracy.
    While Accuracy is Boosted:
    - gain proficiency in that Weapon Group.
    If you already have proficiency in the chosen Weapon Group, you gain a Focus instead -- and if you already have a Focus, you gain +1 to your attack rolls.

    Journeyman Gifts
    +1 Accuracy always, +2 Accuracy when Boosted, Boosting is a Minor Action
    Advantages from the Novice level requiring this Ability to be Boosted are now available at all times.
    (Weapon Group, Pierce Armor)

    While Accuracy is Boosted:
    - Stunning Attack: You can daze opponents with sharp blows to vulnerable areas. To make a stunning attack, you must use the Aim action and then hit with a Melee or a Ranged Attack. If successful, you inflict no damage but your opponent must make a successful TN 15 Constitution (Stamina)
    test or become stunned. Stunned opponents can attempt the test again at the start of their turn, and if successful can act normally. Otherwise, stunned characters can only take a single Move action on their turn.

    Master Gifts
    +2 Accuracy always, +4 Accuracy when Boosted
    Advantages from the Journeyman level requiring this Ability to be Boosted are now available at all times.
    (Stunning Attack)

    Gain proficiency in 1 Weapon Group that uses Accuracy.

    While Accuracy is Boosted:
    - Quick Shot: You can make a Ranged Attack vs. a visible opponent within range as a minor action. The attack roll and damage of the Quick Shot suffer a –2 penalty. You cannot combine Quick Shot with other powers such as Pinpoint Attack or Stunning Attack.

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    GIFTED COMMUNICATION

    Novice Gifts
    BOOST COMMUNICATION
    Power Type: Enhancement
    PP Cost: 2
    Invocation Time: Major Action
    Target Number: 11
    Test: Communication
    +1 Communication when Boosted

    When acquiring Novice level of this Gift, choose a single Communication Focus.
    While Communication is Boosted:
    - gain +2 bonus to tests involving that Focus. This bonus is in addition to whatever the character's normal bonus is for that Focus (+2 or +3).

    Journeyman Gifts
    +1 Communication always, +2 Communication when Boosted, Boosting is a Minor Action
    Advantages from the Novice level requiring this Ability to be Boosted are now available at all times.
    (Focus)

    When first gaining Journeyman level, choose 1 of the following benefits:
    While Communication is Boosted:
    - Command: Your presence inspires your allies. If you take a major action to make a heroic gesture (raise your weapon, shout a battle cry, wave a flag, etc.), your allies gain a +2 bonus to Willpower (Courage) tests for the rest of the encounter. If the character also has the Command talent, this bonus is cumulative.
    - Intrigue: You understand how to navigate the waters of social situations. Choose one of the following Communication focuses: Etiquette, Deception, or Seduction. If you fail a Communication test with your chosen focus, you can re-roll it but you must keep the result of the second roll. If the character also has the Intrigue talent, the re-roll gains a +2 bonus.
    - Oratory: You know how to work a crowd. If you fail a Communication (Persuasion) test when trying to convince a group, you can re-roll it, but you must keep the results of the second roll. You can’t take this re-roll in an intimate setting or when trying to persuade an individual. If the character also has the Oratory talent, the re-roll gains a +2 bonus.

    Master Gifts
    +2 Communication always, +4 Communication when Boosted
    Advantages from the Journeyman level requiring this Ability to be Boosted are now available at all times.
    (Command, Intrigue or Oratory)

    While Communication is Boosted:
    Once during each Roleplaying encounter, the player may set aside the Pandora die before rolling a Communication test. After rolling the 2 normal dice, he or she must create a Double. Therefore the dice result will automatically generate Stunt points, but will not necessarily automatically succeed.

    When you gain this Master level, choose a single Roleplaying Stunt.
    While Communication is Boosted:
    - the character may always perform this stunt at -1 SP.

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    GIFTED CONSTITUTION

    Novice Gifts
    BOOST CONSTITUTION
    Power Type: Enhancement
    PP Cost: 2
    Invocation Time: Major Action
    Target Number: 11
    Test: Constitution
    +1 Constitution when Boosted

    While Constitution is Boosted:
    - you are considered to have Light Armor (3)
    If also benefiting from other Armor bonuses, only the higher Armor Rating will apply.

    Journeyman Gifts
    +1 Constitution always, +2 Constitution when Boosted, Boosting is a Minor Action
    Advantages from the Novice level requiring this Ability to be Boosted are now available at all times.
    (Light Armor)

    While Constitution is Boosted:
    - gain HPs such that the character has Max HPs for its level
    (as if the player rolled the maximum dice result at every level advance)

    Master Gifts
    +2 Constitution always, +4 Constitution when Boosted
    Advantages from the Journeyman level requiring this Ability to be Boosted are now available at all times.
    (Max HPs)

    While Constitution is Boosted:
    - you are considered to have Heavy Armor (7)
    If also benefiting from other Armor bonuses, only the higher Armor Rating will apply.

    --------------------------------------------------------------------------

    GIFTED DEXTERITY

    Novice Gifts
    BOOST DEXTERITY
    Power Type: Enhancement
    PP Cost: 2
    Invocation Time: Major Action
    Target Number: 11
    Test: Dexterity
    +1 Dexterity when Boosted

    While Dexterity is Boosted:
    - Pinpoint Attack: Once per round, you can add 1d6 to the damage of a successful attack if your Dexterity is greater than your opponent’s.

    Journeyman Gifts
    +1 Dexterity always, +2 Dexterity when Boosted, Boosting is a Minor Action
    Advantages from the Novice level requiring this Ability to be Boosted are now available at all times.
    (Pinpoint Attack)

    When first gaining Journeyman level, choose 1 of the following benefits.
    While Dexterity is Boosted:
    - Scouting: You can use the lay of the land to your advantage. If you fail a Dexterity (Stealth) test, you can re-roll it, but you must keep the results of the second roll. If the character also has the Scouting talent, the re-roll gains a +2 bonus.
    - Quick Reflexes: You can prepare yourself for action in an instant. Once per round you can use Ready as a free action on your turn. If the character also has the Quick Reflexes talent, oncer per Encounter the next action taken that round gains a +2 bonus.
    - Riding: You can ride like the wind. When you ride small mechanized or living transport (such as bicycles, motorcycles, or horses), it gains a +2 bonus to its Speed. If the character also has the Riding talent, this bonus is cumulative.

    Master Gifts
    +2 Dexterity always, +4 Dexterity when Boosted
    Advantages from the Journeyman level requiring this Ability to be Boosted are now available at all times.
    (Scouting, Quick Reflexes, Riding)

    While Dexterity is Boosted:
    - Perforate: You know how to take advantage of an enemy whose guard is down. Perforate is a special stunt that you can perform for 2 SP if you’ve just hit an opponent with a Pinpoint Attack. You can make a second Pinpoint Attack against the same opponent; this second attack does not generate stunt points.

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    GIFTED FIGHTING

    Novice Gifts
    BOOST FIGHTING
    Power Type: Enhancement
    PP Cost: 2
    Invocation Time: Major Action
    Target Number: 11
    Test: Fighting
    +1 Fighting when Boosted

    While Fighting is Boosted:
    - may perform the Dual Strike stunt with Melee attacks for -1 SP (3 SP)

    When acquiring Novice level of this Gift, choose 1 Weapon Group that uses Fighting.
    While Fighting is Boosted:
    - you gain proficiency in that Weapon Group.
    If you already have proficiency in the chosen Weapon Group, you gain a Focus instead -- and if you already have a Focus, you gain +1 to your attack rolls.

    Journeyman Gifts
    +1 Fighting always, +2 Fighting when Boosted, Boosting is a Minor Action
    Advantages from the Novice level requiring this Ability to be Boosted are now available at all times.
    (Dual Strike, Weapon Group)

    While Fighting is Boosted:
    - Veteran: Persevering through long hours of practice and many bloody encounters has made you a fearsome combatant. When you inflict damage with an attack, you can add your focus bonus to your damage total if you have an applicable Weapon Group focus. The focus must match the Weapon Group of the weapon you attack with. For example, if you attack with a hammer, you must have the Fighting (Hammers) focus to get the +2 bonus damage of this power. If you have the same focus twice, the damage bonus increases to +3 as well.

    Master Gifts
    +2 Fighting always, +4 Fighting when Boosted
    Advantages from the Journeyman level requiring this Ability to be Boosted are now available at all times.
    (Veteran)

    Gain proficiency in 1 Weapon Group that uses Fighting

    While Fighting is Boosted:
    - Quick Strike: You can make a Melee Attack vs. an adjacent opponent as a minor action. The attack roll and damage of the Quick Strike suffer a –2 penalty. This action cannot be combined with an Expert Strike.

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    GIFTED INTELLIGENCE

    Novice Gifts
    BOOST INTELLIGENCE
    Power Type: Enhancement
    PP Cost: 2
    Invocation Time: Major Action
    Target Number: 11
    Test: Intelligence
    +1 Intelligence when Boosted

    When acquiring Novice level of this Gift, choose a single Intelligence Focus.
    While Intelligence is Boosted:
    - gain +2 bonus to tests involving that Focus. This bonus is in addition to whatever the character's normal bonus is for that Focus (+2 or +3).

    Journeyman Gifts
    +1 Intelligence always, +2 Intelligence when Boosted, Boosting is a Minor Action
    Advantages from the Novice level requiring this Ability to be Boosted are now available at all times.
    (Focus)

    While Intelligence is Boosted:
    - Lethality: You use your wits to hit enemies where it hurts. You can add your Intelligence to your damage when making attacks.

    Master Gifts
    +2 Intelligence always, +4 Intelligence when Boosted
    Advantages from the Journeyman level requiring this Ability to be Boosted are now available at all times.
    (Lethality)

    While Intelligence is Boosted:
    - Once during each Roleplaying or Exploration encounter, the player may set aside the Pandora die before rolling an Intelligence test. After rolling the 2 normal dice, he or she must create a Double. Therefore the dice result will automatically generate Stunt points, but will not necessarily automatically succeed.

    When gaining this Master level, choose a single Gifted Stunt.
    While Intelligence is Boosted:
    - the character may always perform this stunt at -1 SP.


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    GIFTED PERCEPTION

    Novice Gifts
    BOOST PERCEPTION
    Power Type: Enhancement
    PP Cost: 2
    Invocation Time: Major Action
    Target Number: 11
    Test: Perception
    +1 Perception when Boosted

    When acquiring Novice level of this Gift, choose a single Perception Focus.
    While Perception is Boosted:
    - gain +2 bonus to tests involving that Focus. This bonus is in addition to whatever the character's normal bonus is for that Focus (+2 or +3).

    When acquiring Novice level of this Gift, choose 1 Weapon Group that uses Perception for its bonus Damage
    While Perception is Boosted:
    - you gain proficiency in that Weapon Group. If you already have proficiency in the chosen Weapon Group, you gain a Focus instead -- and if you already have a Focus, you gain +1 to your attack rolls.

    Journeyman Gifts
    +1 Perception always, +2 Perception when Boosted, Boosting is a Minor Action
    Advantages from the Novice level requiring this Ability to be Boosted are now available at all times.
    (Focus, Weapon Group)

    When first gaining Journeyman level, choose 1 of the following benefits:
    While Perception is Boosted:
    - Slippery: You are hard to pin down in combat. Opponents do not gain an attack bonus for outnumbering you in melee combat. Normally, attackers can gain up to a +2 bonus in such circumstances. If you also have the Master degree in the Single Weapon Style, your Defense bonus increases to +3 when fighting in that style.
    - Observation: You notice things others do not. Choose one of the following Perception focuses: Empathy or Seeing. If you fail a Perception test with your chosen focus, you can re-roll it but you must keep the result of the second roll. If the character also has the Intrigue talent, the re-roll gains a +2 bonus.
    - Single-Weapon Style: Fighting with a single-handed melee weapon demands increased awareness. If you take the Activate action, you gain a +2 Defense bonus until the end of the encounter while fighting in this style. If the character also has the Single-Weapon talent, this bonus is cumulative.

    Master Gifts
    +2 Perception always, +4 Perception when Boosted
    Advantages from the Journeyman level requiring this Ability to be Boosted are now available at all times.
    (Slippery, Observation, Single-Weapon)

    While Perception is Boosted:
    - Once during each Exploration encounter, the player may set aside the Pandora die before rolling a Perception test. After rolling the 2 normal dice, he or she must create a Double. Therefore the dice result will automatically generate Stunt points, but will not necessarily automatically succeed.

    When first gaining Master level, choose a single Exploration Stunt.
    While Perception is Boosted:
    - the character may always perform this stunt at -1 SP.

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    GIFTED STRENGTH

    Novice Gifts
    BOOST STRENGTH
    Power Type: Enhancement
    PP Cost: 2
    Invocation Time: Major Action
    Target Number: 11
    Test: Strength
    +1 Strength when Boosted

    When acquiring Novice level of this Gift, choose a single Strength Focus:
    While Strength is Boosted:
    - gain +2 bonus to tests involving that Focus. This bonus is in addition to whatever the character's normal bonus is for that Focus (+2 or +3).

    When acquiring Novice level of this Gift, choose 1 Weapon Group that uses Strength for its bonus Damage,
    While Strength is Boosted:
    - you gain proficiency in that Weapon Group. If you already have proficiency in the chosen Weapon Group, you gain a Focus instead -- and if you already have a Focus, you gain +1 to your attack rolls.

    Journeyman Gifts
    +1 Strength always, +2 Strength when Boosted, Boosting is a Minor Action
    Advantages from the Novice level requiring this Ability to be Boosted are now available at all times.
    (Focus, Weapon Group)

    While Strength is Boosted:
    - Expert Strike: You know when to strike with precision and when to strike with power. When you make an attack, you can take up to a –3 penalty on your attack roll to receive a corresponding bonus to your damage roll. For example, you can take a –2 penalty on your attack roll to get a +2 bonus on your damage roll. Alternately, you can receive up to a +3 bonus on your attack roll if you take a corresponding penalty on your damage roll. You must choose before you roll.

    Master Gifts
    +2 Strength always, +4 Strength when Boosted
    Advantages from the Journeyman level requiring this Ability to be Boosted are now available at all times.
    (Expert Strike)

    While Strength is Boosted:
    - Stunt Bonus: You can sweep opponents before you. When you perform the Dual Strike stunt with a Melee Attack, you can hit two secondary targets instead of one. All three of your targets (the original target and the two secondary targets) must be adjacent to you either when you made the attack or after you’ve used the Skirmish stunt to move next to them.

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    GIFTED WILLPOWER

    Novice Gifts
    BOOST WILLPOWER
    Power Type: Enhancement
    PP Cost: 2
    Invocation Time: Major Action
    Target Number: 11
    Test: Willpower
    +1 Willpower when Boosted

    While Willpower is Boosted:
    - Elemental Blast: You can make a special Ranged Attack that damages foes with a blast of energy. This is resolved like a normal Ranged Attack (so stunts are possible), but the attack roll is a Willpower (Elemental Blast) test. An Elemental Blast has Medium Range and inflicts 1d6 + Willpower damage. It requires no Power Points to make this attack.

    Journeyman Gifts
    +1 Willpower always, +2 Willpower when Boosted, Boosting is a Minor Action
    Advantages from the Novice level requiring this Ability to be Boosted are now available at all times.
    (Elemental Blast)

    When first gaining Journeyman level, choose 1 of the following benefits:
    While Willpower is Boosted:
    - Gifted Blast: You can invoke a Gift after hitting a foe with an Elemental Blast. This is a stunt that costs 3 stunt points, and the Gift you invoke cannot have a Power Point cost greater than 3. An invocation roll is required as usual.
    - Power Blast: You can increase the damage of an Elemental Blast attack by 1d6 by spending 2 Power Points. You must spend the points before making the attack roll, and you cannot do this more than once per attack.

    Master Gifts
    +2 Willpower always, +4 Willpower when Boosted
    Advantages from the Journeyman level requiring this Ability to be Boosted are now available at all times.
    (Gifted Blast, Power Blast)

    When first gaining Master level, choose 1 of the following benefits:
    While Willpower is Boosted:
    - Big Blast: The range of your Elemental Blast attack becomes Long Range.
    - Stunt Bonus: You are so practiced with your Elemental Blast that you can make attacks faster than lesser Gifted. When attacking with an Elemental Blast at Targets within Short or Medium Range, you can perform the Lightning Attack stunt for -1 SP (3 SP).

  • #2
    Re: Ronin Round Table: Powers AGE -- Gifted Abilities

    Just to make it sure that I'm not misunderstanding, these are kind of "super attributes", kinda like, ahn, Scion's Epic Attributes, a way to give you access to amazing feats of ability without the need to bump the numeric values to the ceiling, right?

    Or are really high attribute values also intended?
    DiBastet's Homebrew - My own homebrew. Use them, mine them for ideas, change them, as you see fit.
    AGE of Darkness - Converting World of Darkness to Fantasy Age.
    AGE of Wacraft - Playing AGE in Azeroth.

    Age of Homebrew - Links to other homebrew. Feel free to add more.

    Comment


    • #3
      Re: Ronin Round Table: Powers AGE -- Gifted Abilities

      I am now curious as to Gifted Powers. I would like to see more of your interpretations...if you would care to share more?

      Comment


      • #4
        Re: Ronin Round Table: Powers AGE -- Gifted Abilities

        Originally posted by DiBastet View Post
        Just to make it sure that I'm not misunderstanding, these are kind of "super attributes", kinda like, ahn, Scion's Epic Attributes, a way to give you access to amazing feats of ability without the need to bump the numeric values to the ceiling, right?

        Or are really high attribute values also intended?
        I'm not familiar with Scion (other than the googling I did just now), so I can't speak to that.

        But the design here does both: there's definitely a math increase to the Ability score, going from +1 at Novice, to +2 at Journeyman, to +4 at Master. (It does require an Action to 'boost' the Ability to get the full value.)

        And yes, while the Ability is Boosted, you also have access to a variety of 'amazing feats' -- though I suppose most of them aren't really supernatural -- that's what the Gifted Powers are for.

        It's meant to allow for the player to attempt crazy things that non-Gifted individuals would never attempt. And also requires the GM to recalibrate an internal compass of what target numbers to use, knowing that the ceiling of what's possible is much higher.

        Comment


        • #5
          Re: Ronin Round Table: Powers AGE -- Gifted Abilities

          While I like the idea of using the AGE system for a supers rpg, I think you'd actually get more out of it by having something like Gifted Focus, as opposed to Gifted Ability. Putting the focus on._.well._.Focus, would allow players to really fine tune their characters by allowing them be strong in some areas, and weak in others, that fall under the Ability Score. Just my two cents.

          Comment

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