Have been reading and learning about public domain heroes of early comics and pulps and wanting to run some superhero games in the future. My RIver CIty setting won't need much work just more low tech. Or at least like batman and superman cartoons have lots of things look retro but high tech still can fit in. Alan Moore's Forty Niners and some of his other homages to vintage characters have been an influence on postwar heroes. Ministry of Space comic also.
Themes Id likes to touch on:
Wartime heroes returned to wage war on crime and some overdoing it
Sidekicks are common but the public is turning on them
Governments that used heroes in wartime now want tighter reigns
Communism is a growing spectre and petty fascist dictators expect allegiance
Heroes will be able to influence the character of the city and the people
Aliens have invaded and are in secret creating a new 20th century
Basically will use TSR Marvel with a few mods including a Charisma stat for when your charismatic hero is on an alien planet and popularity is irrelevant. I did Just use popularity but it broke down with espionage stories or not being able to use your hero ID. We played more like the x-series modules set in a nastier alternate future all the time. Probably more like the Ultimates, Martial Law, Zenith, The New Statesmen than a mainstream marvel 616.
In most campaigns, I write new character gen systems.
So for my Golden Age Gilded Cage setting:
The Eight Ability Scores FASECRIP
-Two of eight Excellent
-5 of eight Good
-One of eight Typical
6 Talents
4 Contacts (can select a language also as an option)
4 Background options
Typical Resources or as per occupation
Starting popularity = Charisma score
Each Hero Needs the following background material:
What did you do in the war? (or did you miss it and are too young to fight?)
-where were you when the war ended?
What have you been doing since the war?
What is the source of your powers? (science or magic?)
When did you get your powers? (always? in an accident or experiment?)
If not in the war have you killed?
If you have been a public hero your heroic ID gains +10 popularity
If you were a public hero with the allies in WW2 +10 popularity (-10 if served axis)
If you have a fearsome reputation as a ruthless killer vigilante -10 popularity
Tables are suggestions for ideas or roll if you are in a hurry or like the challenge of working with random number
Occupations
Roll one of the sample ones below with recommended skills. Contacts generally only have two Talents. Lots of people have no talents.
d100 Quick Career Talents
01-10 Veteran (Poor Resources)
Demolitions, Drive, Guns, Heavy Weapons, Military, Martial Arts B
11-20 Technician (Typical Resources)
Electrics, Engineer, Mechanic, Radio Operator, Repair, Salvage
Electrics, Engineer, Mechanic, Radio Operator, Repair, Salvage
21-25 Scientists (Good Resources)
Biology, Chemistry, Engineer, Research, Physics
Biology, Chemistry, Engineer, Research, Physics
26-30 Medical (Good Resources)
Bluff, Doctor*, Biology, Chemistry, Research
Bluff, Doctor*, Biology, Chemistry, Research
31 Spy (Good Resources)
Carousing, Drive, Espionage, Geography, Guns, Martial Arts C
Carousing, Drive, Espionage, Geography, Guns, Martial Arts C
32-40 Police (Typical Resources)
Drive, Guns, Clubs, Law Enforcement, Martial Arts B, Streetwise
Drive, Guns, Clubs, Law Enforcement, Martial Arts B, Streetwise
41-45 Ace Reporter (Good Resources)
Journalism, Bluff, Streetwise, Photography, Radio Operator, Geography
46 Explorer (Good Resources)
Animal Handling, Geography, Martial Arts C, Survival, Hunting, Tribal Weapons (knives, clubs, spears, javelin)
Animal Handling, Geography, Martial Arts C, Survival, Hunting, Tribal Weapons (knives, clubs, spears, javelin)
47-50 Playboy/Playgirl (Excellent Resources)
Business, Carousing, Finance, Bluff, Drive, Geography
Business, Carousing, Finance, Bluff, Drive, Geography
51-55 Martial Artists (Typical Resources)
Martial Arts A, B & D, Oriental Weapons, Streetwise, Tumbling
56-60 Pro Athletes (Typical Resources)
56-60 Pro Athletes (Typical Resources)
Carousing, Horsemanship, Fencing, Martial Arts B, Tumbling, Wrestling
61-65 Celebrity (Good Resources)
Bluff, Business, Carousing, Performance, Publicity, Tumbling
66-70 Criminal (Typical Resources)
Bluff, Drive, Theif, Slight, Streetwise, Street Weapons (knives, clubs, chains, pistol)
71-72 Ace Pilot (Good Resources)
Aerial Combat, Military, Pilot, Geography, Heavy Weapons, Radio Operator
73-75 Investigator (Good Resources)
Criminology, Detective, Drive, Law, Martial Arts B, Streetwise
Bluff, Business, Carousing, Performance, Publicity, Tumbling
66-70 Criminal (Typical Resources)
Bluff, Drive, Theif, Slight, Streetwise, Street Weapons (knives, clubs, chains, pistol)
71-72 Ace Pilot (Good Resources)
Aerial Combat, Military, Pilot, Geography, Heavy Weapons, Radio Operator
73-75 Investigator (Good Resources)
Criminology, Detective, Drive, Law, Martial Arts B, Streetwise
76-80 Scholar (Good Resources)
Archaeology, Bluff, Occult, History, Research, Geography
81-85 Cowpoke (Poor Resources)
Horsemanship, Martial Arts B, Ropes, Survival, Animal Handling, Cowpoke Weapons (dagger, revolver, lasso, rifle)
86-90 Sailor (Poor Resources)
Pilot Boat, Mechanic, Ropes, Sailor, Geography, Swim
91-95 Carny (Poor Resources)
Balance, Martial Arts B, Thrown Weapons, Tumbling, Juggling, Streetwise
96-100 Homeless (Poor Resources)
Bluff, Geography, Repair, Streetwise, Survival, Salvage
**Tribal Weapons are like oriental weapons but include the following but I usually set to four weapons from darts, bows, spears, knives, javelins, hatchets, clubs, blowpipe and machete)
Cowboy Weapons (dagger, revolver, lasso, rifle)
81-85 Cowpoke (Poor Resources)
Horsemanship, Martial Arts B, Ropes, Survival, Animal Handling, Cowpoke Weapons (dagger, revolver, lasso, rifle)
86-90 Sailor (Poor Resources)
Pilot Boat, Mechanic, Ropes, Sailor, Geography, Swim
91-95 Carny (Poor Resources)
Balance, Martial Arts B, Thrown Weapons, Tumbling, Juggling, Streetwise
96-100 Homeless (Poor Resources)
Bluff, Geography, Repair, Streetwise, Survival, Salvage
**Tribal Weapons are like oriental weapons but include the following but I usually set to four weapons from darts, bows, spears, knives, javelins, hatchets, clubs, blowpipe and machete)
Cowboy Weapons (dagger, revolver, lasso, rifle)
d100 Quick Contact
01-10 Military (former war buddy)
11-12 Media (radio or newspaper or TV)
13-15 Law Enforcement (police officers, prison staff, federal investigators)
16-18 Scholar (teacher, academic or occultist)
19-20 Inventor (scientist or tech expert)
21-25 Industry (business owner or manager)
26-30 Underworld (criminal informant)
31-40 Dependant (sick, infant or elderly person depends on your care each session +10 karma/session)
41-50 Youth (child gang, orphanage, a plucky ward, copycat sidekick, teen fanclub)
51-60 Love Interest (lover who you must date at least once a session +10 karma/session)
61 Pet Mascot (sometimes useful unusual animal that uncannily follows you)
62-64 Mystic (expert on magic like a wizard or scholar)
65-67 Espionage (know a secret government agent)
78-82 Government (politician, lawyer, judge)
83-85 Servant (butler, secretary, manager, driver or bodyguard)
86-87 Inventor (working on a profound field of super science)
88-90 Technician (can make gadgets and fix things)
91-94 Veteran Hero (know a retired hero possibly a mentor who has useful advice and secrets)
95 Secret Society (have contact with a vast secret empire with otherworldly secret powers)
96-99 Enemy (enemy often appears and may interfere in your actions or could provide information or even aid you vs a mutual enemy. They might want to kill you and allow no other to do so)
100 Otherworldly (some ghost, alien, AI computer, minor deity, brain in a jar, unreliable and infrequent)
d100 Quick Background Options
01-05 Contacts Everywhere +4 contacts and new one's half karma cost
06-10 Rm weapon or armour can be stolen beyond normal technology
11-15 Ex power attached to the body, obvious and can be tampered with, beyond normal technology
16-20 Gd power with no obvious visibility if not in use or add to an attribute (Ty+Gd or Gd+Gd = EX or Gd+Ex=Rm)
21-35 Utility Belt carry 20 useful contemporary gadgets in your costume (or 10 if not normally available except to secret agents or inventors)
36-40 Incredible Vehichle beyond normal technology (possibly stealth, supersonic, spacecraft, amphibious, sentient)
41-47 Secret HQ d4+2 Special rooms can buy more with karma
51-60 Love Interest (lover who you must date at least once a session +10 karma/session)
61 Pet Mascot (sometimes useful unusual animal that uncannily follows you)
62-64 Mystic (expert on magic like a wizard or scholar)
65-67 Espionage (know a secret government agent)
78-82 Government (politician, lawyer, judge)
83-85 Servant (butler, secretary, manager, driver or bodyguard)
86-87 Inventor (working on a profound field of super science)
88-90 Technician (can make gadgets and fix things)
91-94 Veteran Hero (know a retired hero possibly a mentor who has useful advice and secrets)
95 Secret Society (have contact with a vast secret empire with otherworldly secret powers)
96-99 Enemy (enemy often appears and may interfere in your actions or could provide information or even aid you vs a mutual enemy. They might want to kill you and allow no other to do so)
100 Otherworldly (some ghost, alien, AI computer, minor deity, brain in a jar, unreliable and infrequent)
d100 Quick Background Options
01-05 Contacts Everywhere +4 contacts and new one's half karma cost
06-10 Rm weapon or armour can be stolen beyond normal technology
11-15 Ex power attached to the body, obvious and can be tampered with, beyond normal technology
16-20 Gd power with no obvious visibility if not in use or add to an attribute (Ty+Gd or Gd+Gd = EX or Gd+Ex=Rm)
21-35 Utility Belt carry 20 useful contemporary gadgets in your costume (or 10 if not normally available except to secret agents or inventors)
36-40 Incredible Vehichle beyond normal technology (possibly stealth, supersonic, spacecraft, amphibious, sentient)
41-47 Secret HQ d4+2 Special rooms can buy more with karma
46-50 Costume provides Gd instant change and Gd protection vs kinetic and energy attacks. Self-repairing, stainproof, and mask can't be removed accidentally. You can develop feats such as claws, glider wings, shadow-blending, cling, disguise, air supply, filter mask, etc). Such suits have their own strange origins and secrets such as magic or living alien
51-58 Agent with official standing with government agency bonus Espionage and your agency as the bonus contact for professional skill. Have access to RM funds and additional agents if your superior agrees
59 Extraordinary science or magic beyond normal persons to obtain or understand
60-70 Veteran +1 Fighting & Strength and choose Military, Agent or Law Enforcer talent
71-75 Rich Rm resources +10 popularity
76-80 Famous +30 popularity +Gd resources
81-90 Exotic Training +2 talents and an extra contact, usually a special teacher or organisation
91-95 Kill Code don't lose karma for killing people according to their code. They may kill an enemy in combat or leave them dying and only lose 20 karma instead of losing all karma. Their companions and allies may suffer karma losses so it's polite to only kill in secret when alone or with another killer. Villains with this lose 20 karma for executing one of their minions usually to exhort them to work harder or face a hero
60-70 Veteran +1 Fighting & Strength and choose Military, Agent or Law Enforcer talent
71-75 Rich Rm resources +10 popularity
76-80 Famous +30 popularity +Gd resources
81-90 Exotic Training +2 talents and an extra contact, usually a special teacher or organisation
91-95 Kill Code don't lose karma for killing people according to their code. They may kill an enemy in combat or leave them dying and only lose 20 karma instead of losing all karma. Their companions and allies may suffer karma losses so it's polite to only kill in secret when alone or with another killer. Villains with this lose 20 karma for executing one of their minions usually to exhort them to work harder or face a hero
96 Lost Civilisation know a secretive civilisation as a contact who adds +Gd to your resources and has unusual resources, creatures, transport and agents. Mystical monasteries, a wizards tower, aliens on the moon, a hollow earth empire, secret intelligent apes village in dinosaur valley, hidden Aztec people in a volcano, a Roman colony in a cavern or whatever
97 Patron Power of science or magic aids you with advice and can for 10 Karma heal 10 Health once a day or for 50 Karma will offer aid to avoid death or escape under mysterious circumstances. Your entity may comment on your progress and may offer terrible advice from an alien god. Lots of villains get help from demons or other villains
98 Serial Immortality, if killed a new body awakens. Androids, clones, hijacked and modified corpses or some other method is required to be restored to life
99 Lucky roll d10s for d100, declare dice order as please, double digits are a spectacular failure with side effects
97 Patron Power of science or magic aids you with advice and can for 10 Karma heal 10 Health once a day or for 50 Karma will offer aid to avoid death or escape under mysterious circumstances. Your entity may comment on your progress and may offer terrible advice from an alien god. Lots of villains get help from demons or other villains
98 Serial Immortality, if killed a new body awakens. Androids, clones, hijacked and modified corpses or some other method is required to be restored to life
99 Lucky roll d10s for d100, declare dice order as please, double digits are a spectacular failure with side effects
100 Immortal will not age or die but does feel pain and takes time to heal and regenerate missing or damaged parts. Class 1000 sense other immortals in sight range
So the idea is you Min-max stuff like resources could get to national wealth levels. Or min-max stats and options to get in the superhuman range. I cap most humans at Excellent stats and nobody could be excellent at everything. Someone could stack some low-rank powers effects like defence or melee.
Quick Play Test
LIGHTNING LADY
Playgirl Patricia Parker
former meddling kid
mystic agarthan swordswoman
So the idea is you Min-max stuff like resources could get to national wealth levels. Or min-max stats and options to get in the superhuman range. I cap most humans at Excellent stats and nobody could be excellent at everything. Someone could stack some low-rank powers effects like defence or melee.
Quick Play Test
LIGHTNING LADY
Playgirl Patricia Parker
former meddling kid
mystic agarthan swordswoman
F Excellent
A Good
S Typical
E Good
C Good
R Good
I Excellent
P Good
H 50
K 46 (+20 contacts)
P 10/20 Hero ID
Rs Rm (Including +1cs Finance)
Talents
Business, Carousing, Finance, Bluff, Drive, Geography, Sword Specialist
Contacts
Elderly Grandmother - dependant +10 karma
Baby Milo - dependant +10 karma
Candy Clarity* - mystic who might sense preminitions & occult stuff
Elderly Grandmother - dependant +10 karma
Baby Milo - dependant +10 karma
Candy Clarity* - mystic who might sense preminitions & occult stuff
Judge Clayton - night court judge, ex army (Law, Military)
Ladybugs - girl skipping gang all over the city
Flint Fine* - Radio Journalist (Journalism, Drive)
Fred Ford* - Federal Investigator for F.O.R.C.E. (Detective, Law Enforcement)
Ladybugs - girl skipping gang all over the city
Flint Fine* - Radio Journalist (Journalism, Drive)
Fred Ford* - Federal Investigator for F.O.R.C.E. (Detective, Law Enforcement)
Linda Lemon* - pilot adventures (Pilot, Mechanic)
Master Chanduru* - lama teacher of secret Agarthan powers
Options
Secret Base - Under mansion
Contacts Everywhere - recruits followers into her war on crime and evil
Exotic Training - Sword Specialist taught by mystic blind lama
Lightning Sword - Remarkable (30) Magic
Property
The Lightning Sword
Master Chanduru* - lama teacher of secret Agarthan powers
Options
Secret Base - Under mansion
Contacts Everywhere - recruits followers into her war on crime and evil
Exotic Training - Sword Specialist taught by mystic blind lama
Lightning Sword - Remarkable (30) Magic
Property
The Lightning Sword
City Mansion in Old Town with a secret base
-Radio Monitor & Media Room
-Garage for vehicles & workshop, keeps a chromed tommygun &hand grenaide
-Costume Room (paratrooper, winter, scuba, stealth, racing suit & helmet)
Silver Lightning Mobile (high performance armoured car)
-Speed Rm Control Ex Body RM Protection Ex
Silver Lightning Cycle (made for urban mobility with detachable sidecar)
-Speed Rm Control Ex Body Ex Protection Gd (front only)
Costume
-Blue leather armoured suit Poor (4) vs melee not guns
-Domino mask, yellow cape, blonde wig
Belt
-Radio Monitor & Media Room
-Garage for vehicles & workshop, keeps a chromed tommygun &hand grenaide
-Costume Room (paratrooper, winter, scuba, stealth, racing suit & helmet)
Silver Lightning Mobile (high performance armoured car)
-Speed Rm Control Ex Body RM Protection Ex
Silver Lightning Cycle (made for urban mobility with detachable sidecar)
-Speed Rm Control Ex Body Ex Protection Gd (front only)
Costume
-Blue leather armoured suit Poor (4) vs melee not guns
-Domino mask, yellow cape, blonde wig
Belt
-Flashlight, handcuffs, rope, flare pistol, .44 revolver, dagger
Things To Work On
Stunts for her sword - bolt, hyperspeed, invisibility, forcefield
and more stats handy, streetwise later would be good
More more mooks for her army of helpers each with a lightning medalion
Background
What did you do in the war? Worked in Army Headquarters
-where were you when the war ended? Darwin
What have you been doing since the war? Fighting crime
What is the source of your powers? sword ancient advanced technology
When did you get your powers? met master in Nepal
If not in the war have you killed? only an evil yeti and zombies
Stunts for her sword - bolt, hyperspeed, invisibility, forcefield
and more stats handy, streetwise later would be good
More more mooks for her army of helpers each with a lightning medalion
Background
What did you do in the war? Worked in Army Headquarters
-where were you when the war ended? Darwin
What have you been doing since the war? Fighting crime
What is the source of your powers? sword ancient advanced technology
When did you get your powers? met master in Nepal
If not in the war have you killed? only an evil yeti and zombies