Super hero rules and resourses
The following rescores are intended for a superhero type setting using the previously established rules.
(Note: One fairly reasonable question is why one should learn these recourses to make the game more complex when you could just play a system designed for a superhero setting. And I would say if your only intension is to play in a super hero setting that might be favorable. However this system is designed to play multiple genres, settings and parties side by side with each crossing over without having to convert into an entirely new rule set. As a result the simplicity of the base game feeds into the complexity of each setting.)
Superhero resources
The basic concept for superhero creation is to use these resources and apply them as you would a magic item.
For a super hero feeling it is recommended that you use an ensemble setup where you have three categories, are given three times the level you are starting with then disperse those levels among three categories (base level /20, superpower /20, social standing /20, see ensemble setup rules in all settings).
Also, keep in mind that you can convert preexisting magic times and classes into technology or just use magic items and classes straight up because this is for a superhero setting.
This is a good toolbox for various abilities to make with a superhero campaign in mind. You can either use them for alpha gene powers or change to charges and make it technology.
the rules for devil fruit creation (particularly the zoan rules on pages 194-197) are very applicable to making a balanced superhero power.
A bunch of additional abilities that are good to round out your abilities or just find obscure powers or inspirations to add to your abilities.
Photosynthesis
If you are playing in this setting and you get you powers through the alpha gene you also gain the following feature:
Photosynthesis. After spending at least 8 hours in direct sunlight or UV light, you count as having eaten a day's meal, lose 1 level of exhaustion, and regain 1d4 hit points.
Example
This is an example of how to allocate the resources into making a superhero power:
For the example lets make rhino from Marvel-
lets say it is level 10 and so he has 16/20 for superpowers, 6/20 for social standing, and 8/10 for levels. We then go to the devil fruit encyclopedia to the diamond power (page 120) and take the diamond skin ability for defense and the brilliant punk, diamond technique and brilliant wave abilities for offensive(like the hulk). Then go to the kilo power (page 68) for it weight manipulation ability (minus the 1 gram) and gravity slam to simulate his great weight. Then go to the Dungeons and devil fruits player's handbook and go to the zoan abilities (page 196) and get the size change, the charging hooves or horns, and fleet footed abilities for its rhino like features. Then go to the shock MHA quirk document (page 6) and get the shock-absorbing ability to round out the defense. Then finally get 8 levels in fighter to give their base fighting skills.
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Bear in mind that these are meant to potentially last for an entire campaign so they can be intricate as you want and should also bear in mind their strengths and weaknesses. For this character build you will be built like a tank and very good at fighting powerful opponents with your powers but might have difficulty in non combat scenarios like saving people, persuing opponents, and because of the low social standing won't have many resources to pull on outside of combat or to shelter yourself after a battle that goes wrong. (keep in mind that these restrictions are all part of the superhero medium as its usually less about training to out power your opponent and using what resources you have available to out maneuver your opponent).
Super hero senarios
Saving people mechanics (challenge comes less from fighting villains and more from not killing and saving people)
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Strong character holding up a building or structure
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Athletics check of 19 + (height in feet divided by 10 rounded up)
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Con save of 10 + rounds at the end of each round
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Off-the-cuff incident/auto-resolve saving people
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Skill challenge
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5 Successes
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3 failures
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Skill challenge to look for crime or for quickly summarizing a day of superhero work
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Interrogating ruffian
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Skill challenge
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House on fire
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Placement of fire in room(random points usually equal to player characters)
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Size
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Up to 25 x 25, medium sized fires, 1 square spread
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Up to 35 x 35, large sized fires, 2 square spread
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Up to 45 x 45, huge sized fires, 3 squares spread
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Up to 55 x 55, gargantuan sized fires, 4 squares spread
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Spreads on initiative 20 (d8 to determine which direction, can choose which squares but if it goes to a space it can’t spread it doesn’t spread that round)
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1- top
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2- upper right
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3- right
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4- lower right
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5- bottom
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6- lower left
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7- left
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8- upper left
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Fire: DC 13 dex save or half (lvl based on character level or danger)
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Level 1, minimal danger/ 2 (1d4) fire
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Level 2-4, some danger/ 3 (1d6) fire
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Level 5-9, moderate danger/ 5 (2d4) fire
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Level 10-14, serious danger/ 7 (2d6) fire
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Level 15-19, major danger/ 10 (3d6) fire
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Level 20+, extreme danger/ 17 (5d6) fire
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Can use action to dump 1 gallon of water on a 5 ft by 5ft space turning into a 10ft diameter plume of smoke (everything within is heavily obscured)
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Visibility
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When enters a room roll a d4 and multiply by 5 ft to determine how far the characters can see lightly obscured with the rest being heavily obscured
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The smoke is dispersed for 1d4 rounds if a wind of moderate or greater speed (at least 10 miles per hour) blows through it.
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Poisonous fumes (DC 13 con saving throw, or take poison damage and begins to suffocate[presumably until next successful con save?])
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(see damage chart above for poison damage)
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Automatically succeeds if the creature is holding its breath or crawling on the ground
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Collapse
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Small house, tiny house/ 1d6 minutes till engulfed/ 1d6 x 10 minutes till collapsed
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Small shop, tiny tavern/ 2d6 minutes till engulfed/ 2d6 x 10 minutes till collapsed
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Medium shop, small tavern/ 3d6 minutes till engulfed/ 3d6 x 10 minutes till collapsed
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Medium tavern, large house/ 4d6 minutes till engulfed/ 4d6 x 10 minutes till collapsed
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Large taven, barracks, temple/ 5d6 minutes till engulfed/ 5d6 x 10 minutes till collapsed
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If a creature is in the structure when it is engulfed in flames the fire damage is increased by one size (d4 to d6, d6 to d8), and every square and space in the structure is on fire
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If creature is in the structure when it collapses it must make a DC 15 dex save or take fire damage and that then take that much bludgeoning damage
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In addition target is grappled and while grappled is restrained
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At the start of each turn the creature must attempt the dex save again taking the damage on a failure or half on a success
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A creature can attempt to dig itself out by using an action and succeeding on a DC 15 Strength (Athletics) check. On a successful check, they clear an amount of 5-foot squares of rubble equal to their Strength modifier. This cleared space allows them to move, but it quickly collapses again by the end of their next turn.
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Regular thieves or muggers (but you can’t kill them)
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Hostage negotiation
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Face negotiates
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Stealth goes in
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Muscle detains
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Robbery
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Murder mystery
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Serial crimes (string of crimes and the characters are tasked with finding the source)
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Information net and informants to catch heists in process or track crimes to source
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Search and rescue
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Convoy (protect heart transplant, person building a thing, police delivering a criminal, etc.)
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Natural disaster
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Supervillain fight