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Spirit of the Super High

Skill buy:

Characters should start wit number of points to buy their skills; the number depends on level of play that is planned. The base here is 30 points, but it could be anything from 10 up. The highest rank that can be bought is also determined in the beginning of the character creation.

The Skills are bought by two main rules:

#1 Skill rank or bonus determines the cost of individual skill.
#2 You can't have more Superb skills than Great, more Great skills than Good, more Good than Fair or more Fair than Average.

For example you could have:

Type 1
Superb [+5] Skill #1, Skill #2, 10 points
Great [+4] Skill #3, Skill #4, 8 points
Good [+3] Skill #5, Skill #6, 6 points
Fair [+2] Skill #7, Skill #8, 4 points
Average [+1] Skill #9, Skill #10. 2 points


Type 2
Superb [+5] Skill #1, 5 points
Great [+4] Skill #2, Skill #3, 8 points
Good [+3] Skill #4, Skill #5, 6 points
Fair [+2] Skill #6, Skill #7, Skill #8, 6 points
Average [+1] Skill #9, Skill #10, Skill #11, Skill #12, Skill #13. 5 points


Type 3
Superb [+5] Skill #1, 5 points
Great [+4] Skill #2, 4 points
Good [+3] Skill #3, Skill #4, Skill #5, 9 points
Fair [+2] Skill #6, Skill #7, Skill #8, Skill #9, 8 points
Average [+1] Skill #10, Skill #11, Skill #12, Skill #13. 4 points

Most important part: Why?

By giving the skills numerical value and removing the pyramid form we can gain a method for character growth by additional experience points or similar gain. While the main structure is quite rigid still, it gains some flexibility and variation by character concept. Most importantly the top skills, giving the character the possibility to either specialize in one skill or take combination of two fields where to maneuver.

The Scale:

For most part the second type represents a typical Hero character in the game. If you want, you could give characters different number of points, but the way here for the scaling the character to the world is by description scale. For typical level the ladder here represents an adult level of skill. For School level game some differentiation should be made and this is by scale of Teens, Adults and Supers.

For most part the Adult Scale works like the basic NPC scale in Fate. The Difference is that the Adult Scale goes up faster than Teenagers. In world where the skills are learned by experience the Mediocre skill is considered as poor (meaning a minus one [-1] for checks) and Average Skill for Adult if Fair [+2] in Teenager Scale, and Fair is Great [+4], Good being Extraordinary [+6].

For Super ranks the jumps are by order of 3, so Awakened power is Good [+3], Trained power is Extraordinary [+6] (usually called supersoldier) and the Paragon power is Superhuman[+9].

These are first thought for power checks and usually for GM aids only, in exception of the minus one for Adult level skills for Teenagers. This means that the Heroes are not going to have easy time in most common situations by their experience, only by effort and cooperation.

The Powers:

The Powers (or "Talents") are special kind of Aspects that have three or four different dimensions. The first is The Talent Fact. The Talent is a deed the character can do, special characteristic he has or an extraordinary ability. The Talent is usually a Supernatural Stunt that is not itself tested but gives an ability to the character to do thing that is usually not possible for normal human.

For Example:

Hero : Claire Bennet
Talent Fact //: “Rapid Cellular Regeneration" Claire can spontaneously regenerate any tissue in her body, allowing her to recover from almost any injury within seconds to minutes. The character is not permanently harmed by any force that doesn't remove large parts of her vital organs. The character is also immune to any form of infection or disease that works on cellular mutation or degeneration.
Source - Fact// “Activated Evolution”: Claire is one of the newest generation of people with extraordinary abilities introduced to population by unknown faction. The source is compellable Aspect to link the Character to the main plotline.
Limitation - Fact “God that’s gross”: Claire must remove any foreign object for the regeneration to take place. When character is hit by force that would implant her with said foreign object she gets an Coincidence instead of the usual effect.

Side Effect - Fact: “Healing Blood”. Her blood, when injected into others, temporarily grants them similar powers. The character can make a Declaration about her blood affecting given organic matter in positive manner, removing harmfull Coincidence or Aspect on it.

The Source is catch-all Fact to link the character to his birth story. This also gives some clues how the power is possible to augment by the hero or be neutralized by enemies.

Limitation and Side Effect are two Fact types closely linked to the power, first one there to give some down tune for the power itself and to make it clearer. The second one is there for making the passive power more active. Usually it’s good idea to make some side effect for passive powers to activate them in games and to inspire more hooks for the character.

The most common name for power is Talent. Talent can be ability, skill or physical characteristic. Most common Talents are connected to mundane skills, usually meaning that tests with that skill can affect the scope of Talent ability. This doesn’t mean that the Talent itself needed a skill to work or that the skill in question is the only skill that can be affected by the Talent. This means that in most cases where the Talent effect is in contest with another force, either environmental or human. In most archetypes the role is connected to one or two skills. With brute strength Endurance plus Might, with Invisible Girl build Discipline and Stealth.

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