Superhero system

What does everybody think about eyeing next turn to dump all XP into making a Telekinetic shield? (usual caveats apply, story developments may make that infeasible)

I highly recommend you do something however. Any Xp left over will be there in the next selection, which will happen in 5 days, by that I mean 5 days until Charles decides to go out.
Is that:
5 days of preparations, another turn post, then Charles takes on the gang
or
5 days of preparations, Charles takes on the gang, another turn post
?
 
What does everybody think about eyeing next turn to dump all XP into making a Telekinetic shield? (usual caveats apply, story developments may make that infeasible)


Is that:
5 days of preparations, another turn post, then Charles takes on the gang
or
5 days of preparations, Charles takes on the gang, another turn post
?
5 days of preparations, another turn post, then gang.
Reason: I was thinking we could give him a mission like scouting the gang, takedown gang members, etc. As there is legitimately no way he can take it down in one day. Not as he is now.
Also important note: The skills must be rewarded through missions. In the future I might add achievements like taking down your first super or something like that but for now? Our user has to work for it.
Oh and a mission that rewards a skill like let's say 'toughen up' will take 15 Xp to make at minimum. That way you guys cannot cheat it out for cheap.
Depending on the XP gained sounds good to me.
Well our daily mission gives us at minimum 7 Xp a day, I also coin flip for any extra Xp from overdoing the goal and give 1-2 extra Xp if it lands on heads.

Edit: I should also mention that the missions we can give out depend on his desires and his character. So I will make up 6-10 desires that make sense for him and I roll a 1d3+1(How many desires) and a 1d10 on which desires get picked.
 
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So would it be feasible to make a 15 xp mission "scout gang", have it reward tk shield and put the rest of xp into tk shield skill creation?
It would if you used only 5-8 Xp on the skill creation. After that it would get much more powerful than 15 Xp, so you would either need to up the difficulty of the mission(Like take out 5 thugs) or increase the Xp of the mission.
 
It would if you used only 5-8 Xp on the skill creation. After that it would get much more powerful than 15 Xp, so you would either need to up the difficulty of the mission(Like take out 5 thugs) or increase the Xp of the mission.
Ok, so reward quality is limited by mission difficulty (narrative) and XP we invest.

I should also mention that the missions we can give out depend on his desires and his character. So I will make up 6-10 desires that make sense for him and I roll a 1d3+1(How many desires) and a 1d10 on which desires get picked.
Ok, so right now his desire is to prepare for taking out the gang, from next turn on you will roll for his desires that he wants to act on and we must craft our missions fittingly.
Is an unfitting mission (fitting general desires of character but not the rolled active desire(s)) not possible or would it just not get done that turn?
 
Ok, so reward quality is limited by mission difficulty (narrative) and XP we invest.


Ok, so right now his desire is to prepare for taking out the gang, from next turn on you will roll for his desires that he wants to act on and we must craft our missions fittingly.
Is an unfitting mission (fitting general desires of character but not the rolled active desire(s)) not possible or would it just not get done that turn?
First one: Yes. That is exactly right.

Second one: Yes again.
So his desires rolled upon don't go away after each post. They stick around for a while. So you don't have to worry about missing an important mission, also once we get a general idea of his desires(For instance taking out the gang) you will be able to write in entire missions from idea to reward.

Example: He wants to take out the gang. So you issue a mission to beat the leader so bad he will never come back.

He doesn't think that taking out the leader alone will solve the gang but it is a right step in the direction of his goals.
I recommend just making missions off his desires for now as we don't know what he's all about, I mean I haven't even flipped the coin yet to see if he wants to kill the gang members yet or just cripple and beat them.

Edit: I think I'll just put the option down to create custom mission when we get far enough.
 
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First one: Yes. That is exactly right.

Second one: Yes again.
So his desires rolled upon don't go away after each post. They stick around for a while. So you don't have to worry about missing an important mission, also once we get a general idea of his desires(For instance taking out the gang) you will be able to write in entire missions from idea to reward.

Example: He wants to take out the gang. So you issue a mission to beat the leader so bad he will never come back.

He doesn't think that taking out the leader alone will solve the gang but it is a right step in the direction of his goals.
I recommend just making missions off his desires for now as we don't know what he's all about, I mean I haven't even flipped the coin yet to see if he wants to kill the gang members yet or just cripple and beat them.

Edit: I think I'll just put the option down to create custom mission when we get far enough.
Ok I should be more specific I think. We cannot give him a mission he does not want. Any such mission will be vetoed. The current missions that we can make reflect this.

In other words forget the second half of this post.
 
What does everybody think about eyeing next turn to dump all XP into making a Telekinetic shield? (usual caveats apply, story developments may make that infeasible)
No way IMO. It seems like we're going to get more XP/day the longer things go on, so if we can't upgrade a skill after we give it out we want to avoid giving anyone skills for as long as we can reasonably afford to do so. Given this, we're only able to improve the user by offering them raw stats.

@Blackangel do Perks work the same way Skills do, that is, they can't be improved once a user has them? Also is it always a coin flip whether the user does the bonus objective? I'd assume sometimes it'd align with their values to do the bonus, since they can see what they get out of it and all.

[X] Plan: General buffs
 
No way IMO. It seems like we're going to get more XP/day the longer things go on, so if we can't upgrade a skill after we give it out we want to avoid giving anyone skills for as long as we can reasonably afford to do so. Given this, we're only able to improve the user by offering them raw stats.

@Blackangel do Perks work the same way Skills do, that is, they can't be improved once a user has them? Also is it always a coin flip whether the user does the bonus objective? I'd assume sometimes it'd align with their values to do the bonus, since they can see what they get out of it and all.

[X] Plan: General buffs
I think perks will stay the same as each perk is pretty powerful no matter which stage of power we are at.

Bonus objectives like overdoing the daily quest, you make a good point. This is an old man with no social life. I'll make the excuse for the last 2 flips that he was trying to get used to the system. For the next few I'll probably roll a 1d3 or something to see how much more Xp we get per day with the base being 7.

For any bonus towards our user such as more stat points, I'll just roll a bunch of 100s with Dc 60 until I can think of something better. If anyone has any better suggestions on how to do that please say so. If no one has any ideas I'll just do it the old fashioned way.
 
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I think perks will stay the same as each perk is pretty powerful no matter which stage of power we are at.

Bonus objectives like overdoing the daily quest, you make a good point. This is an old man with no social life. I'll make the excuse for the last 2 flips that he was trying to get used to the system. For the next few I'll probably roll a 1d3 or something to see how much more Xp we get per day with the base being 7.

For any bonus towards our user such as more stat points, I'll just roll a bunch of 100s with Dc 60 until I can think of something better. If anyone has any better suggestions on how to do that please say so. If no one has any ideas I'll just do it the old fashioned way.
Can we stack multiple perks on the same stat, then? I guess I'm just wondering what we should be doing if we want to get really good at some specific thing
Yeah, that makes sense for the dailies.
By "bonus towards our user" do you mean the odds of them getting the bonus on non-daily quests?
 
Can we…just have him join a food contest and make him win?
The reward can be a stomach that can hold more food, and tolerate more intensive flavors and such. Like natto, or really spicy foods

I want to give him powers that seem useless. Let him be creative.
Come on.
 
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No way IMO. It seems like we're going to get more XP/day the longer things go on, so if we can't upgrade a skill after we give it out we want to avoid giving anyone skills for as long as we can reasonably afford to do so. Given this, we're only able to improve the user by offering them raw stats.
@Blackangel
Does more XP for better skill scale indefinitely?
Can we re-invent skills?
I.e. we make a 30 XP TK Shield next turn and in a few posts make one for 100 XP to replace the original (wasting the XP used for the First TK Shield)
 
@Blackangel
Does more XP for better skill scale indefinitely?
Can we re-invent skills?
I.e. we make a 30 XP TK Shield next turn and in a few posts make one for 100 XP to replace the original (wasting the XP used for the First TK Shield)
If you mean how powerful the skills can get. The flash can go through time by running, not that I'm gonna do time travel. If you mean we get better skills with more Xp along with no diminishing returns, yes also.

You can make different skills. For instance you can make a telekinetic shield that only protects you or you can make one that effects an area. Not really going to stop you as long as it's kinda different, as in I'm not going to let you stack the same skill.

The Xp for skill making stacks, so if we haven't given it out than there is no waste. It's just you would want to reword it if your making another big amount of Xp investment. I'll do that part I think.
 
Can we stack multiple perks on the same stat, then? I guess I'm just wondering what we should be doing if we want to get really good at some specific thing
Yeah, that makes sense for the dailies.
By "bonus towards our user" do you mean the odds of them getting the bonus on non-daily quests?
Perks are perks. I'll probably only make the available after something major. Like taking out this gang completely, I will than give out a perk for it.

Perks can help the same stat but will never have the same effect.

No by bonus I mean originally if they overdid the daily we would get bonus Xp and they would get something else too in return. We forgot to type that part in but it's still there for the daily.
 
Hmmm grave maintenance? Oija board? Talking to the grave? Would this turn into a skill?


Maybe phantom brave inpired with using item to make them anchors or something
 
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Not really going to stop you as long as it's kinda different, as in I'm not going to let you stack the same skill.
I mean can we replace, not stack?
I.e. we have a 30 XP TK Shield and 100 XP, could we make a 100 XP TK Shield and when the User gets the new skill the 30 XP TK Shield stops existing? Or would having made the 30 XP TK Shield lock us out of ever making a better version?

For context: I'm worried about this statement

No way IMO. It seems like we're going to get more XP/day the longer things go on, so if we can't upgrade a skill after we give it out we want to avoid giving anyone skills for as long as we can reasonably afford to do so. Given this, we're only able to improve the user by offering them raw stats.
I see the reasoning and agree, but worry that it leads to us never giving out skills because 'if we wait another turn we will have more XP and can make an even better version, If we make it now we are locked into that version forever'

If this user goes the way of all mortals, do created skills carry over to the next user or are they completely forgotten?
If they carry over, do they revert back into a 'not given out' state where we can change them?
 
I mean can we replace, not stack?
I.e. we have a 30 XP TK Shield and 100 XP, could we make a 100 XP TK Shield and when the User gets the new skill the 30 XP TK Shield stops existing? Or would having made the 30 XP TK Shield lock us out of ever making a better version?

For context: I'm worried about this statement


I see the reasoning and agree, but worry that it leads to us never giving out skills because 'if we wait another turn we will have more XP and can make an even better version, If we make it now we are locked into that version forever'

If this user goes the way of all mortals, do created skills carry over to the next user or are they completely forgotten?
If they carry over, do they revert back into a 'not given out' state where we can change them?
Ok so the 30 Xp shield does not stop existing. It's still there and we can change it for future users, but for the users we already gave it to? Nope.
If you want to make a new Tk shield with 100 Xp I'll change the wording and how it works. Just so it's different but still the same end goal.

In short you can replace it for future users but not the user that already has it.

Edit: The previous version will always exist. The basic rule is just don't give out the exact same skill to the same user.

Any skills you make now are available for future user rewards. That way you don't start from the ground up every time.
 
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Hmmm grave maintenance? Oija board? Talking to the grave? Would this turn into a skill?


Maybe phantom brave inpired with using item to make them anchors or something
Talking to a gravely friend: Call from the grave a familiar friend. This friend takes on the form of their old self but see through, and they can only be seen by you. They are capable of moving 5 meters(16.4 feet) from you and can move through walls. Cooldown to refresh: 2 hours. Energy cost: 8 Energy. The friend lasts 1 hour.
Note: Takes 4 Xp. The friend cannot fly. They walk.

This is something I thought of. Not really a combat skill, but it's a good skill for scouting or having someone watch your back.
This is essentially the least Xp costly skill that involves scouting.
 
No way IMO. It seems like we're going to get more XP/day the longer things go on, so if we can't upgrade a skill after we give it out we want to avoid giving anyone skills for as long as we can reasonably afford to do so. Given this, we're only able to improve the user by offering them raw stats.
Does the fact we can just make a different version later change your mind?
 
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