This paradigm represents
a generic Super Fantasy implementation, which is to say
Superheroes in capes and plate. In this type of Fantasy
character are effectively superhumans with outrageous abilities.
Even non-magic users tend to have awesome abilities that defy
any semblance of reality. This can be a very fun paradigm to
play in, though it tends to be a lot lighter than most Fantasy
games. |
EXAMPLE SOURCE
MATERIAL |
Super Fantasy is more
often seen on TV or in video games than in literary sources.
Some examples include He-Man, the Thundercats, Final Fantasy,
and fighting games like Mace: The Dark Ages and Soul Caliber. |
KEY NOTE: CHARACTERS HAVE STRONG SHTICKS |
Super Fantasy adopts many of the tropes of superheroic fiction
to a Fantasy millieu, particularly when it comes to character design. |
As is also true of superheroic fiction, when all of the significant
characters in the setting are hyper-competent there is a strong risk that "super" just becomes the new
"normal" and no one seems particularly special. To combat this trend towards homogeneity, characters
should generally have a strong theme, gimmick, or shtick which is their "thing" and which differentiates
them from the other hyper-competent characters they share the stage with. This applies to both
player characters and NPC's. |
Within a player character group, almost all of the characters should
have a speciality which effectively becomes their role. One PC might be a generalist, a jack of all trades
master of none type character but two or more PC's of this type in the same group will step on each others
shticks and struggle to differentiate themselves. |
KEY NOTE: MAGIC IS
UBIQUITOUS |
In Super Fantasy, virtually any character can
have one or more magical abilities, items, origins, etc...magic isn't reserved specifically to
"mystical" or "wizardly" type characters as is found in many lower powered settings where magic is rare
and / or requires dedicated study. |
Characters may also have abilities that seem so extraordinary
that magic would be the most likely explanation, but which aren't explicitly called out as being a
magical ability within the narrative. Where the line between "incredible but not magical" and
"definitely magical" is can vary from setting to setting and even from character to character within
the same setting. GM discretion applies here. |
KEY NOTE: META MAGIC
IS RARE |
Just as anti-Super Power
effects are rare in most Superheroic games, metamagic (which is
to say the idea of using magic to manipulate other forms of
magic) is rare in Super Fantasy. |
Dispels, Suppresses,
Aids, Drains, and similar Powers are still used, but not as
frequently as one might think given the prevalence of magic in
the paradigm. Rather, most interactions between magic tend to be
magnitude based; my attack magic is more powerful than your
defense magic kind of clashes. |
When metamagic type effects are used, they
tend to be significant, memorable, and often absolute. Often, such abilities tend to
be more of a narrative tool introduced by the GM, and less of a tactical option used
by various characters as part of their repetoires. If a character goes against trope
and focuses on this sort of ability it should generally be their main theme and primary focus.
|
KEY NOTE: KILLING
DAMAGE IS THE EXCEPTION |
Super Fantasy isn't about
blood and guts, it's about over the top effects. Characters very
rarely die, including bad guys. Super Fantasy characters almost
always live to fight another day. Thus, Killing Attacks are
rare. Even when characters use things that logically would be
Killing Attacks, they usually are built as Hand Attacks or
Energy Blasts. |
KEY NOTE: NAMED
OPPONENTS |
Similarly Super Fantasy
isn't about fighting faceless hordes or categorical monsters.
The opposition are arranged much more like what is found in a
Superheroic campaign, with powerful bosses, "lieutenants" that
are in the same general power range as the heroes, and some
Agent level threats that can be dangerous in groups but no match for the main
characters mano y mano (usually called "minions" in Fantasy parlance).
Significant named characters are recognizable and will
often be encountered many times over the course of a campaign. |
ASSUMPTIONS |
The following options are
assumed to be in effect for this paradigm. |
No
Formal Race Package or NCM |
X |
|
Formal Race Package with NCM |
END
Cost = Active Points / 10 |
X |
|
END
Cost = Active Points / 5 |
Knockback |
X |
|
Knockdown |
Generalized Damage |
X |
|
Hit
Location Damage |
No
Long Term Damage |
X |
|
Injury & Impairment Damage |
Literacy Standard |
X |
|
Literacy Not Standard |
Super
Skills Available |
X |
|
No
Super Skills Available |
Combat Luck Allowed |
X |
|
No
Combat Luck Allowed |
No
Deadly Blow Allowed |
X |
|
Deadly Blow Allowed |
No
Armor Proficiency |
X |
|
Armor
Proficiency |
No
Skill Maxima |
X |
|
Skill
Maxima |
No
STR Minima |
X |
|
STR
Minima |
Equipment Costs Points |
X |
|
Equipment Doesn't Cost Points |
Bases
& Vehicles Cost Points |
X |
|
Bases
& Vehicles Don't Cost Points |
Followers Cost Points |
X |
|
Follower Don't Cost Points |
Superheroic CSL Conversion |
X |
|
Heroic CSL Conversion |
No
Encumbrance |
X |
|
Encumbrance |
No
Long Term Endurance |
X |
|
Long
Term Endurance |
Normal Damage Default |
X |
|
Killing Damage Default |
|
HEALING: VERY COMMON |
Super Fantasy characters
are usually pretty tough to begin with, but even when they do
get hurt they don't stay that way long. Not only is Healing
Magic very prevalent, but often characters have means to heal
themselves either via Magic Items or a personal ability. |
STARTING POINTS: 250+100 |
It is assumed that new
characters in this paradigm start with 250 Base Points and up to
100 points from Disadvantages. This value can be altered by the
GM at will. |
This paradigm is expected
to be high powered, and effectively superheroic. A GM can easily
kick start the campaign to a higher level of play by granting
large chunks of Experience to characters to represent their
status as veteran adventurers when the campaign starts.
Similarly the GM could downscale the characters to represent
that they are somewhat green when the campaign starts |
The following chart
vaguely indicates relative status levels by adjusted character
points. The status titles are not intended to have any literal
meaning; they are just intended to give an idea of the status of
a character with that many character points. |
Sheltered Neophyte |
200 |
75 |
0 |
275 |
Neophyte |
200 |
100 |
0 |
300 |
*Youngblood |
250 |
100 |
0 |
350 |
Seasoned Youngblood |
250 |
100 |
25 |
375 |
Veteran |
250 |
100 |
50 |
400 |
Seasoned Veteran |
250 |
100 |
100 |
450 |
Hero |
250 |
100 |
150 |
500 |
Champion |
250 |
100 |
175 |
575 |
Famous |
250 |
100 |
275 |
650 |
Legend |
250 |
100 |
375+ |
750+ |
* Assumed Default |
|
RACES: SUPER FANTASY |
Super Fantasy does not
use formalized Race Packages. Instead players build their
characters as they see fit, subject to GM veto, just as if
they were superheroic characters. |
However, individual GM's
may prefer to define allowed Races with standardized Race
Package Deals. Further, individual GM's may or may not decide to implement
altered NCM's by Race. Check with your GM to determine their
implementation. |
MAGIC SYSTEMS: SUPERMAGE |
Magic Systems in Super
Fantasy tend to be ill-defined and generic; character's need
very little justification for outrageous abilities in this
subgenre. Each character may design their own Magic System simply
by buying standard HERO System Powers, with or without Power
Frameworks. They are in effect made as if they were "Supermages"
in a superheroic campaign. |
PROFESSIONS: SUPER
ARCHETYPES |
Individual characters
tend to have unique or distinctive abilities rather than being
part of an identifiable "Profession". Instead, modified
versions of the Superheroic Archetypes are prevalent in varying
degrees from what is found in superheroic campaigns, with
individual characters mixing elements of one or more of them. |
For example,
Martial Artists and Weaponmasters merge a bit
in a Fantasy implementation but examples of both are very
prevalent, and between the two of them they represent the
majority of characters usually. |
Superheroic
Bricks are less common in Super
Fantasy than they are in superheroic campaigns, while
Fantasy flavored "Power Armor" characters,
kitted out in Magical Armor or other Magic Items that accomplish
the same effect, are more common.
|
Mystics and Blasters
tend to merge together
in the form of offensively creditable Supermages, while
Gadgeteers tend to favor skills
and useful Magic Items over
techie gadgets. |
"Patriots" tend to take
the form of representatives of "deities" and other high-concept
causes. Metamorphs and Speedsters are pretty rare or toned down,
but can still be found in some unusual character concepts. |