Superhero 2044 – Formalhautians Without Number

Superhero 2044 – A Retrospective

See links at the bottom of the above for more Superhero 2044 info (including one I wrote a while ago). and also :-

Thoul’s Paradise Interview With Donald Saxman
Super Rules for Superhero 2044 – Thoul’s Paradise
Rules Enhancements for Superhero 2044 – Donald Saxman
Suprised by Superhero 2044 – Christian Lindke

Superhero 2044 Second Edition Revised
Superhero 2044 Second Edition Revised – Update
Superhero 2044 Revised Combat System
Superhero 2044 Revised Bloomberg Map
My Superhero 2044 Campaign

See the very interesting posts above about considerations on a new version. As opposed to bizarre failed kickstarters, etc.

In Secret Santicore 2015 I did a request for Super Powers in D&D Type Fantasy :-
See page 36 on wards.

Robert Kurcina above is updating Superhero 2044.

In Superhero 2044 there are three types of characters in the rules :-

Characters in Superhero 2044 – Thoul’s Paradise

Ubermensch – Batman
Toolmasters – Iron Man
Uniques – The Flash

The thought I had this morning is that you can map those onto the three basic types in Kevin Crawford’s Stars Without Number.

Stars Without Number Revised Edition Character Creation

Warrior
Expert
Psychic

These would map :-

Ubermensch – Warrior
Toolmaster – Expert
Psychic – Unique

Faction rules etc could then map into the patrolling system for Superhero 2044.

The Hazard IPSP ISIS Map has 1800 hexes of Australia and Oceania and Inguria as a good starting point, too.

Hazard Review by Thoul’s Paradise

Amazingly, by accident I discovered someone had digitised, this, too,. Won’t have to chop up one of my copies, now!

Today’s Superhero Random Encounter

Superhero Random Encounters
Generating Random Encounter –
Make
1 – Target
– Treasure
2 – Perpetrator
– Alien
3 – Alien Encounter
– People
4 – Aliens
– Formalhautians

As that is very topical given what I am going to write about later!!!

FATE – Traveller: Heroic Adventurer

High Concept: Heroic Adventurer
Arrogant and Confident

+6 Strength [on adopted homewold]
+6 Dexterity [on adopted homewold]
+6 Endurance [on adopted homewold]
+1 Intelligence
+2 Education
+7 Social Standing [on adopted homeworld]

+6 Sword, Blade, Dagger
+5 Leader
+4 Air/Raft
+3 Tactics
+2 Gunnery, Guns [19th Century]

Stunts

Telepathy [Haphazard]
Teleporation [Interplanetary but not under conscious control]

FATE – Traveller: Imperial Leader

FATE – Traveller: Imperial Leader

High Concept: Head Rebellion Suppressor
Top Ranker
Rumoured to have Volcano Incident Disfigurement

+8 Strength
+4 Dexterity
+4 Endurance
+6 Intelligence
+8 Education
+8 Social Standing

+7 Psionics
+6 Blade
+4 Jack of All Trades
+3 Pilot
+2 Leader

Star Ace – Leftover oddballs

A game of leftover heroes who happened to not get wiped out in interstellar battle with the Imperial forces. The Star Teams. Humans, crystal clone, hybrids, polar bear and catpeople. Some amusing artwork, but a poor game with a really oddball tone. The Luck attribute is interesting in an evolution sense. Percentile system with a resolution table. Everyone gets a fighter and a proton rifle and a literal in a game sense handful of cash to start…so odd right from there.

Space Opera – Table mish-mash

Take Traveller, bloat it up a lot, make sure you have tables for as much as you can think of, including double level fatigue and dropping the ball. This comment also nails it :- “the barely sketched out campaign milieu is a mish-mash of animal-men, vulcans, jedi, lightsabres, space nazis, space commies, martians-from-War-of-the-Worlds and implacable hiveminded insectoids.” http://forum.rpg.net/showthread.php?461973-Necro-FGU-s-Space… Some very dodgy writing and concepts, but it has a certain charm, and some of the stuff you could have enhanced Traveller with..more detailed character enlistments, some effects of the planet that your character has come from, etc. How to bias stat rolling to make players likely to have higher level stats than the ordinary by using d100 to roll d20, that sort of thing. Much weapons and gear, too. The middle game I guess you could call it of Traveller and Spacemaster from the time. Worth a browse for entertainment and occasional useful part.

Diaspora Skills to Fate Core Skills

Athletics – Agility, MicroG
Burglary
Contacts – Bureaucracy
Crafts – Animal Handler, Computer, Demolitions, Engineering, EVA, Repair, Survival
Deceive
Drive – Aircraft, Navigation, Pilot, Vehicle
Empathy – Culture/Tech
Fight – Brawling, Close Combat, Tactics
Investigate – Communications
Lore – Archaeology, Arts, Medical, Profession, Science
Notice – Alertness
Physique – Stamina
Provoke – Intimidation
Rapport – Charm, Oratory
Resources – Assets, Brokerage
Shoot – Energy Weapons, Gunnery, Slug Throwers
Stealth – Stealth
Will – Resolve

Cosmic Patrol – Collaborative Improv

A different approach to running this game – collaborative improv with a ‘Lead Narrator’ rotating between the players.

The setting is basically Captain Future. Space Patrolmen adventure in an old school planetary romance setting a la Edmond Hamilton. Amazons of Mars, Venus madmen, robots, Lizard People, three eyed guys with big heads, all that sort of thing.

It uses the different dice for stats type idea, too, d6, d8, d10, d12 that you assign to a few basic statistics.

Character tag and cue ideas in an aspect type sense, the use of plot points to change things.

There are some sample NPCs and plot scenario ideas at the end.

So this would be cool seeing it is along those lines to already to lift as a FATE setting/adaptation too.

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