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Post by simonw on Mar 27, 2013 11:58:34 GMT -6
Whilst writing BoL: MythiC Edition, I wanted some other project to work on alongside it. Having sold SUPERS! to Hazard Studios a while ago, I decided to write a new supers rpg. It is called TRIUMPHANT. It's at a stage where characters can be generated and combat can be tested. If anyone wants to see where I'm at so far and possibly give it a test-run and/or provide feedback, that'd be well cool. PM me your email address.
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Post by kesher on Mar 27, 2013 15:29:12 GMT -6
PM sent!
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Post by simonw on Mar 27, 2013 16:38:27 GMT -6
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Deleted
Deleted Member
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Post by Deleted on Apr 2, 2013 11:20:08 GMT -6
Also interested. I always thought BoL might be tweaked and twisted into a spandex costume but perhaps it wasn't to be. Are you look for feedback, suggestions, questions, all of the above? Whilst I bought Supers! I've never had chance to run it - usual case of too many games, not enough time. That said I'm always on the look out for new systems to try out in play by post, all the while looking for that 'golden ruleset'
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Post by thorswulf on Apr 2, 2013 13:56:56 GMT -6
Just sent the PM!
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Post by simonw on Apr 6, 2013 4:12:22 GMT -6
I've been having further thoughts about the title of the game. I'm wondering whether Triumphant is right or not. Some options I tried are completely out by virtue of already belonging to DC or Marvel or because there is already a rpg with the same or similar name. So these are some titles I had considered (which is best?): 1.Powers & Paragons 2.Heroic 3.Superiors 4.Exemplars 5.Uniques 6.Triumphant
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Post by scottenkainen on Apr 6, 2013 11:41:38 GMT -6
I would skip #1 for sure because #1 makes it sound Old School and what you're proposing uses more modern-style mechanics. I still like #6, but #2 might actually be better. #3, 4, and 5 just don't work for me.
~Scott "-enkainen" Casper
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Post by stevemitchell on Apr 6, 2013 20:29:12 GMT -6
I like Triumphant best of the choices.
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Post by simonw on May 3, 2013 8:21:43 GMT -6
Moving along speedily with this. The artwork is just coming in too. Playtesting going well. Here is how "Downtime" looks now:
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Post by simonw on May 3, 2013 8:22:37 GMT -6
DOWNTIME Downtime is the period between adventures. The actual time is fluid – whatever suits the campaign style and what is happening at the time. It’s also a time for the GM and players to do a bit of book-keeping, to make sure their character sheets are up straight and so on. Generally allow players to choose one thing they will be doing in their downtime, but sometimes you might allow a longer period of downtime where the players can choose two options. Here is some of the stuff characters can do in downtime:
Personal • Dependents • Finances • Patrolling • Publicity • Rest/Recovery • Seeing Justice Done • Therapist
Training • Solo • Team
R&D • Design/Build/Repair/Upgrade Devices • Improvements to HQ • Investigation
Dependents If you have the drawback of someone needs me, you can spend some of your downtime visiting them; take them out for the day, visit the ball game or museum – anything they like doing. At the same time, you can check their security arrangements and so on. This buys off the drawback for the duration of the next adventure.
Finances This means you are sorting out your accounts; it might involve a visit with your bank manager, accountant, boss or the taxman. If you have the broke drawback, you can buy this off for the next adventure. If you aren’t already rich you may add the rich benefit for the next adventure. If you are already rich, you have people who do all of this stuff for you.
Patrolling You spend your spare time doing the rounds of the neighbourhood; protecting the weak and innocent and bringing petty criminals to justice. Unless the GM decides to springboard this choice into a full adventure, your patrols have the effect of keeping crime levels down in the city and you gain the benefit of your choice of contacts or a hideout or you can buy off the misunderstood by authorities drawback for the duration of the next adventure.
Publicity This means you are making a TV or convention appearance, attending a public function or maybe even making a court appearance that has a specific public interest. If you aren’t already famous, you can choose the famous benefit for the next adventure. If you are already famous you can take the rich benefit for the next adventure. If you are misunderstood by the authorities, you can buy this drawback off for duration of the next adventure.
Rest/Recovery If you were badly injured (all conditions down to zero) in the last adventure, you will need to spend your downtime recuperating. You don’t have much time left for anything else.
Seeing Justice Done Just because you caught your arch-enemy, it doesn’t mean he is necessarily going to get the justice he deserves and be put away. By spending time on the case – giving evidence, making court appearances etc. you can ensure your arch-enemy is sentenced – at least for a short time. You may buy off the arch-enemy drawback for the next adventure. The minute you take your “eye off the ball” though, your arch enemy either gets off on appeal, escapes or starts to mobilize his friends on the outside to harass you again.
Therapist If you have any psychological drawbacks (flashbacks, fear etc.) you can buy one of these off for the duration of the next adventure with a bit of psychoanalysis.
Solo Training With a visit to the gym and putting in the hours, you can hone your physical fitness and practice your own skills. You can select one of two options: • Long-term: You can choose a condition, skill or power and train for three sessions a row at the end of which you receive a permanent die bump to that ability. If you prefer, you can choose a power enhancement or buy off a limitation. • Short-term: You can choose a condition, skill or power and train in that for a session at the end of which you receive a temporary die bump to that ability. If you prefer, you can choose a power enhancement or buy off a limitation.
Team Training This is working on your group’s team skills and provided the team work on this during their downtime, the team receives the additional combat options of teamwork (see combat) for the whole of the next adventure.
Design/Build Devices Gadgeteers can use their time to invent, repair or upgrade gadgets, battle suits, weapons, vehicles etc. This usually takes more than one period of downtime and is treated as an extended task. See the rules below on building devices.
Improvements to HQ You can build new facilities, add new security or extend your HQ. See the rules below on team headquarters.
Investigation You are spending your time looking through information from the internet, libraries, newspaper archives, criminal records, births, deaths and marriages etc. You can find information about nearly any subject if given access to the proper records and the information is there to be found. You might be doing research on a villain you encountered during the last adventure or you might have come across a weird phenomenon or found a piece of alien technology. Whatever it is, you need to know more before proceeding. This option automatically gives you at least some information and appropriate skill rolls will add further details to what you learn.
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Post by scottenkainen on May 3, 2013 9:08:40 GMT -6
Good stuff! Would have made a great article for The Trophy Case.
~Scott "-enkainen" Casper
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Post by simonw on May 3, 2013 11:21:49 GMT -6
Here's Hemlock (he's a magical type) from the game: Attachments:
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Post by simonw on May 8, 2013 12:06:46 GMT -6
Bayou Bob, otherwise known as Gatorman, from Triumphant! The Super Heroic RPG Attachments:
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Post by kesher on May 8, 2013 14:24:57 GMT -6
Dood! No one's wearing tights! Seriously, great illos, and the downtime mechanic is awesome. I don't think I've ever seen the idea of temporarily buying-off a Drawback/Disadvantage, whatever. It makes for interesting decisions to be made, and could easily be ported into many other types of games.
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Post by simonw on May 8, 2013 15:05:33 GMT -6
Dood! No one's wearing tights! Seriously, great illos, and the downtime mechanic is awesome. I don't think I've ever seen the idea of temporarily buying-off a Drawback/Disadvantage, whatever. It makes for interesting decisions to be made, and could easily be ported into many other types of games. There'll definitely be some in tights! Yeah, the downtime thing is cool isn't it?
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Post by simonw on May 11, 2013 8:12:13 GMT -6
Here's Captain Superior: Attachments:
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Post by simonw on May 13, 2013 8:43:18 GMT -6
TRIUMPHANT! IS COMING Attachments:
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Post by simonw on May 20, 2013 8:44:25 GMT -6
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Post by stevemitchell on May 20, 2013 9:48:25 GMT -6
Hi Simon. Do you expect to have a print version for Triumphant, either through RPGNow or Lulu?
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Post by simonw on May 20, 2013 10:29:27 GMT -6
Hi Simon. Do you expect to have a print version for Triumphant, either through RPGNow or Lulu? Yes, via LULU in a week or two.
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Post by stevemitchell on May 20, 2013 12:13:43 GMT -6
Great; thanks!
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Post by simonw on May 21, 2013 9:01:39 GMT -6
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Post by simonw on May 22, 2013 0:34:08 GMT -6
I'm amending any typos and things before going to POD (and will upload a new pdf to RPGNow when all errata has been input). I've amended a reference to table 7 (should be 8) in the general task resolution section and amended the magic power to: Magic is a force often relied upon by certain mystical characters. It is a very wide subject and the uses of magic vary greatly from character to character. It is used to simulate other powers. Minor conjuring tricks or “cantrips” that don’t directly cause harm are simple and rarely require a roll of any sort. Replicating actual powers requires a casting roll to perform the magic first – with a remarkable difficulty (2+) for a D4 in the power to be replicated, rising by one level of difficulty for each die level. So, a magician wanting to cast an invisibility D6 spell needs to roll 4 (outstanding) or higher. Once he has cast the spell successfully, he can do whatever a character with the actual invisibility power could do. The spell normally lasts to the end of the scene. Magicians can cast spells whilst they have a spell already running but the subsequent spells are harder – add +1 (cumulative) to the difficulty for each additional spell you are trying to hold at the same time. So, if Hemlock has already cast invisibility D6 and tries for enhanced senses D6, he needs to roll 4+1=5 or higher. If he then tries to add Armour D6, he needs to get 4+2=6 or higher. This was in the draft text but somehow I used an older version of the text!
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Post by simonw on May 31, 2013 0:13:07 GMT -6
Now available on LULU in either colour or b&w
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Post by simonw on Jun 1, 2013 4:08:34 GMT -6
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Post by simonw on Jun 30, 2013 6:24:02 GMT -6
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