Generic Superhero

As its name suggests, this class is generic, which means that it belongs to the genre called “superhero.” You can build any kind of superhero class you want out of it.

If you use the Generic class, then everybody should use it. By virtue of its modular nature, the Generic Superhero has the potential to be far more powerful than all the others. It is an optimizer’s dream. That can be great fun if you’re at a table full of optimizers, or if none of them are optimizers, but it can also create a great deal of imbalance if some use the Generic class and some use the standard classes.

When you create a Generic Superhero, you get 100CPs to buy your Generic Class Features, everything from Hit Dice to Sneak Attacks. You can max out your combat stats―Base Attack, Defence, Saves―at the expense of all the others, for example, or forego combat in favour of Skills and Reputation.

 

Base Attack, Saves, Defence, and Reputation

You buy all four of these stats by progression rate. The rates and costs―what bonus you get per level for how many CPs―are listed in the two tabls. Thus, a “Fair” Defence modifier costs 6cp, and grants the bonuses listed under “Fair,” for example. Note that you must by all three saves separately, thus they are less expensive than either Attack or Defence bonuses.

If you use the optional Act-Roll System rather than Power Dice, then you can also buy your Act-Roll bonus off of this table. Just remember that, for the Act-Roll bonus, you use only the higher bonus, not the iterative bonuses listed under Base Attack.

Generic Class Bonus Costs

Level Base Attack / Act Roll Fort, Ref, Will, Def, & Rep
Poor Fair Good Poor Fair Good Excel.
1 +0 +0 +1 +0 +1 +2 +3
2 +1 +1 +2 +0 +1 +3 +4
3 +1 +2 +3 +1 +2 +3 +4
4 +2 +3 +4 +1 +2 +4 +5
5 +2 +3 +5 +1 +3 +4 +5
6 +3 +4 +6/+1 +2 +3 +5 +6
7 +3 +5 +7/+2 +2 +3 +5 +6
8 +4 +6/+1 +8/+3 +2 +4 +6 +7
9 +4 +6/+1 +9/+4 +3 +4 +6 +8
10 +5 +7/+2 +10/+5 +3 +5 +7 +9
11 +5 +8/+3 +11/+6/+1 +3 +5 +7 +9
12 +6/+1 +9/+4 +12/+7/+2 +4 +6 +8 +10
13 +6/+1 +9/+4 +13/+8/+3 +4 +6 +8 +10
14 +7/+2 +10/+5 +14/+9/+4 +4 +6 +9 +11
15 +7/+2 +11/+6/+1 +15/+10/+5 +5 +7 +9 +11
16 +8/+3 +12/+7/+2 +16/+11/+6/+1 +5 +7 +10 +12
17 +8/+3 +12/+7/+2 +17/+12/+7/+2 +5 +8 +10 +13
18 +9/+4 +13/+8/+3 +18/+13/+8/+3 +6 +8 +11 +14
19 +9/+4 +14/+9/+4 +19/+14/+9/+4 +6 +9 +11 +14
20 +10/+5 +15/+10/+5 +20/+15/+10/+5 +6 +9 +12 +15

 

Generic Class Bonus Costs

Base Attack Saves (each) Defence Reputation Act-Roll
Poor 4cp 2cp 3cp 2cp 4cp
Fair 8cp 4cp 6cp 4cp 8cp
Good 12cp 6cp 9cp 6cp 12cp
Excellent 8cp 12cp 8cp

 

Hit Dice and Power Dice

These die-based features have the same cost, because they’re of approximately equal value, so they’re listed here, together. In this case, you pay a one-time cost of having a particular die for the rest of your class’s career.

Generic Hit Dice and Power Dice

Cost Die
2cp d4
4cp d6
6cp d8
8cp d10
10cp d12

 

Skills

There are two things to buy for Skills: skill points and class skills. Skill points per level cost 3cp each. This is in addition to your Intelligence modifier. You calculate skills at character creation and per level just as you would with any other class. You purchase class skills at a cost of 2cp each.

Proficiencies: 2cp each.

 

Class Features

The Generic Superhero has no class features of its own, but it can buy them at a cost of 3CP each (except as indicated below). There are two rules that apply here, however. First, you can buy class features only at the minimum level at which they’re offered for an existing class. For example, no class receives Protective Instincts before 4th level. Therefore a Generic Superhero cannot take it until 4th level. Second, many class features effectively have prerequisites because there is a I and a II, for example, like Uncanny Dodge or Stick to the Shadows. Therefore, just like feats, you cannot take the “Improved” or “II” version if you do not have the beginner version.

The class feature “Bonus Feat” costs 10CPs initially, at which point you must pick three Feat Groups. These are your feat groups for the rest of your career. From then on, you get a bonus feat every third level from one of those three groups but starting at 2nd level (i.e., 2nd, 5th, 8th, 11th, 14th, 17th, and 20th).

The class feature “Special Ability” costs 10CPs initially, at which point you have to chose one class’s Special Ability list (not including the Sneak). From then on, you get 1 Special Ability every three levels (i.e., 3rd, 6th, 9th, 12th, 15th, and 18th). Because it is so much longer than all the others, the Sneak‘s Special Ability list costs 15CPs to purchase.

 

Harmonized Starting CPs

When you build a Generic superhero, you receive 40CPs to spend on Natural ability scores, 40CPs for your character levels―because you start play with a 4th level character―and finally 100CPs to spend on your Class Features. A GM who is comfortable with facing down a table full of very powerful characters can, at her discretion, give Generic heroes 180CPs to spend on everything. This optional rule would mean that your players could build the lowest ability scores and the weakest class features in order to buy the most devastating power suite possible, or pump the PC’s Natural scores up to all 20s, or build a class with Excellent in every category (BA, Defence, Saves, etc.). Inexperienced players might accidentally build something unplayable, but experienced optimizers will most certainly crunch the numbers and build something remarkably powerful. GMs should hesitate before taking this option, but for those who enjoy that sort of thing, have at it!

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