Tuesday, May 7, 2013

Ultimate Star Trek: Starships and a Word on NCCs


Funnily enough, as I write this I am watching Empire of Dreams.  Heh.

So the uniforms are in the bag, for the most part, so next up is the other most important part of Star Trek that is always very personal.  Yes'sir it's time to talk about starships.  Specifically the ships of Starfleet.

Now instead of getting into a big intro about what Star Trek ships are and whatnot, I am going to launch right into it by saying;


Isn't she beautiful?

That's the deal for me, the movie gen of starships is what I think of when I think of Star Trek.

See that blue thing at the front?  It is NOT a "Navigational Deflector" it is a "Sensor Dish", which is why the Enterprise is such a good science vessel.  Think about it, the Reliant doesn't have one and is unable to detect human lifeforms on Ceti-Alpha V.  I bet the Enterprise would have found them right quick... but I digress.

Now which is my favourite Starfleet ship?


Yarp!  The Reliant is my baby.  In fact the USS Athena (NCC 26282) was the first ship I ever commanded in a Star Trek campaign and she will always hold a special place in my heart.

Now the other thing I love about the movie era of ships is that between FASA Trek, modellers and fan artists, there is literally hundreds and hundreds of designs to draw on allowing for a diverse and exciting Starfleet!

Here are some of my favorites;



There you have it...  Oh right... I promised you a word on NCCs.

First up it is the name that matters, not the number.  So no 1701A or any of that nonsense in Ultimate Star Trek.

Second is that NCC, in Ultimate Star Trek stands for Naval Construction Code, indicating this is the number assigned to the ship on the day she leaves drydock.  More on why I choose deployment later.


Much like Stardates, nothing generates for fan discussion than the purpose and sequencing of NCCs. FASA took the ideal that each Starship class had a similar numbering scheme (IE; all cruisers are 1000 - 1999), but that doesn’t hold up due to on screen evidence that showed us Connies with NCCs as low as the USS Eagle’s NCC-956 and as high as the USS Intrepid’s NCC-1831. Too be fair though, FASA did list the Eagle as 1738, the later one comes from a chart in Star Trek VI.

At first I figured since this was Ultimate Star Trek I could just retconn the whole thing and make it work. But then I started wondering why the USS Excelsior would be NX-2000 and other ships could be later 2100 and 2200. Confusing just a tad and required heavy handed reasons. Not making me happy it was.

So I decided to use the linear timeline of NCCs. Using the Daedelus in 2162 as NCC-001 and the Excelsior or NX-2000 in 2249 as the guide. I get 87 years of time, leading to 23 ships a year if production is constant, giving us 2000 ships commissioned in that time frame. Obviously it would be inconsistent, less ships to start, more during war time or other expansions, etc…

My other first choice was to decide that the first batch of Connies, 14 in all, would have sequential hull numbers as they were ordered up in a batch.

So with a rough guideline I add in this variable; the USS Constitution (NCC-1700) is commissioned in 2225, a difference of 63 years since the Daedelus. That averages out to about 27 ships a year, leaving 300 more to be commissioned by 2249. With 300 more ships to be commissioned in the next 24 years (taking us to 224) that gives us about 13 ships year.

If we take 23 ships a year from 2162 to say 2200 we will be at NCC-874. That means to jump the next 826 ships by 2225 we need to see production increase to 33 ships a year. Again these are not absolute numbers, just guidelines. We have wars in this period that would require more ships built in those years, and less in the non-war years.

Still given this basic numbering we can, through a little math, figure out roughly when a ship would be deployed. A ship with the NCC-1821 would be commissioned roughly in 2235, since we know from the timeline that the USS Miranda (NCC-1800) entered service in 2234. Again this is not exact science, but certainly something that can be used as a guideline. So the question becomes do we go by commission or deployment? Those deployments might go faster during wartime and slower during peacetime. So from this point on, we will use deployment as it is an easier and more solid point of reference. A ship might be commissioned up to 5 years before being constructed and that would throw a monkey wrench into the whole works. The notable exception is the Excelsior, since she was hailed as “The Great Experiment”, I measure her NCC from commission.

So in conclusion, while not an exact science, it does give a basic idea and as they say “Is close enough for government work.”.

As a side note I should mention that the term NX has only been used 5 times on screen (USS Enterprise NX-01, USS Dauntless NX-01-A, USS Excelsior NX-2000, USS Defiant NX-74205, USS Prometheus NX-59650). 4 of those times are not canon for Ultimate Star Trek, but the 5th (and the original) is very much so. NX-2000 was meant to show a great experiment  Therefore I agree with certain camps that suggest like the rank of Fleet Captain, NX designations are rare and very very special. Ships that break new ground and change the norm deserve this, not simply the first ship in the line.

Of course your mileage may vary, but that is why I made Ultimate Star Trek, to have a playground for my ideas.

Below is the table I use to track ships from the first right up to campaign start.  You will find an easter egg or two within as well.

Year
# of Ships
NCC Range
Notable Ships
2162
5
001–005
USS Daedelus NCC-001
2163
10
006–015
USS Horizon NCC-008; USS Essex NCC-013
2164
15
016–030
USS Archon NCC-020
2165
20
031–050
2166
25
051–075
2167
23
076–098
2168
22
099–120
2169
20
121–140
2170
30
141–170
USS Demarko NCC-169
2171
27
171–197
2172
22
198–219
2173
21
220–240
USS Anisantae NCC-222
2174
28
241–268
2175
33
269–301
2176
25
302–326
2177
33
327–359
2178
31
360–390
2179
21
391–411
2180
21
412–432
2181
21
433–453
2182
21
 454–474
USS Albert & Walter NCC-461
2183
21
 475–495
2184
24
 496–519
2185
23
 520–542
2186
24
 543–566
2187
25
 567–591
2188
24
 592–615
2189
24
 616–639
2190
20
 640–659
2191
24
 660–683
2192
28
 684–711
2193
24
 712–735
2194
25
 736–760
2195
23
 761–783
2196
23
 784–806
2197
23
 807–829
2198
23
 830–852
2199
22
 853–873
2200
23
 874–896
USS Atlas NCC-874
2201
24
 897–920
2202
30
 921–950
2203
34
 951–984
2204
34
 985–1018
2205
35
1019–1053
2206
30
1054–1083
2207
25
1084–1108
2208
30
1109-1138
2209
25
1139–1163
2210
20
1164–1183
USS Arrow NCC-1171
2211
35
1184–1218
2212
40
1219–1258
2213
60
1259–1318
USS Valiant NCC-1300
2214
50
1319–1368
2215
60
1369–1428
USS Kelly NCC-1402
2216
23
1429–1451
2217
25
1452–1476
2218
22
1477–1498
2219
22
1499–1520
2220
45
1521–1565
2221
45
1566–1610
2222
22
1611–1632
2223
22
1633–1654
2224
23
1655–1677
2225
29
1678–1706
USS Constitution NCC-1700; USS Enterprise NCC-1701; USS Republic NCC-1702; USS Hood NCC-1703; USS Bismarck NCC-1704; USS Yamato NCC-1705; USS Farragut NCC-1706
2226
20
1707–1726
USS Constellation NCC-1707; USS Excalibur NCC-1708; USS Lexington NCC-1709; USS Eagle NCC-1710; USS Exeter NCC-1711; USS Yorktown NCC-1712; USS Defiant NCC-1713; USS Ticonderoga NCC-1717
2227
10
1727–1736
2228
11
1737–1747
2229
7
1748–1754
2230
10
1755–1764
2231
7
1765–1771
2232
7
1772–1778
2233
11
1779–1789
2234
14
1790–1803
USS Miranda NCC-1800
2235
14
1804–1827
2236
12
1828–1839
2237
14
1840–1853
USS Reliant NCC-1846
2238
10
1854–1863
2239
15
1864–1878
2240
15
1879–1892
2241
13
1893–1905
2242
20
1906–1925
USS Rodger Young NCC-1918
2243
10
1926–1935
2244
15
1936–1950
USS Grissom NCC-1940
2245
15
1951–1965
2246
14
1966–1979
2247
10
1980–1989
USS Constellation NCC-1974; USS Stargazer NCC-1987
2248
8
1990–1997
2249
8
1998–2005
USS Excelsior NX-2000
2250
11
2006–2016
2251
13
2017–2029
USS Bannockburn NCC-2028
2252
13
2030–2042
2253
18
2043–2060
USS Enterprise (formerly Ticonderoga) NCC-1717
2254
22
2061–2082
2255
25
2083–2097
2256
30
2098–2127
USS Voyager NCC-2117; USS Proxima NCC-2123
2257
45
2128–2172
2258
20
2173–2192
 USS Farscape NCC-2181
2259
15
2193–2207
2260
16
2208–2223
USS Enterprise (formerly Proxima) NCC-2123

More to come...

Ultimate Star Trek: Uniforms & Departments


So since I wasn't sleepy I decided to get to work on the first and most important thing for me, deciding what the crew wears.

Much like ships, the uniform is a very important part of everyone's Star Trek experience.  Certainly the vast amount of fan designs, as well as the options on Star Trek Online shows that there is no one "universal" Starfleet uniform.

My all-time favourite uniform are what the fans call the "Monster Maroons" from Star Trek II - VI.  They certainly were a diversion from the old TOS tri-colours and a light year from the Motion Picture's tenis outfits and pajamas.  Still, as much as I love them, I find maroons to be a bit dated and a bit awkward as a regular duty uniform.

That said I will not abandon the look, but I will be using a variant of it.  More later.



So what uniform to use?  Well it is a simple choice for me, my second favourite of
all time in Star Trek history are the First Contact uniforms (also used on DS9).  These uniforms have a nice balance of classic Star Trek as well as a slight militaristic look without seeming too military.  They fit Ultimate Star Trek perfectly.

Now I want to take this moment to remind the purists out there that is this Ultimate Star Trek, the one that I most want to see, not a canon universe by any stretch of the imagination.  Just so we are all nice and clear.



Click for full size.
So remember earlier when I said I would use the maroons in this version, well here we go.  I found this image while searching Deviant Art.  I had, had this idea for a uniform years ago but lacked the artistic skills to create it.  I was so very happy to find this image and will use this design (with pants as an option of course) as the Class A uniform, which would be for me between Dress Uniform and the Class B duty uniform shown above.

The best of both worlds!




Admirals will use the lovely one that we saw in Insurrection and later as I think it is quite Admiralish, without being insane looking like the TNG Admiral's uniform was.

I am unsure if I want them to have department colours or go the Wrath of Khan way and give them the command white, showing that despite their assignments, they are the Admiralty and as such above departments.




Click for full size
Also I will be bringing back the concept of Commodores, I really loved having something between Captain and Admiral and that works perfectly.  They will remain with their department colours and wear a slight modified uniform as show to the left.

Now some of you will not like Commodores, but I like them just fine and I guess I should warn you now that I also like the idea of the rank Fleet Captain, who would wear the same uniform as a Commodore.



Remember, Ultimate Star Trek.

So now that we got the uniforms solved, everything should be just fine right?

Not by a long shot, cause now I am going to mess with the departments.  I hated it when TNG swapped Command Gold for Operations Red.  To my mind there was a pride in being a "Red Shirt" and they just got rid of it.  Made me sad.

But then something even better happened, they showed us the 29th Century Starfleet uniforms and Command was a lovely dark blue.  That made me very very happy.

Another issue is the ever changing Medical/Sciences colour.  At the start it is blue, then it becomes teal and at one point was even a sort of aquamarine.  Le sigh.

Here are how the departments and colours breaks down for me;


Click for full size
Command/Flight Control - Dark Blue 
I group these two together for the following reasons.  Firstly I think the lion's share of commanding officers would come up through the Flight Control division and secondly I liked in Wrath of Khan how Command had its own colour.  So that's what I am going to do here and with everything else, your mileage may vary.





Click for full size
Operations/Engineering - Gold
If the Command division is the brains, the Ops/Eng division are the organs and nervous system.  The most numerous division in all the fleet, Ops Gold is the most common uniform colour anyone will ever see.  Many go on to the Command division, but usually command space stations and starbases.






Click for full size
Science/Medical - Teal
Strange new worlds, new life and new civilizations. That's what this division is all about.  Whether they are serving on a ship or in the labs and hospitals of Starfleet, they are the ones that help push the boundaries of knowledge and life beyond the final frontier.  Sorry... it had to be said... Unless serving on a hospital ship or a science vessel, it is very rare for this division to produce command staff.





Click for full size
Tactical/SecurityRed
If Command are the brains, Ops the organs and Sciences the imagination, then Tac-Sec is the very blood of Starfleet.  They stand in the direct path of danger and have earned the nickname "Red Shirts" which they wear with pride.  Certainly they have the highest casualty rate of all the divisions (combined) but are also the bravest and boldest of all Starfleet.  It is not unheard of for one to break through to Command, especially during war times, but it isn't common.



Here they all are, side-by-side, for your viewing pleasure.

Click for full size
Now, since this ISN'T the Next Generation, I still think there are more clothes for Starfleeters to wear, and here are some of them for your pleasure.

Engineering Jumpsuit
Click for full size

Radiation Suit
Extreme Weather Coat

Medical Alternates
Click for full size

Medical Alternates 2
Click for full size

There are others I might add as I find them but for now that should cover the gamut of what I want for uniforms.  That said though, I am trying to find a good Enlisted duty uniform that fits with this style, so if you have any suggestions please feel free to share!

More to come...

P.S. All these images were found using Google image search and I take no credit for them other than maybe tweaking the colours here and there.

Monday, May 6, 2013

Ultimate Star Trek Tease

Just wanted to tease you all with this;

Click for full size.
Cheers!

Star Trek in the 25th Century

I have found myself inspired by this image I found on DeviantART that has gotten my mind fired up about doing a Star Trek campaign set in the year 2455.  50 years after the 2nd Dominion War shattered the Dominion completely and cemented the Federation as the singular superpower of the (known) Alpha and Beta Quadrants.

The image that started this all!
The Klingons, Romulans, Gorns, Cardassians and pretty much everyone other than the Tholians, Orions and Ferengi have joined the Federation and it has been a half century of peace, discovery and prosperity.  The Borg threat has never resurfaced since Voyager's destruction of their Transwarp network and war is now a thing of the past.

Many feel the Federation has grown soft and they may be right.

The campaign would centre on the crew of the new flagship Enterprise (1701 H), which is the first ship to bear the name in 20 years since the mysterious disappearance of the 1701 G (and the less said about 1701 F the better, yes this is a seed for a future plot point).  The best and the brightest have been chosen to be the crew and the ship is state-of-the-art, including a cloaking device, transwarp and slipstream drives and the first ever fully integrated AI ship's computer.

This is where the Abrams' Trek comes in handy, as his "Apple Store" set design works PERFECTLY as the 25th Century design aesthetic of Starfleet (though engineering would NOT be a fucking brewery!) and I think otherwise Starfleet would be feeling a certain nostalgia for the olden days and as such certain design aspects of the past would return.  For example the Enterprise H would be an Odyssey class starship that has an actual round primary hull, rather than the trend since the Intrepid class towards a more arrow shaped primary hull.

I know that I would change up the department colours, and since I think 3 departments is always limiting, they would divide Medical and Sciences into 2 separate departments, which I know many disagree with, but I am happy to.

Psiops would become a subdivision of Sciences, as Starfleet has learned the value of psionics, hence a division that specializes in it is necessary, but would be part of sciences.  It would be folded, much to the anger of Starfleet Medical, into the Ship's Counsellor program and placed under Sciences Command.

As such there are 5 Departments that run a ship;

• Command, which covers Flight Operations as well

• Tactical, which also covers Security Ops.

• Operations, which also covers Engineering

• Medical, which no longer is joined to Sciences

• Sciences, which has also taken Ship's Counsellor away from Medical

More to come as I figure it out.  Like for example I had decided the belt buckle on the uniform is a module that not only measures biometrics for the ship, also has an emergency transporter "rip chord" that activates the closest "safe" transporter to beam you out as well as providing a limited Class 1 environmental field which also acts as a personal shield (don't worry, it's only good for one hit from a Phaser type 2 before it goes down).

I found a ship that I like as the Ent H, but the design isn't done (seems the designer might have abandoned it a year or two back sadly) so it is only an inspiration for me now.

Anyone know how to 3D model and want to help? :)

Cheers!

Saturday, May 4, 2013

Ultimate Star Trek


As I had said in a previous post, my roleplaying began at the same time as my love of Star Trek via the FASA Star Trek RPG.  The two came hand-in-hand and even introduced me to one of my best friends who still plays in my regular campaign all these years later.

This has over the years given me a rather unique view of Star Trek, that does not necessarily conform to that of either the TOS Trekker, the Movie Era Trekker, the TNG+ Trekker or even the new JJ Abrams Trekkers.  For me, if I had to take a moniker it would be that of a FASA Trekker.

There is a feeling to the FASA Trek universe that I just feel happily connected to.  I love almost everything about it, though the game system is a bit dated, and can say that it truly, more than anything, created a Star Trek universe that I can honestly see happening.

To be more specific, I like the Movie Era period, set within the FASA Trek universe.  You know?  That thing on the front of the Enterprise is a sensor dish and NOT a magical do-it-all navigational deflector.  The Federation uses credits and the Klingons... oh the Klingons!  Well that will be a post for later, but let me just say Kai JM Ford!


So then, what is Ultimate Star Trek?

Basically it is my amalgamated Star Trek Universe designed for role-playing. Over the years of Star Trek, between various series, rpgs, fan books, et al, the idea of Star Trek has changed. Sometimes dramatically. I can't say that I enjoyed all of it either and of late I have noticed a rather steep decline in the enjoyment I have been getting from official Star Trek product.

One day I noticed that Marvel Comics had begun to revamp their universe with a side set of comics called Ultimate (Ultimate X-Men, Ultimate Spiderman, etc). In these comics each the basics remain identifiable, but the flavours, specifics and such have changed. It struck a chord in me.

What if I could do this with Star Trek? What if I could "cherry-pick" the stuff I liked and make it all into one cohesive"alternate" universe?

Thus Ultimate Star Trek was created.

Do I think my vision of Star Trek is better than anyone else's? Of course not. It is just more to my tastes and my desires. Most of it comes from other sources and not me. That means I respect and enjoy the creations of others and have co-opted them into this game. All respect and credit where due.

In the end I think Star Trek has become as much a part of literature and western mythology as Shakespeare's works or Lord of the Rings, but like Shakespeare's works, I believe it is open to interpretation, adaptation and change. Your mileage may vary. If you believe that the canon of Star Trek is absolute, then you will probably not like this page at all. It is so very far from canon and proudly so.

That said I will occasionally post here an Ultimate Star Trek article, or image, or something, as sort of an ongoing-series to explore what it is to me.  Some of the topics I will cover are, but not limited to, as follows;

• Races, specifically Klingons, Gorns, Romulans, etc...

• Star Fleet of the 23rd century.

• Ships and such.

• The timeline of the Ultimate Star Trek universe.

• Maps and such.

I hope you will enjoy the articles, and as always feel free to ask me questions about it as I go along.

The word is given...

Saturday, April 13, 2013

Creative Collaboration Causes Change

I'm alliterate.

Get it?

Okay shitty jokes aside, it's been one hell of a day so far.

As many if you know, I recently have teamed back-up with Alex Williamson for the art on HEROIC, my upcoming indie comic.

So this morning we had our regular creative conversation and as we discussed the script and the epilogue, we started to come to some interesting things.

I'll break them down by points.

1] The epilogue doesn't work, it would have worked better as the prologue for issue 2.

2] While Alex (or Jason, haven't finalized) is an interesting character, and his origin is interesting, he is not a strong character in my mind, which is why the plots for issues 2 - 6 tend to have things happening to him more so that him doing things.

3] A common feedback is that the prologue, the Lady America bit, is strong, engaging and going from that to Alex is jarring and leaves them hanging, wanting to know more about the first story and what "Activate number 23" means.

Now here's the thing.

I love Lady A.  I feel closer to that character than any I have ever created.  I know her like I know my own skin.  I know her heart, her mind and her soul.  I know why she is a bitch when she leads and I know why she never lets anyone see that part of her.

So Alex asked me, without preamble, why I wasn't writing a story about her?

Then I talked with my publishing partner Walt, and he said he found it odd that I hadn't focused on her either (also he wasn't a fan of the story until I added the prologue).

So this got me thinking.  How do I save what I have and make this about Lady A?  I mean, she dies in the prologue right?  Yeah, sure, you buy that don'cha?

There were always three characters that would eventually become the primary ones in this ongoing story.  I believe in the Star Trek holy trinity of characterization.  Body, Mind and Soul.

Kirk is the Body, he takes advice from the Mind and Soul, but he is the one who acts.

Spock is the Mind, he is the one who thinks things through without an over abundance of emotion.

McCoy is the Soul, he reacts from his guy and wears his heart on his sleeve.  He believes in right and wrong, and is the natural sparring partner of the Mind.

Originally Alex was to be the Body, a character named Isaiah the Mind and a third character called Molly the Soul.

Now without giving too much away, I ask this;

What if Alex becomes the Soul?  Isaiah remains the Mind and now, Molly, replaced by Lady A becomes the Body.

Complicated at a glance, I know.  That said, knowing what I know in my mind, it actually works and works well.

Plus I get to keep the Alex origin for a later issue when he tells his tale, so that saves me some pages of writing down the line.

The result of this was a brainstorming session between Alex and I that lead to expansion of the Zenith Universe, tightening of it as well and trimming some of the fat off.

All in all a very productive and creative process between an artist and a writer whose goals remain creating the best damn comics for your enjoyment.

Now I just have to write the damn thing.

Thursday, April 11, 2013

HEROIC: D6 Supers - Attributes Update 2

Hey all.

So I recently took a friend's advice and posted a thread about this project to rpg.net in an effort to get a bit more input.  I was hesitant at first, given my previous experiences with online forums and my projects/conversations in the past (I should blog about that someday), but I sucked up my hesitations and made the post and prepared myself for the onlsaught.

I was stunned at how positive the response has been.  Mind numbed actually, since my past adventures in the online rpger community have not been the most positive, but I am digressing and should REALLY do a post about this at some point.

Back on topic.

So while I do not share or agree a lot of the same ideas as others, and I am writing this for myself, it has been enlightening seeing how others perceive this little project of mine.

This has lead, through conversation there and here, to be cementing a decision that I was having trouble with earlier.

Instead of having individual Jump, Running, Climbing and Swimming skills, they get folded into one catch-all skill called Athletics and those previously mentioned skills become specializations for this skill.

Now you could continue this though process and start reducing all skills this way, but for me this is about as far as I go.  Yes I have reduced the world of sciences to Science skill, and all ranged attacks as Ranged Combat, etc...  But piloting and driving should remain separate skills to me.

As always your mileage may vary and you should totally do the way you think you would like to see it done.

Cheers!

Friday, April 5, 2013

HEROIC: D6 Supers - Part 5 - Powers

Hey I heard you missed me, I'm back!  Okay and with that I will officially stop paraphrasing  Van Halen.  But yes, here I am, back on track and back with colour and vibe!  And today I am tackling the question of what changes to make with SUPERS! to work with my D6 HEROIC.

First up you will need to buy a copy of SUPERS! which can be done easily through RPGNOW.  While there you might also want to check out the free Quick Start rules.  No pressure, just saying.

Okay here we go.

The thing you need to know is that there are no "tiers" or "level costs" for powers.  All powers cost the same, 1D for 1D.  Why?  Because they ALL have the same level of usefulness and the more creative you are, the more useful a power will be.  In the hands of a very creative thinker, Super Leaping would be more useful than say Gravity Control in the hands of a linear thinker who only flies and blasts people.

Essentially, aside from minor rules/caveats, what your power can do is up to you and your Narrator to decide... on the fly... in play.  No power stunt rules or limitations, only fast paced, exciting super-heroic comic book action!

I am only going to list the powers that I have had to redefine or tweak for D6, the remaining powers function exactly as per SUPERS!

Now let's get down to brass tacks.

Armour: Use as a first step Soak roll (unless attack is Armour Piercing, see Power Boosts later) and any damage not soaked in this way then goes against normal Soak.

Duplicate Self: For every D in this power, the can double the number of duplicates.  So at 1D he can make 1, and 2D make 2, 3D gives 4, 4D gives 8, 5D gives 16, etc...  The trick is, for each duplicate past the first, they others gain a cumulative -1D to EVERYTHING.  So if only one Duplicate is made, they have full stats, but if more than one is made, ALL are reduced by the OVERALL total at -1 per D spent after the first.  So if you have 5D in Duplicate Self you can generate 16 duplicates, but they suffer a -4D to everything.  The more you spread yourself out, the less useful the copies are.  Think of it like a photocopy of a photocopy of a photocopy, etc...  The penalty can be bought off as a Boost, at the cost of the PENALTY, so if you want to remove up to -3D of penalty, it is a +3D boost.

Flight: As per SUPERS! but speed doubles with each +D added.  To fly in space requires a Boost called "Space Flight".

Healing: With this power the character can heal others with a touch.  the D in this power is rolled vs. a target number based on the wound level;

Stunned = Easy (1)
Wounded = Moderate (2)
Severe Wound = Very Difficult (3)
Incapacitated = Heroic (4)
Mortal Wound = Legendary (5)

Any successes beyond the target number reduce the wound an extra level.  For example, Devil Dog has taken a Severe Wound.  Faerie is going to use her healing of 5D on him.  She needs to get 3 successes to reduce his Severe Wound to just Wounded. She rolls and get a whopping 5 successes!   Devil Dog heals 3 wounds levels (1 for the TN, and 2 more for the extra successes).

Note this power cannot be used to resurrect the dead.

Mental Blast: This is resisted by a Mental Soak (average of Reason + Intutition + Psyche round down), but otherwise as per SUPERS!

Mental Shield: Functions not only as Armour for the mind, but can be used to resist ALL mental powers.  As per SUPERS! it gets weakened with each successive use per round.

Mind Control: Resisted with Psyche (Willpower).  For each success beyond the initial, add +1 round until the next attempt to break free.  Mind Control must be focused for the duration of the control and if the controller is attacked, the controlled gets an immediate attempt to break the control.

Power Drain:  Resisted by Body (Resistance), for every success 1D is drained from the target and added to ANY Attribute or Power of the attacker.  The bonus lasts until that power/attribute is used, or a number of rounds equal to the D in Power Drain, which ever comes first.  Targets recover drained powers at a rate of 1D per round after the attack.

Paralysis: Resisted by Body (Resistance), otherwise as per SUPERS!

Regeneration: As per healing but only localized to self.  Also to regrow limbs or missing body parts the target number is Unearthly (8).

Shape Change: There are 2 versions of this power, one is the ability to take on the appearance of anything and the other is to take on the appearance of specific people.

When changing shape into other forms animal or not, you may gain powers inherent to that form, based on a distribution of your Shape Change dice into said powers.  For each power the new form has, the difficulty of the Shape Change task is raised by +1.

In the second type of shape changing is being used, then each success creates the target number for others to detect that their is not the person it appears to be.

If a character wishes to have both types (very powerful) they raise the final cost by +1D.

Referees should be very careful of this power, as it can be abused by players.

Size Change: As per SUPERS! but with the bonus for Growing added to Body and removed from Agility and vice-versa for Shrinking.

Super Brain: Is added to all Reason tasks, including skills checks.  It is possible to go above 10D with this power.

Super Strength: For each 2D you have in Super Strength, add +1D to all Body related calculations regarding Damage (dealing and taking) and for any Skill that relates directly to raw physical power.

Rank    Benchmark
1          1 Ton
2          10 Tons
3          100 Tons
4          1000 Tons
5          5000 Tons
6          10,000 Tons
7          50,000 Tons
8          100,000 Tons
9          500,000 Tons
10        1,000,000 Tons

Vampiric Powers: Same as Power Drain but it targets physical Attributes (Fighting, Agility and Body).  If all these Attributes are reduced to 0D, the character is considered dead.

Webs: Do not cause damage and target Agility.

Wizardy: Functions as per SUPERS! but the Target Number is the amount of D in the final power/spell.  For example, if the Wiccan wanted to cast a flight spell of 4D, she would need 4 successes on her Wizardy roll.  Any extra successes beyond the target number are discarded, as this power is already very versatile.

That's it for the powers, but there are many powers not covered in SUPERS!, for those I highly recommend just winging it, unless you need a specific effect or result.  The beauty of SUPERS! is the openness of the powers (for the most part) and the flexibility they allow without forcing an arbitrary Power Stunt mechanic.

Up next; Power Complications and Power Boosts

Capitol City Irregulars

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