Author Topic: Super Hero Conversion  (Read 770 times)

Nightmaster

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Super Hero Conversion
« on: (12:45:14/03-15-17) »
That is a matter derived from the thread about vigiliantism that I started. Me and some friends were talking about it one day when one of then stated that is possible to make a "super hero" using only the current rules (both 4e and 5e) and gave me the example of Spider Man. Since I was preatty drunk that night I dont remember what the specifics were and that friend of mine was even more drunk than me and dont even remember saying that... dumb I know...

So I am here to see from you guys how you would make example versions of some classic super heroes into the shadowrun rules (no house rule) based on either 4e or 5e.

The heroes in question are:

Spider Man
Flash
Aquaman
Batman
Wolverine
Colossus
Cyclops
Wonder Woman
Question
Human Torch
The Thing
Hulk
Hawkman
Superman

Kincaid

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Re: Super Hero Conversion
« Reply #1 on: (13:03:15/03-15-17) »
Man, Wolverine would be so much easier if they gave Two-Weapon Fighting to the cyber implant martial art.  Away from my books--could you One Trick Pony that?
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Nightmaster

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Re: Super Hero Conversion
« Reply #2 on: (13:06:45/03-15-17) »
Man, Wolverine would be so much easier if they gave Two-Weapon Fighting to the cyber implant martial art.  Away from my books--could you One Trick Pony that?
Sorry but I really dont understood you  ???

English is not my native language  :-[

Kincaid

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Re: Super Hero Conversion
« Reply #3 on: (13:08:38/03-15-17) »
No worries, I was just wondering aloud how to give Wolverine two sets of claws/spurs and have it be meaningful in terms of game mechanics.
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Nightmaster

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Re: Super Hero Conversion
« Reply #4 on: (13:12:26/03-15-17) »
No worries, I was just wondering aloud how to give Wolverine two sets of claws/spurs and have it be meaningful in terms of game mechanics.
Were spurs not a single implant? If single then you add two implants. If not you just need one set of spurs implant. Right?

Also in the 4e there were martial arts maneuvers that deal with off hand and two-weapon fighting
« Last Edit: (13:14:02/03-15-17) by Nightmaster »

Jack_Spade

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Re: Super Hero Conversion
« Reply #5 on: (13:44:47/03-15-17) »
A lot of things will have to be inaccessible for a starting character, but here are my ideas for that:

Spider Man
Adept with spider silk gland, wall running, hang time, etc. (Can be done for a starting character)

Flash
Focused summoner with channeling and a possessing ally spirit, granting him movement continuously

Aquaman
Surged adept with water breathing and Animal Empathy + Authorative Tone and a weird water animal fixation

Batman
Adept with Resources, Skills and Attributes at A++++++++

Wolverine
Shifter with amnesia (doesn't know he can turn into a wolverine  ;) ) for regeneration and deltaware titanium bones and a double set of spurs with Dikote

Colossus
Troll with troll reduction II and full cyber conversion

Cyclops
Adept with Adept spell "Elemental Attack Radiation)

Wonder Woman
Human looking elf adept with incredible natural armor and a scopolamin/dmso laced lariat

Human Torch
Summoner with channeled fire spirit, levitation and movement power

The Thing
A troll with all the dermal plating there is

Hulk
Surged Minotaur/cow shifter adept with berserker power

Hawkman
Mystic Adept with levitation and a sweet custom milspec armor + movement power from a bound spirit

Superman
The 14 year old GMs GMPC
talk think matrix

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Nightmaster

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Re: Super Hero Conversion
« Reply #6 on: (14:00:13/03-15-17) »
Superman
The 14 year old GMs GMPC
Care to explain?  :-[

Jack_Spade

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Re: Super Hero Conversion
« Reply #7 on: (14:29:51/03-15-17) »
Sure,
the adolescent phase is fraught for many males with insecurities about their changing bodies, identities and their status. They are still very much dependent on their parents in all major life decisions but are also beginning to assert their own personality which often leads to feelings of powerlessness.

RPGs not only offer escape from that, but provide an outlet for power fantasies. Hence the propensity of many guys in their puberty to create fictional identities with vastly more power than the "rules" would allow.

From my experience, every young RPG gamer goes through that phase where he turns into a little munchkin - but usually only the GM has the power to blatantly ignore the systems rules and create something as overtly powerful as superman.  ;)
« Last Edit: (15:45:50/03-15-17) by Jack_Spade »
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

Ghost Rigger

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Re: Super Hero Conversion
« Reply #8 on: (14:34:20/03-15-17) »
Most people couldn't roleplay well enough for Superman's few foibles (he's still just a man capable of feeling anxiety, fear, sadness and self-doubt despite his vast powers, and though he tries his very best he can't quite save everyone) to be meaningful, so more often than not playing Superman would just be a power trip.

Kincaid

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Re: Super Hero Conversion
« Reply #9 on: (14:38:51/03-15-17) »
Sure,
the adolescent phase is fraught for many males with insecurities about their changing bodies, identities and their status. They are still very much dependent on their parents in all major life decisions but are also beginning to assert their own personality which often leads to feelings of powerlessness.

RPGs not only offer escape from that, but provide an outlet for power fantasies. Hence the propensity of many guys in their puberty to create fictional identities with vastly more power then the "rules" would allow.

From my experience, every young RPG gamer goes through that phase where he turns into a little munchkin - but usually only the GM has the power to blatantly ignore the systems rules and create something as overtly powerful as superman.  ;)

You're forgetting the GM's significant other.
Killing so many sacred cows, I'm banned from India.

Thanael

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Re: Super Hero Conversion
« Reply #10 on: (15:39:54/03-15-17) »
For a bit more toned down superheroes shadowrun conversions, how about the Netflix marvel 'verse. I got a very shadowrun street level adepts vibe from Daredevil, Jessica Jones and even Luke Cage.

Daredevil
Ninja Adept
Qualities: Blind, Toughness, Daredevil, Day Job, Code of Honor?
Martial Arts(Ninjutsu; Tricking, Blindfight)
Adept powers: improved senses(audio enhancement,select sound filter, spatial recognized, improved touch, smell, taste), enhanced perception, blind fighting, combat sense, motion sense(?), missile parry, improved reflexes. Improved skills: gymnastics, unarmed.


Punisher
Mundane Weapon Specialist/mercenary shooter, secondary Melee.


Luke Cage
Orc(?) adept bruiser/tank
Qualities: Ex-Con, Code of Honor/Pacifist?,  Driven?.
Adept powers: max mystic armor, elemental resistance:fire, improved strength, body,

Jessica Jones
Human investigator/adept
Qualities: Flashbacks, addiction (alcohol), dark secret/big regret
Adept powers: improved strength (lots) impr. Body(a bit), light step.(for jumping!)

Killgrave
Human mystic adept face/manipulation mage

Jack_Spade

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Re: Super Hero Conversion
« Reply #11 on: (15:50:06/03-15-17) »
Sure,
the adolescent phase is fraught for many males with insecurities about their changing bodies, identities and their status. They are still very much dependent on their parents in all major life decisions but are also beginning to assert their own personality which often leads to feelings of powerlessness.

RPGs not only offer escape from that, but provide an outlet for power fantasies. Hence the propensity of many guys in their puberty to create fictional identities with vastly more power then the "rules" would allow.

From my experience, every young RPG gamer goes through that phase where he turns into a little munchkin - but usually only the GM has the power to blatantly ignore the systems rules and create something as overtly powerful as superman.  ;)

You're forgetting the GM's significant other.

Eh, those usually have more of a feminin touch to their characters - I haven't met one yet who would want to play superman (It's usually more an immortal vampire princess or a super tough Lara Croft)
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

FancyDerek

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Re: Super Hero Conversion
« Reply #12 on: (20:15:36/03-15-17) »
For a bit more toned down superheroes shadowrun conversions, how about the Netflix marvel 'verse. I got a very shadowrun street level adepts vibe from Daredevil, Jessica Jones and even Luke Cage.

Daredevil
Ninja Adept
Qualities: Blind, Toughness, Daredevil, Day Job, Code of Honor?
Martial Arts(Ninjutsu; Tricking, Blindfight)
Adept powers: improved senses(audio enhancement,select sound filter, spatial recognized, improved touch, smell, taste), enhanced perception, blind fighting, combat sense, motion sense(?), missile parry, improved reflexes. Improved skills: gymnastics, unarmed.




Punisher
Mundane Weapon Specialist/mercenary shooter, secondary Melee.


Luke Cage
Orc(?) adept bruiser/tank
Qualities: Ex-Con, Code of Honor/Pacifist?,  Driven?.
Adept powers: max mystic armor, elemental resistance:fire, improved strength, body,

Jessica Jones
Human investigator/adept
Qualities: Flashbacks, addiction (alcohol), dark secret/big regret
Adept powers: improved strength (lots) impr. Body(a bit), light step.(for jumping!)

Killgrave
Human mystic adept face/manipulation mage

Daredevil's sight is some form of echolocation.
So improved sense (ultrasound) might be in order.

Kincaid

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Re: Super Hero Conversion
« Reply #13 on: (20:27:00/03-15-17) »
Ultrasound is a sensor function, not a sense.  You could give him astral sight, which roughly mimics it.  Instead of listening to someone's heartbeat to get a sense of their mood, you read their aura.
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The Wyrm Ouroboros

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Re: Super Hero Conversion
« Reply #14 on: (23:25:44/03-15-17) »
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