Skip to main content

Supers Update

I had a great post written and then the power went out. So cliff notes this time:

1. After the character creation segment in yesterday's post I was energized to start working on the supers game again.

2. Finished writing the revamped rules for Health, Death and Regeneration

3. Started revamping the powers section to reflect some of the design changes to the basic system and combat (both are referenced in yesterday's post).

4. Gravity Control no longer exists and powers are more vaguly defined to allow for limited aujustment by the referees and players.

5. I should be starting skills next week if everything continues at the current pace.

Okay, now then! If I can get through skills and monster creation sections I should be more or less ready to start alph testing the game by mid-October. I will warn you all, I work second shift so most playtests will be in the A.M. and probably on a Friday since my wife always works on Fridays.

If I'm judging correctly the entire rule-set should be 15 pages long when done, which is right around where I wanted it. If I can manage to snag some cheap artwork for the book that may bump it up to 20 pages. This means that if Alpha and later beta testing of the game goes well I should have it up on RPGnow by the beginning of next year as either a pay-what-you-want title or for the modest price of $1.50.


  1. Very cool! i have been following this for a bit and look forward to seeing what you come up with. When you are ready for alpha testing I may be able to help


    1. Thanks for the support Chris! I hope to have a little demo on powers listed next week.

  2. If you end up doing any late night testing over google hangouts I would be interested!


Post a Comment

Popular posts from this blog

The Robathen's Coin Parts 1 -3

A long time ago I released a short story on drivethrufiction called "The Rabathen's Coin - An Arame Tale" that was meant to be the start of a series staring a mysterious thief named Arame.  Well, five years later and I have sold maybe six copies.  With that in mind I figured I might as well break it up into two or three parts and post in on the blog.

Thoughts are welcome as I am always interested in what others think of my original works.

The stench of rotten fish, sweat, mildewed wood and the ocean rose up from the black waters of the harbor in a visible mist that hung over the free trade city of Wickend adding to the already strong reek of human filth and cheap ale. The setting sun, unable to pierce the vile mist, washed over the crumbling buildings that lined the twisting streets of the Old District. From open doors and windows came the sounds of life, true life, of men laughing and boasting, of women flirting and dealing in their trades. To an outsider, the Old Distr…

[AGE] Iron Horse

I am starting to see a theme evolving here ... and it wasn't even planned.  Enjoy, and feedback is always welcomed!

Magic Item - Arcane Gauntlet

Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.