TOMAGOMB Supers

TOMAGOMB Supers Roleplaying System
TOMAGOMB has always lent itself to the feel of high-powered play, especially into the 20's and upward, and as such I feel the system is more than capable of handling yet another power boost into the Supers genre. With the advent of TOMAGOMB Modern's class flexibility, I no longer feel that I have to reinvent the wheel to do so... I just have to tweak the system I put into place there.

Since realism was never a strong point of this system, I feel it will excel at handling the extremely unrealistic powers and abilities of Supers. That being said, let's get down into the nuts and bolts.

Power Level
This is an important distinction to make when creating a Supers game. Just how "super" do you want everyone to be? If the PCs are only a small cut above regular folk, we'll dub that power level Gritty Supers. The next step up we'll call Potent Supers. Finally, the third step on the power level we'll call Cosmic Supers. So... just what does this entail?

Gritty Supers may start as low as 1st level, though level 10 is still recommended as a minimum. If they have CPD, they will regenerate at the rate of 1 CPD / hour (or 10 minutes, as the GM sees fit). Gritty Supers get 24 points to build their class with instead of the usual 16. There may be some restrictions on the spells / powers that can be chosen for Gritty Supers. Gritty Supers sometimes have the semblance of being simply a badass mundane character. If the GM is running a campaign similar to Sin City or Watchmen, many of the flashier powers may be off-limits.

Potent Supers should start no lower than level 10, and those would be "newbie" potent supers. Level 20 will be more of the "competent" level. If they possess CPD, they will regenerate at the rate of 1 CPD / 10 minutes (or 1 minute, if the GM sees fit). Potent Supers get 40 points to build their class with instead of the usual 16. There are not many restrictions on the powers or AAs that can be chosen for Potent Supers, since this represents a broad middle spectrum of powers and abilities. Examples for this category are numerous, including most of the mutants from various X-Men comics (there are exceptions in both directions).

Cosmic Supers are just that: cosmically powerful. Even a "newbie" cosmic super would probably be represented by a level 20 minimum, while level 30 or 40 would be more likely. If they possess CPD, they regenerate at the rate of 1 CPD / round. Cosmic Supers get 60 points to build their class with instead of the usual 16. There are almost no restrictions for powers or AAs for cosmic supers. Examples of cosmic supers are also numerous, including Superman, the Silver Surfer and many others.

Statistics
First, we will be using the statistics noted with TOMAGOMB Modern. The stats themselves won't really change much, but I note the following: stat caps can alter drastically, as can the amount to be distributed. Luck will still cap at 20 (though a Luck-based super is definitely within reach), but everything else will have some major exceptions. Also note that very few Supers will have a Piety score for their powers, unless it is thematically correct in the GM's game world. In general, the sort of magic, psionics and just plain super-powers that are exhibited in comics seem to come from within rather than from without (with some exceptions here and there), so Life Spirit is the default ability for total CPD.

In addition to the stat notes under TOMAGOMB Supers Classes, the following changes apply to the normal table based on what kind of power level the supers are built on.


 * Gritty - Level 1 stat caps are 14 instead of 13. Level 2 - 9 caps are 18 instead of 16.  Level 10 - 19 caps are 20 instead of 17.  Level 20+, the cap is 25.


 * Potent - Level 1 stat caps are 15 instead of 13. Level 2 - 9 caps are 22 instead of 16.  Level 10 - 19 caps are 25 instead of 17.  Level 20+, there is no cap on Str, Dex, Fort, or M.A.  Everything else caps at 30 (except Luck of course, which caps at 20).


 * Cosmic - Level 1 stat caps are 20 instead of 13. Level 2 - 9 caps are 30 instead of 16.  Level 10 - 19 caps are 40 instead of 17.  Level 20+, there is no cap except on Luck.

Races
Comics have been known to delve into alien species and even stranger variants, so the GM is welcome to design new races to be available in his campaign world. This can either be handled from the race end (with possible level adjustments) or it can simply be explained as part of the character's "class" as to why they have certain benefits. Work with your GM to reach a beneficial compromise.

Classes
This will essentially define what kind of super you are. It is compatible with the rules from the TOMAGOMB Modern Classes, but with special additions and a few changes. Check out the TOMAGOMB Supers Classes.

Skills and Proficiencies
No change from what is noted in TOMAGOMB Modern. Supers just tend to have access to more proficiencies and skill points than their mundane counterparts.

AAs
Most all TOMAGOMB AAs and TOMAGOMB Modern AAs are available in the Supers format. The GM may nix a few that simply don't fit his game world or play style, but otherwise everything is fair game, including some new Super AAs (and tips on how to turn "normal" AAs into super ones). See the TOMAGOMB Supers AAs for more.

Items
The Supers genre is often filled with sci-fi gear, and if so then some of the proficiencies may get modified depending on the frequency of such devices seeing play. Otherwise, the TOMAGOMB Items and TOMAGOMB Modern Items are much the same as they were.