I have a homebrew supers game which takes the core skill and combat system in my Runebearer game and adds a framework for super powers. What you end up with is a reasonably tactically crunchy superhero game.
Anyway, enough background... my problem is that I have never quite found a good experience system for the characters' powers. I currently have a buy point system. You pick a power and spend points to raise one or more aspects (accuracy, magnatude, chance for special effect, area of effect) of the power.
The thing is, I find point buy experience systems to be pretty dull. I want something that plays out as its own minigame, and makes the powers grow in a way that reflect the action of the characters in the game.
I am thinking of changing the system to this:
As the characters play in the scenario, the GM (and other players) award the characters Commendations for various actions. For instance:
Fighter -- You did damage to a super villain
Takedown -- You made the knockout shot on a super villain
Minion Killer -- You took down three or more minions in a single combat
Blooded -- You took damage during a fight
Desperation -- You were knocked down to less than 25% of your hits
Glass Jaw -- You were knocked out in a fight
Protector -- You saved an innocent
Savior -- Your actions directly saved another PC or important NPC
Wrecking Ball -- You caused an inordinate amount of property damage
Training -- Given in between adventures if the character has access to training
(This is a bad list. I have no idea what types of Commendations would go into a final version, but you get the idea.)
and so on... I figure any player (incl. the GM) can nominate any other player's character for a Commendation with the GM being the final judge of whether someone gets the Commendation or not.
At the end of an adventure, the GM awards a number of Advances based on the scenario. Typically, 1-4 would be awarded. Each Advance gives the character a draw from the Advancement Deck. Each card is printed with:
The name of the advance
The type of power this can apply to
The type of advance & magnatude of advance given
Any drawbacks the advance comes with
The Commendations that have to be spent to activate the advance
So, a simple advance might be:
Name: Powerful Blast
Applies To: Damage Dealing Powers
Increases: Damage +1
Drawbacks: None
Commendations: Fighter, Takedown, Minion Killer, Training
A more powerful advance might require less common Commendations
Name: Super Blast
Applies To: Damage Dealing Powers
Increases: Damage +2
Drawbacks: None
Commendations: Takedown
Some advances might come with drawbacks or more complex Commendation costs
Name: Overloaded Blast
Applies To: Damage Dealing Powers
Increases: Damage +3
Drawbacks: Energy Cost +1
Commendations: Takedown + Desperation
In certain scenarios, the GM might create special Commendations that have special effects as his discretion
Rat Killer (given to the player who takes out the Rat King) changes an armor value Advance Card so that it gives a 25% bonus against gas attacks instead of its normal effect.
Obviously, there is a lot more thought to go into this, but you get the general idea.
Now, you continue to collect Commendations as you play. You can also keep Advance Cards from session to session, but you can only have a max of 4 Advance Cards. Thus, you may want to save a rare Advance Card until you get the proper Commendations, but you will be slowing your advancement somewhat.
What do you think?