TheRPGSite

Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: J Arcane on May 17, 2012, 01:21:17 AM

Title: OSR/old-school inspired/D&D supers?
Post by: J Arcane on May 17, 2012, 01:21:17 AM
Been watching the Avengers in various forms, new film, cartoon show, etc.

Has me thinking about maybe playing some superheroes in between development of Hulks and Horrors.

Was wondering if there's anything in this particular department in the supers vein.  

I know someone did some kind of rehash of the MSH system IIRC, but anything else?  Any old-school D&D based projects?
Title: OSR/old-school inspired/D&D supers?
Post by: StormBringer on May 17, 2012, 01:38:29 AM
Quote from: J Arcane;540139Been watching the Avengers in various forms, new film, cartoon show, etc.

Has me thinking about maybe playing some superheroes in between development of Hulks and Horrors.

Was wondering if there's anything in this particular department in the supers vein.  

I know someone did some kind of rehash of the MSH system IIRC, but anything else?  Any old-school D&D based projects?
The retroclone of FASERIP is 4C, and it's in the public domain.  It's hosted on Lulu, because there are dead tree copies you can order, but the pdf is here (http://www.lulu.com/shop/public-domain/4c-system/ebook/product-17558944.html).  There are a couple of steps, and if you don't have a Lulu account, you will need to set one up before 'purchasing' it and downloading.  I am pretty sure I have a copy floating around, let me know and I can email it instead, if the Lulu method is a hassle.

The closest you will get to a D&D system is Villains and Vigilantes (http://www.rpgnow.com/product/81970/Villains-and-Vigilantes), now on version 2.1, which is just a bit of clean up and clarification on the original rules.  The ability scores go to 90+ on the charts, so you will have to squint a little to see the D&D under there.  Still, $7.50 for the pdf is not a bad deal, really.  I think they used to have the original rules scanned in and they were free for a while, but I can't find a link for those anymore.
Title: OSR/old-school inspired/D&D supers?
Post by: Glazer on May 17, 2012, 03:08:20 AM
Check out Mystery Men:

http://matt-landofnod.blogspot.co.uk/p/mystery-men.html

It's pretty much exactly what you're looking for. And it's good too!
Title: OSR/old-school inspired/D&D supers?
Post by: danbuter on May 17, 2012, 08:10:11 AM
I was also going to say Mystery Men. It's not perfect, but it works.
Title: OSR/old-school inspired/D&D supers?
Post by: Silverlion on May 17, 2012, 06:30:14 PM
Yeah Mystery Men is OGL/D&Dish. Villains and Vigilantes predated the OGL and was one of the earlier superhero games, and it scales decently (with some GM assistance) for being based on the idea of D&D. (As opposed to direct mechanics.)

There are several based more on D20 (but not so D&D/Old School)
Title: OSR/old-school inspired/D&D supers?
Post by: J Arcane on May 17, 2012, 07:40:33 PM
I like the page counts on these games.  Less is more.
Title: OSR/old-school inspired/D&D supers?
Post by: David Johansen on May 17, 2012, 09:18:46 PM
I've actually got a good chunk of one of my own on my hard drive.  V&V without the equations and decimal multiplication.
Title: OSR/old-school inspired/D&D supers?
Post by: J Arcane on May 18, 2012, 04:49:54 AM
So, Mystery Men is ... odd.

The feats mechanic is stupid.  Needlessly convoluted for what appears to be no actual good reason that I can find.  

The trade off between level and powers is, well, weird as well, and I dislike that there's no random powers option.  

I could see playing this, but not without some house ruling.
Title: OSR/old-school inspired/D&D supers?
Post by: danbuter on May 18, 2012, 07:43:54 AM
Yeah, it could have been done better.
Title: OSR/old-school inspired/D&D supers?
Post by: Glazer on May 18, 2012, 08:02:43 AM
Quote from: J Arcane;540326I dislike that there's no random powers option.

There's some Random Power generation rules here:

http://mutantsmagic.blogspot.co.uk/2012/04/random-power-tables-for-mystery-men.html
Title: OSR/old-school inspired/D&D supers?
Post by: J Arcane on May 18, 2012, 01:48:50 PM
Those tables remind me of something I did like though: There are a lot, and I mean a fuck of a lot, of powers, and they're all described in that good old OD&D brevity that I like.  

I'm reading up on V&V now. So far, I'm not sure I like this whole "make yourself" assumption, but it does say there's rules for more normalish chargen later, so we'll see when we get there.

The decimal modifiers are weird too, but so far I haven't seen any that are used during play.  Does that change?
Title: OSR/old-school inspired/D&D supers?
Post by: David Johansen on May 19, 2012, 12:25:08 AM
As far as I can recall you never use the decimal multipliers in play.  FGU had this huge obsession with mass based hit points back in the day.  The Daredevils / Aftermath family of games had similar things.
Title: OSR/old-school inspired/D&D supers?
Post by: Silverlion on May 19, 2012, 05:42:46 PM
The Decimal modifiers only are used rarely. Heal Rates decimal becomes a percentage for healing. Other decimal points for hit points and such only become an issue of the heroes size/mass or stats change significantly in play.
Title: OSR/old-school inspired/D&D supers?
Post by: J Arcane on May 30, 2012, 05:17:54 AM
Is Marvel SAGA worth a damn or what?
Title: OSR/old-school inspired/D&D supers?
Post by: Age of Fable on May 30, 2012, 06:03:36 AM
There's also Hideouts & Hoodlums (https://sites.google.com/site/hideoutsandhoodlums/), which is based more closely on the 1974 version of D&D (via Swords & Wizardry).
Title: OSR/old-school inspired/D&D supers?
Post by: The Butcher on May 30, 2012, 09:36:18 AM
Quote from: Age of Fable;543726There's also Hideouts & Hoodlums (https://sites.google.com/site/hideoutsandhoodlums/), which is based more closely on the 1974 version of D&D (via Swords & Wizardry).

Now, I consider myself a pretty big fan of OSR stuff, especially stuff that uses old school design principles over uncharted waters (e.g. Stars Without Number, Flying Swordsmen), but Hideouts & Hoodlums does come across as a pretty big square-peg-round-hole sort of game. There's even this contrived talk of "hideouts" as dungeons and "trophies" as loot.

I've never played it, and I firmly belive in "don't knock it until you've tried it", but I'm not sure this is what I'd want from a Golden Age supers RPG, OSR or not. Mystery Men definitely comes across as a better option.
Title: OSR/old-school inspired/D&D supers?
Post by: StormBringer on May 30, 2012, 11:52:41 AM
Quote from: J Arcane;543723Is Marvel SAGA worth a damn or what?
SAGA is horrible (http://en.wikipedia.org/wiki/SAGA_System).  Might just as well break out the Jenga tower:

QuoteThe SAGA System is a role-playing game system that uses "fate cards" to determine the effects of actions. The cards have numbers, suits, positive and negative states, and role-playing cues that guide the gamemaster in telling the story and administering the game. The system has been used in TSR, Inc.'s Dragonlance: Fifth Age game and the Marvel Super Heroes Adventure Game, later published by TSR. Sue Cook was the brand manager for both of those game systems, and helped design the SAGA game rules.

In SAGA, a player holds a hand of fate cards that represent his health and the range of actions he can take. The maximum number of cards he can hold is determined by the number of quests he has completed. This replaces the experience points system of many other role-playing games. The cards replace dice-rolling, as well. When a player attempts an action, he plays a card from his hand. If the suit on the card matches the action type (swords for strength-related actions, for example) it is considered "Trump." Playing a trump card means that the player can draw another card from the top of the Fate Deck and add the number on it to his total for attempting the action. When a character takes damage, the player must discard the number of points of damage to be taken from his hand. When a player has no more cards in his hand, the character is unconscious.

Stick with Marvel Super Heroes or Advanced.  Or download 4C, it's virtually identical in play, except it has fewer power listings.  Even better, it's in the public domain, and includes the chart (http://www.lulu.com/shop/public-domain/4c-system-download/ebook/product-17560544.html).
Title: OSR/old-school inspired/D&D supers?
Post by: Simon W on May 30, 2012, 02:48:24 PM
Quote from: The Butcher;543741Now, I consider myself a pretty big fan of OSR stuff, especially stuff that uses old school design principles over uncharted waters (e.g. Stars Without Number, Flying Swordsmen), but Hideouts & Hoodlums does come across as a pretty big square-peg-round-hole sort of game. There's even this contrived talk of "hideouts" as dungeons and "trophies" as loot.

I've never played it, and I firmly belive in "don't knock it until you've tried it", but I'm not sure this is what I'd want from a Golden Age supers RPG, OSR or not. Mystery Men definitely comes across as a better option.

Yeah, I prefer Mystery Men too. However, I haven't yet had the chance to actually play it...
Title: OSR/old-school inspired/D&D supers?
Post by: J Arcane on May 30, 2012, 04:42:55 PM
Quote from: The Butcher;543741Now, I consider myself a pretty big fan of OSR stuff, especially stuff that uses old school design principles over uncharted waters (e.g. Stars Without Number, Flying Swordsmen), but Hideouts & Hoodlums does come across as a pretty big square-peg-round-hole sort of game. There's even this contrived talk of "hideouts" as dungeons and "trophies" as loot.

I've never played it, and I firmly belive in "don't knock it until you've tried it", but I'm not sure this is what I'd want from a Golden Age supers RPG, OSR or not. Mystery Men definitely comes across as a better option.

Now, hear me out, because I don't think I actually like Hideouts either, BUT, I think in a way, it does do a better job of emulating the Golden Age comics than a more traditional supers design.

It boils down to how they handled superpowers.  It's essentially about the difference between having permanent powers, and the "powers as spells" approach that Hideouts uses.  The latter fits better with how they tended to write Superman in those days, with him conveniently having new powers in every issue that just happen to solve the day's problem.

I don't like it, it's shitty writing, it feels lame and impermanent in play, and on the whole the game feels clunky as fuck, but it DOES I think fit better with the very specific era they're shooting for.  It's just not an era I'd ever want to play.
Title: OSR/old-school inspired/D&D supers?
Post by: J Arcane on May 30, 2012, 04:53:11 PM
Quote from: StormBringer;543778SAGA is horrible (http://en.wikipedia.org/wiki/SAGA_System).  Might just as well break out the Jenga tower:


I'm not entirely offended by the mechanics in concept, but the problem I had from a very quick skim was that 1) the specialized deck makes it impossible to run online, and 2) character generation seemed a bit cursory and weird.

QuoteStick with Marvel Super Heroes or Advanced.  Or download 4C, it's virtually identical in play, except it has fewer power listings.  Even better, it's in the public domain, and includes the chart (http://www.lulu.com/shop/public-domain/4c-system-download/ebook/product-17560544.html).

The problem I seem to have with MSH is that, as you say, the power lists are shockingly limited.  Unless you pull in like a bajillion sourcebooks, there simple isn't enough of the style of power on offer to make it interesting.  It just doesn't feel very complete unless you want to do a shitload of reading.

I think if I'm going to run something I need to either give Mystery Men another shot, or just pull out my trusty DC Heroes or M&M3.
Title: OSR/old-school inspired/D&D supers?
Post by: TristramEvans on May 30, 2012, 05:13:51 PM
Quote from: J ArcaneThe problem I seem to have with MSH is that, as you say, the power lists are shockingly limited.  Unless you pull in like a bajillion sourcebooks, there simple isn't enough of the style of power on offer to make it interesting.  It just doesn't feel very complete unless you want to do a shitload of reading.

.

1) In MSH, a player can create ANY power. You simply describe what the power does, check it with the Judge, and assign it a rank.

2) http://classicmarvelforever.com/cms/ultimate-powers-list.html

3) The Ultimate Powers Book (available for free download here (http://www.classicmarvelforever.com/cms/advanced-game-and-modules.html)) is the most comprehensive sourcebook on superpowers ever put out for any supers-based RPG system. Just don't use the random roll chargen.
Title: OSR/old-school inspired/D&D supers?
Post by: J Arcane on May 30, 2012, 07:57:22 PM
Quote from: TristramEvans;5438511) In MSH, a player can create ANY power. You simply describe what the power does, check it with the Judge, and assign it a rank.

If I just wanted to make my own powers, I'd play a game like POWERGAME or M&M3.  ;)

Quote2) http://classicmarvelforever.com/cms/ultimate-powers-list.html

3) The Ultimate Powers Book (available for free download here (http://www.classicmarvelforever.com/cms/advanced-game-and-modules.html)) is the most comprehensive sourcebook on superpowers ever put out for any supers-based RPG system. Just don't use the random roll chargen.

This does actually make for a clarification of something I'd had a mistaken impression about.  I have a chargen program for MSH, and I'd mistakenly assumed that those little letter-number codes on the powers were sourcebook references.  It looks like all the powers I was missing from Advanced are actually all in the Ultimate Powers book.  

That helps a bit, thanks.  Still not sure how well the chart-based resolution will work online though.
Title: OSR/old-school inspired/D&D supers?
Post by: StormBringer on May 30, 2012, 09:01:55 PM
Quote from: J Arcane;543875That helps a bit, thanks.  Still not sure how well the chart-based resolution will work online though.
I will grant that might be somewhat tricky.  Record the raw d% roll, have the player give the result (Red, Yellow, Green), double check it on your own chart, and go from there.  Slightly more complicated than a to hit roll for AD&D online, but not by much, really.

Sorry about the Ultimate Powers thing, I thought you were familiar-ish with that.  Tristram cleared it up, though.  Like he mentioned, if there are any powers or power stunts not listed (and there probably aren't any), it's easy enough to describe them and assign a rank.

EDIT:  The character generation in Ultimate Powers isn't all that bad, just more complicated than the core books.  There is a fair chance you will end up with some power combinations that might be tricky to correlate, however.
Title: OSR/old-school inspired/D&D supers?
Post by: J Arcane on May 30, 2012, 09:20:59 PM
Well, as I mentioned, I DO have a chargen program for MSH, so the complication of the tables isn't really a problem.  I definitely know what you mean though about some of the Ultimate Powers results being a bit TOO random.  

The nice thing about the way Heroes Unlimited did it's random generation is that it was clustered such that your results still made some kind of sense at the end.  It's really easy to wind up with an MSH character that's like "How the hell did that even happen?"
Title: OSR/old-school inspired/D&D supers?
Post by: StormBringer on May 30, 2012, 09:50:47 PM
Quote from: J Arcane;543895Well, as I mentioned, I DO have a chargen program for MSH, so the complication of the tables isn't really a problem.  I definitely know what you mean though about some of the Ultimate Powers results being a bit TOO random.  
I think I just snagged that one downloading the stuff from the link Tristram provided.  Hopefully it runs in Wine well enough.

QuoteThe nice thing about the way Heroes Unlimited did it's random generation is that it was clustered such that your results still made some kind of sense at the end.  It's really easy to wind up with an MSH character that's like "How the hell did that even happen?"
I had a guy whose origin was 'magical talisman' or something like that, and his powers were cold generation, super strength and armour, as I recall.  I was struggling to figure out who would magick up a talisman with that array of powers.  Still, he was pretty fun to play.
Title: OSR/old-school inspired/D&D supers?
Post by: J Arcane on May 30, 2012, 10:05:16 PM
Quote from: StormBringer;543901I think I just snagged that one downloading the stuff from the link Tristram provided.  Hopefully it runs in Wine well enough.

There are two out there that I know of, Kyce's .8 version, and Zan's 1.2.  I like the latter much better, as the interface is a lot cleaner and more sensible, though it took some googling to find the Windows version.  

Here's the link: http://gamingnerdsrus.co/forum/index.php?action=downloads;sa=view;down=466

QuoteI had a guy whose origin was 'magical talisman' or something like that, and his powers were cold generation, super strength and armour, as I recall.  I was struggling to figure out who would magick up a talisman with that array of powers.  Still, he was pretty fun to play.
It was the strength of the Glacier!
Title: OSR/old-school inspired/D&D supers?
Post by: Silverlion on May 30, 2012, 10:41:42 PM
Something to consider--part of the fun is coming up with ways the powers do tie together.

I would also like to point out that default random roll only has you determine the power categories, not the specific powers. You might get Body Alterations/Defensive and then choose Body Armor or Regeneration or whatever, to fit with the other categories you've rolled.

The chart system is pretty simple, and solid. Its been the supers game I stuck with for many years, UNTIL I decided to write my own. I still run MSH from time to time because many people are familiar with it.

I tend to avoid the UPB as its random roll system create crazy things that blow off the doors of reasonable power level play. (I had a PC that alone took out Nimrod the mutant hunting robot from the future--something teams of X-men had trouble with including the second Phoenix. Rachel Summers.)

On the other hand it can be used for idea generation as long as you stick (mostly) to the character generation in the core MSH books. (For attributes, and number of powers.)
Title: OSR/old-school inspired/D&D supers?
Post by: StormBringer on May 30, 2012, 11:24:43 PM
Quote from: J Arcane;543906There are two out there that I know of, Kyce's .8 version, and Zan's 1.2.  I like the latter much better, as the interface is a lot cleaner and more sensible, though it took some googling to find the Windows version.  

Here's the link: http://gamingnerdsrus.co/forum/index.php?action=downloads;sa=view;down=466
I downloaded that one for later, the version I found was 1.1.3, which isn't too bad, so the 1.2 should be pretty cool.


QuoteIt was the strength of the Glacier!
:D

Here is the character I got from Zan's generator:
QuoteHero Name:  
Given Name:  
(Abnormal Chemistry)
 
Fighting: Incredible (40)
Agility: Feeble (2)
Strength: Excellent (20)
Endurance: Good (10)
Reason: Excellent (20)
Intuition: Remarkable (30)
Psyche: Typical (6)
 
Health: 72
Karma: 56
Resources: Feeble (0)
Popularity: Good (6)
 
Age: 16
Gender: Female
Height: 6'4"
Weight: 190 lbs.
Skin Color: Black
Hair Color: Brown
Eye Color: Green
 
POWERS:
I1: Animate Image (Poor)
L19: Spirit Storage (Good)
P1: Armor Skin (Excellent)
I3: Illusory Invisibility (Remarkable)
 
TALENTS:
Weapons Specialist*
Oriental Weapons
Martial Arts A
Animal Training*
 
CONTACTS:
Computers
Computers
Feeble Agility means she can barely take two consecutive steps without falling over, and I have no idea what kind of Abnormal Chemistry would allow for Animate Image, but that Incredible Fighting is something to reckon with.  :)
Title: OSR/old-school inspired/D&D supers?
Post by: J Arcane on May 30, 2012, 11:36:37 PM
Hah! Try this one!

QuoteHero Name: Holo
Given Name: David Rachmann
(Cyborg: Exoskeleton)

Fighting: Good (10)
Agility: Good (10)
Strength: Good (10)
Endurance: Poor (4)
Reason: Excellent (20)
Intuition: Typical (6)
Psyche: Good (10)

Health: 34
Karma: 36
Resources: Poor (2)
Popularity: Good (6)

Age: 29
Gender: Male
Height: 6'4"
Weight: 160 lbs.
Skin Color: Black
Hair Color: Blonde
Eye Color: Red

POWERS:
DT17: Telescopic Vision (Excellent)
D10: Resist: Emotion (Incredible)
DT8: Hyper-Touch (Good)
I1: Animate Image (Incredible)

TALENTS:
Thrown Objects

CONTACTS:
Electronics
Hero Group
Title: OSR/old-school inspired/D&D supers?
Post by: J Arcane on May 30, 2012, 11:46:53 PM
Something I'm noticing between the two is that Zan's generator doesn't have a box for generating weaknesses, and the base numbers it provides for the different ranks don't seem to line up with the ones in Ultimate Powers or in the MSHG/Kyce generator.
Title: OSR/old-school inspired/D&D supers?
Post by: StormBringer on May 31, 2012, 01:41:46 AM
Quote from: J Arcane;543925Hah! Try this one!
(Cyborg: Exoskeleton)

Fighting: Good (10)
Agility: Good (10)
Strength: Good (10)
Endurance: Poor (4)
Reason: Excellent (20)
Intuition: Typical (6)
Psyche: Good (10)

Health: 34
Karma: 36
Resources: Poor (2)
Popularity: Good (6)

POWERS:
DT17: Telescopic Vision (Excellent)
D10: Resist: Emotion (Incredible)
DT8: Hyper-Touch (Good)
I1: Animate Image (Incredible)
He's easily winded because his exo-suit doesn't have any batteries, which he can't afford because of his Poor Resources.  His Incredible Resistance to Emotions means he never gives in to the frustration, and he amuses himself by Animating Images a couple of hundred miles away and watches them with his Excellent Telescopic Vision.
Title: OSR/old-school inspired/D&D supers?
Post by: Kuroth on June 01, 2012, 02:26:26 AM
If you really want to take up a superhero concept from when there were few game options, I always treated superheros under the artifact rules of AD&D 1, which would be the same as under Original D&D.  So, a player has whatever race, class and level character developed normally, then the character goes through the addition of powers as described in the artifact creation rules.  It is a D&D way of doing a superhero.  There is no boundary to the selection process, other than the modeling of the desired superhero.  Weaknesses that a superhero may have are defined by that which the character doesn't have as defenses and attacks.  It is very much like writing up a high power monster.  So, it is very much like a monster as character set-up.  Most superheroes have various invulnerabilities, for example.  It works, and it uses back in the day concepts.  I find there are a lot of overdone rules for superhero campaigns.

The powers are all of those listed as options in the artifact section of AD&D 1 plus a few to fill out the lists.

Dungeons & Dragons Powers

Minor Powers

1.   Animate Dead – 3/day
2.   Bless (by touch) – at will
3.   Blur  – 3/day
4.   Change self  – 3/day
5.   Clairaudience  – at will
6.   Clairvoyance  – at will
7.   Color spray  – 3/day
8.   Comprehend language – 3/day
9.   Create food and water – 3/day
10.   Cure light wounds
11.   Darkness  – 3/day
12.   Detect charm  – 3/day
13.   Detect evil  – at will
14.   Detect invisibility  – at will
15.   Detect magic  – 3/day
16.   ESP  – 3/day
17.   Feather fall  – at will
18.   Find traps  – 3/day
19.   Fly
20.   Hypnotic pattern  – 3/day
21.   Immune to charm or hold
22.   Immune to disease
23.   Immune to fear
24.   Immune to gases
25.   Immune to magic missiles
26.   Improved Invisibility  – 3/day
27.   Infra-vision  – at will
28.   Know alignment  – 3/day
29.   Levitate  – 3/day
30.   Light
31.   Mind blank  – 3/day
32.   Need neither food or water
33.   Object read  – 3/day
34.   Obscurement – 2/day
35.   Pass without trace  – at will
36.   Protection +2
37.   Remove fear  – at will
38.   Sanctuary – 3/day
39.   Shield  – 3/day
40.   Speak with animals  – 3/day
41.   Speak with dead  – 1/week
42.   Speak with plants
43.   Tongues  – at will
44.   Ultra-vision – at will
45.   Ventriloquism  – 3/day
46.   Water breathing  – at will
47.   Web – 3/day
48.   Wizard lock
49.   Write – 3/day
50.   Zombie animation  – 1/week

 
Major Powers

1.   0 armor class
2.   Animal summoning III  – 2/day
3.   Animate object
4.   Cause serious wounds  – at will
5.   Charm monster  – 2/day
6.   Charm person  – 7/week
7.   Cone of cold  – 2/day
8.   Confusion
9.   Cure blindness  – at will
10.   Cure disease  – at will
11.   Dimension door  – 2/day
12.   Disintegrate
13.   Dispel illusion  – 2/day
14.   Dispel magic  – 2/day
15.   Double movement speed (foot)
16.   Emotion  – 2/day
17.   Exorcise  – 1/month
18.   Fear  – by touch or gaze
19.   Fire shield  – 2/day
20.   Fireball  – 2/day
21.   Giant strength  – 2/day
22.   Haste
23.   Heal
24.   Hold animal
25.   Hold monster
26.   Hold person
27.   Lightning bolt  – 2/day
28.   Minor globe invulnerability
29.   Passwall  – 2/day
30.   Phantasmal killer
31.   Paralyzation
32.   Polymorph self
33.   Regenerate 2 hp/turn
34.   Remove curse
35.   Slow
36.   Speak with monster  – 2/day
37.   Stone to flesh
38.   Suggestion  – 2/day
39.   Telekinesis  – 2/day
40.   Teleport  – 2/day
41.   Transmute rock to mud  – 2/day
42.   True seeing
43.   Turn wood
44.   Wall of brambles  – 2/day
45.   Wall of fire  – 2/day
46.   Wall of ice  – 2/day
47.   Weapon damage +2
48.   Wizard eye  – 2/day
49.   Word of recall
50.   X-ray vision  – 2/day

 
Prime Powers

1.   Astral
2.   Attribute raised to 19 or +2
3.   Body Weaponry  – at will
4.   Charm Dragon
5.   Contact higher plane
6.   Control Weather
7.   Creeping doom
8.   Death ray - as ranged Finger of Death
9.   Dimension Walk
10.   Earthquake
11.   Etherealness  – at will
12.   Expansion – 3/day
13.   Finger of Death
14.   Fire Storm
15.   Gate
16.   Immune to all mental Attacks
17.   Imprisonment  – 1/week
18.   Magic resistance 60%
19.   Mass Charm
20.   Meteor storm
21.   Monster summoning VIII – 2/day
22.   Plane shift
23.   Polymorph any object – 3/day
24.   Power word blind
25.   Power word kill
26.   Power word stun
27.   Precognition – 1/week
28.   Prismatic spray
29.   Probability travel
30.   Restore youth – 1/month
31.   Restoration
32.   Shades  – 2/day
33.   Shape change  – 2/day
34.   Speak with monsters  – at will
35.   Spell Absorption – 25 levels/week
36.   Stone tell
37.   Summon 1 djinn/efferti – 1/week
38.   Summon 16 HD Elemental – 1/week
39.   Summon demon lord  – 1/month
40.   Super sleep  – double, effect 90%
41.   Symbol
42.   Temporal stasis  – 1/month
43.   Time stop  – 1/week
44.   Total cold resistance
45.   Total fire resistance
46.   Trap soul  – 1/month
47.   Turn bones to jelly
48.   Vanish  – 2/day
49.   Vision
50.   Wish – 1/month


 
All powers in italics operate as described in the Advanced Dungeons & Dragons Players Handbook, except where an alternative frequency of use is noted.  Otherwise, frequency of use is once per day.  Powers are innate to the possessor, and they may be adjudicated in the same manner as monster special attacks and defenses.  Although each power is described in the Players Handbook under specific class spells or psionics, powers do not draw power from the same sources as spells or psionics.  A power described in the psionics section does not make a character psionic. Where a power is described in the psionics section, the possessor is considered to have a total of 200 psionic ability points for the implementation of the innate power only.
Title: OSR/old-school inspired/D&D supers?
Post by: Kuroth on June 01, 2012, 04:43:43 AM
An example superhero under AD&D 1:

Name: Prince of Atlantis
Class: Fighter
Level: 10
Race: Atlantian (equivalent to Sea Elf)
Alignment Chaotic Neutral


Ability Scores

Strength: 18  
Intelligence: 13
Wisdom: 10
Dexterity: 14  
Constitution: 16    
Charisma: 17


Save Throws
   
Paralyzation, Poison or Death: 8      
Petrification or Polymorph: 9      
Rod, Staff or Wand: 10
Breath Weapon: 9      
Spell: 11


Combat Statistics

Hit Points: 72  
Armor Class: 0  
Armor Type: Equivalent to Plate for Armor Class Adjustment
Weapon: Trident +3
Spells: None
Magic Items: Horn of the Tritons


Contacts

Followers: 80 0-level Atlantian Men-at-arms (20 AC 3 with tridents, 60 AC 8 with spears)
Henchmen: 7th level Atlantian fighter AC 3 with trident +2


Powers

Fly - 1/day
Immune to fear
Change self  – 3/day,
Remove fear  – at will
0 armor class
Giant strength  – 2/day
True seeing
Total cold resistance
Earthquake (used to produce Tsunami)
Restore youth – 1/month
Title: OSR/old-school inspired/D&D supers?
Post by: Kuroth on June 01, 2012, 06:35:45 AM
A low level example superhero under AD&D 1:

Name: Orphaned Student of the Secret Arcane
Class: Magic-user
Level: 1
Race: Human
Alignment: Lawful Good


Ability Scores

Strength: 12
Intelligence: 17
Wisdom: 13
Dexterity: 12
Constitution: 11
Charisma: 14


Save Throws

Paralyzation, Poison or Death: 12
Petrification or Polymorph: 11
Rod, Staff or Wand: 9
Breath Weapon: 13
Spell: 10


Combat Statistics

Hit Points: 4
Armor Class: 8 (see powers)
Armor Type: Clothing
Weapon: See Powers
Spells: Read Magic, Sleep (memorized), Protection from Evil, Find Familiar
Magic Items: Wand of Illusion, Broom of Flying (both willed to him by parents)


Contacts

Familiar: Owl (Large)
Henchmen: 2 1st level magic-users
Arcane Masters: 12th level Magic-user, 9th level Magic-user, 7th level Magic-user


Powers

Blur  – 3/day
Find traps  – 3/day
Detect evil  – at will
Protection +2
Charm person  – 7/week
Cause serious wounds  – at will
Spell Absorption – 25 levels/week
Speak with monsters  – at will
Title: OSR/old-school inspired/D&D supers?
Post by: Kuroth on June 01, 2012, 07:51:27 AM
An example of a very high level superhero under AD&D 1:

Name: Herald of the Galactic Demigod
Class: Fighter
Level: 18th
Race: Alien (see powers)
Alignment: Neutral


Ability Scores (see powers)

Strength: 18
Intelligence: 16
Wisdom: 14
Dexterity: 20
Constitution: 15
Charisma: 12


Save Throws

Paralyzation, Poison or Death: 3
Petrification or Polymorph: 4
Rod, Staff or Wand: 5
Breath Weapon: 4
Spell: 6


Combat Statistics

Hit Points: 95
Armor Class: -6 (see powers)
Armor Type: Equivalent to Plate for Armor Class Adjustments
Weapon: See Powers
Spells: none
Magic Items: Righteous Swick (as Carpet of Flying)


Contacts

Sage: 16th level Cleric/Planetary Queen


Powers

Clairaudience  – at will
Clairvoyance  – at will
Ultra-vision  – at will
Need neither food or water
0 armor class
Body Weaponry  – at will
Lightning bolt  – 2/day
Giant strength  – 2/day
Regenerate 2 hp/turn
Attribute raised to 19 or +2
Death ray
Etherealness  – at will
Immune to all mental Attacks
Plane shift
Probability travel
Total cold resistance
Title: OSR/old-school inspired/D&D supers?
Post by: Kuroth on June 01, 2012, 09:09:57 PM
There doesn’t seem to be a list of old superhero specific games in this thread, other than the honorable mentions.  So, here is a list of most of the old superhero games prior to 1983.

Champions by George MacDonald and Steve Peterson, (Hero 1981).
Superheroes and Supervillians by Brian Phillips, (Heritage 1981).
Superhero 2044 by Donald Saxman, (Gamescience 1977).
Supervillians by Rick Register, (Task Force 1982).
Superworld by Steve Perrin and Steve Henderson, (Chaosium 1982).
Villains and Vigilantes by Jeff Dee and Jack Herman, (Fantasy Games Unlimited 1979).
The Official Superhero Adventure Game by Brian Phillips, (Phillips 1982).
Supergame by Jay Hartlove and Aimee Hartlove, (Hartlove 1982).