What is the BtH for classes in Victorious?

Forum for discussion of Victorious, the upcoming Siege Engine RPG

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lobocastle
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What is the BtH for classes in Victorious?

Post by lobocastle »

I am trying to figure out the BtH bonus for Victorious classes. If I had to guess it would be +1 BtH per each level.

DMMike
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Re: What is the BtH for classes in Victorious?

Post by DMMike »

Yes, that is correct. If you desired, you could reduce that as a Shortcoming to provide additional powers/skills. For instance, +1 every other level would be a rank 1 Shortcoming, +1 every three levels as a rank 2, etc.

Mike
The Save for Half Podcast: Old School RPGs Reviewed
http://www.saveforhalf.com

Victorious: Steampunk Adventure in the Age of SuperMankind
http://www.victoriousrpg.com

lobocastle
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Posts: 272
Joined: Fri Jun 26, 2009 7:00 am

Re: What is the BtH for classes in Victorious?

Post by lobocastle »

DMMike,

Thanks for the response; your system is working well to convert the Lone Wolf Setting classes. I am wonder why for skills you just have one prime skill and one skill selection by the player. Yes, I could house rule it, but I do not need to because power slots can be converted to to skill slots. You sure fixed the concept that charisma should be a dump ability. I would say it is the most important starting ability score in Victorious because of the bonus power slots you can get.

JLL

JLL

DMMike
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Re: What is the BtH for classes in Victorious?

Post by DMMike »

Glad to hear that its working for you!

When I first started writing Victorious, I thought of the initial 3 primes a character got in C&C as the starting power slots for V. After playtesting went on, the feedback I got was that most people felt a PC should start with at least 1 prime, with the option to buy more. Thus the current system.

Primes were originally in the Supernatural powers section, but I've always thought of primes as the training of the attribute, while the initial 3-18 number is raw talent; thus a skill. Plus, if I made primes a skill instead of a power, it makes it easy to run a Chaos/Grim setting by simply stating that starting PCs don't get Supernatural powers. This way, primes are still available instead of saying "Supernatural Powers are verboten except for primes." :)

As for Charisma, let's face it... Most superheroic types in 19th century Scientific Romances or 20th century Comics are high CHA folks. So, there needed to be a sort of game rule to encourage this without simply requiring it. I prefer the former approach to the latter whenever possible. As for skills, don't forget that the 1 starting skill point is modified by their INT attribute bonus before any attribute buy-ups are used. BTW, thank Serleran for that one. <G>

As noted in the rules, just think of 1-2-3 in that 1 power slot equals 2 skill slots equals 3 Victory Points. You'll also note that only Good types get VPs; another rule to encourage playing heroes without mandating it.

Mike

Mike
The Save for Half Podcast: Old School RPGs Reviewed
http://www.saveforhalf.com

Victorious: Steampunk Adventure in the Age of SuperMankind
http://www.victoriousrpg.com

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