I've been working on a DCC supers zine off and on for few months now. Originally I wanted to include a DCC version of my Vigilante City Super Fan class. However, because of my excitement for Superman, I pivoted it to be a class based on Silver Age Jimmy Olsen. Here's a rough draft of the class, which is designed to be use with Evolved and other DCC supers games.
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You may not be the last surviving member of an alien race and your parents (probably) weren’t gunned down in a dark alley leading down the path of vengeance. You’re a geek. However, you’re not some sitcom stereotype. Your best friend is a superhero and there’s nothing normal about your life.
Hit Points: The Super Pal gains 1d6 HP per Level.
Weapon Training: Super Pals aren’t known for their combat expertise. They can use black jacks, clubs, and other blunt weapons. The taser is another weapon used by many Super Pals for self defense. To compensate for their lack of real combat training and powers, they tend to use the best armor they can find.
Alignment/Path: While it’s normally heroes that have Super Pals, some villains have close bonds. They can choose any alignment or path.
Amazing Transformation: Whether it is through super science, alien intervention, or mystic curses, Super Pals have a habit of transforming and/or gaining temporary powers. At the beginning of each session the player rolls 1d10. If a 10 is rolled then the character transforms, rolling on the Source and Transformation. This transformation lasts until the end of the session. The Super Pal can burn a point of Luck to prematurely end the transformation.
Discern Weakness: The Super Pal has absorbed so much supers knowledge they have an uncanny ability to figure out the best way to take out an opponent. Once per combat a Super Pal can make a Luck check to determine if the foe has a specific weakness.
Good Luck Charm: Same as Halfling (pg 60, DCC RPG).
I’ve Got This!: Once per day, a Super Pal can draw upon their stores of geeky lore and temporarily gain use of any weapon or device.
Unassuming: Sometimes it's good to be normal. In combat the Super Pal tends to be targeted last. This feature doesn’t work while under the affects of Amazing Transformation.
Level Atk Crit Action Die Ref Fort Will
Die/Table
1 +0 1d10/II 1d20 +1 +0 +1
2 +1 1d12/II 1d20 +1 +0 +1
3 +2 1d14/II 1d20 +1 +1 +2
4 +2 1d16/II 1d20 +2 +1 +2
5 +3 1d20/II 1d20 +2 +1 +3
6 +4 1d24/II 1d20+1d14 +2 +2 +4
7 +5 1d30/II 1d20+1d16 +3 +2 +4
8 +5 1d30+2/II 1d20+1d20 +3 +2 +5
9 +6 1d30+4/II 1d20+1d20 +3 +3 +5
10 +7 1d10+6/II 1d20+1d20 +4 +3 +6
Titles
1 Bystander
2 Hero Support
3 Super Buddy
4 Bestie
5 Old Chum
Source
1 Mysterious pill
2 Tech prototype
3 Cosmic rays
4 Alien fruit
5 Experimental serum
6 Ancient curse
7 Chronal energy
8 Mystic bauble
9 Radiation
10 Strange potion
Transformation
1 Amphibious: Your hands and feet become webbed, you gain a swim speed of 40’, and the ability to breathe underwater.
2 Human Porcupine: Spines sprout from the Super Pal’s body. Their AC increases one. Their melee attacks do an additional 1d4 damage and creatures making melee attacks against them take 1d4 damage.
3 Wolfperson: The Super Pal’s body grows coarse hair and their features become more lupine. They can make claw attacks (1d6 damage) and gain an additional 1d16 action die to make a bite attack (1d4 damage). Their sense of smell is greatly enhanced.
4 Super-Brain: The Super Pal’s cranium increases and their hair falls out. Their intelligence increases to 24 and they gain the ability to communicate with any intelligent creature or machine.
5 Human Skyscraper: The Super Pal’s body grows to gigantic proportions, though their intellect decreases. They become 14’ tall and weigh 1,500 lbs. Their Strength increases to 24, while their Intelligence drops to 5. They gain a slam attack that deals 2d8 damage and use Crit Table G (DCC RPG)/GA (Evolved).
6 Human Flamethrower: The Super Pal can breathe fire (range 50’ cone, 1d10 damage plus catch fire)
7 Elastic Lad/Lass: The Super Pal can extend their arms and legs 15’ and may engage in melee at that range and gain 15’ to ground movement.
8 Human Octopus: The Super Pal grows four extra arms, granting 2d14 extra action dice for melee and missile fire attacks.
9 Jovian*: The Super Pal transforms into a Jovian, a green scaled hairless extraterrestrial. They also gain telepathy. By concentrating a full round, they can read the thoughts of one creature they can see within 100’. The creature receives a Will save (DC 15) and is aware of an attempt to read its thoughts (though it may not know they are the one attempting the action). If successful, the Super Pal detects the surface-level thoughts, the creature’s emotional state, any actions it is intent upon, and so on. After the first round of concentration, the effect ends. Instead of Jovian, the Judge can instead choose that the Super Pal transforms into a different alien species in the setting.
10 Chameleon Head: The Super Pal can change your head into that of any Earth animal. They gain abilities/features that would be associated with this creature’s head (example: infravision or a gore attack).
11 Gorilla: The Super Pal switches minds with a gorilla . They retain their intelligence, instead of their character stats and use the stats of a Jungle Ape-Man (DCC RPG)/Gorilla (Evolved).
12 Monstrous Beard Growth: The Super Pal’s beard grows which can be used as an extra arm; they gain an additional d16 action die for melee and missile fire attacks.
13 Radioactive: The Supee Pal can make radioactive melee attacks, causing 1d7 damage. Creatures affected by radiation hit by these attacks must make a Fortitude save (DC 13) or spend the next round vomiting.
14 Giant Turtle Man/Woman: The Super Pal’s body grows to gigantic proportions and their skin grows scaly. They become 12’ tall and weigh 1,200 lbs. Their Strength increases to 22. They gain a slam attack that deals 1d12 damage and use Crit Table G (DCC RPG)/GA (Evolved). Their AC becomes 13+HD.

Oh man...I love this!
ReplyDeletethis kicks ass
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