Endowments

Within the Super-Fantasy game world, heroic and villainous characters usually possess supernatural or superhuman powers. Heroes use these endowments to fight crime, protect the innocent, and battle villains, while villains use their abilities to commit crimes, threaten the innocents, and battle heroes.

In many instances, these heroes and villains have truly inhuman abilities which come from within due to alien physiology, a divine bloodline, or a cosmic or scientific accident. Others use technology or magic to level the playing field with beings from beyond. And there are a handful of ordinary men and women who rely on their intensive training to compete with super-humans.

Heroes and villains in the Super-Fantasy Basic game may have the following endowments:

  • Astonishing Disciplines: You are so adept that you seem nearly inhuman.
  • Beastly Empowerment: You draw your powers from your unusual physiology.
  • Innate Magic: You are a conduit of the mystical energies which make up the cosmos.
  • Mystic Wielding: You have been granted a powerful, enchanted item such as a mystical sword or an enchanted ring.
  • Super-Powers: You have super-human powers which come from within yourself.
  • Tech-Wonders: You utilize an array of tools to level the playing field with super-humans.
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What We're Trying to Do
First, we wanted to add a layer that offered powers which could be applied to races outside our game. Second, we needed a way to give level-based improvement to the powers a character possessed. Finally, we were looking for a way to allow for diversity in how your character gains and uses powers that reflected the superheroes of pop-culture from comics in the East and West.

Feedback is appreciated.

Using Endowments


Select an endowment for your character. This will determine how many power slots you have available at each level and how many powers you have access to. The details are defined within each endowment.

While you can combine any race and endowment that makes sense within your power concept, the typical combinations are shown on the table below.

Empowered Freak Human Magus Robot
Astonishing Disciplines x x
Beastly Empowerment x x
Innate Magic x x
Mystic Wielding x x
Super-Powers x x x
Tech-Wonders x x

Dipping Outside Your Endowment. Sometimes your character concept calls for a power that may not fall into your endowment. An empowered super-archer with super-powers and Great Dexterity might want high-tech arrows that explode on impact. A magus with innate magic may wish to wield the magic sword. A few dips like this are good because they give a character flavor.

In such cases, it's not necessary to add a second endowment to the character. Treat the exploding arrows or magic sword like another super-power in your character's power suite, but recognize that any effects to the power suite still affect the additional powers. If the magus is drained of his magic powers, his sword no longer has it's enchanted abilities. If the empowered looses his supreme dexterity then his arrows are no longer effective.
The GM may allow the character to gain some benefits from these power dips by spending a Hero Point or inspiration.

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