Why in the mutant future section...seems to fit with mutations/powers.
The idea is three fold...
support the old school rules movement and specifically Gobilnoid Games efforts
bring the system into another genre...we have fantasy, post apoc, and trek...I offer that superheroes is the next logical consideration
focus the ideal of levels, character building slowly, and in general apply the LL character development process to superheroes...which usually start high powered
There are so many aspects to the theme and the genre...so I thought perhaps we could pick one aspect and pick it apart, build it up, and then move on.
Classes and levels.
The big difference between the majority of superhero games is that most of them the character starts off pretty close to peak if not right on...in LL reference most superhero systems would start characters out as 20th level rather than 1st.
Now everyone knows that 1st level can blow hot air...but the ideal of significant growth through game play rather than just pencil whipping has a value...at least in my eyes.
In the same context, using LL as a reference point, let us say that a 1st level superhero would have high level magic items and access to higher spells than their level would normally provide...but the uses may be limited or the effects may be reduced...until more levels are gained.
So with that in mind let us consider a couple of the particular superhero types that everyone can appreciate and get behind...those that easily compare to the LL standard for instance...
Magical...bringing the D&D roots home...those that sling magic, use wands, read from spell books...and those with magic items
This broad stroke would include any hero that uses magic or magical items...Dr Fate through Thor.
Using spells or magic focus objects...this is the easiest to consider, speaking in terms of rules...spells directly from the spells list...maybe say a spell caster could weave a number of spells equal to INT score and that any spell used above the current level would cost the differential in uses...example a 1st level spell caster "Mordru the Magician" has an INT of 17 and desires to cast a 4th level spell...it would cost 4 uses, leaving 13 for the 24hr period.
"Tormund son of Asgard" does not cast spells but has magical aspects imprinted onto his spear and magic helmet...or perhaps a hammer instead...flight, call lightning, etc.
Those heroes who are magical in nature would fall into another group...the next easiest to cross over...
Supernatural...rather than using magic these types are of an otherworldly nature...werewolves, Lovecraftian, angels, demons, undead, etc.
The character is not human or shares heritage with non-human aspects...most of these types would "be" magical/otherworldly rather than wielding magic, spells, items...though they could in some aspect...Hellboy would fall into this type.
Now to step beyond the familiar for the LL system, but not that far...
Agent...gaining advantage through training, special conditioning, resources, etc. the character is in top level of human standard mind/body/spirit...this is where the Batman, Hawkeye, Daredevil, and others would fall into.
Before going any further with the list...better to consider the foundation of the character...the core that grants base direction...call it class aspect for now...
Trained...more focused on skills, gains bonuses with skill use
Equipped...well supported with money and or resources, able to pull funds and favors from contacts
Talented...naturals, gifted with most things, gains significant bonuses to level advancement
Motivated...driven by a focus that allows for training, skill advancement, and information gathering while most sleep/recover
So an Agent considered from each of these...
Agent/Trained...Nick Fury...best that the government can produce...all around good skills but no specific focus for application or tools
Agent/Equipped...Hawkeye...trained to be an assassin but uses the training along with special effect arrows to work around killing/maiming
Agent/Talented...Daredevil...something unique allows an extra element to the training, but usually has an accompanying weakness
Agent/Motivated...Nightwing...driven by duty in this case, focused on stopping evil even at the cost of his body able to push beyond limits by Will alone
Agents would gain access to the ideals of the thief and ranger in context not exact word for word...using lock picking, tracking, evidence perception, climb walls, set/remove traps, etc.
That sort of thing.
Each of the basic and advanced LL type classes could be explored...
clerics gaining strength and ability through faith and will
paladins gaining powers and focus through faith and cha
fighters representing the brawlers...str, con, and dex
etc.
*****
And while multi-class would be possible, allowing variety at an early level the progression would be reduced in measure...choose three classes at 1st level and only one level could advance at a time, all must be equal so no advancing 2 levels then coming back 1:1:1 then 2:2:2, and finally multi class would have no experience bonuses but would instead require an extra 10% per class...so a triple classed character at first level would have no experience bonuses regardless of stats and would need +20% per level for each class...example: agent 1st-2nd 2000exp...this character would need 2400exp for 2nd level.
Anyway...thoughts? ideas? considerations?