Quote:
Originally Posted by larsdangly
My 'base' rules for this are in the Companion volume that was published with the LE boxed set in the spring. I then adapt them in two ways:
1) dial the starting superhero point pool down to whatever power level I'm trying to create. The default is 32, but that gets you someone with powers like a comic book character. Something in the range 10-20 will get you something more like Beowulf
2) I expand the list of spell-like powers to include almost any spell, following the pattern of point costs established in the Companion rules
I've created several characters this way; the only one who has show up and done things in play is an NPC encountered by the players in my current campaign; she appears to be a simple traveller but has strange gaps in her memory and people who confront her 'off screen' end up dead with bizarre injuries. Her back story is that she is a sort of demi-god but doesn't know her own past or understand her powers because she blacks out when she manifests her exceptional strength and resistance to injury.
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That's cool!
Sorry, what I was asking was more for how do PCs get these abilities, what do they pay for them, etc.