11-03-2023, 09:53 AM | #41 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: supers: nine options
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d4: Earn a Plot Point when you Increase the opposition's Afraid or Angry Stress Pool when it's used against you d8: Earn a Plot Point when you Choose to have a sleepless night and not Recover your Afraid or Exhausted Stress At least, that's how I would guess it would be done. I expect there are relevant traits in GURPS, Hero System, and Tri-Stat, at least; and in FUDGE you can invent faults to represent them.
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Bill Stoddard I don't think we're in Oz any more. |
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11-03-2023, 03:37 PM | #42 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: supers: nine options
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11-04-2023, 04:17 AM | #43 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: supers: nine options
I've done some testing of different systems by trying to build a sample of six characters: a telepathic spy, an indestructible man, a master of stealth, a speedster, a powerhouse, and an inventor with a personal flight device.
* FUDGE seems to produce acceptable builds. * Mage: The Ascension doesn't seem able to provide reliably usable abilities at the levels I'm looking for. I'm ruling it out. * Mutants and Masterminds has restrictions on strength and toughness that make two of those concepts unworkable right off the bat. I'm ruling it out. * Smallville produces tolerable writeups and adds a lot of biographical detail, though it needs some tweaking for a campaign where the characters don't already know each other from the start. But there's often a conflict between the story rationale for a life path and the things I want a character to get from it. * I used Villains and Vigilantes to work out the initial concepts, which it did pretty well. But it doesn't cover some important ideas—for example, you can do invisibility, but not simple sneakiness. Most of the others are more complicated to apply, so I've been putting them off. I'm not sure about the complexity of Savage Worlds; I've just been setting it aside because it's really unfamiliar, more so than any of the others.
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Bill Stoddard I don't think we're in Oz any more. |
11-04-2023, 03:21 PM | #44 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: supers: nine options
I'm confused by this statement. While it's certainly possible that M&M isn't the right system, it doesn't have any particular restrictions on strength and toughness.
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11-04-2023, 05:24 PM | #45 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: supers: nine options
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That's in the second edition, copyright 2005-2008, which is what I have. I'm looking at a campaign that would be around Power Level 2. So no more than STR and CON 14 and Toughness saving throw modifier +2.
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Bill Stoddard I don't think we're in Oz any more. |
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11-04-2023, 05:51 PM | #46 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: supers: nine options
Um... why do you think you're looking at a PL 2 campaign? I'd put the described campaign somewhere around PL 7 (which is not to say that the PL system is without flaws. Also, 2e is a lot different from 3e, which is what I assumed you were talking about by default).
Last edited by Anthony; 11-04-2023 at 05:58 PM. |
11-04-2023, 06:20 PM | #47 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: supers: nine options
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Also, while the core book has a rigid limit on toughness and damage, a supplement (as well as core 3e) allows trade-offs. Toughness + defense = 2 x pl, damage + attackbonus = 2 x pl.
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11-04-2023, 06:32 PM | #48 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: supers: nine options
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11-04-2023, 08:42 PM | #49 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: supers: nine options
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Bill Stoddard I don't think we're in Oz any more. |
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11-04-2023, 09:33 PM | #50 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: supers: nine options
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