01-25-2013, 07:43 PM | #11 | |
Join Date: Mar 2010
Location: Toronto, Canada
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Re: "Essential" Books for Supers
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What do you guys think of Bio-Tech and Psi-Tech? Can I safely ignore them or are they worth the price of admission? Also, I already have Power-Ups: Enhancements and one of the chapters is about modifying existing damage. If I have Enhancements do I need Imbuements? |
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01-25-2013, 07:52 PM | #12 |
Join Date: Sep 2007
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Re: "Essential" Books for Supers
Imbuements is a different system, basically a way to be able to power up any ordinary weapon you pick up to make it a flaming sword (or whatever).
It turns out that it's actually fairly awkward to build something around Innate Attack that looks a lot like a regular melee attack, but with bonus damage. The damage has to change with weapon type, damage type, user's Strength, and so on, and there's not a really clean and satisfying way to do that with IA. So, a new system was born. Imbuements could fit a few types of supers -- Green Arrow / Hawkeye, perhaps, though they're more poster children for Alternate Attacks. Gambit likes to charge up playing cards as a matter of style, but he can do that to any object. But it wouldn't be high on my list of essentials. |
01-25-2013, 08:26 PM | #13 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: "Essential" Books for Supers
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If you want to have a no holds barred gadgeteer, its probably a decent buy, but I don't know.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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01-25-2013, 09:33 PM | #14 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: "Essential" Books for Supers
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It might be helpful in suggesting plots for mad bioscientists to come up with to use on the normal people that the supers are sworn to protect, though. I think it wouldn't be my top priority for that particular genre. I'd look at it more for classic sf or near-future realistic sf—or maybe for horror or anthropomorphics. If you want to play Sirius or C'mell or Sergeant Taura it may be just what you need. Bill Stoddard |
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01-25-2013, 09:43 PM | #15 |
Join Date: Feb 2009
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Re: "Essential" Books for Supers
Imbuements is Very Different from Enhancements
As a preview of what imbuements is like, see this post by Kromm http://forums.sjgames.com/showpost.p...24&postcount=6 |
01-25-2013, 10:38 PM | #16 |
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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Re: "Essential" Books for Supers
It depends on the kind of Supers game you want to play. I do a lower-key grim n' gritty, so I've gotten a decent amount of mileage from GURPS Mysteries and GURPS Bio-Tech (the campaign's main PC is a physician gadgeteer) with some occasional assists from GURPS Social Engineering and GURPS High-Tech. Plus the core three of Basic1, Basic2 and Powers, of course.
But to me, the really essential thing for Supers is a good setting, and there you're going to have either make your own or grab one from another company. (I found a modified version of Hero Games' Hudson City to be good for what I needed.)
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“It's not railroading if you offer the PCs tickets and they stampede to the box office, waving their money. Metaphorically speaking” --Elizabeth McCoy, In Nomine Line Editor Author: "What Doesn't Kill Me Makes Me Stronger" |
01-25-2013, 11:04 PM | #17 |
Join Date: Mar 2008
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Re: "Essential" Books for Supers
If you want the kind of magic user you see in comics (not a fixed list of spells) with any effect they can imagine I'd look at Ritual Path magic from Monster Hunters book 1.
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01-25-2013, 11:23 PM | #18 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: "Essential" Books for Supers
A Magic! wildcard power or maybe Realm magic might be a better choice. RPM is still more operational than tactical and it involves funky ritual components more sophisticated than just sdrawkcab gnikaeps.
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