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Old 05-06-2007, 10:56 AM
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Mechante_Anemone Mechante_Anemone is offline
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Join Date: Jul 2005
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Re: [RPG]: Supers Week - Truth & Justice, reviewed by Mechante_Anemone (3/5)

Thank you for the very nice comments, everybody!

Quote:
Originally Posted by cybersluagh View Post
A question though. How well do the power rules duplicate power-armor/gadgeteers and magic? From my experience, these two areas can make a break a supers system.
Hi, Sluagh! I'm sorry I didn't answer sooner (though I see Tim did). My excuse is I was out gaming yesterday.

Gadgeteering, Super-Gadgeteering, Sorcery, and Power Armour can all be treated as Meta-Powers. Meta-Powers allow the character to tie many disparate powers into one penumbra; the example given in Truth & Justice is Weather Control. Most of the (Something) Control powers in comic books fall under the category of Meta-Powers.

Optionally, Power Armour can also be treated as a Super-Gadget, or as a series of individual powers with the Limitation: Requires the special suit. In addition, Power Armour counts as Super Armour (unless that doesn't fit the character concept), which absorbs super-scale damage. Also optionally, other Powers taken in addition to Power Armour can be bound up in the package.

Example: Iron Woman has Expert [+4] Power Armour, Good [+2] Flight and Good [+2] Super-Gadgeteering. The player, Toni, declares that her character's Flight power is part of the armour, but Super-Gadgeteering is intrinsic to Iron Woman. Thus, if someone steals the suit of power armour, they also get Iron Woman's Flight power, but not her Super-Gadgeteering.

Alternately, there is a Battlesuit power, which is a form of Armour that also has a number of slots for qualities or Quasi-Powers (examples of quasi-powers can be a lot of Batman's gadgets, like the batarang or the glider cape) equal to the Battlesuitʹs Rank Modifier. It's a more gadget-y version than Power Armour.

We have one super-gadgeteer in our game, although she has yet to use it to its full spectacular value (she mostly uses her ready-made gadgets and super-gadgets.) We also have one character with Sorcery. In his case, because it's thematically appropriate, we use the version of Sorcery found in the Legends Walk! supplement:

Quote:
It follows the basic outline of Sorcery in T&J (p.48), functioning as a Meta-Power that has a general description of style and emphasis rather than a defined list of Stunts, and can be used to do almost anything as a Stunt as long as it doesn’t break the theme. Of course, having to Stunt means it’s less effective than someone who has that particular effect as an innate power.
So with a Master [+6] Sorcery power, the sorcerer can any other power as a Stunt for free at the Good [+2] level*, as long as it doesn't contradict the character concept. That also means that normally, only one power-as-stunt can be used at a time, barring player creativity and/or use of Hero Points.

This is also how I treat other Meta-Powers, such as "Nanite Form", a power created by one of my guest players which was similar to The Engineer in Authority.


* "Spin-off" or impromptu stunts can be used two levels below the Power they are based on for free; the expenditure of a Hero Point allows the player to raise the level of the spin-off stunt by one; for each additional Upshift, the HP expenditure doubles. So a Sorcerer starting with Expert [+4] Sorcery could use, say, the power of Flight at Average [+0] rank for free, or he could spend 1 HP to raise it to Good [+2], or 2 HPs to use it at Expert [+4] level. (You can't use a stunt at a level above the power it's based on.)
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