Quote:
Originally Posted by Dan Davenport
Can you give some examples of how the book tries to create a superhero using the Adept rules?
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I would, were there any examples to give.
What it does say on the subject is this, using the "Role Creation" rules from the
Revised Edition, Chapter Nine:
Quote:
Superhero
Combat Progression: Fast (as warrior): 4 pts
Skill Progression: 2 + Int: 0.5 pts
Save Progression: One Good, Two Normal: 0 points
Power Progression: Fast (as adept), Narrow (access to about 12 powers): 1 point
Flaw (Slow Feat Progression): Only gains one feat every odd level: 0.5 pt bonus
Feat Access: Pick one group (Martial, Expert, or Adept): 0 pts
Core Ability: Relentless
< snip >
You will probably need at least ten levels in this role to properly emulate comic-book style superheroes. If your entire campaign has a superhero comic theme, consider starting all the heroes at level 10.
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My first response when I read that this was an Adept variant was, "Well, I
guess that could work," and then when the idea was pretty much left as it was. Just about every superhero I can think of that would make use of Powers would need additional levels in either Warrior or Expert - or both - to really make the concept work. Plus, the Feat every other level is a real hindrance compared to "non-super" characters.
On the whole, you'd probably just be better off using
Mutants & Masterminds, inasmuch that
M&M was explicitly designed to handle supers.