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Old 02-16-2009, 01:00 AM
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[RPG]: True20 Adept's Handbook, reviewed by Steve Dubya (4/4)

http://www.rpg.net/reviews/archive/14/14171.phtml

Steven Warfield's Summary:

With the addition of roughly 30 supernatural Power sources, three dozen Feats and 100 new Powers for use by Adepts, this is an outstanding sourcebook for the True20 line.

Go to the full review for more information.
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Old 02-16-2009, 02:08 PM
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Dan Davenport Dan Davenport is offline
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Re: [RPG]: True20 Adept's Handbook, reviewed by Steve Dubya (4/4)

Can you give some examples of how the book tries to create a superhero using the Adept rules?
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Old 02-16-2009, 02:37 PM
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Re: [RPG]: True20 Adept's Handbook, reviewed by Steve Dubya (4/4)

Quote:
Originally Posted by Dan Davenport View Post
Can you give some examples of how the book tries to create a superhero using the Adept rules?
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.
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.
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