Quote:
Originally Posted by Jason Durall
I would simply limit the number of super powers available, offer a smaller point pool for super powers, and call "super powers" mystic martial arts abilities.
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This is pretty much what I've done with my campaign - I have a couple of monk-type professions who are able to develop "super-human" abilities (martial and otherwise) as they get more powerful. So, for example, the Tiridat Monks of the Tung Mai have "Body Mastery" powers, which are a short-list from the psychic and super powers lists (such as Danger Sense, Defense, Eidetic Memory, Mind Shield, Super Movement, Unarmed Combat, etc). They use their permanent POW to buy these abilities during play. I haven't playtested it thoroughly yet - I can see a particular bottle-neck around the Unarmed Combat super power, which is POW-expensive, but otherwise things look pretty balanced.
I think as long as you don't allow absolutely *all* super powers to be available in all situations, they can blend in fine with the other power types.
Cheers,
Sarah