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Originally Posted by Tywyll
That's interesting, about the Claws. Are the mutations and super powers equatable? I mean, would you use mutations for more 'physical' super heroes while using superpowers for more generic ones? Can you spend points from your super powers on specific mutations if there is something you want (like the aforementioned claws)?
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There are some suggestions on how to handle characters with multiple power types, but my advice is not to cross the streams, so to speak.
The system is easy enough that it would be almost no work whatsoever to recreate a specific power from a different system (like turning a psychic power into a super power).
Quote:
Originally Posted by Tywyll
Ok, so nothing really new there then.
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New descriptions, and some more game mechanic stuff.
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Originally Posted by Tywyll
The sorcery system is the system of magic from 'Elric!' correct? Both with the summons and the 'fire and forget' spells?
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The summons spells have been toned down to be less world-specific.
The spells were never fire and forget. A player chooses which spells to load in memory, and can cast each indefinitely if power points and conditions allow (conditions equaling stuff like "must be near a body of water to summon water elemental").