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I didn't include any damage modification or "lethality" adjustment.
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1/420 ||| Rocket Séance (my blog) |
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OK, that's what I thought. I was hoping the 'heavier' missile damages from SB1 had made the cut, plus some of the interesting options from that version of BRP such as using bucklers and target shields as missile weapons. It would make it easier to sell to a new group if they can be shown an 'official' rule. Perhaps in a future version/edition of the book? I'm guessing you are probably keeping a list of possible things to add or modify.
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Hey,
One thing I've not heard much about is Superpowers. How are they handled? Are they effects based like HERO (Blast, Armor, Flight, etc) or specific (fire bolt, skin of stone, wings)? Are there modifiers to powers (advantages or disadvantages) that modify the cost? What 'comic level' do the characters default to (gritty street vigilantes, X-men, Avengers, Superman)? Cheers! |
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Here's a list of the superpowers: Absorption Adaptation Alternate Form Armor Barrier Defense Density Control Diminish/Enhance Characteristic Drain Energy Control Energy Projection Extra Energy Extra Hit Points Flight Force Field Intangibility Invisibility Leap Protection Regeneration Sidekick Size Change Snare Projection Stretching Super Characteristic Super Movement Super Sense Super Skill Super Speed Teleport Transfer Unarmed Combat Weather Control Many of these are broken into sub-powers. Quote:
There are four power levels, ranging from "normal", heroic, epic, and superhuman. My feeling is that the system works best at the the normal or heroic spectrum, though the other two are playable.
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1/420 ||| Rocket Séance (my blog) |
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Does 'Unarmed Combat' allow you to model such things as claws? Are there rules for supergear (a super hero with a magic hammer for example)? Would you mind listing the names of the spells available in the magic section? I'm really curious. Thanks so much for the info, May can't get here fast enough. ![]() |
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I will post better suggestions after I have checked what made that "snikt" noise behind me ![]() |
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Claws would be handled through a mutation, or though the rules for gadgets (which are admittedly rudimentary). The same for power armor, solar gems, ant-controlling helmets, and a quiver of trick arrows. I don't have the book handy, but they're more-or-less identical to the ones in the Magic World supplement from Worlds of Wonder.
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1/420 ||| Rocket Séance (my blog) |
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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 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). New descriptions, and some more game mechanic stuff. Quote:
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").
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1/420 ||| Rocket Séance (my blog) |