jamat:
Unfortunately was only able to have a quick flip through the book last night and didn't even get to have my whiskey :(
What I saw looked interesting and you could definitely do shadowrun with it.
Well,
someone could. Best I could do is some approximation of it. A cyberpunk genre game with fantasy themes.
Initially I thought I would want to stratify which Enhancements were equivalent to what Talent degree, but it seems like the easiest way to deal with it is just make them Adventure Rewards. If there's any balance issues, the only way to avoid them is for the GM to just tell the player "these are the implants/enhancements available".
In a game with Gritty or Cinematic Resources, the GM could always say that the player could forego Resource restoration or increase at a given level in exchange for an Enhancement (since it seems reasonable for those to cost as much as someone's resource+10 on average anyway)...
It occurs to me that base Resources for such a game could be Gritty, and the Affluent talent could increase it to Pulpy or Cinematic at Expert and Master levels... unless of course, that overcomplicates things.
quote:
I need to read the power section but I was wondering if there was enough there to do the hero TV game
Don't know, but superheros in general is probably viable with Force Multipliers for things like jumping, lifting, running, and thinking. You'd have to convince me to write a supplement on it before I could go further.
At a glance though, straight force multiplier wouldn't work for damage, but if you added individual points of damage, the Demon Lord from Fantasy AGE Bestiary could survive one hit from a 6 Strength Enhancements individual (who would do 1d3+100 at 6 enhancements before considering things that would change it to d6 or add dice)
Hazard Immunity would be appropriate for a supers game, but I'm kind of in the GURPS camp where I think complete immunity toward something is either
1) bullshit because infinities of any kind are broken, or
2) should be accompanied by vital points or ways to deal additional damage to the character.
I'd probably change it to Damage from sources is divided by the number of enhancements it counts as (1-6) and you get the number of enhancements as a bonus to attribute tests to resist non-damage hazard penalties.
Innate attack would have to be more significantly detailed in a full rewrite as to what features of range, area, would count on a point system, then applying the totaled points as Force Multiplier and using that total to determine how many enhancements something is. For example, 50 yards range would be 50 FM instead of just +1 Enhancement, but also 4d6 damage wouldn't be 4 enhancements, it'd be equivalent to x Force Multiplier. Probably 2 FM per D6 just because base unarmed damage is d3 so each d6 would be a doubling.
quote:
It takes one enhancement for a Novice power, two for an Expert power, and three for a Master power
o...k...
I suppose that means that means they can be fully purchased in any game that isn't gritty above Novice talent... Then again the ones listed in the book are capped at 2 EN as far as I remember. But that does actually suggest to me where I should put what talents if I were stratifying them.
I dunno, I'll think on generic versions of some of these ideas if you want me to.
This message was last edited by the GM at 14:44, Thu 18 July 2019.