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Help! I need a rules-lite super hero RPG
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<blockquote data-quote="BASHMAN" data-source="post: 5080924" data-attributes="member: 8277"><p>I'll address this in parts:</p><p></p><p>It does skills by "slots". Your Agility is the base # of "physical" skill slots, Mind is the base # of Mental skill slots. Your multiplier with each is also based on the stat- but doubling up 2 slots in one skill would increase your multiplier. You also get a "specialty" for each skill- which entitles you to roll twice, take the better for a specific use of that skill- and you could also spend slots on more specialties as well. There is an "intense training" category of powers (more on that in a bit) that has a power called "Skillful"- each point in it gives 2 more skill slots. There is an Advantage called "Jack of All Trades" which lowers the penalty for "defaulting" with a skill from -1 Multiplier to -1 Dice penalty (so you could make a total polyglot who can do everything). </p><p></p><p>Now I think what you're asking, is can the game do characters with normal equipment and no super-human powers- and still make said characters bad@$$ enough to be on the same team as other people who do? Yes. </p><p></p><p>The "Normal" disadvantage means you have a max of 2 Brawn and 2 Agility- and the only powers you can have that are not from gadgets are from the intense Training category. And, yes, you could make a character who is very competant this way- even without gadgets. You could make a guns blazing anti-hero, a sword/escrima sticks toting vigilante, or someone who is just the best martial artist in the world for instance. You could make the world's greatest detective, or a boxer from the mean streets- and these characters can be on a team with super-powered folks and still be useful.</p></blockquote><p></p>
[QUOTE="BASHMAN, post: 5080924, member: 8277"] I'll address this in parts: It does skills by "slots". Your Agility is the base # of "physical" skill slots, Mind is the base # of Mental skill slots. Your multiplier with each is also based on the stat- but doubling up 2 slots in one skill would increase your multiplier. You also get a "specialty" for each skill- which entitles you to roll twice, take the better for a specific use of that skill- and you could also spend slots on more specialties as well. There is an "intense training" category of powers (more on that in a bit) that has a power called "Skillful"- each point in it gives 2 more skill slots. There is an Advantage called "Jack of All Trades" which lowers the penalty for "defaulting" with a skill from -1 Multiplier to -1 Dice penalty (so you could make a total polyglot who can do everything). Now I think what you're asking, is can the game do characters with normal equipment and no super-human powers- and still make said characters bad@$$ enough to be on the same team as other people who do? Yes. The "Normal" disadvantage means you have a max of 2 Brawn and 2 Agility- and the only powers you can have that are not from gadgets are from the intense Training category. And, yes, you could make a character who is very competant this way- even without gadgets. You could make a guns blazing anti-hero, a sword/escrima sticks toting vigilante, or someone who is just the best martial artist in the world for instance. You could make the world's greatest detective, or a boxer from the mean streets- and these characters can be on a team with super-powered folks and still be useful. [/QUOTE]
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Help! I need a rules-lite super hero RPG
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