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<blockquote data-quote="aramis erak" data-source="post: 7291756" data-attributes="member: 6779310"><p>Most of the gmes supporting this style of play well dont use classes:</p><p></p><p>The following four are all hex-grid as the presumed combat mapping, point build universal systems</p><ul> <li data-xf-list-type="ul">CORPS - 1e was a conspiracies game; 2E is generic, with a "build your own" system for paranormal powers, which can easily be tweaked for having two or more. uses only 1d10 per player.</li> <li data-xf-list-type="ul">EABA - dice-by-ability (in same range as d6 system or WOIN), has building systems for vehicles, gadgets, and paranormal powers. Better written than CORPS, by the same author.</li> <li data-xf-list-type="ul">GURPS. Which, while it has Magic, Psi, and Supers, wasn't really intended for those to be in the same setting, and you'll wind up having to houserule the * out of them to get what you're looking for... see Psi is the easy but limited one, Magic is much more fatiguing, and both are pseudo-technology - they work almost all the time. Supers and Psi use the same mechanics and modality. </li> <li data-xf-list-type="ul">Hero System - Because the default mode is supers, you can scale back, and because of the modifiers system, you can make magic and psi very distinct by setting different required power modifiers. It does alright at the low-end, and hasn't had near the power creep over the years that GURPS has, so it remains a powerful toolkit approach.</li> </ul><p></p><p>BRP by Chaosium is an excellent general moderns system; it has Magic and psi, but like GURPS, those are mechanically well defined, and may not do what you're looking for.</p><p></p><p></p><p></p><p></p><p>It's out already ... have my copy.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7291756, member: 6779310"] Most of the gmes supporting this style of play well dont use classes: The following four are all hex-grid as the presumed combat mapping, point build universal systems [list][*]CORPS - 1e was a conspiracies game; 2E is generic, with a "build your own" system for paranormal powers, which can easily be tweaked for having two or more. uses only 1d10 per player. [*]EABA - dice-by-ability (in same range as d6 system or WOIN), has building systems for vehicles, gadgets, and paranormal powers. Better written than CORPS, by the same author. [*]GURPS. Which, while it has Magic, Psi, and Supers, wasn't really intended for those to be in the same setting, and you'll wind up having to houserule the * out of them to get what you're looking for... see Psi is the easy but limited one, Magic is much more fatiguing, and both are pseudo-technology - they work almost all the time. Supers and Psi use the same mechanics and modality. [*]Hero System - Because the default mode is supers, you can scale back, and because of the modifiers system, you can make magic and psi very distinct by setting different required power modifiers. It does alright at the low-end, and hasn't had near the power creep over the years that GURPS has, so it remains a powerful toolkit approach.[/list] BRP by Chaosium is an excellent general moderns system; it has Magic and psi, but like GURPS, those are mechanically well defined, and may not do what you're looking for. It's out already ... have my copy. [/QUOTE]
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