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<blockquote data-quote="Samuel Leming" data-source="post: 4756495" data-attributes="member: 16462"><p>Actually, I wouldn’t want to do that. Things with identical costs in Scion will have divergent costs in M&M. That could make some things even more wonky.</p><p></p><p>If you feel that giving players a cost break to stay within concept is what you need, then TheWyrd’s idea is probably a good place to start.</p><p></p><p></p><p>Legend:</p><p>Legend is a limiting factor much like PL and legend points function much as hero points do.</p><p></p><p>To build a Legend power I’d start with Enhanced Luck and give it a flaw since using any of the hero points the power provides would prompt a fatebinding save. That flaw could be -1 or -2 depending on how badly you intend to hammer the players with fatebinding. With that Legend would provide 2 or 3 hero points per rank.</p><p></p><p>For boons that require legend to use I’d purchase them with a -1 flaw that they require a hero point to activate. Functionally this is almost identical to the Tiring flaw, but without the Extra Effort intermediary step. I think I’ve seen a Requires Hero Point flaw used somewhere, but I can’t recall right off hand where.</p><p></p><p>I’d limit the ranks of Legend a character could purchase by PL-5. This would set the starting level at PL7.</p><p></p><p>Fatebinding:</p><p>I’d make this a save every time you used a hero point provided by the Legend power. I’d set the DC at 10+Legend Rank if you go with the -1 flaw and 15+Legend Rank if you decide on the -2 flaw. I’d increase the strength of the resultant fate binding for every 5 you miss the save. The save would be a base ability roll not including the enhanced ability. I’m not really sure which one is appropriate though. If you want a to use a regular save, such as a will save, I’d use 15+Legend Rank as the DC, but only build the Legend power with a -1 flaw.</p><p></p><p></p><p>You’ve got me there.</p><p></p><p>That’s exactly how I’d handle it. I’d fiddle with the M&M mechanic as little as I could while still covering Scion’s themes and feel.</p></blockquote><p></p>
[QUOTE="Samuel Leming, post: 4756495, member: 16462"] Actually, I wouldn’t want to do that. Things with identical costs in Scion will have divergent costs in M&M. That could make some things even more wonky. If you feel that giving players a cost break to stay within concept is what you need, then TheWyrd’s idea is probably a good place to start. Legend: Legend is a limiting factor much like PL and legend points function much as hero points do. To build a Legend power I’d start with Enhanced Luck and give it a flaw since using any of the hero points the power provides would prompt a fatebinding save. That flaw could be -1 or -2 depending on how badly you intend to hammer the players with fatebinding. With that Legend would provide 2 or 3 hero points per rank. For boons that require legend to use I’d purchase them with a -1 flaw that they require a hero point to activate. Functionally this is almost identical to the Tiring flaw, but without the Extra Effort intermediary step. I think I’ve seen a Requires Hero Point flaw used somewhere, but I can’t recall right off hand where. I’d limit the ranks of Legend a character could purchase by PL-5. This would set the starting level at PL7. Fatebinding: I’d make this a save every time you used a hero point provided by the Legend power. I’d set the DC at 10+Legend Rank if you go with the -1 flaw and 15+Legend Rank if you decide on the -2 flaw. I’d increase the strength of the resultant fate binding for every 5 you miss the save. The save would be a base ability roll not including the enhanced ability. I’m not really sure which one is appropriate though. If you want a to use a regular save, such as a will save, I’d use 15+Legend Rank as the DC, but only build the Legend power with a -1 flaw. You’ve got me there. That’s exactly how I’d handle it. I’d fiddle with the M&M mechanic as little as I could while still covering Scion’s themes and feel. [/QUOTE]
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