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SeeleyOne Seasoned
Joined: 29 Sep 2010 Posts: 228
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Posted: Mon Oct 01, 2012 4:50 pm Post subject: Super Powers Companion and Mutants and Masterminds |
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I have not played using the Super Powers Companion as of yet. So far I have only used Mutants and Masterminds to play super heroes with my group. Does anyone have any experience with the two systems and can give me insight on what I will be seeing in play?
Force Fields give a bonus to toughness. I have been playing around with a shield effect that gives a die value that is rolled to Soak damage. I have it use the character's toughness (as that seems easiest), but I have it so that the soak die diminishes as it is damaged. What would be a good power cost be for a shield instead of a +1 to toughness? Force Field is +4 to cost, which I am pretty sure adds to the cost of 2/level. Maybe the same cost could just apply to a shield that starts at d4 at level 1 and then increases by a die type per level, so level 5 would be d12 soak. _________________ Sorry for type-os. I am freaking blind in one eye and completely blind in the other.
To be evil is to live backwards |
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coyote6 Seasoned
Joined: 01 Nov 2007 Posts: 117
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Posted: Mon Oct 01, 2012 10:14 pm Post subject: Re: Super Powers Companion and Mutants and Masterminds |
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| SeeleyOne wrote: | I have not played using the Super Powers Companion as of yet. So far I have only used Mutants and Masterminds to play super heroes with my group. Does anyone have any experience with the two systems and can give me insight on what I will be seeing in play?
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I've run and played lots of M&M, but I've only played Savage supers once. My experience was that the SW supers game is a lot bloodier than your average M&M game. My feeling was that SW would be better suited for Suicide Squad-type (both in feel and power level) supers games.
But, my SPC experience is very limited -- the game I played was at a con, so all the characters were designed for that flavor, and we didn't use many of the options from SPC. Plus, M&M is one of my all-time favorite systems. So, caveat emptor and all that. _________________ --
Bob |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16166
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Posted: Tue Oct 02, 2012 12:31 pm Post subject: Re: Super Powers Companion and Mutants and Masterminds |
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| SeeleyOne wrote: | | Force Field is +4 to cost, which I am pretty sure adds to the cost of 2/level. |
Just to clarify since I wasn't 100% cure which was meant by the above, but the Modifier for Force Field is a flat +4 to the cost of Force Control, not +4 per level. _________________ Clint Black
Savage Worlds Core Rules Brand Manager
www.peginc.com |
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SeeleyOne Seasoned
Joined: 29 Sep 2010 Posts: 228
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Posted: Tue Oct 02, 2012 12:55 pm Post subject: |
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Thanks for that clarification. I was trying to figure out it it added to the per level cost or if it was a base cost. I was looking at other powers and I was thinking that perhaps it was the base cost. You get both kinds (flat or per level) in Mutants and Masterminds. _________________ Sorry for type-os. I am freaking blind in one eye and completely blind in the other.
To be evil is to live backwards |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16166
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Posted: Tue Oct 02, 2012 12:58 pm Post subject: |
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| SeeleyOne wrote: | | Thanks for that clarification. I was trying to figure out it it added to the per level cost or if it was a base cost. I was looking at other powers and I was thinking that perhaps it was the base cost. You get both kinds (flat or per level) in Mutants and Masterminds. |
If it increased the cost per level, it would be noted in the Modifier cost (like +1/level). _________________ Clint Black
Savage Worlds Core Rules Brand Manager
www.peginc.com |
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