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two powers I took out of PL | Date: 05/09/2014 | ||||||||||
The current Power Legion rules mention "Bulky Armor" and "Matter Creation", but these powers are nowhere to be found in the book. What gives? What is the cost of Healing? Just treat Bulky Armor as Armor. Ignore Matter Creation. These are references to old rules that were abandoned during playtest. But I'm offering descriptions here just to shed some light on the thought processes that go into game design. Bulky Armor was a form of cheaper Armor (6 points x die level) that limits your movement (basically, if your Strength was equal to or better than your BA die, your third move in a turn is Short, if your Strength is lower, all your moves are Short -and you got a -2 die shifts on all Agility rolls to climb, jump etc. In the end, I felt that it was not really needed in a superhero game but feel free to try it if you like this sort of detail. It may come in handy to represent dieselpunk power armor, for example.
Matter Creation is referenced in the trait costs table but is not in the book. It was a generic power to create stuff (stone, earth, ice etc) but needed so many subclasses and explanations that it would need too much space in the book. So I decided to break it up in a series of "creation" powers much like Ice Generation. These will likely go in a supplement. If you want to create your own "matter generation" traits, just model them on Ice Generation and add tricks based on the kind of matter created. Ice Generation was obviously left in the book because there are several popular supers who can create ice, or have ice-generating equipment. Healing costs 10 points per die type. It will be added to the pdf. If you think that any important power is missing from Power Legion, send me a mail or a message on Facebook, I'll add it to a supplement. If all goes as planned, there will be a Power Legion supplement at the end of the year. |
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