![]() ![]() ![]() Both were considered beautiful and then suffered forrible disfigurement from some source. This would be especially true of those with the Beguilement Talent as seen in the books with the examples of Mandor and Dazzle. One hardship of reality that would cause Sanity checks would be severe damage, either Critical Hits or simply taking a certain level of damage. But for those that start trading in everything and the Kitchen Sink for more Talents, they are going to be hurting when it comes time to face the hardships of "reality". For one or two extra gifts this probably wouldn't make a whole lot of difference as people probably won't try to make their characters with a very high Sanity anyway. So what I was thinking was to linking Sanity to the number of Talents the character had, possibly saying something like for each Gift, beyond the two that everyone starts with, spent on Talents, the character's Maximum Sanity rating drops by one. I always read it as a theme something like "Those that are born and raised in power are less able to deal with the reality." So, yes, they are sociopaths when they are younger, but if something nasty happens to them, they tend to go off the deep end much faster than people that are a bit more grounded in reality. This is true, it's not insanity like CoC. Sorry I'm not more help, but that's all I can do without rereading the books. I suspect you could use several other superhero games to get much the same effect. Second, I choose Mutants & Masterminds simply because of the games I am familiar with, it would do the best job. This seems to capture the way the genetics worked in the books.įirst, I don't remember fine detail on the books so I may be missing some critical aspects. The power level/build points mechanics would take care of assuring that those who choose to be of less mixed descent would have more powerful gifts (because the fewer powers you throw in the mix, the higher you can raise any given power). Any powers outside the original 'pure' power lines would have to be justifiable as some combination of those originals. Basically I would define the 13(or so) original powers and then you could do any combination you wanted from there. ![]() The world while ostensibly fantasy is really more of a psionic superhero world in practice (I'm speaking merely from how I see the underlying mechanics working not the genre which is fantasy). Hmmm, it's been quite a while since I read these but if I personally were going to try to game the setting I would probably use Mutants and Masterminds. ![]()
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