A quick supers story
Feb. 11th, 2008 06:56 pm I'm a firm believer in having PCs in Supers games be focused around one or at most two central power concepts - doing so just works better for me as a GM and player, and the literature goes a long way to supporting that. This doesn't mean the character can't do a lot of things ("battlesuit weapons platform" is a perfectly valid central concept, after all), but that all the things they can do will more or less make sense.
Some time ago I ran a game for
netcurmudgeon,
ashacat and Dave B where Ashacat's character was focused around Fish Powers. Since this was in Tri-Stat the four of us all contributed ideas that Ashacat could buy for the character, giving her a lot of powers that were "weak" when compared to the system but potent nonetheless - her super strength "only" let her lift 8 tons, for example.
One of her most used abilities was her camouflage-based invisibility, where she could shift her skin's pigmentation and texture to move unseen. That one always bothered me a little, as I felt it stretched the fish powers paradigm a bit far (further than super-strength since almost all aquatic heroes are super-strong). Those fear were put to rest by this video, which I found via Cambias' Science Made Cool web-site. The best example is at the end of the talk, but the whole video is fascinating. The world is a wonderful place.
Some time ago I ran a game for
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One of her most used abilities was her camouflage-based invisibility, where she could shift her skin's pigmentation and texture to move unseen. That one always bothered me a little, as I felt it stretched the fish powers paradigm a bit far (further than super-strength since almost all aquatic heroes are super-strong). Those fear were put to rest by this video, which I found via Cambias' Science Made Cool web-site. The best example is at the end of the talk, but the whole video is fascinating. The world is a wonderful place.