Mutants and Masterminds, Cover to Cover

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Archived from groups: rec.games.frp.super-heroes (More info?)

Page 8: Now this is where in the old days you'd see a "What is
Roleplaying" section. Thank goodness those have been dispensed
with.

Page 11: Hey! None of the superheroines are wearing high heels
How uncommonly practical.

Page 12: I don't think the stats for the Gadgeteer really match
the depicted character, "Gimmick". She's got this whole "I'm
an anime influenced cutie" thing going down so the actual character
should probably have higher charisma. As for "The Pugilist" with
his construction boots, frankly he doesn't strike me as the Acrobat
type.

Page 14: Hey! A heroine with middle aged spread. How realistic.
Not every superheroine would do Pilates after all.

Page 20: I would suggest that the best way to handle "Power level"
is not to treat it as a limitation on the character but rather on the
campaign. Late arriving characters who are lower level than the
established one should probably have the same limitations
on things like ranks and bonuses as the highest level character in
the game.

Page 24: The section explaining what a high wisdom low intelligence
or high intelligence low charisma character is like is very good
indeed. One of the best aids to visualising a character
that I've ever seen.

Page 26: Very funny picture.

Page 35: Innuendo? Who in the comic books uses innuendo?

Page 39: Gosh. Mechanics for Spiderman to taunt people. Nice
touch.

Page 43: Assessment. OK, so can anyone think of a way to make
this ability useful? I don't care whether a character is stronger
than he is smart. I want to know whether he's stronger than me!

Page 46: Now that's interesting. Champions had Reputations of
any kind as a disadvantage but often they were functionally an
advantage. Most other games have bad reputations as handicaps.
But here having a bad reputation is bought as a FEAT. How
unconventional.

Page 57: Seems to me that Alien and Mutant are really the
same power source as far as Drains go. Both are genetic.
In terms of type of power the varieties are:

Genetic
Technological
Magical
Trained
Biochemical

so far as I can see.

Page 59: The power set up reminds me quite a bit of MEGS
only streamlined.

Page 89: Time Travel. Oh. That's just terrible. Really.
No wonder they warn against letting players have it.
GURPS Magic made the same mistake. Time Travel
is not more powerful because you can travel farther
in time. Particularly in this case where if you want to
travel back in time a century you can just as easily
use Time Travel 1 a hundred times rather than getting Time
Travel 3. What makes Time Travel truly powerful is not
distance, but precision and access to important historical
events. Time Travel should have increases to difficulty
class based on how precisely you can set your target
moment (DC 5=Within a century, DC 30=to the second)
and how hard the GM wants to make to reach a given
time. Year JFK was killed=DC 20, Year Timeripper travelled
to prevent the American Revolution=DC 5 since it would
always be easier to travel to a time where someone was trying
to change history.
And if your PCs want to travel back and slap around
some dinosaurs...let them. What harm are they
going to do without your fiat?
Page 99: Nice power creation system. Once again
reminiscent of a streamlined MEGS.
Page 103: I like the Feng Shui method of categorising
wealth. You are poor, rich or in-between.

Page 104: Could use a table of movement speeds.

Page 105: I don't understand table 6-4. The
column ratings are STR 15 Heavy Load,
STR 20 Heavy Load and Heavy Load.
What's the last column for?

106: Hm. Once again when I look at the
Weaknesses I smell MEGS ancestry. But then
MEGS has Hero ancestry. I note that there's
no Dependant NPC "weakness". Perhaps
that's a good idea. Not as many character crocks
as most systems.

114: Oh there it is! The movement speed table
is in the Devices chapter. I'll have to remember that.

119: Oh. Cool. Designing a headquarters was always
a pain in the ass in Champions. But here you just
pick 10 features and add one for each "power level"
you go up. That's much better.

122: Oh good, a rule for Mace and pepper spray.
You know, that's the first super game system that
I can recall which has that. No, Penthathol is not
like Telepathy. It's more a Drain on Will Saving
Throws.

141: Hm. I kind of think that Intelligence should
play some role in mental combat.

152: Kind of like the old V&V random event tables,
although I suppose MSH had the same kind of thing.

153: OK, I get Primearth and Anti-Earth, but what's
the deal with Earth Proto and Earth Red? Is Protonna
a communist hero or what?

160: Ah yes, the no frills introductory adventure.
Three or four different answers for what is going
on so that players won't know the adventure just
because they own the book. Good idea, I reckon.
I think I'd go with a fifth answer, though.

166: Geez. What's Daedalus been doing all this
time so he's only Power Level 10? 3000 years of
experience should add up...

172: The Atomic Brain. Goodness, how hokey.
But he did start his career in the 50s.

177: Remlok (who I bet is really named Colmer.)
seems like an impossible character to beat were it
not for him liking to fight superhumans. Otherwise
he could just grab and vanish.

178: A good index, and that's a valuable thing, but
they whould have included a reference to the
movement speed table under "movement".
 
Archived from groups: rec.games.frp.super-heroes (More info?)

David Johnston wrote:

Some comments on David's comments:

> Page 12: I don't think the stats for the Gadgeteer really match
> the depicted character, "Gimmick". She's got this whole "I'm
> an anime influenced cutie" thing going down so the actual character
> should probably have higher charisma. As for "The Pugilist" with
> his construction boots, frankly he doesn't strike me as the Acrobat
> type.

Also, if you look through the book, Protonik has an eye-beam attack, while
the "Original" archetype he's assigned to doesn't.

> Page 20: I would suggest that the best way to handle "Power level"
> is not to treat it as a limitation on the character but rather on the
> campaign. Late arriving characters who are lower level than the
> established one should probably have the same limitations
> on things like ranks and bonuses as the highest level character in
> the game.

I can see arguments for either way. It should be noted, though, that the PL
limitations primarily apply to PCs -- quite a few of the NPCs in the
supplements violate it, especially lower-level ones.

> Page 57: Seems to me that Alien and Mutant are really the
> same power source as far as Drains go. Both are genetic.

"Alien" is poorly-defined more than anything else. From the description, it
could include genetic differences, super-science (aliens implanted
something in me), or even psionic, magical, or training (the aliens taught
me something)... or a combination of these.

> In terms of type of power the varieties are:
>
> Genetic
> Technological
> Magical
> Trained
> Biochemical
>
> so far as I can see.

I'm not sure that I see a real distinction between "genetic" and
"biochemical". What do you see as the difference between them?

On a similar note, people have suggested a "natural" extra for powers, to
indicate "powers" that are a natural part of a creature's makeup and can't
be suppressed, etc. E.g., a dinosaur might have super-strength bought with
the "natural" extra.

> Page 104: Could use a table of movement speeds.

What it really could use is a complete rewrite of the stuff for movement
powers. I understand wanting to keep combat speeds slower, but really...
by the rules as they stand, a "typical" PL 10 character with a movement
power moves 4096 times as fast out of combat as in combat!

> Page 105: I don't understand table 6-4. The
> column ratings are STR 15 Heavy Load,
> STR 20 Heavy Load and Heavy Load.
> What's the last column for?

The top row is missing an empty space. The column headings should be:

Power Rank

Multiplier

Str 10 Heavy Load

Str 15 Heavy Load

Str 20 Heavy Load

> 141: Hm. I kind of think that Intelligence should
> play some role in mental combat.

.... and heck, it might be nice to have Charisma do so as well. Could borrow
a bit from MEGS and have Intelligence be equivalent to Dexterity, Wisdom to
Constitution, and Charisma to Strength for mental combat.

> 152: Kind of like the old V&V random event tables,
> although I suppose MSH had the same kind of thing.

Heh. Actually, these *are the old V&V random event tables! As it turns
out, the author had been using them for years for his supers games, and had
forgotten where he got them from. It got noticed soon after publication.
He apologized for the mistake, and a new set of tables is included in the
errata.

--
ZZzz |\ _,,,---,,_ Travis S. Casey <efindel@earthlink.net>
/,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
 
Archived from groups: rec.games.frp.super-heroes (More info?)

"Travis Casey" <efindel@earthlink.net> wrote in message
news:g8ie6c.a14.ln@lostthoughts.org...
> David Johnston wrote:
>
> Some comments on David's comments:
>
> > Page 12: I don't think the stats for the Gadgeteer really match
> > the depicted character, "Gimmick". She's got this whole "I'm
> > an anime influenced cutie" thing going down so the actual character
> > should probably have higher charisma. As for "The Pugilist" with
> > his construction boots, frankly he doesn't strike me as the Acrobat
> > type.
>
> Also, if you look through the book, Protonik has an eye-beam attack, while
> the "Original" archetype he's assigned to doesn't.
>
> > Page 20: I would suggest that the best way to handle "Power level"
> > is not to treat it as a limitation on the character but rather on the
> > campaign. Late arriving characters who are lower level than the
> > established one should probably have the same limitations
> > on things like ranks and bonuses as the highest level character in
> > the game.
>
> I can see arguments for either way. It should be noted, though, that the
PL
> limitations primarily apply to PCs -- quite a few of the NPCs in the
> supplements violate it, especially lower-level ones.
>
> > Page 57: Seems to me that Alien and Mutant are really the
> > same power source as far as Drains go. Both are genetic.
>
> "Alien" is poorly-defined more than anything else. From the description,
it
> could include genetic differences, super-science (aliens implanted
> something in me), or even psionic, magical, or training (the aliens taught
> me something)... or a combination of these.
>
> > In terms of type of power the varieties are:
> >
> > Genetic
> > Technological
> > Magical
> > Trained
> > Biochemical
> >
> > so far as I can see.
>
> I'm not sure that I see a real distinction between "genetic" and
> "biochemical". What do you see as the difference between them?
>
> On a similar note, people have suggested a "natural" extra for powers, to
> indicate "powers" that are a natural part of a creature's makeup and can't
> be suppressed, etc. E.g., a dinosaur might have super-strength bought
with
> the "natural" extra.
>
> > Page 104: Could use a table of movement speeds.
>
> What it really could use is a complete rewrite of the stuff for movement
> powers. I understand wanting to keep combat speeds slower, but really...
> by the rules as they stand, a "typical" PL 10 character with a movement
> power moves 4096 times as fast out of combat as in combat!
>
> > Page 105: I don't understand table 6-4. The
> > column ratings are STR 15 Heavy Load,
> > STR 20 Heavy Load and Heavy Load.
> > What's the last column for?
>
> The top row is missing an empty space. The column headings should be:
>
> Power Rank
>
> Multiplier
>
> Str 10 Heavy Load
>
> Str 15 Heavy Load
>
> Str 20 Heavy Load
>
> > 141: Hm. I kind of think that Intelligence should
> > play some role in mental combat.
>
> ... and heck, it might be nice to have Charisma do so as well. Could
borrow
> a bit from MEGS and have Intelligence be equivalent to Dexterity, Wisdom
to
> Constitution, and Charisma to Strength for mental combat.
>
> > 152: Kind of like the old V&V random event tables,
> > although I suppose MSH had the same kind of thing.
>
> Heh. Actually, these *are the old V&V random event tables! As it turns
> out, the author had been using them for years for his supers games, and
had
> forgotten where he got them from. It got noticed soon after publication.
> He apologized for the mistake, and a new set of tables is included in the
> errata.
>
IMHO it is a nice game, decent play, but I don't like the skill system.
Here's my solution...

0 points=2+int (x4 for the first level), 2+int afterwards, 3 class skills.
5 points=4+int (x4 for the first level), 4+int afterwards, 6 class skills.
10 points=6+int (x4 for the first level), 6+int afterwards, 9 class skills.
15 points=8+int (x4 for the first level), 8+int afterwards, 12 class skills.
20 points=12+int (x4 for the first level), 10+int afterwards, 15 class
skills.
 
Archived from groups: rec.games.frp.super-heroes (More info?)

David Johnston wrote:

>
> Page 57: Seems to me that Alien and Mutant are really the
> same power source as far as Drains go.

Logical.
Although it could be argued that the mutant is really still
human while the alien is not.
Though I've never understood in many settings why mutated characters
are really any different form those born as mutants.

> 166: Geez. What's Daedalus been doing all this
> time so he's only Power Level 10? 3000 years of
> experience should add up...

You'd think.
So how do we explain fantasy elves?
 
Archived from groups: rec.games.frp.super-heroes (More info?)

On Sat, 24 Apr 2004 20:43:31 GMT, Travis Casey <efindel@earthlink.net>
wrote:


>
>Also, if you look through the book, Protonik has an eye-beam attack, while
>the "Original" archetype he's assigned to doesn't.

Yeah but I'm prepared to let that slide. Superman didn't have his
eye-beam attack until later in his career.

>
>> Page 20: I would suggest that the best way to handle "Power level"
>> is not to treat it as a limitation on the character but rather on the
>> campaign. Late arriving characters who are lower level than the
>> established one should probably have the same limitations
>> on things like ranks and bonuses as the highest level character in
>> the game.
>
>I can see arguments for either way. It should be noted, though, that the PL
>limitations primarily apply to PCs -- quite a few of the NPCs in the
>supplements violate it, especially lower-level ones.

Well it doesn't matter when an NPC does it. Points are for players,
you know.


>
>> In terms of type of power the varieties are:
>>
>> Genetic
>> Technological
>> Magical
>> Trained
>> Biochemical
>>
>> so far as I can see.
>
>I'm not sure that I see a real distinction between "genetic" and
>"biochemical". What do you see as the difference between them?

A genetic character has superpowers of their own. A biochemically
enhanced person is just the beneficiary of really good steroids or
amphetamines or something.
 
Archived from groups: rec.games.frp.super-heroes (More info?)

"Warren Okuma" <wokuma@lava.net> wrote in message
news:108lng9hfv1ob83@corp.supernews.com...

> > > Page 12: I don't think the stats for the Gadgeteer really match
> > > the depicted character, "Gimmick".
> > Also, if you look through the book, Protonik has an eye-beam attack,
> > while the "Original" archetype he's assigned to doesn't.

I found that a little confusing at first, but I think that the "archetypes"
are just that, archetypes. They are not ment to represent the particular
hero pictured, but just show how to create that *type* or hero.

I think... ;-)

Mike
 
Archived from groups: rec.games.frp.super-heroes (More info?)

Michael Dauben wrote:

>> > > Page 12: I don't think the stats for the Gadgeteer really match
>> > > the depicted character, "Gimmick".
>> >
>> > Also, if you look through the book, Protonik has an eye-beam attack,
>> > while the "Original" archetype he's assigned to doesn't.
>
> I found that a little confusing at first, but I think that the
> "archetypes"
> are just that, archetypes. They are not ment to represent the particular
> hero pictured, but just show how to create that *type* or hero.
>
> I think... ;-)

Yep, that's correct; in fact, "official" stats for Protonik have been
published, and he's 15th level and has a bunch of differences from "the
Original" archetype shown in the main book.

Unfortunately, since the main book doesn't actually *mention* that the
"iconic" characters aren't supposed to fit the archetypes perfectly,
there's a steady trickle of people on the M&M boards asking why they don't
seem to fit...

IMHO, they could have prevented a lot of questions by just throwing in the
book that "the example characters presented for the archetypes are examples
of what can be done with the archetypes as a base, and do not necessarily
'perfectly fit' the archetypes."

--
ZZzz |\ _,,,---,,_ Travis S. Casey <efindel@earthlink.net>
/,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
 
Archived from groups: rec.games.frp.super-heroes (More info?)

On Sat, 24 Apr 2004 20:43:31 GMT, Travis Casey <efindel@earthlink.net>
wrote:

>David Johnston wrote:
>
>Some comments on David's comments:
>
>> Page 12: I don't think the stats for the Gadgeteer really match
>> the depicted character, "Gimmick". She's got this whole "I'm
>> an anime influenced cutie" thing going down so the actual character
>> should probably have higher charisma. As for "The Pugilist" with
>> his construction boots, frankly he doesn't strike me as the Acrobat
>> type.
>
>Also, if you look through the book, Protonik has an eye-beam attack, while
>the "Original" archetype he's assigned to doesn't.

The advanced version of the character the art sometimes depicts has
them; the template doesn't start with it. Pretty simple advancement
thing given that it only add one to the cost of each level of the
power set.

>
>> Page 20: I would suggest that the best way to handle "Power level"
>> is not to treat it as a limitation on the character but rather on the
>> campaign. Late arriving characters who are lower level than the
>> established one should probably have the same limitations
>> on things like ranks and bonuses as the highest level character in
>> the game.
>
>I can see arguments for either way. It should be noted, though, that the PL
>limitations primarily apply to PCs -- quite a few of the NPCs in the
>supplements violate it, especially lower-level ones.

Really, it's MnM's version of Hero's active point caps.

>
>> Page 57: Seems to me that Alien and Mutant are really the
>> same power source as far as Drains go. Both are genetic.
>
>"Alien" is poorly-defined more than anything else. From the description, it
>could include genetic differences, super-science (aliens implanted
>something in me), or even psionic, magical, or training (the aliens taught
>me something)... or a combination of these.

When you actually look it over, what it means is "non-human".

>On a similar note, people have suggested a "natural" extra for powers, to
>indicate "powers" that are a natural part of a creature's makeup and can't
>be suppressed, etc. E.g., a dinosaur might have super-strength bought with
>the "natural" extra.

Permanent actually works that way now.

>
>> Page 104: Could use a table of movement speeds.
>
>What it really could use is a complete rewrite of the stuff for movement
>powers. I understand wanting to keep combat speeds slower, but really...
>by the rules as they stand, a "typical" PL 10 character with a movement
>power moves 4096 times as fast out of combat as in combat!


Yeah, the movement is the most aggravating part of the rules to me;
the transition point is incredibly sharp and can create some
situations it's not clear how to handle (fighter craft against a
flying super, for example).

>> 141: Hm. I kind of think that Intelligence should
>> play some role in mental combat.
>
>... and heck, it might be nice to have Charisma do so as well. Could borrow
>a bit from MEGS and have Intelligence be equivalent to Dexterity, Wisdom to
>Constitution, and Charisma to Strength for mental combat.

Note even in MEGS most of the time one of those was irrelevant.
 
Archived from groups: rec.games.frp.super-heroes (More info?)

On Sat, 24 Apr 2004 11:37:12 -1000, "Warren Okuma" <wokuma@lava.net>
wrote:

>IMHO it is a nice game, decent play, but I don't like the skill system.
>Here's my solution...
>
>0 points=2+int (x4 for the first level), 2+int afterwards, 3 class skills.
>5 points=4+int (x4 for the first level), 4+int afterwards, 6 class skills.
>10 points=6+int (x4 for the first level), 6+int afterwards, 9 class skills.
>15 points=8+int (x4 for the first level), 8+int afterwards, 12 class skills.
>20 points=12+int (x4 for the first level), 10+int afterwards, 15 class
>skills.
>

What class skills? The game has no classes.
 
Archived from groups: rec.games.frp.super-heroes (More info?)

"Sorcier" <sNoErMcOier@cavtel.net> wrote in message
news:Z6Gic.260$Ta6.81727@news.uswest.net...
> David Johnston wrote:
>
> > 166: Geez. What's Daedalus been doing all this
> > time so he's only Power Level 10? 3000 years of
> > experience should add up...
>
> You'd think.
> So how do we explain fantasy elves?

2000 years spent looking moodily into the distance. 800 years spent
memorising deep and pretentious one-liners. 500 years spent washing their
hair. 2 days spent learning useful adventuring skills.

--
David Meadows
Heroes: www.heroes.force9.co.uk/scripts/
A comic book -- without the pictures
 
Archived from groups: rec.games.frp.super-heroes (More info?)

"Wayne Shaw" <shaw@caprica.com> wrote in message
news:cbf2734de31694ee4d109c23ed30330f@news.nntpserver.com...
> On Sat, 24 Apr 2004 11:37:12 -1000, "Warren Okuma" <wokuma@lava.net>
> wrote:
>
> >IMHO it is a nice game, decent play, but I don't like the skill system.
> >Here's my solution...
> >
> >0 points=2+int (x4 for the first level), 2+int afterwards, 3 class
skills.
> >5 points=4+int (x4 for the first level), 4+int afterwards, 6 class
skills.
> >10 points=6+int (x4 for the first level), 6+int afterwards, 9 class
skills.
> >15 points=8+int (x4 for the first level), 8+int afterwards, 12 class
skills.
> >20 points=12+int (x4 for the first level), 10+int afterwards, 15 class
> >skills.
> >
>
> What class skills? The game has no classes.

I add skills, I like to run a game with skills, I just charge for the skill
packages above.
 
Archived from groups: rec.games.frp.super-heroes (More info?)

Sorcier wrote:
> David Johnston wrote:
<snip>
>> 166: Geez. What's Daedalus been doing all this
>> time so he's only Power Level 10? 3000 years of
>> experience should add up...
>
> You'd think.
> So how do we explain fantasy elves?

What's to explain? /Real/ fantasy elves are masters of their chosen
skills. Tolkein's elves are as powerful as I'd expect... well beyond
the abilities of any human at the least.

But then, they /do/ spend an awefully long time contemplating beauty and
so forth :>

--
Corey Murtagh
The Electric Monk
"Quidquid latine dictum sit, altum viditur!"
 
Archived from groups: rec.games.frp.super-heroes (More info?)

Corey Murtagh wrote:
> Sorcier wrote:
>
>> David Johnston wrote:
>
> <snip>
>
>>> 166: Geez. What's Daedalus been doing all this
>>> time so he's only Power Level 10? 3000 years of
>>> experience should add up...
>>
>>
>> You'd think.
>> So how do we explain fantasy elves?
>
>
> What's to explain? /Real/ fantasy elves are masters of their chosen
> skills. Tolkein's elves are as powerful as I'd expect... well beyond
> the abilities of any human at the least.

I do not think it is at ALL clear that any of the Elven warriors
would have been any more badass than, say, Aragorn or Boromir.

Yes, some of those from the EARLIER Ages would, but some of the Men
from Earlier ages were badass, too.



--
Sea Wasp
/^\
;;;
Live Journal: http://www.livejournal.com/users/seawasp/
 
Archived from groups: rec.games.frp.super-heroes (More info?)

On Mon, 26 Apr 2004 19:59:40 -1000, "Warren Okuma" <wokuma@lava.net>
wrote:

>
>"Wayne Shaw" <shaw@caprica.com> wrote in message
>news:cbf2734de31694ee4d109c23ed30330f@news.nntpserver.com...
>> On Sat, 24 Apr 2004 11:37:12 -1000, "Warren Okuma" <wokuma@lava.net>
>> wrote:
>>
>> >IMHO it is a nice game, decent play, but I don't like the skill system.
>> >Here's my solution...
>> >
>> >0 points=2+int (x4 for the first level), 2+int afterwards, 3 class
>skills.
>> >5 points=4+int (x4 for the first level), 4+int afterwards, 6 class
>skills.
>> >10 points=6+int (x4 for the first level), 6+int afterwards, 9 class
>skills.
>> >15 points=8+int (x4 for the first level), 8+int afterwards, 12 class
>skills.
>> >20 points=12+int (x4 for the first level), 10+int afterwards, 15 class
>> >skills.
>> >
>>
>> What class skills? The game has no classes.
>
>I add skills, I like to run a game with skills, I just charge for the skill
>packages above.
>

I understand that, what I don't get is where "class" comes into it in
a game with no classes.
 
Archived from groups: rec.games.frp.super-heroes (More info?)

"Wayne Shaw" <shaw@caprica.com> wrote in message
news:ae0a6ab6bc3f8cc69033bf8d46a6fa61@news.nntpserver.com...
> On Mon, 26 Apr 2004 19:59:40 -1000, "Warren Okuma" <wokuma@lava.net>
> wrote:
>
> >
> >"Wayne Shaw" <shaw@caprica.com> wrote in message
> >news:cbf2734de31694ee4d109c23ed30330f@news.nntpserver.com...
> >> On Sat, 24 Apr 2004 11:37:12 -1000, "Warren Okuma" <wokuma@lava.net>
> >> wrote:
> >>
> >> >IMHO it is a nice game, decent play, but I don't like the skill
system.
> >> >Here's my solution...
> >> >
> >> >0 points=2+int (x4 for the first level), 2+int afterwards, 3 class
> >skills.
> >> >5 points=4+int (x4 for the first level), 4+int afterwards, 6 class
> >skills.
> >> >10 points=6+int (x4 for the first level), 6+int afterwards, 9 class
> >skills.
> >> >15 points=8+int (x4 for the first level), 8+int afterwards, 12 class
> >skills.
> >> >20 points=12+int (x4 for the first level), 10+int afterwards, 15 class
> >> >skills.
> >> >
> >>
> >> What class skills? The game has no classes.
> >
> >I add skills, I like to run a game with skills, I just charge for the
skill
> >packages above.
> >
>
> I understand that, what I don't get is where "class" comes into it in
> a game with no classes.

Skills you choose. Any skill that you choose, kind of like the expert.
 
Archived from groups: rec.games.frp.super-heroes (More info?)

On Sat, 24 Apr 2004 23:18:10 -0400, Sorcier <sNoErMcOier@cavtel.net>
wrote:

>David Johnston wrote:
>
>>
>> Page 57: Seems to me that Alien and Mutant are really the
>> same power source as far as Drains go.
>
>Logical.
>Although it could be argued that the mutant is really still
>human while the alien is not.
>Though I've never understood in many settings why mutated characters
>are really any different form those born as mutants.
>
>> 166: Geez. What's Daedalus been doing all this
>> time so he's only Power Level 10? 3000 years of
>> experience should add up...
>
>You'd think.
>So how do we explain fantasy elves?

Well I don't know about you but my 3000 year old
fantasy elves have enormous power.