Last seen: Apr 4, 2023
You can always add more later, anyway. Having more Abilities, with less CP in each, shouldn't be a problem.
It seems reasonable to me to add on to them, provided you are abiding by things like the normal limits that are already there (like the Damage Cap).
Curse is right. You don't have to pay for the 15 pts. that all human characters have. And yes, characters can 'pitch in' some of their CP towards thi...
Gotcha. So if someone takes the Total Concentration Modifier, would that then mean that they get a 0 for Physical or Mental Defense, regardless of wha...
Very nice! I was going to try to play Savage Worlds Supers at this year's Gary Con (before it was cancelled). I've run low-level supers (secret agen...
Best of luck with things, Bob!
Excellent advice so far. Another option that would take a ton of the prep work out of the equation would be to set up a simple battle between the Cru...
Thanks for the clarification, Jeff!
So are you guys saying that you would get 15 CPs of an ability, with the Gear modifier? In other words, do I go to 15 CPs on a particular Ability's ch...
You could always have him do it at range, but occasionally the signal could drop, due to connectivity issues (that was a joke, but you could certainly...
Even if you're holding players to just the starting six, they quickly earn CP and can purchase new Abilities (and that's not even counting Inventions)...
Issue #4 of the Vindicators: #4 – The Signal – On Nacht Island, Doctor Apocalypse, having resurrected most of the Vindicators, puts them in their plac...