Thread: Super Powers Companion
-
April 17th, 2012, 18:11 #1
- Join Date
- Jul 2008
- Posts
- 23
Super Powers Companion
Does this library module change the character sheet to adjust for how powers are handled differently in super power game?
-
April 18th, 2012, 01:44 #2
- Join Date
- Jul 2008
- Posts
- 23
Anyone know? Contemplating between the superhero one or necessary evil but not sure what they really do? I'd like to have updated char sheet for my super game with the proper information yada yada.
-
April 18th, 2012, 01:50 #3
I would guess that the Superhero companion is just the digital book in FGII format.
Less sure about Necessary Evil - it's an adventure and source book, isn't it ? I suspect it's the digital book in FGII format again, but not sure if it has an "skinning" work.
In either case, I don't think either product will "enhance" the character sheet (e.g. adding new fields / behaviour). Out of interest, what changes do these product(s) add to characters ?Former SW ruleset / Deadlands extension author. Now I just wanna play a few games. And maybe hack. A little.
-
April 18th, 2012, 02:23 #4
- Join Date
- Jul 2008
- Posts
- 23
super powers work differently. There are no power points and such so no activating really. i'll just pick up the super power companion probably good to have anyhow.
thanks.
-
April 18th, 2012, 03:24 #5
Well, in a more general sense, the Deadlands:Reloaded extension I wrote contained code to present the "powers" tab differently for each arcane type. I had vague plans to put parts of that back into the core Savage Worlds ruleset, if it made sense. It allowed for users to make there own "config extension" to override the settings, so if applied to the core ruleset might allow you to override the "super powers" arcane type to not display power points, and to roll powers using a skill with a matching name.
If something like that appeals, feel free to add an entry onto the wishlist (see link below).
That said, without that, you just ignore the power points field (just as a barbarian warrior PC would do anyway) and roll the super power skills as you currently would do.Former SW ruleset / Deadlands extension author. Now I just wanna play a few games. And maybe hack. A little.
-
April 18th, 2012, 05:57 #6
Lesser Deity
- Join Date
- Mar 2006
- Location
- Arkansas
- Posts
- 7,400
NE is a whole Super Powered campaign with a story, NPCs, plot points adventures, ect. In NE the PCs are super villains. The NE campaign setting is a much higher powered plot point campaign than most SW ones. https://www.rpgnow.com/product/60598...er%27s-Edition
I believe the version of NE that is available for FG is the older version prior to the Explorer one, but I don't know that for sure.
The Super Powers companion just like the book, basically more super powers and expands on and allows you to customize the NE super power system. https://www.rpgnow.com/product/69994...wers-Companion
Most of the FG SW things are identical to the books/PDF just in a form FG understands.Last edited by Griogre; April 18th, 2012 at 06:02.
-
April 18th, 2012, 15:33 #7Originally Posted by nethru
All the super powers are in there as powers so you can drag and drop them to the character sheet, given that Super Powers in NE/Super Companion do not use any game mechanics to work no changes were made to the character sheet.My players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
Yours are still on combat round 6
Get Savage
First GM to post a game for the original FG Con!
-
April 20th, 2012, 14:59 #8
- Join Date
- Jul 2008
- Posts
- 23
I got the SP companion now and when i enable the HQ extension in 2.8.1 and load it up it's totally transparent and when I click on add new item I get an error every time i type something in it.
Ruleset Error: No vertical anchor defined for 'tabs'
Anyone know how to fix this kind of annoying.
thanks.
-
April 20th, 2012, 16:41 #9
That sounds like an 3.2 incompatibility issue. All my extensions had that problem with 3.2
I do not know who created that extension, but if they are not around I'll have a look at it (when I get home next week).My players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
Yours are still on combat round 6
Get Savage
First GM to post a game for the original FG Con!
-
April 21st, 2012, 02:30 #10
Super powers companion was authored by "anonymous" - interesting ! I also don't have a copy, so haven't been able to check for backwards compatibility issues.
You might want to highlight this in a separate mail to [email protected] - mention this thread too, so they know Kevin and I have taken a look already. It's a simple enough fix, but I didn't realise that this wasn't updated for 3.2 (mainly as I don't know who to poke about doing that !)Former SW ruleset / Deadlands extension author. Now I just wanna play a few games. And maybe hack. A little.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks