apn
5th Level Troll
Posts: 578
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Post by apn on Mar 4, 2010 19:04:14 GMT -5
And if so, did anyone play it? And more if so - was it any good? I'm sure I saw something at some point in time about this, and figured I'd buy a pdf if I ever saw it. Now? Maybe I imagined it? Perhaps I'm getting older, and more confused. I can't find it for sale anywhere... maybe I got it mixed up with something else? *wanders around in a daze*
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quoghmyre
7th Level Troll
The Summer Troll
Posts: 1,048
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Post by quoghmyre on Mar 4, 2010 19:13:03 GMT -5
Tunnels and Trolls Superheros, Powertrip. Given the publisher and the conflicts I suspect you'll have a problem buying a copy.
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apn
5th Level Troll
Posts: 578
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Post by apn on Mar 4, 2010 19:17:11 GMT -5
Power trip... ahhh. Thank you. I'd seen it mentioned on a couple of sites but never seen anything for sale.
Sounds like it was strangled at birth. Never seen the light of day then? Shame, would've liked to have seen T&Ts take on superheroes. Thanks for the info.
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quoghmyre
7th Level Troll
The Summer Troll
Posts: 1,048
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Post by quoghmyre on Mar 4, 2010 19:29:07 GMT -5
Oh, it was printed, many of us have a copy. It's just that it was produced through "that company".
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Post by zanshin on Mar 4, 2010 19:54:11 GMT -5
Apn , its probably doable with 7.5e - just draw talents very broadly , and give them high stats.
Talents like Flight, X Ray Vision, Heat Ray, Mighty Blow, Steel Skin etc could allow for SR's to perform superheroic feats. If your key stat is 40-50 , you would have 4 or 5 super talents, enough to create most portfolios of superheroes. Just a bit more work needed by the GM and players at the concept stage.
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Hogscape
11th level Troll
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on Mar 4, 2010 23:39:36 GMT -5
Power Trip was an entirely unique game with a very low-power flavour (I was surprised by that) but it was about 50% complete and really shouldn't have seen the light of day so early on in the design cycle. Combat and experience is totally different from regular T&T but the whys and hows are lost in the gaping holes between chapters.
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Post by apeloverage on Mar 19, 2010 6:27:13 GMT -5
Some powers could be simulated by starting the character at a higher level, and increasing attributes appropriately (for example high CON and STR for a Hulk or Thing-like character, high LK for a non-powered hero like Batman or Daredevil).
Others could be 'spells'. Turning invisible and shooting energy beams at enemies are common enough super-powers. Perhaps a renamed WIZ attribute should govern how often you can use your powers, because some characters might have significant powers but not very high Strength.
Apparently MSPE has psychic skills - how do they work? In any case, the equipment list is likely to be more relevant.
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order99
7th Level Troll
Coffee-fueled Carrion That Walks Like a Man
Posts: 1,039
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Post by order99 on Mar 21, 2010 0:58:48 GMT -5
MS&PE Psychic 'skills' are a bit of a misnomer. You pay for them with Skill points(3 apiece), but you don't have Skill Levels with them. The listed Skills are Psychometry, Telekinesis, Clairvoyance, Precognition, Telepathy and Empathy.
During Character Creation you check each ability for latency-Roll 2D and add 1 for each point of IQ over 16...if the roll > 8, the PC has full control over the Psychic Skill and may use at will. If not, the Talent is Latent and will activate mostly by GM fiat, or during times of great stress etc.
Telekinesis is pretty low-powered, a few pounds moved a few yards can leave a PC weak and shaking from the effort(costs ST), Also, both Telepathy and Empathy have projective as well as receptive modes.
All in all, pretty weak stuff for superpowers, but just right for accenting that Science Adventurer, Occult Investigator or recent emigre from the Hidden City...
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