New
Descriptors for Star Wars Campaigns
Mutants and Masterminds is designed for heroes with powers. At first, it
seems counter-intuitive to explore a setting with a limited origin
list (alien, droid or the Force) and many non-powered heroes using such a
system. One thing I learned from (and like about) D&D 4e was that anything
a hero can do could be a "power" even if it doesn't rely on magic or
some other supernatural source.
Mutants and Masterminds provides great freedom with regard to power design,
however that freedom can be daunting at first. I thought it might be helpful to
design powers that play on certain themes and archetypes that are integral to
the Star Wars experience that new players could look at and add any that looked
good to them to their character sheet.
Descriptors are critical to the interactions between powers and they
provide flavor. For that reason, new descriptors have been designed to go along
with this conversion. In particular, each "class" should have two or
three descriptors that are unique to them to provide a niche even when any
character could have powers that generate any effect. Only scoundrels are
(that) lucky for example.
Descriptors
Allegiances: Balance, the Dark Side, Evil, Good, Justice, Liberty, the
Light Side, Tyranny
Energy: Acid, Chemical, Cold, Darkness, Force, the Force, Electricity,
Gravity, Heat, Kinetic, Light, Magnetic, Radiation, Sonic, Vibration
Mediums: Auditory, Chemical, Deflector, Shield, Electricity, Gear, Heat,
Interaction, Invention, Kinetic, Light, Magnetic, Olfactory, Piloting, Radiation,
Skullduggery, Sonic, Touch,
Visual, Vehicle
Origins: Accidental, Bestowed, Invented, Training
Phenomena: Anger, Audacity,
Bravado, Calm, Colors, Comprehension, Courage, Dreams, Entropy, Emotion, Fame, Fear,
Force, Hatred, Hyperspace, Ideas, the Light Side, Luck, Space, Stealth, Thought
Results: Armor, Death, Disease, Dizziness, Energy, Fever, Fortune, Healing,
Injury, Pain, Poison, Sickness, Suffering, Misfortune, Vaccination
Sources: Anesthetic, Antidote, Armor, Bacta, Biological, Cybernetic, Defense, Extragalactic, the
Force, Knowledge, Medical, Skill, Species, Spice, Stim, Surgical, Talent, Technology,
Training, Weapon
New
Descriptors for Star Wars Campaigns
Mutants and Masterminds is designed for heroes with powers. At first, it seems counter-intuitive to explore a setting with a limited origin list (alien, droid or the Force) and many non-powered heroes using such a system. One thing I learned from (and like about) D&D 4e was that anything a hero can do could be a "power" even if it doesn't rely on magic or some other supernatural source.
Mutants and Masterminds provides great freedom with regard to power design, however that freedom can be daunting at first. I thought it might be helpful to design powers that play on certain themes and archetypes that are integral to the Star Wars experience that new players could look at and add any that looked good to them to their character sheet.
Descriptors are critical to the interactions between powers and they provide flavor. For that reason, new descriptors have been designed to go along with this conversion. In particular, each "class" should have two or three descriptors that are unique to them to provide a niche even when any character could have powers that generate any effect. Only scoundrels are (that) lucky for example.
Descriptors
Allegiances: Balance, the Dark Side, Evil, Good, Justice, Liberty, the
Light Side, Tyranny
Energy: Acid, Chemical, Cold, Darkness, Force, the Force, Electricity,
Gravity, Heat, Kinetic, Light, Magnetic, Radiation, Sonic, Vibration
Mediums: Auditory, Chemical, Deflector, Shield, Electricity, Gear, Heat,
Interaction, Invention, Kinetic, Light, Magnetic, Olfactory, Piloting, Radiation,
Skullduggery, Sonic, Touch,
Visual, Vehicle
Origins: Accidental, Bestowed, Invented, Training
Phenomena: Anger, Audacity,
Bravado, Calm, Colors, Comprehension, Courage, Dreams, Entropy, Emotion, Fame, Fear,
Force, Hatred, Hyperspace, Ideas, the Light Side, Luck, Space, Stealth, Thought
Results: Armor, Death, Disease, Dizziness, Energy, Fever, Fortune, Healing,
Injury, Pain, Poison, Sickness, Suffering, Misfortune, Vaccination
Sources: Anesthetic, Antidote, Armor, Bacta, Biological, Cybernetic, Defense, Extragalactic, the
Force, Knowledge, Medical, Skill, Species, Spice, Stim, Surgical, Talent, Technology,
Training, Weapon
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