Under DOUBLES and spending them for experience:
LIFE can be improved by 1 point for 5 Doubles. This can be done up to 3 times for one character.
I'm thinking of writing up some kind of rules for a superbase, but I wasn't sure if anyone had already done so. Unfortunately, the game doesn't have a huge presence online, and it's hard to find house rules for it.
7 comments:
Wow, can't find that rule anywhere. Which version of the rules do you have?
I did do something with TL, or Training Levels, that allowed me to extend a character by purchasing Powers or Life and have a quick reference to how potent the character was.
I think using Doubles as a measure of character potency is my personal preference, but YMMV.
Is that what you did with Stargirl? I mean, it appears that she has a higher Life and more Powers than your run-of-mill starter character.
Best,
TB
Stargirl is an experienced character. According to the rulebook, you gain +1 LIFE every time you improve an ability, which is reflected in her LIFE score.
My rule for using doubles to improve life is a house rule. Not sure if is workable or not. I'd probably have to note that it does not grant the automatic +1 LIFE.
Doh, hence the "House Rule" in the title.
I like the idea, but think 5 Doubles might be a bit cheap looking at the cost of Doubles for ability improvement. Let us know how it play-tests out.
TB
Yeah, I was thinking that might be too cheap. Maybe bump it up to 8 or 10.
Based on the other Doubles costs within the rules, I would personally go with 10. All the other ones are increments of 10 and scale. Perhaps even 10:1, 20:2, and 30:3, but that seems too high though other Power bonuses scale that way.
They all give a +1 though per step, so it might not be. Testing would be the best bet IMHO.
TB
You got me looking at this game, now, Mister Dan.
Cool! I like it. It's pretty simple to learn, but I think it does a decent job of representing your average superhero.
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