But why, in HQ2, would you go with the mastery difference to begin with?
The system isn't a power-scale. I mean, you can shift it to that to make
it work that way, but it seems counter to the core rules concept.
>
> I could see setting up a game with your own superheroes where you get
> a package of super powers.
>
i.e. a keyword.
> Start them all at 13 and then give them masteries to add to the
> powers, say 5-10.
>
I suppose it is a way to do that, but then it just turns masteries into
a straight measure of power.
> The only proviso being that each super power should have at least one
> mastery. Maybe extra masteries can be bought by having a flaw, like
> superman's Kryptonite, that reduce their powers to more normal levels
>
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