Playtesting Update

It’s been a few months since the last playtest release and we’d like to share some recent updates.

Artwork
We’ve been getting more finished art from our illustrator, Max Bare. It looks absolutely incredible! We’re so pumped that we went with Max for this project. We’ll be sharing some of the new art on our social media pages. Keep an eye out.

Superpower Attacks
We decided to nerf the superpower attack for lower levels. We were running into too many scenarios where low-level characters were completely steamrolling enemies. Here’s how the new superpower attack will work:

Levels 1-9 1d12 + Superpower Dice + Moxie
Levels 10-20 1d20 + Superpower Dice + Moxie

We hope this serves as an effective way to balance out the levels. It will reduce the average damage of a superpower attack, but improve the chance of a critical hit. It also increases the chance of having a Hero’s Moment.

Ripper Beam
We’ve changed up the Ripper Beam superpower quite a bit. Ripper Beam was way overpowered at upgraded levels compared to other superpowers. We reduced the higher level damage, while adding options to give the power more utility. Seemed like a smart move for an intelligence class power.

Public Perception
Public Perception is absolutely paramount to a superhero’s success. Subdue the baddies, but injure civilians with your reckless use of powers and it won’t go over well. We feel like this is really the heart of our game. We want it to be perfect.

We are currently testing out  new methods of scoring public perception and the ability for players to achieve various ranks within each public perception category. This is like gaining prestige amongst various groups. The idea behind this is that as you progress to higher ranks within a given category you gain access to better intel, better rewards, and higher level missions.

Imagine yourself as a novice superhero. You don’t have a lot of name recognition. If you walk into a government facility and attempt to gain access to a restricted area, then the guards might take issue with it. On the other hand, if you’ve achieved a high perception score with the government, then the guards might be more inclined to let you in. You can apply the same principle to the criminal underworld, or scientific community, etc.

This is always how we’ve imagined public perception working. I think using a tiered system seems like a good way to help players and GMs quantify it.


As always, we love getting feedback from the community. Feel free to reach out with any thoughts or comments.

Cheers!

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Mechanics Feature: Action Points