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Values (and Relations)

<p>
</p><p>Beliefs and Values play a key role in many Superhero stories. Occasionally, I’d have a player want to create a ‘relation’ to a broad idea, group or tenet. I rolled with it and usually just limited it to one roll a session.</p><p>
</p><p>Which got me thinking . . . why not broaden the scope of relations and include the values and beliefs that many heroes find so dear, and are willing to fight to protect? If the hero is clearly battling to protect a value, then why not let them regain Strainpoints?</p><p>
</p><p>The limit of only one per session is reasonable, otherwise a player might try to argue that every conflict is in defence of their value. So I have adjusted the rules to include Values.</p><p>
</p><p>Classic values like truth, justice, responsibility, protector of the city, women’s rights are all possible values for heroes. The list is of course only limited by imagination. This also opens up the possibility for villains to have values that show their motivations: ecology, fear and fame, anarchy, beating the helpless, and murder are all ‘values’ that a villain might possess.</p><p>
</p><p>The modified rules advise that you only take 1 or 2 values, because what is a hero without the people they care about?</p><p>
</p><p>So wha t do you think about values? What values might you give a hero?</p><p> </p>

Comments

  • Taking it a step further, you could give the PCs a value that defines them and what they stand for as a team (Exploring the unknown, battling intolerance. family) and let one PC per session use that to refresh their strainpoints.

    "I can't give up now... or it means nothing to be a Seeker!"
  • Intriguing indeed. There has occaiconally been discussion about "Team relations" and "Team Talents" but it hasn't been something I've explored in depth.
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