7:31 PM] dyskami: Hi everyone, I’m Mark MacKinnon. I’m the founder of the Dyskami Publishing Company and creator of the Big Eyes, Small Mouth RPG or BESM – for which a Fourth Edition was released in 2020. We also released the popular Anime 5E RPG, which is almost ready to ship. Our latest project currently on Kickstarter is the Absolute Power superhero RPG, which is the second edition of Silver Age Sentinels from 2002. Thanks for having me for the Q&A.

7:32 PM] Dan Davenport: (Ready for questions?)
[7:32 PM] dyskami: Oh, right, need to type done or something.
[7:32 PM] Dan Davenport: No worries.
[7:32 PM] Dan Davenport: What is the premise of Absolute Power?
[7:33 PM] dyskami: It’s a modern superhero RPG set in our real world, with a few obvious difference.
[7:34 PM] dyskami: When Silver Age Sentinels (SAS) debuted in 2002, it was a different take compared to most games. We wanted the fictional super world to be a part of the real world.
[7:34 PM] dyskami: Fast forward 20 years to Absolute Power, and the setting has advanced the same 20 years. The game setting beings Jan 1, 2021 and everything from SAS happened – as well as everything in the real world over the past two decades.
[7:35 PM] dyskami: From a system perspective, Absolute Power is an effects-based, point-based, comprehensive yet streamlined RPG. It uses the Tri-Stat System that powers BESM Fourth Edition (our anime RPG).
[7:35 PM] dyskami: Done
[7:36 PM] Dan Davenport: How do you reconcile history playing out as in the real world with the presence of superheroes?
[7:36 PM] Dan Davenport: (Oh, and the (done) thing is mostly for the intro. )
[7:37 PM] dyskami: Ok, got it.
[7:37 PM] dyskami: Something I wrote earlier for Facebook says it best: We established a core principal with Absolute Power that significant events of Earth’s real-world past unfolded nearly unmodified by the presence of metahumans in our fictional Sentinel-Earth setting – yet, superheroes and supervillains would be peripherally involved with those key moments. For example, Sentinel and Slipstream would assist with the search and rescue in the aftermath of 9/11, but they didn’t stop it from happening; Kreuzritter and Matthews GenTech would address potential action during the pandemic, but their direct involvement would be limited. Sensitive topics needed to be addressed thoughtfully, always rising up the profound importance of human action rather than focussing on a fictional solution. Of course, new Sentinel-Earth specific events could also occur in the setting, but they would require resolutions that allowed our superpowered fictional world to keep pace with the real-world timeline. The reptilian Haud invaded Earth in 2005, for example, but their assault was pushed back through the combined might of the worlds metahumans. Furthermore, the Dark Queen’s incursion from Fairshadow into Sentinel-Earth at the end of 2020 has significant impacts in the fictional world, but 2021 still dawned on January 1st. Humanity endures, and faith manages.
[7:40 PM] Dan Davenport: Has the presence of super-intellects had any impact on technology?
[7:42 PM] dyskami: Not in a way that changes our current world. For example, super geniuses haven’t created flying cars for the masses. Yes, flying cars probably exist for some in the super community, but the fictional world hasn’t greatly changed the real world – other than the presence of superpowers. The balance between heroes and villains (and neutrals) ensure that no one takes control of the real world and alters it too much. It’s a difficult balance, but it’s an important ideal in our setting.
[7:43 PM] Dan Davenport: Gotcha.
[7:44 PM] Dan Davenport: Is this an any “anything goes” sort of superhero setting, akin to the Marvel and DC universes? Gods, aliens, dinosaurs, you name it? (edited)
[7:44 PM] dyskami: Yes, but we try not to be corny about it!
[7:44 PM] Dan Davenport: Heh. I see.
[7:46 PM] dyskami: The campaign certainly has a rich history that dates back eons, and involves a multiverse of dimensions. Of course, most adventures will focus on our own Earth, but there’s a larger context. Since the effects-based system can handle anything from normal people to god-like entities, gaming groups can decide for themselves if they want to lean more into the Avengers or JLA or Impossible or whatever. Absolute Power is a toolkit, but we also provide a detailed background setting for those groups who want to play in the sandbox we created.
[7:47 PM] Dan Davenport: What is the significance of the name change from SAS?
[7:48 PM] dyskami: A fair question with a longish answer that we address in the book. In short, the title changed because over the past 20 years the world changed. The Silver Age of thinking has come and gone. We did not choose Absolute Power as the title to glorify raw might or some concept of necessary corruption. Absolute Power is a warning against the desire to reach for that little bit more power to keep up with those opposed to society’s greater good. All that’s needed is a little more….
[7:48 PM] dyskami: Of course, the title comes from Lord Acton’s 1887 assertion “Power tends to corrupt, and absolute power corrupts absolutely,”
[7:49 PM] Dan Davenport: So is this generally a darker take on the genre, then?
[7:52 PM] dyskami: Perhaps “less shiny” is a better description than “darker” – though it’s more semantics than anything. We aren’t trying to recreate The Boys or Invincible, but groups are certainly welcome to explore those settings. If we look at how the world has changed in the past 20 years, it’s impossible to think that it’s as “light” as it was back in 2000. Before 9/11. Before #metoo. Before #BlackLiveMatter. Before Crimea. Etc.
[7:52 PM] dyskami: And so as the world changes, so does our game setting.
[7:53 PM] Dan Davenport: That makes sense. Generally speaking, is it presumed that your superheroes have a code against lethal force?
[7:55 PM] dyskami: People thought of as “heroes” don’t kill indiscriminately, but death sometimes happens in aggressive situations. Not like the “villains”. There are a group that many classify as “neutrals” though that do what it takes.
[7:55 PM] dyskami: Heroes have a responsibility to the laws of their countries, like everyone else, after all.
[7:56 PM] Dan Davenport: True.
[7:56 PM] Dan Davenport: Are these “neutrals” anti-hero types, or are they simply superpowered individuals just doing their own thing?
[7:59 PM] dyskami: Some are in groups, some are individuals. Most neutrals act “good”, but they’ll accomplish their tasks by whatever means necessary. Anti-hero isn’t a bad description, but not all of them are battling the bad guys when they can. Many of them have agendas of their own, that could be self-determination or eliminating injustice or whatever. They aren’t selfish; they just don’t think that the government makes the right laws for all situations. Of course, there are also some that are more amoral that think differently than the average human.
[7:59 PM] Robin Flanagan: Neutrals come in a lot of different flavors. (Waves to Mark)
[8:00 PM] dyskami: [That’s Robin, my Absolute Power co-author. I did the system, they did the setting.]
[8:00 PM] Robin Flanagan: Hi.
[8:01 PM] Dan Davenport: Hello (again), Robin!
[8:01 PM] Dan Davenport: (Robin gave us the scoop in general. )
[8:01 PM] Robin Flanagan: I’ll be hanging out from here on unless Mark/dyskami wants me to add a commentary on something particular.1
[8:01 PM] Dan Davenport: Totally up to you. We host multiple guests all the time.
[8:02 PM] Robin Flanagan: Yeah, but he’s also the marketing guy. I do well not to perform the foot-in-mouth sutra.
[8:02 PM] Dan Davenport: Ah, gotcha.
[8:02 PM] Waddle: If you don’t mind me asking, what was your thought process when creating the world of absolute power?
[8:03 PM] dyskami: Robin was responsible from advancing the world from SAS in 2002 to today. They filled in much of the backstory as well as the current situation. I was there for the SAS inception, though it was primarily the brainchild of Jesse Scoble and Lucien Soulban, who worked with me at Guardians of Order.
[8:04 PM] dyskami: We wanted a real-world supers setting that took a different spin than anything previously. Integrating real and fiction was a challenge. Robin continued with that mantra.
[8:04 PM] Robin Flanagan: That sounds like a cue to me…I’m not just a writer for AP/SAS, I’m also a fan. If I can sum up my goal on the update in brief, it would be “darkness to contrast the light, not to dim it.”
[8:05 PM] Waddle: That sounds incredible, as a fan of this project myself it’s great to see. Any tips for fans looking to build a world of their own?
[8:07 PM] dyskami: Worldbuilding is a complex topic. Fortunately, Absolute Power Book Two offers nearly 70 pages of GMing advice, which includes worldbuilding. If you’re a fan of the superhero medium (whether comics or TV/movies), that’s the best place to start.
[8:07 PM] dyskami: Iterating is always easier than creating from nothing so use comics and Absolute Power as inspiration.
[8:08 PM] Robin Flanagan: Even if you don’t want to use Empire City as a setting, there are entire meta-fictional comic lines you can use as in-universe publications for characters to draw inspiration from in your own universe.
[8:08 PM] Dan Davenport: Let’s talk scale. Specifically, is Absolute Power geared to any specific power level, can it handle heroes of very different power levels (e.g., Batman and Superman), and does it have an upper limit to the power level it can handle?
[8:09 PM] Dan Davenport: (Good questions, by the way, @Waddle!)
[8:12 PM] dyskami: It can theoretically handle anything – that’s the beauty of a point-based system – but it doesn’t work best at the edges. If someone wanted to play a game of tweens without any powers, Absolute Power isn’t really geared for that end of the scale. Similarly, if you want to run a group with eight gods (on the scale of Galactus or the Watcher or Celestials), it’s not ideal for that either. Absolute Power shines in the DC and Marvel range, from Avengers to Fantastic Four to JLA. It has a robust, comprehensive system that’ll allow you to build nearly any character you can image.
[8:12 PM] dyskami: (Of course, many games may claim that. But our statement is true! )
1
[8:13 PM] Dan Davenport: Kudos for recognizing your game’s strengths and weaknesses. A surprising number of creators can’t see the latter in their work. (edited)
[8:15 PM] dyskami: It comes down to system emphasis. Granularity is key in a system where everyone is nearly the same. What separates 12-year-old powerless kid A from their friend kid B? Mechanically, you need a very granular system for that. The opposite problem is at the high end: if everyone is a god who can do anything, what does a system offer? At that point, it’s more narration and storytelling than a mechanical system. So while Absolute Power can theoretically handle both ends, I think other games would be better mechanistic choices.1
[8:16 PM] Dan Davenport: You said the powers system is effects-based, correct?
[8:16 PM] dyskami: Right
[8:18 PM] Dan Davenport: To what extent is that the case? I mean, does it follow the Champions model, in which every aspect of every power is an effect to be combined to get to an end result, or do your powers have some sort of “baseline” that can be tweaked with effects?
[8:18 PM] Dan Davenport: For example, if I recall correctly, Weather Control would be a serious chore to create in Champions.
[8:19 PM] Dan Davenport: (Not to beat on Champions here, I should stipulate.)
[8:21 PM] dyskami: Great question. Each of our Attributes (what we call powers, like Flight, Superstrength, etc.) has a baseline from which it functions. This means that most Attributes focus on a single primary benefit, rather than bundling multiple functions into one ability. For example, though they will both have rapid movement in common, two speedsters can have extremely different competencies because not all speedsters are identical. Players and GMs must have a solid character concept in mind when creating a character, which will help determine how to best express those ideas using the game mechanics. Settling on these conceptual ideas early will make the character creation process flow more smoothly. So while we decouple a lot of the effects from the powers (essential in an effects-based system), we also have Attributes that are sort of like packages. Like the Environmental Control Attribute, which can be used to control weather. Or the Dynamic Powers Attribute which can be used to represent the diversity of magic or shapeshifting or psionics.
[8:22 PM] Dan Davenport: I see. That’s good to know.
[8:24 PM] Dan Davenport: While I see the benefit to them, I’ve seen effects-based systems get so reductionist as to become silly, IMHO. I recall a write-up of Jay and Silent Bob that used flame power effects to model Bob’s lighter, for example. Folks, it’s a lighter.1
[8:24 PM] Dan Davenport: (Of course, one could argue that writing up Jay and Silent Bob is fairly ridiculous in the first place. ) (edited)
[8:26 PM] dyskami: As a player and designer, I’m a big fan of handwaivy-ness. That sort of detail is too mundane to worry about. Story > Rules every time
[8:27 PM] Dan Davenport: Yeah, same here. If a character sheet reads like a computer program, I’m pretty much out.
[8:27 PM] Dan Davenport: How compatible is Absolute Power with BESM?
[8:28 PM] dyskami: 100% compatible. Absolute Power cranks up the scale beyond what’s in BESM (for example, Stats go up to 12 in BESM but 24 in AP) but the system is the exact same.
[8:28 PM] Dan Davenport: Speaking of which, for those unfamiliar, can you give us an overview of the system?
[8:28 PM] dyskami: We finally got Tri-Stat done right with this version, so we see no need to mess with it! 1
[8:30 PM] dyskami: In short, it’s a 2d6+stat+ability vs. Target Number or opposed roll system. Situationally, you may roll 3 or 4 dice (and sum the best or worst two values) if you have an edge or obstacle, but the core is always the same. dice+foundation+ability vs.
[8:31 PM] dyskami: Mechanically, it’s not a swingy system (like 2d10 or 1d20) and thus emphasises character competency (ie. their Stat or Skill Levels) over randomness.
[8:32 PM] Dan Davenport: Now, I notice that you said earlier that powers are Abilities. Are skills Abilities as well?
[8:35 PM] Dan Davenport: Or, wait… Did you call them Attributes?
[8:35 PM] Dan Davenport: (Sorry — long day.)
[8:36 PM] dyskami: Yes, though granular. Rather than individual Skills like Navigation or Tracking or Herbalism, we have Skill Groups that would represent a collection of related skills in a field. For example, we have a Detective Skill Group, as well as Technical, Military, Domestic, etc. Their cost is determined by general utility, so a background Skill Group like Academic only costs 1 Point/Level while an action Skill Group like Scientific costs 2 Points/Level. That’s the default rule for Absolute Power. We also present an optional individual skill system for those groups that want skill granularity. Rather than 12 Skill Groups, we present 60 individual Skills instead. But they function the same way. Yes, all abilities are called Attributes. Negative abilities, or flaws, are called Defects. And base functions of Body, Mind, and Soul are called Stats.
[8:37 PM] Dan Davenport: You’re probably tired of answering this, but I would be remiss if I didn’t ask how you handle characters of varying physical abilities using the single Body Stat.
[8:42 PM] dyskami: We run under the baseline assumption that most characters are balanced. So a hulking brute that’s clumsy and fragile isn’t common. Gamers being gamers, though, people like customisation. That’s where Attributes and Defects come in. If a player wants to have a certain physical baseline, but excel in a specific aspect (like strength), they can choose a lower Body Stat and select the Superstrength Attribute, which goes beyond the standard Body Stat range (into the lifting building range). Conversely, if a player wants to have high physicality but a specific deficiency (such as someone with a poor health), they can assign a high Body Stat and then the Shortcoming: Immune System Defect. Absolute Power offers near infinite customisation, but a common balanced baseline is the assumption.
[8:43 PM] Dan Davenport: Do you offer super-agility as well as super-strength?
[8:46 PM] dyskami: Strength is measurable, so it makes sense to have it as a separate Attribute. Agility is more qualitative than quantitative, so the player needs to look at what they wanted to accomplish with “super agility”. Do they run fast? That’s the Superspeed Attribute. Have great balance? That’s the Special Movement: Balance Attribute. Can dodge bullets? That’s the Ranged Defence Attribute. All around gymnast? That’s the Skill Group (Occupation: Acrobat) Attribute. This is where the effects-based part comes in because the label isn’t what’s important – defining what the character can do is critical.
[8:48 PM] Dan Davenport: Cool. Can skills scale up to superhuman levels, like Green Arrow’s marksmanship?
[8:49 PM] dyskami: Combat abilities are Attributes rather than Skills, but yes, certainly. Green Arrow would have a very high Ranged Attack (Bow) Attribute.
[8:49 PM] Dan Davenport: Excellent.
[8:50 PM] dyskami: He could also have the Expertise Attribute for bow attacks, which gives him a minor or major edge (rolling 3 or 4 dice and summing best 2) for his combat rolls.
[8:50 PM] Dan Davenport: A nice option.
[8:50 PM] dyskami: Like this guy, Archer Gold III1
[8:50 PM] Dan Davenport: Cool art!
[8:51 PM] Robin Flanagan: The art for Absolute Power, IMO, is amazing.
[8:51 PM] Morgan Greywolf: The art for AP is great!
[8:51 PM] Morgan Greywolf: Robin and I share a brain.
[8:51 PM] Dan Davenport:
[8:52 PM] Dan Davenport: Does the game include a roster of heroes and villains and/or a bestiary?
[8:54 PM] dyskami: Absolutely. We give stats for three dozen characters across a wide power spectrum, and bios for many more. These statted NPCs can be used as they are, or as inspiration for your own creations. That way, players and GMs can see how character concepts are built using the system. As we release expansions, the roster of statted characters will increase.
[8:55 PM] Dan Davenport: We already discussed the anything-goes nature of the setting. Does the same apply to sources of superpowers?
[8:55 PM] Dan Davenport: (And brb!)
[8:58 PM] Dan Davenport: (back)
[8:59 PM] dyskami: Yes, sources can come from anything or nothing. For example, there may not be any true magic in your game setting, and therefore characters with magical powers would not be appropriate – unless the character merely thinks that their powers are magical. In reality, that character’s supernatural abilities may actually be derived from metahuman genes, alien physiology, psionics, or sufficiently advanced technology. The canonical Sentinel-Earth setting offers a wide range of different origins and power sources for characters. Players could create any plausible origin for their characters’ abilities, or the GM may decide to limit the sources of Attributes as appropriate for the game setting. Common ones include tech, magic, non-humans, psionics, or metastasis (the core element of meta abilities) – but there are an infinite number of possibilities. The sources of powers are important mechanistically for some Attributes. For example, a character may be able to Nullify magic. So a magical flying character couldn’t fly, but one with wings or a jetpack still could because the Nullify wouldn’t work on them. Again, everything comes back to an effects-based system; each player defines their character’s power source.
[9:01 PM] Dan Davenport: Speaking of jetpacks, do you have rules for gadgeteering?
[9:02 PM] dyskami: Yup, we’ve got that covered. That falls under the domain of Skill Groups (or Skills) for most people. For those with special talents for it, like our speedster Slipstream, the Power Flux Attribute provides a pool of Points that can be moved around between gadgets temporarily.
[9:03 PM] Dan Davenport: What is that meant to simulate?
[9:06 PM] dyskami: Creating impromptu gadgets on the fly. Obviously it would “break” the point balance in a game if a character could create durable artefacts of power all the time without cost. Think of it in Dungeons and Dragons terms: a wizard who could create magical rings at will would load up their party members with 20 rings each and make them totally OP! So Power Flux allows the creation of temporary items for a great narrative reason, but they don’t stick around forever. Both for a narrative and game balance reason.
[9:08 PM] Dan Davenport: Ah, I see what you mean.
[9:08 PM] Dan Davenport: You mentioned that you finally got Tri-Stat right. What are some things that you corrected from previous editions?
[9:12 PM] dyskami: So many things! The core elements remain the same. Three Stats and 2d6 (was 2d10 in SAS, but 2d6 in the original Tri-Stat). We could stick with 2d6 only because we switched from a roll-low to roll-high mechanism. This was one of the biggest changes that helped with balance and structure. The points are rebalanced. The customisation of Attributes is overhauled to be internally consistent (like adding range to a power, or having a power cost energy to use). We added quick-play templates so people can create characters more easily if they like We added social disadvantages, which were previously relegated to role-playing only Damage is calculated in a more streamlined manner now Many of the more complex rules were shifted to an optional chapter, which streamlined the base rules Those are some of the biggest changes
[9:15 PM] Dan Davenport: Very nice! I assume these changes are in both Absolute Power and the current edition of BESM?
[9:16 PM] dyskami: For the Absolute Power rules, we combined what’s in BESM and the BESM Extras expansion together into the base and optional sections. But yes, in both games.
[9:16 PM] Dan Davenport: What are your most and least favorite aspects of Absolute Power?
[9:21 PM] dyskami: The setting is my favourite part. Robin evolved and expanded what was in SAS into a complex, evocative world. It’s exquisite. My least favourite aspect is the price, unfortunately. Due to the massive size of the core system+setting, we had nearly half a million words – and one volume was simply not feasible. Consequently, the core Absolute Power game is a two-volume set. Book One is the System and Book Two is the Essentials. Each book is 336 gorgeous full-colour pages. Each book is also $60 each, which means the core rules are $120. That price places it out of the reach of some gamers, unfortunately – but a lower price isn’t possible. That’s what I like least about it, because I think every gamer should own Absolute Power.
[9:21 PM] Robin Flanagan:
[9:21 PM] Dan Davenport: Very well stated!
[9:22 PM] Dan Davenport: In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[9:24 PM] dyskami: We covered an awful lot tonight. I certainly encourage everyone to visit the Kickstarter and judge for themselves if this game is right for them. There’s a tonne of content on the page, and we post updates regularly. And because the game is complete, backers will get their PDFs delivered mere weeks after the Kickstarter ends (with physical rewards shipping this summer). Here’s the link: https://www.kickstarter.com/projects/dyskami/absolute-power-superhero-role-playing-game-2-volume-set?ref=aib26v1
[9:24 PM] dyskami: Thanks so much for having me on tonight. I hope everyone got something out of the chat.
[9:26 PM] Dan Davenport: Thanks for joining us, @dyskami and @Robin Flanagan!
[9:26 PM] Dan Davenport: Usual reminder: If you’ve enjoyed this Q&A and would like to treat me to a coffee or two, you can do so at https://www.ko-fi.com/gmshoe. Anything’s appreciated! Ko-fiBuy Dan Davenport a Coffee. ko-fi.com/gmshoeBecome a supporter of Dan Davenport today! ❤️ Ko-fi lets you support the creators you love with no fees on donations.
[9:26 PM] dyskami: Good night everyone!
[9:26 PM] Robin Flanagan: My pleasure.
[9:26 PM] Dan Davenport: Now, if you’ll give me a couple of minutes, I’ll get the log posted and link you!