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Experience Points and Link/Multi-Power

Posted: Mon Feb 28, 2011 9:30 am
by Boost
My players need mechanical advancement, so I lowered their power level and introduced experience points from the back of the book when we started our campaign. One of my players has a linked power, if he wanted to add to that linked power, what would he pay? The new Linked enhancement, or the full power cost? The Linked power is seven pts (5 power, 2 enhancement), it seems too powerful to let him get another 5 pt power just by paying 2 pts worth of xp. Should I disallow it all together?

Posted: Mon Feb 28, 2011 2:50 pm
by BASHMAN
I don't understand your question well enough. Please explain the exact situation (including the specific linked powers) so I can understand what you mean here.

You are only allowed to have 2 powers linked together. So if he already has a linked power, then he cannot link another power to it.

Posted: Mon Feb 28, 2011 4:30 pm
by Boost
That actually solves this situation for me. But for future reference with multi-power, I'll explain:

If you were using the experience points optional rule in the back of the book, and you wanted to advance a power you have that's a multi-power, how many experience points should you have to spend? Let's take this one for example:

Combat Multi-Power:
Special Attack 4 (Variable)
Push 4 (variable)

A 6 pt power. Now if I wanted to add weaken to that power and make it:

Combat Multi-Power:
Special Attack 4 (Variable)
Push 4 (variable)
Weaken 5

How many experience points should I have to spend?

Posted: Mon Feb 28, 2011 4:41 pm
by drkrash
I'd say that's the equivalent of 1 more point. That seems fair; it's still in a Multipower, after all. (And that's the way it would have been done in Champions :)).

Posted: Mon Feb 28, 2011 4:46 pm
by BASHMAN
6XP.

Yes, it is cheap- but here's the thing- essentially what the player is doing is changing something that he likely would have done as a "stunt" anyway to a permanent option.

If you want here's a good optional rule though: a character cannot add a power to his character unless:
1. It has been previously used as a power stunt in game
2. There is some story-arc reason why they are developing new powers.

For the most part, this is how my campaign rolls. So we had a "Occult Hunter" type in our team named "Jade Katana" who saw my little green painted animal minis (used for a certain green shape-changer) and she said "I want to be able to turn into that stuff too!"

So she wanted to change from a "skilled normal" to a shapeshifter character type. That's a pretty big change. I made a story-arc about it, where she had to recover the "lost jade mask" of her ancestor spirits which had been stolen by the Shadow Clan. A long ninja and japanese mythology filled adventure later, she acquired the mask, which allowed her to gain these new powers.

But another character, Smoke Screen is a fire-controller. He does power stunts all the time. He decided he wanted to add Damage Field to his multi-power. It was only 6xp- because it's the sort of thing that made sense for him to be able to branch out and do.

Of course, as the Narrator you can choose to disallow all sorts of things you don't think fit the game.

Posted: Mon Feb 28, 2011 5:45 pm
by Boost
That makes sense, thanks!