Some team groups have "sets" of team gear.
Examples:
the Legion's rings (which have communcators, flight, and Force Fields).
Or
the Avengers' ID data card (communicators) + Mansion HQ + hover cycle + QuinnJet access
Or consider if a PC team were to take on a mission for a S.H.I.E.L.D. type group...
Or alternatively, when a gadgeteer villain is defeated and the heroes take their gear as trophies (al la the Batcave). And on occasion consider using a bit of the tech for the perfect helpful solution to a case...
In most modern supers games, a bit of gear taken from a villain or used for a very short time is just a gimme. The PC uses it, and if they want to add that to their abilities they NEED to "purchase" it with Power Points on their character. That's great and fine.
In any of the above, I would ask... Is there a simple way (that I haven't considered yet) to make a "package" of gear that could be "tacked on" an existing hero PC.
Would you just build this as normal then say to the player: "this is your team pack, add it to your character sheet", at no additional cost? Same said if a S.H.I.E.L.D. group gave the hero a bit of gear to use. Or if you were playing in a campaign that actively allowed for PCs to pick up gear and use it long term. (I'm considering planning a "villain" campaign and it might be fun to allow the PCs to KEEP the tech they STEAL!).
Can you think of any suggestions for all of that?
A "gear pack" plan?
Any downsides OR pitfalls to consider for allowing PCs to keep gear?
Thanks for the thoughts!
-kev-
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Team gear pack and/or Keeping defeated gear
- kevperrine
- Paragon
- Posts: 783
- Joined: Wed Jul 28, 2010 11:00 pm
- Location: Detroit, MI
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
The Team Gear thing is covered on page 89.
For stuff you pick up off a defeated enemy, if you use it once, it's free. If it becomes a part of your regular routine, you've got to buy it with Character Points by re-spec-ing your character or XP. Don't forget, if you rebuild and your point cost increases, your # of Hero Points will go down/issue; or you may get setbacks!
Example: Hero X is 25 pts in a 25 pt campaign. He decides to keep Dr. D-Structo's experimental armor, which is a 2pt power. He doesn't drop anything else from his character. He is now a 27pt character in a 25pt campaign- so he gets 2 Setbacks per issue. If he were in a 30 pt campaign, he'd get 3 Hero Points per issue instead of 5.
If you are playing in a campaign with XP, you can of course pay XP to buy the power. In fact, you MUST spend all your XP on that until it is paid off.
For stuff you pick up off a defeated enemy, if you use it once, it's free. If it becomes a part of your regular routine, you've got to buy it with Character Points by re-spec-ing your character or XP. Don't forget, if you rebuild and your point cost increases, your # of Hero Points will go down/issue; or you may get setbacks!
Example: Hero X is 25 pts in a 25 pt campaign. He decides to keep Dr. D-Structo's experimental armor, which is a 2pt power. He doesn't drop anything else from his character. He is now a 27pt character in a 25pt campaign- so he gets 2 Setbacks per issue. If he were in a 30 pt campaign, he'd get 3 Hero Points per issue instead of 5.
If you are playing in a campaign with XP, you can of course pay XP to buy the power. In fact, you MUST spend all your XP on that until it is paid off.