05-12-2023, 04:04 PM | #11 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [SUPERS] What did not age so well...
Maybe not Adam Smasher, fairly sure he walks through steel security doors at some point in 2077.
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05-13-2023, 07:20 AM | #12 | |
Join Date: Mar 2013
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Re: [SUPERS] What did not age so well...
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The OP's "brick" could be killed with a single shot from a Saturday night special. I think the bare minimum requirements for a brick should be bouncing bullets. Rocky skin is optional.
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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05-13-2023, 08:34 AM | #13 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [SUPERS] What did not age so well...
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Being able to deal with gunfire is more or less a basic requirement for standard supers, no matter what their powers are. It doesn't seem to be a special trait of bricks. On the other hand, streetlevel supers may not be bulletproof. But I might accept a character "with the strength of ten/ordinary men" as a brick in that genre.
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Bill Stoddard I don't think we're in Oz any more. |
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05-14-2023, 07:02 AM | #14 |
Join Date: Aug 2004
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Re: [SUPERS] What did not age so well...
Bear in mind that T.K. said that he plans to start small and ramp up over the campaign. At the start, a “brick” won't even be bulletproof; he'll be more Captain America than Superman. But as the campaign progresses, he'll become more Superman than Captain America. I wouldn't worry about his notion of “brick” not conforming to yours at the start of the campaign.
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05-14-2023, 10:03 AM | #15 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [SUPERS] What did not age so well...
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Bill Stoddard I don't think we're in Oz any more. |
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05-14-2023, 10:45 AM | #16 |
Join Date: Aug 2007
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Re: [SUPERS] What did not age so well...
I find that level of power increase improbable but I was more concerned with an apparent lack of understanding of the imbalance between power of Innate Attacks and other Powers v. purchased equipment. A starting "street samurai" can have hundreds of pts worth of Equipment if he had to buy it with cp rather than $.
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Fred Brackin |
05-14-2023, 10:58 AM | #17 |
Join Date: Aug 2004
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Re: [SUPERS] What did not age so well...
Agreed. Rather than needing to make powers more expensive, the greater concern is with the point economy resulting in powers not being an attractive option in the first place. There really aren't that many solutions to this, though: you could charge points for the gear, or you could reduce the point cost of the powers to something that's at least theoretically competitive with the equipment: perhaps use the “trading points for cash” option or maybe the “signature gear” Advantage to get a sense for what a reasonable point cost for a power would be.
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05-14-2023, 11:27 AM | #18 | ||||
Join Date: Aug 2004
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Re: [SUPERS] What did not age so well... and how to make it work!
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If you do allow Wealth, place restrictions on how money beyond the Campaign Starting Cash can be spent; or use a variant rule that breaks Wealth up into parts, and don't let the players buy the part that gives them a great deal of liquidity: put it into stuff that gives them a high standard oof living, and/or for social engineering. Let the players know that you're not even going to attempt to be realistic about this: even if the narrative says that they should theoretically be able to sell of their house and use the proceeds to purchase an arsenal, actually allowing that would mean that a player would have to be stupid not to do that. |
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cyberpunk, powers, supers |
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