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#41 | |
Join Date: Sep 2004
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Besides, when you get to Superman scale characters such equipment is a rather insignificant boost relative to the troubles they cause (secret identity, repair, etc). |
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#42 |
Join Date: Aug 2004
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If you can identify an ability as being similar to gear but not significantly better, then that's enough to justify pricing it the same as that gear, even if it's not close enough to actually delicate the gear.
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#43 |
Join Date: Feb 2016
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High TL is a pretty standard advantage in supers campaign, especially among aliens, gadgeteers, etc. After all, what is Black Panther than a superhero who has access to TL11^ technology (I think that W'kanda would be considered a TL11^ enclave in a TL8 world)? Of course, the price tag of higher TL gear increases with every TL different, so it might be better to design Black Panther's equipment as gadgets rather than Signature Gear.
When it comes to 500 point superheroes though, it makes more sense to purchase Powered Combat Armor as Signature Gear for a super with Damage Reduction 10 than to have them try to purchase everything that the Powered Combat Armor would give them. You end up with a hybrid character, but it is a character who is much more capable than either a pure technology character or a pure superhuman character. In addition, it makes sense for characters to use High TL to purchase weapons and ammunition Signature Gear, as TL9 ranged weapons are much better than the majority of attack abilities for the same point price. |
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#45 |
Join Date: Jun 2017
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Personally if I'm doing a supers game I just wouldn't use "gear" (my rules-knowledge is sketchy on what exactly this means, but I assume it means things not built using character points): my personal belief is that if it's part of a super's arsenal it's a power with Limitations about being able to be taken away.
Of course that's my personal conception of superhero stories: they never actually worry about gear/almost always have it available even if it's supposed to be mundane and limited by mundane concerns. It's a narrative view of the build. |
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#46 | |
Join Date: Jun 2005
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TL11^ seems over the top. I would accept Wakanda being TL9, I think, as the people in the streets seem to live at a higher TL than present-day Americans. But I don't think you can say that the ^ stuff is a specific TL, other than on the basis of what the non-^ stuff looks like. And the unique stuff invented by Shuri is the product of gadgeteering rolls by a genius inventor, much like Tony Stark's armor or Henry Pym's size change technology. By definition, such items are not widespread enough in a given society to be taken into account in defining that society's TL.
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Bill Stoddard I don't think we're in Oz any more. |
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#47 |
Join Date: Aug 2004
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I'll say this: if the GM allows a high-tech superhero to get his powers through the High Tech or Gadgeteer advantages and cash, then it's only fair to let a superhero with comparable innate powers to pay for them as if they were high-tech Signature Gear. But yeah; if the reference society is only TL8, it shouldn't be taken as a given that you can pay cash for higher-tech gear.
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#48 |
Join Date: Sep 2007
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Supers often claim that their gear is "just high-tech" equipment. But that doesn't mean it should be bought that way, even if you can find stuff in UT. Supers also claim they have perfectly routine stat (if alien -- but it's "normal" for us!), psi, "mutant powers", magic, super-normal stats for humans, ultra-elite training, and who knows what else -- and none of that is literally true, either, even if it has meaning in the first place. Supers in a given world are all generally playing by the same rules, so buy their abilities all the same way. Call it whatever you like; the justification is just fluff, in all cases.
Otherwise, you're really trying to run a kitchen-sink campaign, and should be prepared for all the issues that will arise when you mix your magicians with your aliens with your techologists. |
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#49 |
Join Date: Aug 2004
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I agree with you in principle. But let's take the High Tech stuff out of the picture, and stick to just what's available in the reference society.
One character is a cop, and carries a .44M Auto Pistol (3d pi+ damage, Acc 2, range 230/2500 yards, RoF 3, 9 shots). If he owned the gun, he'd have to pay $750 for it; but as a member of the police department, he gets issued one for free. The other character has an innate attack that also does 3d pi+ damage (Acc 3, range 10/100, RoF 1), which costs 18 points. Let's say that he's been deputized by the police, so she also has the same law enforcement related traits as the cop. Should the cop have to spend approximately 20 points for his gun? |
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#50 | |
Join Date: Dec 2007
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