Nekkidcarpenter reacted to Christopher R Taylor in Fun new ideas
The Advanced Player Guides have a bunch of neat new ideas and ways of using powers in them, and I recommend picking them up for the thoughts. Some are so great they really should have always been in the rules, like Extradimensional Space.
Here I am going to share some of the new concepts I have for Hero, for people to look at, suggest adjustments, or just giggle at. If other people would do the same with their house rules, this could be an interesting, valuable thread.
Area Effect Scatter: Costs half as much as Area Effect (any) and is bought the same way (basically buy AE: Any then get double the number of hexes/2m areas). But instead a choice how it hits, target a location then roll d6 for direction and 2d6 for distance that each of the 2m areas lands on from a targeted central location. All scattered areas go off at once, and they cannot share locations; if one is rolled exactly where a previous area/hex has been rolled, then it lands adjacent to that or in a new randomly determined area.
Nekkidcarpenter reacted to Christopher R Taylor in Damage Shields without a structure
As a heroic game, the default rules for the setting are no knockback (this is a fantasy setting, and only special attacks can do knockback). Knockback is still calculated, but only to determine knockdown (fall the same 2m area) rather than knocking them flying. This spell blasts them with wind up to a maximum effect of 32m, average around 6m.
Nekkidcarpenter reacted to Dr.Device in Damage Shields without a structure
As far as I can tell, it works the same. An area-affecting constant power affects anyone who enters it when the enter it, and every one of the power owner's phases thereafter while they remain in it. A Damage shield using area of affect-surface affects anyone who touches it when they touch it, and every one of the power owner's phases thereafter while they remain in contact with it.
Nekkidcarpenter reacted to Christopher R Taylor in Mutants: Why does this idea work?
I think the problem with the portrayal in Marvel isn't the existence of anti-mutant bigotry, but its almost universal status. It would have worked a lot better if most people shrugged at it, but a mean, nasty group hated mutants for being mutants. That would not only fit bigotry better (no group has ever been universally bigoted or been discriminated against) and would carry more impact.
Nekkidcarpenter reacted to Christopher R Taylor in Mutants: Why does this idea work?
Yeah, like I stated earlier, there's a huge jump between "i dislike you because you look different/talk different etc" and "I dislike you because you are powerful enough to melt my brain"
Mutants aren't just odd looking or unusual. They are actually, materially dangerous. And they are going to supplant and replace non mutants according to Marvel Evolutionary Theory. That's a huge difference from "I don't like you because you're from Nebraska". That's an actual threat to my peoples' existence.
There's good reason and logical basis for fear of mutants in the Marvel universe, its not just mindless, content less, irrational hate. Especially when you factor in all the thousands of times mutants actually have threatened huge bodies of people, if not the entire planet.
And at the same time, because almost no mutants look any different than anyone else, there's no reason why people should hate them and embrace other superheroes as happens constantly in the Marvel Universe. In this context, there's no difference between Captain America and Dazzler: both have done great things and protected people, both are attractive and noble, both are consistently heroic (with a few mind control bad moments). Cap is beloved and honored, Dazzler is hated. For no other reason than "we want to push the anti mutant thing for plot reasons."
See, what I'm saying here is that no matter how much propaganda you put out, or what cool slogans you whipped up, people would not differentiate between mutant and non-mutant. They'd fear and hate every superhero.
Nekkidcarpenter reacted to Duke Bushido in Limiting RSR rolls
I do limit RSR, but fair warning:
I am _not_ the best example, because I am the first guy here to defenestrate the rule book in favor of what works at the table and keeps the game fun. With that in mind, I am likely not the guy you really want to hear from.
Things I have done in various Fantasy campaigns in the past regarding RSR:
If your RSR was for a Skill with a level above 16-, the value of the Limitation was cut in half. If the Skill is is 21-, I cut the value in half again. (this works because despite the rules, I allow -1/8 Limitations (mostly for situations just like this) and +1/8 Advantages ( it seems to stop the quibbling over the -1/8 value Limitations).
Anything attached to a Skill of greater than 21- is a -1/8 and _must_ take a second RSR at -0 (obviously not on the same Skill or Characteristic). In some campaigns, I have instead mandated an additional -1/2 Limitation.
While it doesn't _stop_ theoretical abuse, it does make it significantly less attractive. One this it does is to help prevent over-powered starting PCs, as they are rebated fewer points to spend elsewhere. Yes, as the campaign progresses, a Player can spend his EXP wherever he would like, but I have found in practice that they tend to broaden Skills and abilities rather than deepen them, so the Skill upon which the RSR is based doesn't climb as much it potentially could.
Again, it's not a cure-all solution; it simply makes that particular exploitation less attractive.
In campaigns where RSR is mandated (and usually at -0), I have done something slightly different. Using the same or similar (sometimes I have started at above 14- instead of above 16-, depends on the "grittiness" of the campaign and the prevalence / reliability of magic in that campaign) and required additional side effects. To explain:
A Character with an RSR on a skill of, say 13-, would not have to take this additional side effect. A character with a skill of 21- would. Before shooting this down, let me break it down a bit:
Because of penalties inflicted by the AP of the magic being used, the 13- wizard is only able to manipulate a certain... "volume?" of magic. This lesser amount of magic is less troublesome against the physics of the world-- the universe can recover more quickly and more easily, in a manner of speaking. The wizard with a 21- roll can conjure a much greater volume of magic, one that is more difficult to control, and to which the world is more opposed, resulting in some sort of backlash.
Further, (remember what I said about chucking the rulebook to keep things fun and moving?), I have no problem (in such a campaign, mind you) with the 21- guy announcing that he wishes to use a "smaller" amount of magic and voluntarily dropping his target number to avoid additional side-effects. (again, for the audience: I know the rulebook would sprain itself over this idea; I am not suggesting that it is remotely supported by the rules, unless you custom value the additional Limitations based on some sort of sliding scale, etc, and call it a "custom Limitation" that works, at certain skill levels, very much like some normal Limitations work all the time. However, I don't bother to do any custom pricing for them)
I tinkered with an idea that there be a requirement to have two RSR rolls: one to determine how much magic you could wield, and one to determine how well you could cast it. That is, you could buy "manipulate magic" up to whatever skill level you wanted-- say, as I keep hitting it, 21-. The idea was that for every X points by which you beat your target roll, you could summon enough magic to cast Y real points of a spell. Then you would cast your spell against the "cast magic" or "cast this particular spell" skill (keeping in mind that there are AP penalties against this particular roll, etc).
This never got off the ground for a couple of reasons: It required that the spell book be built so that each spell was written per "level." That is: per die, per line on the chart,-- such as that. No one minded it, but it was a bit of front loading that might bother some players or GMs, but for me it just didn't feel like "magic." I suppose I should say it felt _less_ like magic, because the "doesn't feel like magic" is sort of a long-running problem with me and HERO: when the spell is built the exact same way my horse is built, it feels far more like a utility than a mystic ability. Again, that's _my_ problem, and not anyone else's.
The biggest reason it never got off the ground (we played with it in a couple of test sessions, but have yet to try it in a campaign) is that I am not really super-excited by fantasy. I am a science fiction fan at heart, with a healthy does of western fiction, a dabbler in good occult fiction (meaning "not Buffy" and "not VtM"-- both entertaining, but as-presented, occult was a backdrop, really, and not even necessary to tell the story), and _willing_ to run supers. Not a big fan of supers, but I am a fan of the players having a good time, and I am not really _opposed_ to supers. Fantasy just isn't my trigger-tripper, I suppose, and for the most part my Players are kind enough to go elsewhere when the just _need- a Fantasy fix. Perhaps one day we will give it a go, but who knows...?
Again, I don't expect anything in there to really appeal, as most of it violates some significant part of the RAW, but perhaps something in it will get you thinking toward something that works for you.
Nekkidcarpenter reacted to Duke Bushido in The Upcoming Marvel Game Is Cutesy
I have always been the first to admit that I know diddly/squat about comic books,
but even I know Shield stood for Supreme Headquarters for International Espionage, Law Enforcement Division.
Of course, I also knew that those words really don't make a lot of sense together, and that someone really wanted it to spell "SHIELD."
Nekkidcarpenter reacted to jdounis in Presence attacks & Initiative
Hello just some clarifications for presence attacks and one question about starting combat.
1) When an enemy(or enemies) hesitates and acts after because you have achieved this effect with a PRE attack how do you resolve that? The enemy's DEX or EGO gets yours + 1 for example for this phase? or your DEX or EGO climbs above theirs? i ask these especially on how this interacts with the other combatants.
2) In the example of 6E2 pg 138 with Arkelos, how Arkelos managed to use his Fire Bolt Spell to initiate a PRE attack before the Giants acting?
and now about starting combat, this connects with question 2 above
Lets say two hostile groups of combatants are verbally threatening each other but noone has started fighting yet,when someone suddenly tries to attack first and is not a surprise attack,does he get to attack first and then everyone othen acts normally on their DEX or normal initiative rules get into play(even he has to wait for his DEX)
Nekkidcarpenter reacted to Steve Long in Presence attacks & Initiative
1. Good question — I’m surprised this one hasn’t come up before.
Presence Attacks that cause a target to “hesitate,” as described on 6E2 136-37, are usually made at the beginning of a Segment in which both the attacker and target have a Phase. If that’s not the case, the GM has to decide how long the target remains “impressed” in light of the current situation — Presence Attacking too far in advance of his ability to act may ultimately deprive the attacker of any advantage. In any event, the effect of being “impressed” only lasts long enough for the target to hesitate one time. After that, the characters’ relative DEXs return to normal for purposes of determining the order of Actions in a Segment.
When a character “hesitates” due to a Presence Attack, reduce that character’s DEX and EGO to 1 less than that of the character who successfully Presence Attacked him only for purposes of determining who acts first in a Segment. Unlike the similar effect of being Blocked or Thrown, this reduction typically applies as to all characters in the combat, unless the GM rules otherwise. (This may depend on the nature and specifics of the Presence Attack.) Once the attacker takes advantage of this to attack the target, or that Segment passes, the effect ends and relative DEXs return to normal.
2. It’s difficult to say for certain, because we don’t know the specifics of the campaign setting that Arkelos exists in or the magic system that governs his spells. But based on the example his Fire Bolt spell, at least, doesn’t seem to require any Concentration, Extra Time, or anything else that might prevent him from using it as part of a Presence Attack in the described fashion, so the GM chose to allow him to do it even though making an attack would ordinarily require an Attack Action. After all, it’s pretty cool and adds to the fun of the game, so why not? If he tries to do it multiple times every game session the GM would probably rein him in, but once every now and then isn’t a problem — at least not for this GM.
3. That’s really up to the GM based on the situation. I think that most GMs (including me) would let the character who declared that he was attacking make his attack first, then go to the ordinary initiative order for determining the order of Actions for the rest of the characters in Segment 12.
Nekkidcarpenter reacted to Mr. R in My conversions (formerly Builds of 2018)
I am Iron Woman
This is an interesting take on Power Armour. And I like it. It differs in that it really doesn't have the blaster set most have and make her a combo growth brick or speedster. This would require an experienced player and GM so he doesn't micro manage but as long as they keep it fast, this could be a very cool set. Add the role playing hooks and this becomes one of my favourite builds so far!
Nekkidcarpenter reacted to Terminax in A World Apart [A TMX Campaign]
A broad outline of A World Apart:
The world of A World Apart is similar but different than ours. Superheroes, as we know them came into being mostly in the Interwar years and World War 2. Mystics, wizards and strange things weren't unknown beforehand or during but the world-at-large didn't believe so their power, influence and visibility were highly restricted. Yes they were there, but in the shadows. On some worlds, Nazi Germany and it's fascination with the occult were responsible for a surge in magical forces but here not so much. Instead the cause behind that, would be found in 1920s Egypt. During Howard Carter's discovery of Tutankhamun's tomb, he inadvertently weakened a ward that lay under the tomb placed there in times far older than the Pyramids themselves. One of seven such scattered across the world at what once were the nexus points of ley line energies that fed magic to the planet. As the one in Egypt faltered so did the other's weaken, slowly but surely. This act, allowed energies once dammed up and shunted elsewhere to flow once more unimpeded. At first it was just a trickle of an increase in magical power but as the coming decades would reveal the eventual flood that'd come would have grave consequences for the world. At the same time, science was revealing secrets of it's own, leading man to build devices of increasing complexity and power, shaping the world in ways never seen and revealing fundamental building blocks to the universe itself.
As the world barreled into World War 2, the first true superhumans were born in the labs of Germany and America, then Russia and Britain then all over as experimentation in biological and chemical sciences unleashed man's true potential. While most weren't much more powerful than highly trained and those at the peak of athletic fitness, some were and demonstrating powers of the unbelievable - the strength to lift tons. to throw electricity or fire or the power to move objects with one's mind or probe into the thoughts of others. As the world fought each other so did these men (and women). Patriot, the American Shield, Herrenmensch [Master Man], Blitzkrieg, the People's Protector, Red Star, Union Jack, Spitfire and many others. Soon, advances in war making technologies would unleash novel technologies, most barely understood or stable. So-called Doomsday devices would be invented and almost always fail. Until the Americans developed the atomic bomb and used it to end the war in the Pacific, destroying two Japanese cities in the process. Germany itself was beaten long before that, even with the boasts of it's masked men, scientific elite and occultists who turned to the ever increasingly available mystic arts.
The Post-War period was a time of denouement as the world recovered and changed even more. The first generation of Superheroes for the most part faded away. either retiring from public life or dying as side effect of the means which they gained their powers. A very few stayed active, though most stayed in the shadows. The unleashing of the power of the atom would have it's own side effects. Radiation and radioactive pollutions from the variety of nuclear explosions would go on to affect the genetics of a tiny minority of people, giving them superpowers through mutation. While most of those so afflicted would not demonstrate their powers until the late 50s and early 60s, those that were blessed or cursed by them were a magnitude more powerful than the generation that came before them. The second and less visible side effect is the unseen side effect of nuclear detonations. Each time one was exploded for testing, the energy waving forth dramatically affected the nexus points and ley lines of magical power on the world. Now that they were properly "live", instead of being inactive, each blast overcharged the ley lines and nexus points. They still were being drained but now with pulses of power charging through them, other wards began to fail faster. If only man had known what it'd soon unleashed.
As the world recovered, men and women of power and influence gathered together and formed the criminal cartel they called VIPER. A council of elites were formed to direct the organization from the shadows and they recruited a leader, a figurehead of sorts to act as their public face who they called the Supreme Serpent. Arming themselves with cutting edge weapon technology, VIPER quickly found supervillains to be of supreme usefulness and recruited them if only to serve as living weapons. Their goal was to gain power, and eventually dominate the world. Elsewhere, unknown to all, one of Germany's top scientists had stayed aloof and untouched by Allied hands. Now calling himself Doctor Destroyer, he would prepare in secret for his own plans of world domination. In North America, a motley collection of mystics, magically inclined individuals and even a Dragon (woken from it's long slumber by the return of magic levels worldwide) assemble and found what will become the modern Circle of the Scarlet Moon. One of their own would seek his own path, ultimately creating the basis of the future DEMON organization. On the side of "Good", the United Nations Tribunal on International Law or UNTIL is formed and in the USA, PRIMUS is created.
The Korean War proceeds largely without the presence of superheroes until the United Nation forces regain the initiative and push Northwards towards the Yula River. At that moment, North Korea reveals that it has developed a reliable and reproducible means to create superhumans at an unprecedented scale, deploying the world's first (and to this day) only superhuman army. Pushing the UN back to the 38th parallel, the Korean War ends in stalemate that lasts to the modern day. Around the world, other nations rush to do the same but over the coming decades, the various programs are rarely create more than a singleton or handful of superhuman results. By the late 60s the first mutants start cropping up, the majority of which appear in the American West or Japan. Technology advances quickly, leading to a profusion of superhuman enhanced by powered armor and giant robots. It's at this time, America's leading technologist and inventor becomes Paradigm. A new wave of superheroes take the world and particularly the United States by storm, becoming the heroes of the silver age. Some are legacies, taking over the roles of Golden age heroes while others claim to be Gods and Demi-Gods of old awakened by the changing world.
The assassinations of both Kennedys tip the world ever so slowly into a darker, more complicated world. Decolonization in Asia and Africa lead to conflict after conflict. The silver age begins to tarnish and turn it's generation of superheroes into peacekeepers and peacemakers. Supervillains of increasing power begin to appear, as do Mutants. As the world enters the third stage of superhuman development, or the bronze age to some - the first aliens appear (or at least acknowledged in modern times) drawn to Earth by it's numerous nuclear bomb testings over the years . These first incursions are almost always met by superhuman force and drive away, for now the majority of these off world visitors. Among the space faring races, Earth becomes a place to avoid - too dangerous, unpredictable and unwise by their standards - though some of them have other musings. It is in 1970 that Doctor Destroyer first appears and defeated by a coalition of superheros under the banner of UNTIL. VIPER not to be outdone also launches it's first forays in global domination but all of which fail, leading to an internal collapse and reorganization. RAVEN is birthed in these tulumutus times as an counter anti-colonial organization, marking among its members, magnates and royalty from around of the world unwilling to lose their power bases without a fight. In Chicago, a young teen comes into the possession of a mystical amulet that transforms him into a tall, dark haired muscle clad man that can fly like a jet, easily lift a locomotive over his head and nearly indestructible to harm. Calling himself the Mighty he becomes the Midwest's greatest hero.
Learning from Korea, the United States settles the war in Vietnam quickly choosing instead to focus it's counter-Communist efforts elsewhere. Instead of the notion that it will fall under the sway of the Russian communist bloc, Vietnam joins Yugoslavia led Non-Aligned Movement. PRIMUS deploys the fruits of decades of research, unveiling the fruits of the Cyberline program - the Golden Avenger and his lesser counterparts the Silver Avengers to the world. While still not unlocking the secret of making a superhuman army as North Korea has, it does gives the USA a firm leg up over nearly everyone else. Paradigm coaxes Patriot out of his second retirement, recruiting ten of America's most notable or powerful superheroes into the group known as the Elite. While the 70s and early 80s can be called the Bronze age by some, it stands out as the time where more superhumans than ever, many with much milder powers appear. VIPER and RAVEN begin a series of conflicts and raids against each other. Mechanon makes his first appearance in 1982 and over the course of the next few years would terrorize the east coast of the US, battling several local superhero teams, being destroyed each time only to return again.
In the mid-80s, The Mighty everyone in Chicago knows, disappears from public service only to be replaced by a different, slightly slimmer and smaller man naming himself the Mighty and paired with a woman of similar color and build calling herself Ms Mighty. The pair claim to brother and sister, and the children of the Mighty who they claim has retired. They serve in his stead for several years until the evil robot known as Mechanon once more attacks. In an ambush strike Mechanon swiftly strikes down Ms Mighty and in a brutal engagement across the system it and the Mighty trade blow after blow until the robot crushes the stalwart hero. Badly damaged in victory, Mechanon self-destructs when the Elite and other superhero reinforcements confront it. A search is made for the fallen Mighty and Ms Mighty but the bodies have disappeared.
The Cold War ends with the USSR beginning to collapse, Europe pulls together to first create the European Community then the European Union. Even as the Berlin wall falls, a outspoken Danish politician calling for even greater unity becomes disillusioned with the whole project and leaves the European parliament. In the months to come, this man would be the supervillain known as Fiacho and create Europe's first supervillain team, called Eurostar. Recruiting Europe's most powerful supervillains into it's ranks, Eurostar becomes the Europe's opposite to America's Elite. As the Warsaw Pact disintegrates and the USSR's influence retreats, South Eastern Europe becomes Eurostar's playground until VIPER, resurgent and refocused ambushes the team. Killing several of Eurostar's roster, this sparks a war between the two that lasts to this day. Iraq invades Kuwait and is ultimately repulsed by a coalition led by the USA. At the same time, a coup in the USSR leads to a dramatic reorganization it's borders as many of it's member states condemn the coup and breakaway. However the coup is ultimately successful and Russia reorganizes the USSR into a smaller but less burdened nation.
In the early 90s, America undergoes a sea change in politics as industrialist and business tycoon Russel G. Warding launches the Patriot party, successfully not only capturing political control over states such as Minnesota, Ohio and California but also becoming the first third party President of the country in the 1992 election campaign. The country's political landscape changes overnight. The Patriots lose control of the Presidency in 1996 to the Democrats but regain it in 2000 and ultimately losing it to the Republicans in 2004. 9/11 as we know it in our world, never happens. Instead, the world faces invasion by an apparent interdimensional conqueror who is stopped by an alliance between the world's superheroes and supervillains, with only notably North Korea refusing to get involved. This event would reinvigorate UNTIL as an international agency and cooperative effort to fight against worldwide threats. Canada would create it's own national superteam, called the Sentinels after members of the Elite cross from the American side chasing down a team of VIPER supervillains and challenging Canada's sovereignty.
Appearing in Chicago out of nowhere in early 2018, is someone who looks like the original Mighty in both appearance and powers. Saving a crowd from an out of control bus, he would quickly disappear as he appeared. Since then, whoever this Mighty is, has intervened city wide hundreds of times saving countless lives. Paradigm tried to confront the hero to ascertain his identity and was brushed off and told to "Get the hell out of my way you corporate stooge. Go back to Wall Street!" which was caught live on camera much to the chagrin of the armored hero.
GM's note: There are, obviously many many points being glossed over here and lots of other events not yet listed. More edits are coming and more will be detailed in future postings. Patriot is an Captain America (Marvel) clone, The American Shield is a Shield (Archie/Impact) clone, Paradigm is an Iron Man (Marvel) clone. North Korea's superhuman army is heavily based on Uber (Avatar). The Mighty is a Captain Marvel/Shazam and family (DC) clone, Russel G. Warding is a fictional replacement for Ross Perot Jr.
Nekkidcarpenter reacted to Derek Hiemforth in Semi-Major Mistake in Champions Complete
(Not really a question, but this forum seemed like the best place to provide feedback.)
To quote Popeye the Sailor, "Garsh... this is embarasskin'!" 😳
So, I uh... I was using Champions Complete last night, and happened to notice a not-inconsiderable error I made in it, lo those many years ago...
On page 20, when describing Pushing in Heroic campaigns, it says, "Pushing in Heroic campaigns requires an EGO Roll ... The character gains 1 CP to the ability per 1 point he makes the roll by, to a maximum of +5 CP."
That is just flat-out incorrect. That second sentence should read, "The character can add up to 5 CP to the ability if the EGO Roll is successful, +1 CP for each point he makes the roll by."
Nekkidcarpenter reacted to Duke Bushido in Motorcyle as Power
I find Ghost Rider (at least as I understand the modern character-- let's remember I'm not really a comic book guy) to be the perfect example of this, _especially_ if you look at the example from the movie with the turn mode thing:
The bike in the movie has quite possibly the most ridiculous rake and trail angles I've ever seen ridden. Yes; there are trailer queens that are as bad or worse, but they aren't really ridden. Why? Because they absolutely _can't_ be steered in any effective manner. Yet in the movie, high-speed turns and ducking down alleys, etc (and up walls?!) just happened, period.
The bike wasn't going to work for anyone else, either. In the case of GR, it's something he summons (usually by turning some other bike into this bike, I think, but I'm also not sure that this is absolutely necessary. Can anyone tell me of an instance where he couldn't summon his bike for some reason? If so, I _might_ go with Focus of Opportunity as a requirement, but even then....
The problem with these discussions-- not this particular one or any particular person, but the "what do you think of my idea" conversations-- is that they are seldom treated as "what do you think" or "would you allow," but instead a litany of "what you did wrong" or "what you should or must also do."
Maybe this bike isn't going to require a turn mode. Maybe it's not going to be something anyone else can operate. Maybe it isn't able to carry more than the character himself can carry. For example, if he had told us that the "focus" is the Amulet of Hermes worn 'round his neck, absolutely none of these "requirements" and "must haves" would have come up. None of them. The focus is a motorcycle? No; that means that---
It doesn't. It doesn't automatically mean anything. It opens options that the player or the GM may wish to consider in terms of "this might be an interesting way to represent what you're going for" or even "this is a logical problem you could accept in exchange for a reduced price," but that's really it.
Certainly, remind him to consider these things, but assuming that these have to be actual issues in the game at hand is a bit out of place.
Granted, this is just the opinion of one lunatic.
Nekkidcarpenter reacted to Colossus in Motorcyle as Power
As a GM I want to see if others think this is fair, even if it bends the rule.
A character in a standard 400 Champions 6 Edition game who is Martial Artist wants a motorcyle that has a 50 m x4 NCM speed. They want to to be able to react at their DEX, OCV, DCV,and SPD which would cost upwards of 50 CP. This is another offer for 28 CP:
Motorcycle: Running 50m, x4 Noncombat (69 Active Points); OAF (-1), Only On Appropriate Terrain (-1/2), 1 Continuing Fuel Charge lasting 6 Hours (+1/4)
Obviosuly the full vechile rules should be used if you are buulding the Bat mobile or a Fighter jet, but is there any reason not to allow this. It seems fair to say the motorcyle is designed to work with the higher DEX and other Stats the character already paid for.
Nekkidcarpenter reacted to armadillo in Champions 3,4,5 edition Pick-Up Game
Hokay, I have to close applications on this one--I got more responses than I thought I would. I posted the game in a few other places.
Maybe in July I could look at adding people again, if some don't pan out, but for now I will close new applications. Thank you!
Nekkidcarpenter got a reaction from Opal in Motorcyle as Power
Have it cost an appropriate amount of points per its usefulness in your game. If it's basically a plot device to let him travel between scenes faster, ask yourself if that's more valuable to him as a player or you as a gm? Sometimes the journey IS the adventure (see the Middle Earth Travelogue; LotR) but usually in supers games you want that part finished with the least fuss necessary.