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Post by Jet on Aug 5, 2007 14:04:39 GMT -5
When I was making a character for only limited stones (30+10 from challanges), I noticed something. My character (no names please) is a member of large military object. And as we know, large military objects (be it SHIELD or US Army) always provide their members with basic equipment. I dont see the point in making a soldier and buying him guns or armor with stones/cash, since they should provide him with their own (like playing a god provides with Immortality etc.)
So my solution would be more a suggestion to GM's - when GM is recruiting a new team, they should provide their team with some equipment, so players wont have to spend stones/money on them. Im not talking about stuff like Sword of Light or Armor +4 - just some basic things that will go with the team's theme. For example:
SHIELD: Pistol (+2), Knife (+1), Kevlar Vest (+1 defense), Communicator X-men: Costume (+1 defense), Communicator Badge AIM: Blaster (+3), Body Armor (+2 defense) SWAT Team: Machine Gun (+3), Kevlar (+1 defense), Tear Gas, Granades, Handcuffs, Shortwave Radio
Of course, most of it can be bought with cash from the Team Affilation wealth bonus, but still, I think that would be a good idea.
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Post by pgholland on Aug 5, 2007 14:21:04 GMT -5
What you've mentioned above: You've given most of the teams +1 Costumes/armour, all characters can have that for free anyway- that's in the main book somewhere, so you shouldn't be paying for it anyway.
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Post by Jet on Aug 5, 2007 15:09:06 GMT -5
No, its said clearly, that they can have it for 1200$, not for free.
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Post by pgholland on Aug 5, 2007 15:49:48 GMT -5
Nope, go check charater generation ALL characters get a free costume.
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Post by Jet on Aug 5, 2007 15:55:24 GMT -5
I mean, a free +1 defense costume, not just clothes (they're free to anyone).
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Post by pgholland on Aug 5, 2007 16:47:41 GMT -5
I know its in there somewhere, I just can't find it HOWEVER i did find the ruling on body armour better than +1- it MUST be purchased by expenditure of stones or through later inventing.
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Post by Jet on Aug 5, 2007 17:05:24 GMT -5
Gimme a book name and page, then I'll believe it.
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Post by beryl on Aug 5, 2007 23:00:08 GMT -5
I've found a brief mention of it in that rule in the X-Men Guide (regarding trading the +1 for an alternate use like acting as a Containment Suit), but was also unable to find it in any obvious place in the main book. Surprise, surprise. It's impossible to find anything in these books, especially an obscure rule that's mentioned only once in a strange place...
Still, if it makes sense for the character to have it (especially if they're part of a well-funded group like the X-Men), and it's low-level mundane equipment, you should give it to them, "even if they can't afford it," to quote the Core Rulebook, Pg 125.
Ditto goes for this entire thread. Those items you posted seem entirely reasonable. I don't see why any member of the X-men couldn't start out with those items. Heck, if they need an Image Inducer, too, toss that in there for free, too.
GM Beware: if you're going to run a campaign where your players will be well-funded and well-equipped, watch out for potential abuse, and make sure that your baddies are well-stocked, too.
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Post by maximus on Aug 5, 2007 23:25:59 GMT -5
It's a sond suggestion.
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Post by Neros on Aug 8, 2007 23:51:16 GMT -5
Well, when players are on a team already, they should get some "standard" equipment or something... Agreed on that... But i also believe ive seen some where in the book that players can get a +1 costume for free... I also remember the part in the X-Men guide about trading that +1 for a special effect...
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