Buying off Flaws and selling out Extras

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Buying off Flaws and selling out Extras

Postby jinx » Thu Jul 31, 2003 12:30 pm

Is there any ruling on how characters can trade off Flaws and Extras as they progress through the levels?

I know that Extras can be bought as the character advances, and the extra PP must be bought too, but what about exchanging the Extras for PPs.

(ie PL3 man has Energy Blast +3 with Deflection, Explosive Blast and Propulsion extras costing a total of, erm, 5PP per level. But later wishes to 'trade in' the Extras for PP to spend elsewhere). The character has specialised his Energy Blast for pure power and removed the Extras.

Anyone see a problem with this?
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Postby AaronUnicorn » Thu Jul 31, 2003 1:01 pm

Personally, I wouldn't allow it without an in-game reason for why the character "forgot" how to use part of his power. I can accept a character training and learning how to overcome flaws, but not the other way around.

But that's just me. If it works for your game, go for it.
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Re: Buying off Flaws and selling out Extras

Postby Striker » Thu Jul 31, 2003 1:37 pm

jinx wrote:Is there any ruling on how characters can trade off Flaws and Extras as they progress through the levels?

I know that Extras can be bought as the character advances, and the extra PP must be bought too, but what about exchanging the Extras for PPs.

(ie PL3 man has Energy Blast +3 with Deflection, Explosive Blast and Propulsion extras costing a total of, erm, 5PP per level. But later wishes to 'trade in' the Extras for PP to spend elsewhere). The character has specialised his Energy Blast for pure power and removed the Extras.

Anyone see a problem with this?


Oddly enough this is one of those cases where the device flaw becomes an advantage. If your power is based off of a gizmo of some sort that you built, I can think of no reason why you couldn't canibalize some of the un-needed parts from that(trading in the extra for PP) to build a new toy(spending the new PP).

Of course that makes a flaw an advantage, so while there is no in game reason I could think of to disallow it, the balance factor might make me just say no. It's really dependant on the flavor of the game. If everyone is using devices of some sort, instead of innate super-powers, then that would be fine because everyone can do it. But in a mixed game, well, it's just not fair to the people who didn't want to play gadgeteers.
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Radiation, Toxic chemical, Heroic Epiphany...

Postby haferka » Thu Jul 31, 2003 7:33 pm

Acording to the book, you can move around your points any time that you can justify it with the GM.

The best way to justify removing a flaw is through experience.. Just gain a level.

Another cool way to do it is save up enoph points to buy back the flaw or extras, then spend a Hero point in game for an Epiphany. You just realized a new way to use your power in a new way.

As far as loosing Extras, that seems a little harder. You could wait untill the character suffers a severe loss (in game).
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