During discussions in in regards to Specialites, I and a player butted heads over "eligibility" for Master level Specialities. The game we're making characters for is a Teen hero game where the first Event is pretty much the origin story of the group as a whole. One of the characters had taken Acrobatic Master and there was a little bit if discussion whether the character's background really justified being a "World Class" acrobat.
The player floated the idea that a large part of the skill level was tied to the character's powers. A reasonable line of thought. But I had a conceptual problem with it. If the characters skill at acrobatics is tied to their powers, then surely it should be a power so that it can be subjected to the Limit on the Power Set. As it stood, if her Powers were Shutdown, she would retain her world class acrobatic ability. Which, if that ability is supposed to be due to her powers, just seems wrong.
The problem was, we were both right for various reasons. In the end, we came up with a compromise.
SFX I'm the best at ... - In any dice pool using POWER TRAIT, step up SPECIALITY +1 level.
Rookie* becomes Expert, Expert becomes Master, Master remains Master as you can't step up from there.
* We're using a D6 rookie level as the heroes are meant to be young and inexperienced at the start of the game. It's just like Expert and Master except it can't be used to create stunts or resources.


