Grimmshade wrote:Here are some mechanical examples of unlocks from my home game.
10xp - Pig & Cat (My wife's character owns a pig and a cat...) - With the animals present, step up an animal stunts off specialties by +1.
15xp - Queen in hell - Change a Distinction to “Queen in Hell.”, Add a d6 Doom Pool and step up “demonic” Covert or “Followers” Combat resources by +1.
15xp - Demon Magic - Study under demons and with ancient tomes to gain the Mystic Specialty at Expert level.
5xp - finding a cause - Change Distinction “Something to prove” to “Mutant Activist” or similar.
5xp - You have a contact either in the X-Men, or in the Brotherhood.
10xp - The contact can get you in touch with one of the big names from the group.
+10xp - If your group is the X-Men, contact and train under Emma Frost. Step up either Mental Blast or Mind Control +1, for a price.
Thanks for that input! That gives me some ideas to promote unlocks in my session.
Just a couple quick thoughts:
1) For training by Emma Frost, I assume the "For a Price" is an in-game, RP-based price, or something else?
2) You mentioned before about unlocking a scythe. A player of mine mentioned potentially breaking out a spirit-based weapon on an old sorcerer character as an unlockable (not as a power set), so I'm curious if they were along the same line.
3) I assume a good bit of those unlocks are just RP-themed ways of getting the permanent boosts?
Drudenfusz wrote:Too Powerful? In system that allows one to play most powerful characters from the start? Honestly, I have never seen a character I thought that was too powerful. In most games I give my players at least twice as much XP as the game tells me the maximum should be. I am all for powerful characters in the hands of the players, so I am not worried how much XP players get in MHR (but it feels weird to me that I haven't the urge to increase the amount of XP my players will get... haven't started yet, but guess I will find out soon how the campaign will go).
*throws a d8 into the Doom Pool*
I've run far too many games where the goal of most players was to get the highest capabilities and go from there. What I like about most cinematic (and more thematic) games is the slower progression; it doesn't happen often, but when it does, it's huge and well-timed.
Taking some of the sample characters into account, I wonder how long it would take for their powers to be only at d12, with various reasons as to why new power belong into the set in the first place.
Anyway, I like the idea of having competent and very powerful characters, but I don't really see a huge shift in the characters of the Marvel Universe unless something dramatically appropriate occurs. Usually, a power set changes slightly, or gets replaced, but seldom does it truly
improve in the game mechanics sense.
As my current party is already looking at breaking out their own custom characters, many of them with a specialty power (or powers) at d10, I'm looking forward to that RP-based progression and unlocks instead of simply "I save up enough XP for a boost. . .now what?"