Post by Silverback on Apr 21, 2005 4:33:09 GMT
As characters develop in the MARVEL SUPER HEROES RPG, they may increase in levels, Powers, and abilities. This is known as advancement.
In order to advance, individual players must create a separate listing or fund of Advancement Points (AP).
AP's placed in that column will be used for a specific type of Advancement: Ability Advancement, Resource Advancement, Popularity Advancement, Power Advancement, Power Addition, Talent Addition, or Contact Addition.
• Ability Advancement is the increase of any of the seven primary abilities (FASERIP).
• Resource Advancement is the increase of the Resource ability, and reflects that the character is spending time and energy increasing his wealth.
• Popularity Advancement is an attempt to increase the character's Popularity rank, via the old PR campaign. Given the fluid nature of Popularity, this is used in cases where the hero has suffered from a smear campaign or
other negative Popularity modifiers.
• Power Advancement is the increase in superhuman abilities the character already possesses, and reflects a fine honing of those abilities.
• Power Addition is the gaining of new Powers, either through experimentation, latent abilities coming to the fore, or further modification of the character.
• Talent Addition is the gaining of a new Talent from those listed on the Talent Table, or the development of a new Talent.
• Contact Addition is the gaining of additional Contacts, and reflects a previously unrevealed or newly gained Contact. As campaign play itself often creates new Contacts, this advancement pool is not often used.
AP's put aside must be put them for one of the seven purposes above. A character may not have an Advancement fund set up for more than one of the seven purposes, but, after making a purchase in one area, may move the remaining AP's to another area.
Ability Advancement: Raising an ability by one rank number costs 10 times the current rank number of that ability. Raising an ability to the next highest rank (from Excellent (25) to Remarkable (26), for example) is called Cresting. When cresting into the next rank, an additional 400 AP's are spent.
Resource Advancement reflects an increase in Resource rank. The individual numbers of a Resource do not reflect any change, but only when the character advances to the next rank is that change apparent. Cost is 10 times the rank number, plus 200 points for Cresting.
Popularity Advancement reflects a concentrated effort to increase the character's Popularity score, and is reflected both by the addition of AP's as well as in specific acts the character must perform. Raising Popularity by one rank number costs 10 times the current rank number. There is no Cresting cost to raise from one Popularity rank to the next. In addition, the character must have performed one publicized act of charity in the past three weeks.
Power Advancement: Abilities under the character's Powers may be increased through expenditure of AP's. Cost is 20 times the rank number gained, and the cost for cresting is 500 additional points.
Power Addition: Heroes may increase their Powers by spending AP's. The cost of an additional Power is 3000 plus 40 times the starting rank number. New Powers (as opposed to Power Stunts, which are relatively cheap) must have a rationale of some type.
Power Stunts: A Power Stunt permits the hero to use his or her Power in a fashion that has hitherto not been used. When a hero wishes to attempt the stunt, he describes the stunt to the Judge. The Judge then states if the stunt is possible, given the character's level of Power, and what roll would be required. The player then spends 100 AP's to try the stunt. Additional Karma to manipulate the die roll may be spent now.
Talent Addition: Heroes may add to the Talents they have by spending AP's and seeking training. Additional Talents must always have a rationale. If your character wants to learn Martial Arts D, she must find someone to teach her. Characters may learn from other player characters at a cost of 2000 points, or from NPCs at a cost of 1000 points per Talent. (This is to get them out the house.)
Contact Addition: Heroes may add to the Contacts they have by spending into this advancement pool and seeking out the Contacts. Such Contacts should fall into two categories: contacts the hero has met or dealt with, and contacts that existed in the time previous to the start of play. If the Contact is one the character has encountered, that Contact should be Friendly or Neutral (not Unfriendly or Hostile). Contacts cost 500 points plus 10 times the Resource rank number of the Contact.
In order to advance, individual players must create a separate listing or fund of Advancement Points (AP).
AP's placed in that column will be used for a specific type of Advancement: Ability Advancement, Resource Advancement, Popularity Advancement, Power Advancement, Power Addition, Talent Addition, or Contact Addition.
• Ability Advancement is the increase of any of the seven primary abilities (FASERIP).
• Resource Advancement is the increase of the Resource ability, and reflects that the character is spending time and energy increasing his wealth.
• Popularity Advancement is an attempt to increase the character's Popularity rank, via the old PR campaign. Given the fluid nature of Popularity, this is used in cases where the hero has suffered from a smear campaign or
other negative Popularity modifiers.
• Power Advancement is the increase in superhuman abilities the character already possesses, and reflects a fine honing of those abilities.
• Power Addition is the gaining of new Powers, either through experimentation, latent abilities coming to the fore, or further modification of the character.
• Talent Addition is the gaining of a new Talent from those listed on the Talent Table, or the development of a new Talent.
• Contact Addition is the gaining of additional Contacts, and reflects a previously unrevealed or newly gained Contact. As campaign play itself often creates new Contacts, this advancement pool is not often used.
AP's put aside must be put them for one of the seven purposes above. A character may not have an Advancement fund set up for more than one of the seven purposes, but, after making a purchase in one area, may move the remaining AP's to another area.
Ability Advancement: Raising an ability by one rank number costs 10 times the current rank number of that ability. Raising an ability to the next highest rank (from Excellent (25) to Remarkable (26), for example) is called Cresting. When cresting into the next rank, an additional 400 AP's are spent.
Resource Advancement reflects an increase in Resource rank. The individual numbers of a Resource do not reflect any change, but only when the character advances to the next rank is that change apparent. Cost is 10 times the rank number, plus 200 points for Cresting.
Popularity Advancement reflects a concentrated effort to increase the character's Popularity score, and is reflected both by the addition of AP's as well as in specific acts the character must perform. Raising Popularity by one rank number costs 10 times the current rank number. There is no Cresting cost to raise from one Popularity rank to the next. In addition, the character must have performed one publicized act of charity in the past three weeks.
Power Advancement: Abilities under the character's Powers may be increased through expenditure of AP's. Cost is 20 times the rank number gained, and the cost for cresting is 500 additional points.
Power Addition: Heroes may increase their Powers by spending AP's. The cost of an additional Power is 3000 plus 40 times the starting rank number. New Powers (as opposed to Power Stunts, which are relatively cheap) must have a rationale of some type.
Power Stunts: A Power Stunt permits the hero to use his or her Power in a fashion that has hitherto not been used. When a hero wishes to attempt the stunt, he describes the stunt to the Judge. The Judge then states if the stunt is possible, given the character's level of Power, and what roll would be required. The player then spends 100 AP's to try the stunt. Additional Karma to manipulate the die roll may be spent now.
Talent Addition: Heroes may add to the Talents they have by spending AP's and seeking training. Additional Talents must always have a rationale. If your character wants to learn Martial Arts D, she must find someone to teach her. Characters may learn from other player characters at a cost of 2000 points, or from NPCs at a cost of 1000 points per Talent. (This is to get them out the house.)
Contact Addition: Heroes may add to the Contacts they have by spending into this advancement pool and seeking out the Contacts. Such Contacts should fall into two categories: contacts the hero has met or dealt with, and contacts that existed in the time previous to the start of play. If the Contact is one the character has encountered, that Contact should be Friendly or Neutral (not Unfriendly or Hostile). Contacts cost 500 points plus 10 times the Resource rank number of the Contact.