Yeah. But I only mentioned it since I was using Ultimate Power to build the blast (from the Damage power).
I'd REALLY prefer if people would ask me before grabbing extra books. UP has a lot of options that aren't present in the main book, and I didn't say it was a usable source specifically b/c I wanted to keep this game a bit more basic. I understand a lot of the options in it are doable in the base book, but still I'd prefer if people used JUST the core book.
Arkhandus
whoops, i thought that was a 10 speed, not a 1.
If you want it to take a while to charge up, that's pretty much what the action flaw exists for.
Andor
Side Note: M&M ALSO has an optional wealth system detailed on page 132 that works just like d20 modern, but i'm not using it.
Now, as Shayuri allready said, it's not about money, it's about usefulness in the game. The EP cost is about how useful the items are to super-hero type characters. Wealth is about how much the item would cost, money wise. They are completely seperate things, and in no way should one be confused for the other. Having 10 EP doesn't mean you have X dollars worth of gear, it means you have 10 points worth of useful equipment.
It's a headbanging example of confused and conflicted game design. They simply couldn't make up their minds if they were trying to make a realistic wealth system, or an equipment as powers system, or a game centered wealth system independant of powers. So they did all three, tossed it together and hoped no one would notice.
actually, I think they handled it quite well, it's far less abusable this way.
It's not that they were confused or couldn't make up their minds. reading through the book shows that their #1 concern with everything seems to be balance, and using a system where you purchase usefulness instead of monetary value is very much in fitting with that.
Binder
The long range problem on your attack teleport isn't a problem with it emulating your other powers, It's that I do not want a long ranged teleport attack in my game. If you need something to explain to yourself why it doesn't work long range when your others do, how about this : Dragging someone elses life force is a lot more difficult than an object or your own, and as such the distance over which you can accomplish this is lessened.
Nighshift also has a personnal conection to some of the items in there, mostly to his duty revolver and to his first pair of handcuffs (given to him by his old army training sergeant, don't you know, a real sign of approval).
All in all it makes a fine Complication, I think, but I could merge it with the "His Essence, infused into various objects" complication if you don't think it stands on its own (?).
The complication as it origianlly stands is ok, b/c complications only matter WHEN they happen, I just needed to know how much of a complication it was (seems it's almost nonexistant unless somebody specifically knows they're yours and what to do to keep them from you). I think, though, that the infused essence thing would make more sense and be cooler, you could even take that as a drawback instead of just a complication -
Limitation: Summoned Objects: Only works on things you've infused with your life energy (a move action requiring a touch that lasts indefinitely?)