Superior City Challenge Points
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Challenge Points

 

For completing various tasks and defeating bad guys, the heroes earn Challenge Points. This represents, in an abstract way, something of a measure of their notoriety (at least in rumor) as superheroes, as well as their personal progression in the career of crime-fighting.

EARNING CHALLENGE POINTS
The basic way for heroes to earn Challenge Points is by defeating bad guys. The point value of any bad guy who is Knocked Out or otherwise captured/defeated is added to a hero's Challenge Point total. To facilitate this, during a battle, any time an enemy is knocked out, that figure is removed from the table and put next to the player, for after-game tabulation. Any player may choose, as he wishes, to "donate" the point value of a defeated bad guy to another player (handled simply by handing the model over to someone else), if he feels so inclined - perhaps as a thanks for assistance given by that player's character in the battle that didn't directly get rewarded by the defeat of a villain.

In addition to that, bonus points may be awarded for certain heroic tasks. These awards may vary depending on the scenario, but a few typical rewards are listed below.

  • 10 pts - Rescue innocent bystander in peril.
  • 10 pts - Recover stolen goods (and return to owner or proper authorities).
  • 100 pts - Destroy arch-villain's evil doomsday device (or similarly thwart a villain's master plan).

  • SPENDING CHALLENGE POINTS
    The fun of Challenge Points is not merely in the acquisition, but in spending them! For every 1000 Challenge Points, a hero may earn a new "perk". In the course of the game, his acquisition of this "perk" may be explained in various ways, but in terms of game mechanics, he can choose to spend Challenge Points at any point that the Editor declares that the heroes are "between episodes". Once a purchase is made, it may be possible to get an "upgrade" to a better version of the rewared, but you can't get any "refunds". Further rewards may be added to this list at a later time.

  • SECRET BASE: This is a secret base of operations for your hero (though he may share its location and means of getting into it with friends, if he so wishes). You may have multiple SECRET BASES, but you must indicate the location of your base (and what section of the town it is in) at the time of its acquisition/creation. Each basic Secret Base has two secret exits/entrances. If anyone discovers your Secret Base's location, your only defenses are doors that can be bypassed by an attack that does at least 2 points of Damage, by using Phase/Teleport, or by a Thievery skill roll that beats a difficulty of 8.
  • SECURITY SYSTEM: (Prerequisite: Secret Base.) Your secret entrances are more durable and harder to find. A character needs to use an attack that does at least 3 points of Damage, or make a Thievery skill roll that beats a difficulty of 12 in order to get in. If an intruder gets in by breaking open the door rather than using Thievery to get by the security system, you will receive a remote alert even if you are away from your Secret Base. Phase/Teleport can still be used to get in, but you will be alerted unless the intruder beats a Thievery check versus 8.
  • REINFORCED SYSTEM: (Prerequisite: Security System.) Your Secret Base can only be entered by someone who can inflict 4 points of damage, or who can make a Thievery check against a difficulty of 16. Anyone who bypasses the entrance via Phase/Teleport must still make a Thievery check against 12, or set off your remote alarm.
  • QUICK TRANSIT: This is a secret method of transport you have to get from one part of the city to another, even an entirely different section - such as a refurbished subway tunnel that you've got a working car rigged up in. If you have a Secret Base, and one end of your Quick Transit goes to your Base, then your Quick Transit has the same security measures as your Secret Base. Otherwise, you'll just have to hope that nobody discovers it, or they can use it themselves.
  • BASE STAFF: (Prerequisite: Secret Base.) You have a staff working at your base, to secure its defense, and possibly lend you other assistance there. You can have up to 100 points in staff members - but they only serve you at the base. They don't follow you on missions elsewhere.
  • SIDEKICK: You may have a Sidekick worth up to 25 points, hired from those Sidekicks currently available. Your Sidekick is another character under your command in battle, and is of course counted as a "friendly model".
  • ALLY: (Prerequisite: Sidekick.) Your "Sidekick" is "upgraded" in statistics, abilities and powers to a 50-point version.
  • VEHICLE: You get your own personal vehicle - in essence, a special type of model, worth up to 25 points. Vehicles are like regular models, except that they don't activate on their own, and they don't recover from damage automatically after a battle. A character in a vehicle can activate the vehicle at the same time as its own activation. Different vehicles have different rules and abilities. (For instance, some protect the driver, while others don't. Some allow the driver to make attacks while driving, and others don't. Some can carry passengers, etc.)
  • SUPER-VEHICLE: (Prerequisite: Vehicle.) Your Vehicle is "upgraded" or traded in for a 50-point "Super-Vehicle".

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