UnVerse Resource Rules

From ICONS: Truth, Justice, and Gaming
Toys are fun. They are an especially fun part of the superhero genre. As ICONS is a very “house rules” friendly game, here's yet another set of rules from someone who just can't help but tinker it to my liking.
After all, as the creator of ICONS himself said -

It's hard for me to use a game system "out of the box" without tinkering with it in some way. So I like systems that don't hinder this.” - Steve Kenson, creator of Mutants & Masterminds and ICONS[edit]



The Basics

This system is predicated on the economies of Qualities and Challenges, and Character Points (part of the UnVerse Character Creation Rules). Characters can attain advanced gear, headquarters, and vehicles by spending CPs on them.

For those not using the Character Point system, the alternative is to let Permanent Determination count for 5 points that can be used on Resources.

Vehicles and Headquarters have various Qualities that can be added to them; more on that is below.

Note that there is a list of Basic Equipment that costs nothing for characters to have, so long as they have no Challenges (such as Poverty or Unfamiliar with Modern Technology) that preclude any piece of gear.

Origins Effects

With this system, the Trained origin gains 20 points that can be spent on Advanced Equipment, Vehicles, and Headquarters. Gimmick origins gain 10 such points.

Team Resources

Teams with a Determination Pool can pull points from that pool to buy gear or improve what they have. Each such point is worth 5 points. Such points should be expended either at the beginning of a session or at the end; spending to acquire gear in the middle of adventure must be approved by the GM.

GM Fiat
Of course, the Game Master may just decide to put together a package of stuff (including a Team HQ and Vehicle) and give it to the players' characters as part of the campaign. There's nothing wrong with this, but I highly recommend you still let the more gadget-oriented characters carry more of this stuff than those who can tear down buildings or mind control giant monsters.

Basic Resources

These are the things any character can have if they have reasonable access to them. Some will require GM approval and an appropriate Quality (like Connections: Military or Billionaire). These are marked with a “*”.



Weapons

  • Knife (Strike 3)
  • One-handed Melee Weapon (Strike 4)
  • Two-handed Melee Weapon (Strike 5)
  • Pistol (Blast 3)
  • Big Pistol (Blast 4)
  • Assault Rifles and Shotguns (Blast 5, Up to 3 targets)*



Armor

  • Leathers (Armor 1)
  • Bullet-Proof Vest (Armor 2)*
  • Riot/Tactical Gear (Armor 3)*



Shelter & Transportation

  • Airplane* (Flight 5, Coordination 3, Structure 3)
  • Apartment/Condo
  • Bunker* (Invulnerability 2, Life Support – Breathing, Pathogens, Radiation, Toxins, Cold, Heat)
  • Car (Speed 3, Coordination 2, Structure 3; older cars may have Invulnerability 1 or 2)
  • High Performance Car (Speed 4, Coordination 4, Structure 3)
  • House
  • Mansion/Estate*
  • Motorcycle (Speed 4, Coordination 5, Structure 2)
  • Private/Corporate Jet (Speed 6, Coordination 4, Structure 4)
  • Truck (Speed 3, Coordination 2, Structure 4; older trucks may have Invulnerability 2 or 3)



Note – Drive and Pilot gain more importance with these rules. Vehicles have a Coordination rating; regardless of what the operator's Coordination, it is normally limited by the vehicle's rating. Drive and Pilot bonuses are added to the vehicle's effective Coordination. If the operator's Coordination is actually lower than the vehicle's, the lower value is used (the vehicle is too good for the operator to get the most out of).



Other Gear

  • Binoculars
  • Camera
  • Camo Clothing
  • Cell Phone/PDA
  • Digital Audio Recorder
  • Flashlight
  • GPS Receiver
  • Handcuffs (STR 6)
  • Laptop
  • Multi-tool
  • Radio
  • SCUBA Gear
  • Video Camera



Advanced Resources

This is the kind of stuff that falls between basic military issue and advanced super-agent tech. The GM may still need to approve the purchase of any of these items, again based on the character's Qualities and Challenges. Costs in CPs are in [brackets]

Note – This stuff is much cheaper than the Powers themselves, so players will need to expect to be without their gear fairly frequently. GMs have to balance the cheapness of such equipment by stealing and tearing it up on a semi-regular basis.



Weapons

  • Advanced Handgun (Blast 4, Piercing 2) [4]
  • Advanced SMG/Assault Rifle (Blast 5, Piercing 2, Up to 5 targets) [6]
  • Energy Pistol (Blast 5) [5]
  • Energy Rifle (Blast 6) [6]
  • Net Gun (Binding 4) [4]
  • Stun Gun/Tazer (Paralysis 4) [4]



Armor

  • Combat Armor (Armor 3; Communicator; LS: Toxins, Pathogens; Night Vision) [7]
  • Assault Armor (Armor 4; Communicator; LS: Breathing, Heat, Cold, Toxins, Pathogens; Night Vision, +2 Vision; Targeting +1) [14; Requires Coordination 4, Strength 4, and Military Expert. Not usable with most power sets]
  • Jump Troop Armor (Same as Combat Armor; add Leaping 2) [9]



Vehicles

Vehicles can have specialized Qualities that improve their performance, provide offensive and defensive capabilities, and other features. Every Advanced Resource vehicle can have up to 3 “free” qualities, so long as they have the same number of Challenges to balance the Qualities out. Additional Qualities can be purchased with Character Points at a rate of 3 per Quality (though some count as more than one Quality for their effectiveness).

  • Super Agent Car (Speed 4, Coordination 5, Structure 5) [14]
  • Group Transport, Ground (Speed 3, Coordination 3, Structure 6; Can carry up to 8 with rapid deployment hatch) [14]
  • This could be an APC, souped up RV, hover tank, etc.
  • Group Transport, Air (Flight 6, Coordination 4, Structure 5; Can carry up to 8 with rapid deployment hatch) [17]
  • This could be a super-VTOL, high-tech helicopter, advanced jet craft, etc.)
  • Air-Cycle (Flight 5, Coordination 5, Structure 3; rider gains no protection from the vehicle) [10]



Vehicle Qualities

  • Advanced Communication and Sensor Package (Vehicles are assumed to have basic systems; this suite includes global satellite access, discreet channel monitoring, and other applications. As well, it provides Night Vision, IR, Radar, and Detection of Energy, Radiation, and Magnetics all at Level 3; Counts as Two)
  • Armor Plating (+1 Invulnerability; limit 3 applications)
  • Enhanced Performance (+1 Coordination)
  • Enhanced Speed (+1 Speed or Flight; limit 3 applications)
  • Life Support, Basic (Breathing, Toxins, Pathogens)
  • Life Support, Greater (As above, plus Heat, Cold, Radiation, Vacuum, Pressure; Counts as Two)
  • Remote Control (User can operate the vehicle while not in it)
  • Submersible (Aquatic 5)
  • Weapons, Basic (Blast 6; Machine guns, blasters, etc.)
  • Weapons, Heavy (Blast 7, Piercing 2; Missiles, heavy blasters, cannons, etc; Counts as Two)



Vehicle Challenges

  • Glitchy (Essentially, Bad Luck)
  • Sponsor (Government or private agency that can issue edicts, restrict usage, and impose requirements for the use of the vehicle).
  • Unknown Technology (-1 with all Tests when using anything on the vehicle)
  • Wanted (The vehicle was stolen and the owners want it back)
  • Others as the players can come up with



Headquarters

Like vehicles, Headquarters can have Qualities and Challenges that enhance their basic traits. They pretty much work exactly as Vehicles, though with their own attributes in most cases. Headquarters are assumed to have living quarters for everyone, basic amenities, and a basic security system.

  • Basic “Hangout” (Small warehouse; town home; small space on a military base; etc.) [5]
  • Actual Base (Large warehouse; mansion; large space on a military base; top floors of a major office building; large underground cave complex; etc.) [10]
  • Ultra-Base (An entire sky rise building; huge estate; an entire military base; an island; etc.) [15]



Headquarters Qualities

  • Advanced Communication and Sensor Package (Bases are assumed to have basic systems; this suite includes global satellite access, discreet channel monitoring, and other applications. As well, it provides Night Vision, IR, Radar, and Detection of Energy, Radiation, and Magnetics all at Level 3; Counts as Two)
  • Containment Cells (Designed to hold up to 6 super-powered prisoners; Power Nullification 5 {no feedback})
  • Dimensional Gate (Dimensional Travel 3; Counts as Two)
  • Exotic Location (Underwater; Orbiting the Earth; Deep Underground; Pocket Dimension; note that the ability to get to and from the location is not part of the Quality – a vehicle or other Quality will be required)
  • Global Observation (Requires Advanced Communication and Sensor Package above; ESP 8; Counts as Two)
  • Labs and Libraries (Provide +1 to the following: Business, Computers, Criminology, Electronics, Investigation, Law, Medicine, Mechanics, Occult, Psychiatry, and any Science; this is only for tests within the HQ; can be chosen up to three times).
  • Life Support, Basic (Breathing, Toxins, Pathogens)
  • Life Support, Greater (As above, plus Heat, Cold, Radiation, Vacuum, Pressure; Counts as Two)
  • Off-the-Grid (HQ has its own power source, generally unlimited)
  • Security & Safety System (Fire suppression; emergency shut-offs; Level 4 Offensive Powers like Blast and Binding that go after intruders; etc.)
  • Staff (The base has a number of professional folks who provide support of all kinds to the team, up to – but not including – direct engagement of supervillains. The players can work with the GM to develop and name key members of the Staff)
  • Teleportation System (Teleport 7 – Continental – for up to 8 at once; Counts as Two)
  • Training Room (Once per session, a hero can check off a use of a Stunt for one of their Powers by using this room)
  • Ultimate Teleportation System (Teleport 9 – Moon to Earth – for up to 8 at once; Counts at Three).



Headquarters Challenges

  • Famous (The base is well-known and often mobbed by fans, who also become potential bystanders for super-battles. Cannot be applied to Exotic Location bases)
  • Glitchy (Essentially, Bad Luck)
  • Haunted (Some unhappy or malevolent spirit resides on the grounds, causing trouble; a variation on Bad Luck with a real story arc potential)
  • Shared (One or more other organizations share the location, often creating conflicts over usage of facilities and other problems)
  • Sponsor (Government or private agency that can issue edicts, restrict usage, and impose requirements for the use of the vehicle).
  • Unknown Technology (-1 with all Tests when using anything on the vehicle)
  • Others as the players can come up with



Other Gear

These are all the other cool gadgets and pieces of tech that certain characters may wish to carry. Some listings are like this: [x/y]. The first number is how may points the item costs; the second number indicates how many times it can be attained, giving an additional bonus for each time it's acquired.

  • Communicators (Communication between those who have one over just about any distance) [1]
  • Flash Goggles (Immunity – Blinding) [5]
  • Gas Mask (LS – Toxins, Pathogens) [3]
  • Lock Release Gun (+1 any test to get past mechanical locks) [1/1]
  • Night Vision Goggles [5]
  • Rebreather (LS – Breathing) [3]
  • Specialized Kits (+1 to tests for specified skill area, such as Mechanics or Medicine) [3/3]
  • Surveillance Gear (+1 to Awareness checks when spying on or following others) [3/3]