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honestiago
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Re: Revised Supers! - Powers (not including Boosts/Comps)
So a boost for an Aptitude similar to AP is no use, eh? Hmmmm....that's too bad. Wish Aptitudes were cheaper thought, compared to powers, but that'd be crunchy
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10/25/2012, 1:15 am
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Darkpaladin67
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Re: Revised Supers! - Powers (not including Boosts/Comps)
Aptitudes are cheaper than powers. All aptitudes start off with the first die for free. This makes them one die less expensive than powers. At lower levels, (1D-3D), this makes Aptitudes a better deal. At higher levels, the 3D limit take over. However there has been discussion of having an advantage that allows you to treat a Aptitude as a power.
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10/25/2012, 1:26 am
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urbwar
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Re: Revised Supers! - Powers (not including Boosts/Comps)
Not sure if this was covered all ready, but what about powers that represent toxins/disease/poisons? Or would that work as something akin to Element/Energy Control?
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11/27/2012, 3:18 pm
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Dustland
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Re: Revised Supers! - Powers (not including Boosts/Comps)
There's two ways to handle it I suppose:
1) As you suggested, simply rename one of the control powers to match the effect you're looking for. For instance, you could have Disease Control which would allow you to create or inhibit diseases (or as a complication, only create diseases).
2) A power I've worked on and posted on the old forum (which I can no longer find) was Persistent/Lingering Damage: You roll to attack, and if you hit, the power automatically attacks again each round until the target successfully defends against it. I had the cost at 2:1 and stated that a target could not be under the effect of the same power multiple times in a round.
Much more complicated, but I think it models lingering effects much better (ie poison, acid, disease, being set on fire, etc).
Hope that helps!
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11/27/2012, 5:56 pm
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Darkpaladin67
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Re: Revised Supers! - Powers (not including Boosts/Comps)
What is the best way to replicate a flash effect, effectively blinding the target? I have been modeling it using the paralysis power, but I am curious if anyone has other ideas.
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1/29/2013, 11:12 pm
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Dustland
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Re: Revised Supers! - Powers (not including Boosts/Comps)
+1 on using Paralysis.
I have a feeling the revised description of Reaction will include being blinded as one of the ways to take damage to the Resistance. Of course this means for high Reaction characters you aren't likely to hit them once and BAM! they're blinded; instead they're dazed, vision's impaired a bit, but they're still able to function.
And for heaven's sake, someone put things in alphabetical order in the revised edition!!!!! (I'm looking at you P-Powers)
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1/30/2013, 12:28 am
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Darkpaladin67
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Re: Revised Supers! - Powers (not including Boosts/Comps)
Shape Change
This is another one of those powers that I just don't get. Suppose I want to create a Beast Boy type. I purchase this power, but then I find that it only gives me the shape and not the animal abilities.
No super scent for canine form, no flight for bird form, no armor for turtle form, no super strength for elephant form, no water breathing for fish form... etc.
With so many power options, buying each power separately would be impossible. I was consideing a couple ways of handling this.
First, by allowing the use of a mimicked power. Since the Shape change power can only be used once a round anyways, you would not have to worry about too many powers coming into play at once.
Second, by allowing a die pool for the powers in the same way that summoning or duplication handles it.
Third, treating it as a different type of Wizardry. Keep the enhansed cost. Remove the power check roll, add the limitation 'only can duplicate animal abilities'.
What do people think? Is the power ok as written and I am missing something? Should I revise this in my house rules?
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1/31/2013, 2:00 pm
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Dustland
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Re: Revised Supers! - Powers (not including Boosts/Comps)
If I could pick one thing to CHANGE in the revised edition, it would be Shape Change. You hear me powers that be? SHAPE CHANGE MUST GO!!!
Here's some initial thoughts on how to handle it; keep in mind I haven't playtested this because no one ever wanted to play a shape shifter...
1) The default power only allows the character to change into 1 specific thing (a wolf). For a 1D Boost, they can change into a category of things (normal animals). They can purchase more categories for more dice in the Boost.
2) 1D in SC gives the character 1D to spend in their new form.
Wolfboy has 4D in SC and buys Super Speed 1D, Super Senses 1D [Super Sniffer 2D], and Super Weaponry 3D [Big Teeth]
3) Keep in mind there may be powers or aptitudes that the character won't be able to use in the new form.
Wolfboy can't do anything that requires fine motor skill, including talking!
4) The character still rolls their entire Shape Change dice to pass for whatever it is they changed into.
So if someone questions whether or not Wolfboy is a wolf, he rolls 4D vs his opponent to pass himself off as a normal wolf.
5) The character can change shapes during their turn, but can only assume one shape per round and is stuck with their current shape until their next turn.
Wolfboy turns into a Wolf and jumps into a fight. He cannot turn back into his human form until his next turn the following round.
The next round Wolfboy could either turn into a human and perform an action, perform an action in wolf form then turn human, or stay in wolf form.
6) There is no healing for changing shapes! Wounds carry over in the most logical manner.
Thoughts?
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2/1/2013, 12:31 am
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kroh
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Re: Revised Supers! - Powers (not including Boosts/Comps)
That looks great Dustland!
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2/1/2013, 3:59 am
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Darkpaladin67
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Re: Revised Supers! - Powers (not including Boosts/Comps)
I agree with the no healing part. Also, any resistances and aptitudes that the character already possesses are kept.
Would there be any limitations to the power. For example, if you had 8D in the power, could you give yourself 8D in superstrength when taking the form of a mouse?
quote: Dustland wrote:
If I could pick one thing to CHANGE in the revised edition, it would be Shape Change. You hear me powers that be? SHAPE CHANGE MUST GO!!!
Here's some initial thoughts on how to handle it; keep in mind I haven't playtested this because no one ever wanted to play a shape shifter...
1) The default power only allows the character to change into 1 specific thing (a wolf). For a 1D Boost, they can change into a category of things (normal animals). They can purchase more categories for more dice in the Boost.
2) 1D in SC gives the character 1D to spend in their new form.
Wolfboy has 4D in SC and buys Super Speed 1D, Super Senses 1D [Super Sniffer 2D], and Super Weaponry 3D [Big Teeth]
3) Keep in mind there may be powers or aptitudes that the character won't be able to use in the new form.
Wolfboy can't do anything that requires fine motor skill, including talking!
4) The character still rolls their entire Shape Change dice to pass for whatever it is they changed into.
So if someone questions whether or not Wolfboy is a wolf, he rolls 4D vs his opponent to pass himself off as a normal wolf.
5) The character can change shapes during their turn, but can only assume one shape per round and is stuck with their current shape until their next turn.
Wolfboy turns into a Wolf and jumps into a fight. He cannot turn back into his human form until his next turn the following round.
The next round Wolfboy could either turn into a human and perform an action, perform an action in wolf form then turn human, or stay in wolf form.
6) There is no healing for changing shapes! Wounds carry over in the most logical manner.
Thoughts?
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2/1/2013, 4:31 am
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