I wanted to make a super who basically has an unspent pool of points and when he needs a new ability, he has it. He usually does this by studying other supers and copying their powers. This sounded like a textbook use of modular abilities but then I noticed it would be 20 points per point(!) of abilities since it requires cosmic for copying powers and physical abilities. Even if I put all 1,000 points into this, it would still only net him 50 points of abilities which is barely enough for Flight. I can't take a prep time limitation if he can do it in the midst of battle. Maybe a limitation for only gaining "super powers", not skills and such, or for requiring an example to copy from but it's still expensive and doesn't allow him to have "super" powers if he only has an extremely weakened version of other powers. I would have to pick between flying OR DR OR an attack which just doesn't work for fighting other supers.
I understand modular abilities are supposed to be expensive since a character can basically just pull a Deus Ex Machina out of the air, but how can I make this character concept feasible if his powers can't remotely match his opponents'? Is there a cheaper way to do this?
I also thought about just keeping unspent points and using them to gain abilities, but once he has them it's permanent. This seems like an interesting ability, like a super power version of a genie's wishes. I don't know what RAW says about saving a ton of points and arbitrarily gaining abilities in play though...
PS:
I tried statting the power a couple different ways:
Cosmic Modular Abilities [20] (Powers Only, +50%) [30]/level
Cosmic Modular Abilities [20] (Powers Only, +70%; Copy only, Rare Individuals, -80%) [18]/level
I couldn't decide between +50% and +70% for Powers only, i figured it should be around the +50% for physical only and less than the +100% for mental and physical, but then again super powers are more useful than any physical or mental trait. As for the -80%, supers are rare in the setting which is typically a -80% limitation.
Neutralize [50] (Doesn't actually Neutralize :P, -100%; Power Theft, +200%, Based on "Powers", 0%) [100]
Rebranded as Power Theft [100] (Ranged, 40%) [140] because you probably don't want to have to touch a supervillian to activate your powers. And yes, I know the +40% from Ranged would only make it 120 if applied to the 50 point Neutralize instead but whatever.
This is much cheaper but requires a skill roll and the powers only last a couple minutes which seems like a fair trade.
PPS:
This came up in this thread but it didn't really say anything I haven't already thought of...
Thoughts?
Super with Modular Abilities (help?)
I understand modular abilities are supposed to be expensive since a character can basically just pull a Deus Ex Machina out of the air, but how can I make this character concept feasible if his powers can't remotely match his opponents'? Is there a cheaper way to do this?
I also thought about just keeping unspent points and using them to gain abilities, but once he has them it's permanent. This seems like an interesting ability, like a super power version of a genie's wishes. I don't know what RAW says about saving a ton of points and arbitrarily gaining abilities in play though...
PS:
I tried statting the power a couple different ways:
Cosmic Modular Abilities [20] (Powers Only, +50%) [30]/level
Cosmic Modular Abilities [20] (Powers Only, +70%; Copy only, Rare Individuals, -80%) [18]/level
I couldn't decide between +50% and +70% for Powers only, i figured it should be around the +50% for physical only and less than the +100% for mental and physical, but then again super powers are more useful than any physical or mental trait. As for the -80%, supers are rare in the setting which is typically a -80% limitation.
Neutralize [50] (Doesn't actually Neutralize :P, -100%; Power Theft, +200%, Based on "Powers", 0%) [100]
Rebranded as Power Theft [100] (Ranged, 40%) [140] because you probably don't want to have to touch a supervillian to activate your powers. And yes, I know the +40% from Ranged would only make it 120 if applied to the 50 point Neutralize instead but whatever.
This is much cheaper but requires a skill roll and the powers only last a couple minutes which seems like a fair trade.
PPS:
This came up in this thread but it didn't really say anything I haven't already thought of...
Thoughts?
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