davevr Posted August 19, 2014 Report Share Posted August 19, 2014 Hi there, Long time player of an older version (version 1 actually - yes, from 1982) who is now just getting back at it after an extended break. My group has two characters and I am not sure of the best way to make them. The first character has an electrical blast. He wants the type of damage to vary depending on the grounding of the target. An insulated character would take stun only, a poorly grounded would take a normal attack, and a well-grounded would get a killing attack. My current thought is to make a multipool of all three powers with a limitation that the GM chooses which is used. I was thinking this is a -1/4 modifier on the control pool cost. Thoughts? Second one is more complicated. The player wants to make a blob that absorbs items (to get bigger) and energy to get attacks that minic what attacked him. The character starts the size of a softball so I had that be the base character and then had the player buy up the STR, Growth, etc, for his max size. Now I was going to add limitations: - requires activiation condition (time and material to "eat") - requires stages (I was going to have five stages, where the character must eat for one turn in order to grow to the next level. This would be time-only - he can still fight while "eating") - fades over time (5 minutes after eating the blob will shrink one stage) So - that works OK for game play but I have no idea what that bag of limitations should be worth! Thoughts? For the absorption, my thought was to make a VPP that is a mimic cool (only copy abilities used against the character in this encounter). Then create an absorption ability where the absorbed points go into the pool, not into STR or END. Thoughts on if that sounds valid, and what the correct way to set that up would be? Thanks! Quote Link to comment Share on other sites More sharing options...
assault Posted August 25, 2014 Report Share Posted August 25, 2014 I haven't got any truly useful comments, but so you don't think you've been ignored... The first character has an electrical blast. He wants the type of damage to vary depending on the grounding of the target. An insulated character would take stun only, a poorly grounded would take a normal attack, and a well-grounded would get a killing attack. My current thought is to make a multipool of all three powers with a limitation that the GM chooses which is used. I was thinking this is a -1/4 modifier on the control pool cost. Thoughts? I would be careful that the character doesn't cost more this way that it would if it was built with a straight-up attack. Second one is more complicated... Very complicated. No useful comments come to mind. Quote Link to comment Share on other sites More sharing options...
Yinnyari Posted August 25, 2014 Report Share Posted August 25, 2014 The first character has an electrical blast. He wants the type of damage to vary depending on the grounding of the target. An insulated character would take stun only, a poorly grounded would take a normal attack, and a well-grounded would get a killing attack. My current thought is to make a multipool of all three powers with a limitation that the GM chooses which is used. I was thinking this is a -1/4 modifier on the control pool cost. Thoughts? Hi, I'm returning to Champions from a long break too, I've spotted No Concious Control [i'm using Champions Complete] has two options one let's the GM pick when the power is used or it's effects when it is used (the -1 level). Wouldn't that be what you were looking for? Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted August 25, 2014 Report Share Posted August 25, 2014 I don't think that first edition has variable power pool. If it does I would use it with no conscious control. With the vpp I would predefine the three diffrent damage types and with the ncc rhe users uses the power but he can't define what power would be used rather the GM. if you don't have a VPP I think you can do the same thing with a multipower. For the second limitation I would look at how much time it would take to do all five levels straight through and use that limiation. I. E if it takes a turn to go through five stages then use a a -1 1/4. (I was going to reply sooner but I lost the thread) Quote Link to comment Share on other sites More sharing options...
phoenix240 Posted August 25, 2014 Report Share Posted August 25, 2014 Are you using Fifth or Sixth Edition? Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted August 25, 2014 Report Share Posted August 25, 2014 Are you using Fifth or Sixth Edition? If your're asking me-5th rev. Quote Link to comment Share on other sites More sharing options...
Lucius Posted August 27, 2014 Report Share Posted August 27, 2014 The second one is not only complex, but may be prohibitively expensive. Lucius Alexander House of the Palindromedary Quote Link to comment Share on other sites More sharing options...
Christopher Posted August 28, 2014 Report Share Posted August 28, 2014 Hi there, Long time player of an older version (version 1 actually - yes, from 1982) who is now just getting back at it after an extended break. My group has two characters and I am not sure of the best way to make them. The first character has an electrical blast. He wants the type of damage to vary depending on the grounding of the target. 6E2 148 has electricity Rules. Among them a Limitation "real Electricity" "Players and GMs interested in creating “realistic” electrical attacks should consider adding a -¼ Limitation, Real Electricity,to appropriate offensive powers. A power with this Limitation does its listed damage to targets defined as Poorly Grounded. It does only half damage to Insulated characters, and converts to the equivalent DCs in Killing Damage against Well Grounded characters (if it’s already a Killing Attack, the GM may add 1-2 DCs, if he wishes). Alternately, the GM may simply impose this rule on Electricity attacks as a campaign ground rule, for no Limitation." Quote Link to comment Share on other sites More sharing options...
Lucius Posted August 31, 2014 Report Share Posted August 31, 2014 I came up with this Absorb and Re-emit Energy: (Total: 150 Active Cost, 54 Real Cost) Reflection (90 Active Points' worth), Indirect (Source Point is the same for every use, path is from Source Point to target; +1/4), Any Target (+1/2), Transdimensional (Related Group of Dimensions: Near Future; +3/4) (150 Active Points); Increased Endurance Cost (x3 END; Only In Certain Circumstances Very Common; When "releasing" the energy; -3/4), Only Works Against Energy Attacks (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect always occurs whenever the character does some specific act; Takes full damage of attack if not re-emitted within 1 Turn; -1/2) (Real Cost: 54) It's END Cost 15 each phase the Blob is absorbing energy, and must make a Block roll for each attack stopped. It costs 45 END to re-emit the energy, but if the attack is not made within 1 Turn (I'd rule, Segment 12 of the next Turn) the alternative is to take the damage from it. By my understanding of the rules, the re-emission does not count as an action, it's simply the completion of the action taken when the original attack was blocked. The Transdimenaional Advantage is there to connect Now and Later (as in, I absorb this guy's blast now, and unleash it against his ally later.) Lucius Alexander The palindromedary expects that, bit by bit, Lucius might build the whole character. Quote Link to comment Share on other sites More sharing options...
davevr Posted September 4, 2014 Author Report Share Posted September 4, 2014 Thanks these are all great comments! I am using 6th edition now, although I secretly miss all of the computed characteristic stuff from 1st edition. :-) I am going to give it a shot, particular some of Lucius' suggestions. Quote Link to comment Share on other sites More sharing options...
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