VictorVonDoom Posted September 29, 2003 Report Share Posted September 29, 2003 How do i build up a power? 1)how do i know how much d6 a power will have? 2)how do i know how much active points a power has? 3)Does how many activepoints you put in a power help to build up the sort of damage a power does or is that another calculation? If it is please add to the formula I know you need 1) the cost per power I want to build up a power first without advantages and limitations . Is there a step-by-step help how to build up a power? eg ForceField or Energyblast... of anything you like to create an example; please add what the formula looks like Quote Link to comment Share on other sites More sharing options...
eepjr24 Posted September 29, 2003 Report Share Posted September 29, 2003 Example Power Tough Rubbery Body: Armor, 6 PD 6 ED (18 Active Points) Hardened (+1/4) Total Active Cost: 22 (18 * 1.25) Real Cost: 22 The above example has no limitations, so the active and real costs are the same. As to how I chose how much armor, it is very subjective and depends on the character. When thinking about this character, I wanted him to take some damage from large caliber guns, but be able to shrug off the average pistol shot. So, I looked at pistols, see the are around 1.5d6 Killing, which is an average of 5.5 Body so I bought 6PD armor. I am not sure I answered your question, but I am willing to try again if you tell me more about what you want. - Ernie Quote Link to comment Share on other sites More sharing options...
VictorVonDoom Posted September 29, 2003 Author Report Share Posted September 29, 2003 how do you arrived at the real cost? Quote Link to comment Share on other sites More sharing options...
eepjr24 Posted September 29, 2003 Report Share Posted September 29, 2003 Real Cost Real Cost = (Active Cost / (1 + Limitation Cost) So if the power from above had an activation cost: Tough Rubbery Body: Armor, 6 PD 6 ED (18 Active Points) Hardened (+1/4) Activation 14- (-1/2) Total Active Cost: 22 (18 * 1.25) Real Cost: 15 (22 / (1 + .5)) Does that help? - Ernie Quote Link to comment Share on other sites More sharing options...
dugfromthearth Posted September 29, 2003 Report Share Posted September 29, 2003 an energy blast does 1d6 per 5 active points put just into the raw energy blast. so 20pts gives you 4d6 20/5 = 4 with no modifiers the real cost equals the active points, so I could buy a 4d6 eb for 20 real cost. an advantage does not change the number of dice, it adds some other advantage and increases the cost. so if I wanted the energy blast to be armor piercing, that is a +1/2 advantage. to find the real cost with an advantage, you add 1 plus the advantage (or sum of the advantages) and multiply that by the base cost of the power. [You add 1 because the advantages add to the cost, you could not add 1, and then the result would be the additional cost and you would add the base cost to it.] 20 points X (1 + 1/2) = 20 X 1.5 = 30 so 4d6 eb with armor piercing is 30 real cost. Quote Link to comment Share on other sites More sharing options...
TheEmerged Posted September 29, 2003 Report Share Posted September 29, 2003 Base cost = the cost of the power before any advantages or disadvantages are figured in. Active cost == the cost of the power AFTER advantages but BEFORE disadvantages. This is the figure that determines END cost for example. Real cost = the cost of the power after advantages AND disadvantages have been figured. It is actual price, in character points, the power will cost unless it is in a framework. Quote Link to comment Share on other sites More sharing options...
Chris Goodwin Posted September 29, 2003 Report Share Posted September 29, 2003 Originally posted by dugfromthearth an energy blast does 1d6 per 5 active points put just into the raw energy blast. so 20pts gives you 4d6 20/5 = 4 with no modifiers the real cost equals the active points, so I could buy a 4d6 eb for 20 real cost. an advantage does not change the number of dice, it adds some other advantage and increases the cost. so if I wanted the energy blast to be armor piercing, that is a +1/2 advantage. to find the real cost with an advantage, you add 1 plus the advantage (or sum of the advantages) and multiply that by the base cost of the power. [You add 1 because the advantages add to the cost, you could not add 1, and then the result would be the additional cost and you would add the base cost to it.] 20 points X (1 + 1/2) = 20 X 1.5 = 30 so 4d6 eb with armor piercing is 30 real cost. That is all correct. Quote Link to comment Share on other sites More sharing options...
VictorVonDoom Posted September 29, 2003 Author Report Share Posted September 29, 2003 sorry...oops I forgot each power is described fully in the manual... Metaphysician 1 Quote Link to comment Share on other sites More sharing options...
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