Hi all:

Felt like creating a superhero, and realized Powers was a bit arbitrary in CP 
assignment, although I like the flexibility of this new system.  Anyone feel 
like they have a good handle on Powers yet?  I don't.

Here's a character concept (sans skills/Talents):

VECTOR

A strong, athletically gifted man who 'syncs' kinetic energy.  That is, he not 
only absorbs kinetic energy, but can control his innate and absorbed energy to 
manipulate his own momentum.  At present, I'm not sure whether this will leave 
him vulnerable to non-kinetic (but physical) attacks-- although he will 
obviously be vulnerable to cold attacks to some extent.  From a gaming 
standpoint, this opens the GM up to questions about the kinetic component of an 
energy attack, but the idea behind Vector is that he syncs kinetic energy at 
the 'quantum' level, and therefore much of a heat attack, for example, would be 
dissipated at that (or subatomic and atomic) level.

Vector is therefore capable of super strength feats, DR with a variant on 
Absorption, flight, and enhanced move (air).  He will have to wear an air mask 
at high velocities, but his innate simulated DR will protect him from friction 
(in fact, the friction will mitigate fatigue effects from using his kinetic 
energy reserves while flying).

Vector is designed to be competitive at the high-end Marvel Comics superhero 
spectrum-- that is, his strength is nearly in the Thor/Hulk class.  I wanted 
his flight ability in the hypersonic range.  Cumulatively, he will be very 
tough to beat in a slugfest.

 I'm looking for feedback predominately on the point costs for the super 
components.  In particular, I'm confused by notation in the Powers book about 
"Costs Fatigue", Limitations in terms of power source (in this case Kinetic 
Energy) but notations about Limitations under 'Kinetic Energy' Examples Chapter 
which suggests that Kinetic Energy, frex, has limitations 'Elemental' as well 
as of 'Super'.

ST14--> ST350 (costs fatigue from energy reserve only)
DX14
IQ12
HT14

[CP cost for ST350 (Limitations Costs Energy, Energy Reserve Only -10%==> +3150
since Costs Fatigue-like Limitations seem inappropriate in this scenario.  Or 
maybe not? Using the formulae from Powers for costs *fatigue*, I'm anticipating 
an approiximately 20 *energy* point cost/minute to use is super strength.]

DR200 (+1000cps) with Absorption (+80%)
   Limited Kinetic Energy Only (-10%)
   Limited Restores Energy Reserve Only (not Fatigue, HPs, and innate battery 
from  Absorption is also waived) (-20%)

Enhanced Move (Air) 7 levels
   Limited Costs Energy Reserve  1point/level/min, cannot use Fatigue) (-10%)

Flight (+40)
  Limited Costs Energy Reserve 1point/min, cannot use Fatigue (-10%)

[The low energy cost for flying reflects the kinetic energy restoration from 
friction.]

Energy Reserve 300 (900cps)
  Limited to DR Absorption Only (-10%)

[The idea was to give Vector roughly 15 minutes of super strength at continuous 
exertion only without recharge, making him vulnerable in weightlessness, in 
extreme cold, etc.)]

[I also thought of waiving the Energy Reserve thing altogether, and giving the 
Absorption 'battery' an enhancement of no energy dissipation-- it would amount 
to a similar effect, and probably cost less.]

So, is part of Powers inherently about Point Optimization?  I mean, it really 
promotes it.  Find the best way to describe your character concept with thel 
east amount of points?

Also, this may be in Powers, but I have not read it cover-to-cover--> are these 
cost modifiers stacked or added then computed?  I.e. if I've got a power at 
100cps, with limitations -10% and enhancements +20%, do I add a total of +10% 
to the cost, or do I take -10% (90cps) then +20% (108cps)?


Thanks in advance!
-vk
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