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 _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
