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Post by dorkknight23 on Jun 10, 2009 23:56:12 GMT -5
It would work out like this...
Psionics (Telepathy [+1], Telekinesis [+1], Force Blast (Psionic; OPTIONS) [+1])
CL= AN+3
But that wouldn't include all the options for those actions, which you'd have to purchase individually.
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Post by Rinjo on Jun 11, 2009 0:19:29 GMT -5
You have 11,111 posts!!!
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Post by Rinjo on Jun 12, 2009 11:53:00 GMT -5
They get a -1 if they cost more than 2. I built a power package... and for 35 stones it seems like a good deal to me. Not sure untill I see everyone elses CADs though...
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Post by Rinjo on Jun 12, 2009 11:58:52 GMT -5
sorry... I meant to say they get a -1 if they are over 1. So are you saying you think they should get -1 and then another -1?
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Post by Dionon on Jun 12, 2009 12:03:55 GMT -5
Wow... I didn't think you saw my post before I deleted it lol.... But no, I personally think they should get a -1 to CL when folded into a power package... But that's for actions with a +2 or higher CL adjustment....
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Post by Rinjo on Jun 12, 2009 12:10:36 GMT -5
The rules say they do. I misread them at first two... it says...
Adding a power to a power package costs:
(+1) if the base Action cost = AN +0
(-1 to AN) if the Action cost = AN greater than or equal to +2
SO it does get a -1 unless the base cost is AN+0 in which case you would have to pay at least something to add a new ability.
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Post by Dionon on Jun 12, 2009 12:20:00 GMT -5
Oh.... he must have changed it since I last read it lol..
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Post by dorkknight23 on Jun 12, 2009 12:45:14 GMT -5
Nah, I haven't monkeyed with that in the least yet, actually.
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Post by Rinjo on Jun 12, 2009 15:20:27 GMT -5
I have been dinking with it on my CAD dio... so I was forced to read it over... and over... and over... I think I got it now though. In fact I just submitted a CAD with a power set... He is a brick house I think.
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Post by dorkknight23 on Jun 20, 2009 15:50:21 GMT -5
Mastery of Elements (Slightly Tweaked)
Cost Level = Action Number +2
Mastery of Elements is a broad term for an ability to create and manipulate certain energies or substances. What a player can do with their mastery is usually decided by the player and GM, and the GM sets Difficulty and Resistance accordingly. Some usual typical applications include simple object (i.e. no moving parts) and barrier creation or alteration of preexisting objects or barriers. These can be tooled with options to perform an even wider range of abilities.
The action also includes a Force Blast at AN (standard rules apply.)
Depending on the element in question, the cost level can increase accordingly: “Mastery Is of Unusual Power” (GM Discretion): +1 to cost level. This includes elements like Gravity, Magnetism, or Nuclear Power. “Mastery is Unusually Broad” (GM Discretion): +3 to cost level. This includes elements that could be used in a broader variety of situations like Weather, The Four Elements, Nature, and Light Spectrum. “Mastery is of Extreme Power” (GM Discretion): +8 to cost level. This includes things that are immensely broad or powerful like Mastery of Time, Space, Matter, and (all) Energy. (More circumstance-based elements, like Fire, Earth, Wind, Water, Plasma, Sonic, Vibration, etc., do not increase the CL.)
Options: Unlimited Create/Manipulate: (+4) to Cost Level. The capabilities of this to create complex working devices and do practically any plausible application of the element in question, limited only by the player’s creativity and the GM’s versatility. Accumulate Energy: +2 to cost level. Unlike other actions, you are not limited by the AN for the amount of stones you may put in this action, or the amount you’re limited to in a panel. You may put large amounts of stones towards creating large effects (effects on a global scale might cost thousands of stones, for example.) You, however, are still limited by your AN for the purposes of Difficulty, so all those accumulated stones can only cause commensurate effects. Leaves the user stunned for 1 panel afterwards, leaving them unable to take any actions. Absorb Element to AN: +2 to cost level. Absorb +1 stone in certain appropriate conditions (underwater, bathed in fire, in direct sunlight, as appropriate to Mastery.): +1 to cost level Energy Immunity: +1 to cost level. Provides Energy Resistance (per the modifier #) to the element in question. Communicate with Element: +1 to cost level. Works best with things that can feasibly communicate back, such as plants, animals, the dead, microscopic life, etc. Other Options May Be Available at GM discretion (such as “can combine with Close/Ranged Combat.”) One that cannot be taken is the +1 “additional element.”
Masters may purchase Flight or another appropriate movement action (Swimming for a Master of Water, for example,) at -1 to cost level.
Other Actions: Similar to Power Packages, as Master of Elements can add other plausible actions at AN at a cost of -1 to CL (minimum +1.) For example, having a Force Field as part of your Mastery of Plasma costs +2, while having Create Illusions would be +1.
Notes: Certain masters, like Iceman and The Human Torch, transform into their element. This is typically manifested using Transform Self and a variety of linked actions (sometimes even including their Mastery of Elements.)
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Post by Rinjo on Jun 25, 2009 4:42:19 GMT -5
Masteries are EXPENSIVE!!!
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Post by dorkknight23 on Jun 25, 2009 12:34:22 GMT -5
I have done very little to them. I made Create/Manipulate and Force Blast basically required options, both of which could be mitigated or removed with a disadvantage, ("no Force Blast" would be -1, or "can manipulate element but can't create it.") Masteries only get expensive when dealing with things like Matter or Time.
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Post by dorkknight23 on Jun 28, 2009 15:01:10 GMT -5
A note for locked-in characters: Specialties can still be purchased to relevant actions even after the character is fully locked in, at the cost of 10 LOE per specialty.
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Post by Rinjo on Jun 28, 2009 22:51:08 GMT -5
I guess your right. My thing with masteries has always been that in the end you pay a whole lot for an ability that will usually cap out at 10 stones (unless you buy intel bonus). CC, RC... lots of abilities usually start out in the 8-10 range (including bonuses)... masteries end there. Different topic, for a different time though.
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Post by dorkknight23 on Jul 4, 2009 12:48:40 GMT -5
I guess your right. My thing with masteries has always been that in the end you pay a whole lot for an ability that will usually cap out at 10 stones (unless you buy intel bonus). CC, RC... lots of abilities usually start out in the 8-10 range (including bonuses)... masteries end there. Different topic, for a different time though. But now you could take it to 11!
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