05-22-2012, 02:10 PM | #41 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Supers] [My Campaign] Power Construction/Review
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05-22-2012, 06:49 PM | #42 | |
Join Date: Aug 2004
Location: Reykjavik, Iceland
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Re: [Supers] [My Campaign] Power Construction/Review
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PS: I had to google kibosh, or putting a kibosh.
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In the Griffin World I play Agriana Trotter, here is the GURPS crunch. Darth Vader "Luke! I am your fathers second cousins sisters best friends brother!" Luke Skywalker "Nooo... eehh What?!" |
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06-11-2012, 12:59 AM | #43 | |
Join Date: Mar 2010
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Re: [Supers] [My Campaign] Power Construction/Review
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First, I'm revising the Lighthawk Wings previously posted to use the current construction and including one of the modes (Fire-Soul Seekers) in the post after this one. Lighthawk himself was revised to being m-scale (and so is a 8000/-~/-5 character instead of 4000/-~/-5). It should also be noted that what works as an alternate ability under Multiplicative Modifers is borked under Standard Modifiers. I'm not fixing it because I build in Multiplicative and GCA is already groaning when I do recalculations. (Poor program.) Ready for the wall of text? Lighthawk Wings 7 ([308 per level; 2156 in total] w/ Multiplicative Modifiers; [416 per level; 2912 in total] w/ Standard Modifiers) Components:
A Lighthawk Wing is an extra invisible-force arm that can be used as a manipulator, as a shield or as a striker of various damage types out to Reach 10. The Lighthawk Wing becomes semi-visible when acting as a striker. It remains stupidly expensive for what it does. Y'all will see why thats' not really a problem once the modes are defined. Any questions as to the power construction and whatnot? Note: Alternate Ability (+Reduced Time 1), *24/100 is a construction of Alternate Ability, (*1/5; Reduced Time 1, +20%) *1.2/5 that allows the Alternate Ability to be changed as a free action. This is necessary as Alternate Ability takes time; Alternate Attacks don't. Tis obnoxious, but it is what it is. |
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06-11-2012, 02:02 AM | #44 |
Join Date: Mar 2010
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Re: [Supers] [My Campaign] Power Construction/Review
(... continued because I didn't want to hit the character-limit-per-post)
Now comes the part that makes those wings worth paying for! I'm not sure if doing Alternate Attacks this way is a house-rule or not, but if it is, its' an intentional one. Standard disclaimer for Alternate Abilities, Multiplicative Modifiers and Standard Modifiers applies. Note: Rapid Fire (Very Rapid Fire) has been house-ruled into being a leveled advantage. Level 1 gives x2; Level 2 gives x3; Level 4 gives x5; Level 5 gives x6; Level 6 gives x7; Level 7 gives x8, Level 8 gives x9; Level 9 gives x10. Etc, etc, etc. +10%/level. Opinions on this house-rule? Fire-Soul Seekers ([1628] w/ Multiplicative Modifiers; [1995] w/ Standard Modifiers)
... Lighthawk's primary ranged attack power is a set of alternate attacks. Each attack consumes two or more Lighthawk Wings in order to function. The wings reset to being wings at the beginning of his next turn ready to be used for this or any other purpose. If he can see it, he can hit it. He can, and will, spam these attacks every second against a ranged target that he can't (or doesn't want to) get into melee with or if he needs to hit an area. These are for soft and medium targets; hard targets he goes into melee with. Visual FX is "Geometric -patterned and -shaped wings of translucent force silently manifest about the man, only to dissolve into hundreds upon hundreds of barely-there tracer-lights which stream towards his chosen prey; if at first they don't succeed, the lights chase until their energies are exhausted. Their touch is that of all-consuming pain as they eat away at your very reality." Fire-Soul Seekers are kinda ouchie. :grins: Whatcha think? Last edited by Sunrunners_Fire; 06-11-2012 at 04:52 AM. |
06-11-2012, 10:14 PM | #45 | |||
Join Date: May 2005
Location: Lynn, MA
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Re: [Supers] [My Campaign] Power Construction/Review
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Altered Time Rate (Only to switch AA, -80%) [20] to get the job done. Quote:
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06-11-2012, 10:43 PM | #46 |
Join Date: Mar 2010
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Lighhawk: Fire-Soul Seekers, Revised
Having thought on it, thats' a really inefficient way to do it. As such ...
Fire-Soul Seekers (Burning Attack 45) ([424], Multiplicative Modifiers; [520], Standard Modifiers) Modifiers: Accurate 12, +60%; Cosmic (Irresistible Attack), +300%; Damage Modifier (Double Blunt Trauma), +20%; Homing (Hyperspectral Vision (Extended High-Band; Extended Low-Band)), +90%; Homing (Extra Passes) (+9), +90%; Increased Range (Line of Sight), +40%; Low Signature, +10%; Overhead, +30%; Rapid Fire (300), +300%; Rapid Fire (Selective Fire), +10%; Rapid Fire (Very Rapid Fire) (+9), +90%; Selectivity, +10%; Underwater, +20%; Variable, +5%; Damage Modifier (Non-Incendiary), -10%; Power Modifier, -10%; Alternative Attack (Lighthawk Wings; Special), *1/5
Alternate Attack Note:
Last edited by Sunrunners_Fire; 06-11-2012 at 11:34 PM. Reason: Added Selectivity |
06-11-2012, 11:13 PM | #47 | ||
Join Date: Mar 2010
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Re: [Supers] [My Campaign] Power Construction/Review
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One of the advantages of being the GM (for this campaign) is that I can do stuff like that. Its' one of the things I disagree with the official stance over as I've expressed in previous threads. I am of the opinion that you get what you pay for; and that using *40/100 instead of *24/100 means that I'm not giving the character everything that its' paying for. If I did adjust it to *2/5 instead of *1.2/5 (which is easy to do), the only real result is that I have to re-figure all the modes that are alternate attacks of the Lighthawk Wing meta-trait to be more powerful. If thats' desirable to y'all, I'll go ahead and do so for the powers I'm posting to the thread. Is it desirable to y'all? Quote:
The result of it being leveled is (was) (and will be again as I just noticed that I left Selectivity out of the most recent build for Fire-Soul Seekers; going to edit that now) that the character can either RoF 300 (1 shot per group per value) or RoF 300 (10 shots per group per value; one target only). Last edited by Sunrunners_Fire; 06-11-2012 at 11:19 PM. |
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06-11-2012, 11:35 PM | #48 |
Join Date: May 2005
Location: Lynn, MA
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Re: [Supers] [My Campaign] Power Construction/Review
Well, have fun with it!
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06-11-2012, 11:43 PM | #49 |
Join Date: Mar 2010
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Re: [Supers] [My Campaign] Power Construction/Review
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06-12-2012, 12:30 AM | #50 |
Join Date: Mar 2010
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Lighthawk: Lighthawk Blade
Lighthawk Blade
([115], Multiplicative Modifiers; [161], Standard Modifiers) Components:
It should be noted that (the revised) Lighthawk has ST 14 and Super-ST +22/+10k, and so a (swing) of 5d/1004d and a (thrust) of 2d+2/1002d. This is thereby much nastier of an attack than its' point value would otherwise indicate. Absent appropriate cosmic traits, this attack is expected to do about 3000 damage per attack. An archetype-class c-scale metahuman is going to take about 30 damage; an archetype-class m-scale metahuman is going to take about 3 damage. (Thanks to Injury Tolerance (Damage Reduction (/100), Cosmic) and Injury Tolerance (Damage Reduction (/1000), Cosmic), respectively.) Non-archetypes or d-scale aren't going to enjoy the experience; an archetypes will survive but be knocked out of the fight absent something like extreme regeneration or other advantage. (Archetypes, regardless of scale, have Unkillable 2 (Cosmic). They are literally unkillable by anything in the campaign; all player-characters for the campaign are d-scale archetypes. The NPCs aren't so lucky.) ... And after this, I'm going back to the lower power-levels for a while. |
Tags |
power construction, powers, supers |
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