11-22-2012, 07:22 PM | #1 |
Join Date: Mar 2010
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[Build Advice] Ectoplasmic Shaper
Disclaimer: I am the GM. Suggesting that I speak to my GM about the details isn't helpful. :grins:
Disclaimer: My games use the multiplicative modifiers optional rule; yours might not. Please keep that in mind when checking the point values of things. Disclaimer: House Rule: Create $Foo does not require stabilization with character points, instead it requires purchasing any additional duration past the default 10 seconds as per the Extended Duration enhancement. I have a character that I am creating for a game that I am going to be running online; it will be used as an example build and as either a PC or as a NPC within the game (depending on if one of the players wants to play this character as their own or not). His 'core' power is relatively simple: He can create ectoplasm, shape it into a variety of forms as he creates it (simple objects mostly) and then manipulate those objects with his mind. It'll sometimes do this all on its' own, both defensively and offensively ... whether he wants it to or not. I'm currently modeling that as:
This allows him to create up to 2,250 lbs of ectoplasm and optionally shape that ectoplasm into any object (or objects) that takes no more than 168 labor-hours to make as a free action; plus the ability to reshape existing ectoplasmic objects, etc ... not a bad deal for [350]. He has a handful of tricks that he has practiced sufficiently that they aren't power stunts anymore. I'll be writing them up in another post later. Any questions? Stuff I should clarify? Spot any mistakes in my rules usage or math? Optimizations that I missed? House Rules that I don't realize are house rules? Last edited by Sunrunners_Fire; 12-05-2012 at 11:21 AM. |
11-24-2012, 09:38 AM | #2 |
Join Date: Jan 2011
Location: Chelyabinsk, Russia
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Re: [Build Advice] Ectoplasmic Shaper
Hello.
Is this character somewhat like Spawn from Image Comics? Then I'd go with Modular Abilities instead of Create/Control. Anyway, it's Supers territory, so I'd recommend looking for inspiration in Supers, particulary Blaster and Shaper templates and maybe Improviser in the case of MA. And for the cost. This isn't the way of how Multiplicative Modifiers work. This is really very cheap: you have not only discount from each limitation on enhancements, you get them summed. Correct usage of MM for Control is (10 * 15) * 2.00 * 1.20 * 2.00 * 1.84 * 1.40 * 0.8 * 0.8 * 0.7 = [831] Additive comparison: [150]*3,74 = [561] But I doubt that you can really use Specific item for your "ectoplasm". You should clearly define its probable properties anyway, but I feel that at least Small Category or even more is suited better for supposed variety. And where did you get that Reduced Time (Long Tasks only)? Again, it's ridiculously cheap and it isn't the way how Control works. I'd suggest using Altered Time Rate (Non-Combat Speed -60%, One power only -10%, PM -20%).
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11-25-2012, 03:16 AM | #3 |
Join Date: Dec 2006
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Re: [Build Advice] Ectoplasmic Shaper
I agree with what Walrus has already said.
I further feel that you might need to give us some examples for what exactly this PC is going to do with 'ectoplasm'. When I look at this combination I am looking at ectoplasm as some sort of whispy frail gellatin-like substance. If ectoplasm is really just a misnomer for 'everything under the sun, but with a 'spectral' rationelle- then its actually create everything with 'magic' or 'undead' or similar modifier. Finally create only makes a single material- if the concept was 'makes complex devices instantly (IE Gun, crossbow, car)' then create is the wrong ability altogether, at least without a bunch of cosmic modifiers. |
11-25-2012, 08:27 AM | #4 | ||
Join Date: Aug 2007
Location: Vermont, USA
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Re: [Build Advice] Ectoplasmic Shaper
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Extended Duration is explicitly not allowed for Create (p. P94). If you want objects to last longer than 10 seconds you need to spend points to stabilize them (or use Gizmos or Snatcher). Consider allowing players to buy one-use ER (25 for 1 cp; GURPS Supers, p. 114) and spending those to stabilize cheap items (each one-use ER stabilizes 0.4% starting wealth worth of items: e.g., $80 at TL8) -- but don't allow them to use regular FP or regenerating ER, only one-use ER bought with character points. If 350 points is your budget, consider just buying Snatcher (Permanent, +300%) [320], possibly with Creation, Large Items, More Weight, Reduced Fatigue Cost, Reduced Time, Specialized (simple items, -10%?), and "Nuisance Effect, Objects look fake, -5%" (p. P128). To fit the enhancements in the budget, consider applying the Costs Character Points mechanic (GURPS Supers, p. 114; but unfortunately unnamed there) as a ×1/5 "limitation" to the Permanent enhancement (PK once told me in a PM that that sounded reasonable), so that the player has to pay for permanent items (possibly again using the one-use ER method for cheaper items, balanced by requiring more character points for expensive items rather than just "one cp per use"). Quote:
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11-25-2012, 08:37 AM | #5 |
Join Date: Jan 2011
Location: Chelyabinsk, Russia
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Re: [Build Advice] Ectoplasmic Shaper
Ouch. Really. Sorry, that was counter-intuitive for me.
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MH Setting. Welcome to help. |
12-05-2012, 11:19 AM | #6 | ||||||
Join Date: Mar 2010
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Re: [Build Advice] Ectoplasmic Shaper
Sorry for the response delay. Life happened.
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... is a tad excessive for the ability to shape a temporary created substance into a simple single-material crafted object (taking no more than 700,000 seconds (194~ hours) to craft). I'll poke around at the idea. Quote:
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... which is a bit more expensive that the current Create but well within his powers budget; the power interactions are different though. Hmm. I'll poke at the idea for a bit and see what I come up with. |
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build advice, powers |
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