03-25-2020, 01:53 AM | #11 |
Join Date: Jun 2010
Location: Dreamland
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Re: [Powers] Cheap powers for low-level supers
I feel it's more extreme. You can make a character with powers at even 0pts feel like a nonmundane character, but to feel like a 'superhero' with all the capabilities that come with the minimum level supers you'd need at least 600 if not vastly more. I'm still trying to figure out a good minimum for that, 400pts and invulnerable to bullets still wasn't enough.
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03-25-2020, 05:15 AM | #12 |
Join Date: Mar 2008
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Re: [Powers] Cheap powers for low-level supers
I'd generally consider a supers game to have PCs at least at the 300 point level, probably higher. A pulp mystery man with Doc Savage, The Shadow style characters might be a bit lower. There are always exceptions of course, a Inferior Five style game could have characters under a hundred. But you are purposely going against normal for comedic effect.
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03-29-2020, 08:41 PM | #13 |
Join Date: Jun 2010
Location: Dreamland
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Re: [Powers] Cheap powers for low-level supers
I tried it once at 300pts, still didn't quite feel close enough to being 'supers' as opposed to just 'people with powers'. Even Mystery Men seem to be built on higher totals.
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03-29-2020, 10:42 PM | #14 |
Join Date: Feb 2016
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Re: [Powers] Cheap powers for low-level supers
I have had a few low powered campaigns at 250 CP, though I do agree that a proper supers campaign needs a minimum of 500 CP. At that point, you can have highly competent supernaturals as well as superhumans.
One interesting caveat that I have noticed is that superhumans without any mental defenses tend to get really screwed over by even low powered mentalists. A lot of players tend to assume that Will 12 is sufficient to protect their PCs, and they tend to especially loathe any character that can use mind control. For example, a 250 CP mentalist with IQ 12 [40], Will 20 [40], Telepathy Talent 4 [20], and Mind Control (Based on Will, +20%; No Memory, +10%; Reliable, +10, +50%; Super, -10%) [85] can really mess up a superhero, especially if they are glass cannons. |
03-30-2020, 01:35 AM | #15 | |
Join Date: Mar 2016
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Re: [Powers] Cheap powers for low-level supers
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03-30-2020, 02:36 AM | #16 |
Join Date: Mar 2016
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Re: [Powers] Cheap powers for low-level supers
Separately, here's another 20-point ability I built. I call it "Fist Barrage".
Crushing Attack 1d+1 (Double Knockback, +20%; Rapid Fire (RoF 30, Selective Fire, Very Rapid Fire), +170%; Increased 1/2D x15, +15%, Reduced Range x1/10, -30%; Inaccurate 3, -15%; Super, -10%) [20] This is the best way I could think of to cheaply and fairly accurately represent a rapid series of punches. There are a few issues (Can't reduce a ranged attack to range C, for one, and it ignores the rules for punching armor), but it's an OK representation in my opinion. If you don't care as much about pentaphilia, toss in Variable. For accuracy's sake, it should be there, but it doesn't matter as much for such a weak attack. |
03-30-2020, 03:26 AM | #17 | |
Join Date: Dec 2012
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Re: [Powers] Cheap powers for low-level supers
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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03-30-2020, 03:46 AM | #18 | |
Join Date: Jun 2010
Location: Dreamland
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Re: [Powers] Cheap powers for low-level supers
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03-30-2020, 05:15 AM | #19 | |
Join Date: Sep 2005
Location: Canada
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Re: [Powers] Cheap powers for low-level supers
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Secret: Not a Gnome. (Actually a Dwarf with Dwarfism). |
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03-30-2020, 06:58 AM | #20 | |
Join Date: Feb 2016
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Re: [Powers] Cheap powers for low-level supers
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A relatively cheap form of group protection may be in the form of the following ability: LAN: Digital Mind (Affects Others, 5 people, +250%; Area Effect, 8 yards, +150%; Selective Area, +20%) [26]. While it is not quite cheap, it is much cheaper than the ability that it counters, though possesses a really dangerous weakness. While under your influence, your targets are vulnerable to Cybernetic attacks and can be taken offline and stored as data. They also return to 'normal' when they leave your area of effect, meaning that a patient opponent can turn your friends against you. |
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