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Old 03-14-2013, 08:50 PM   #1
Michael Thayne
 
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Join Date: May 2010
Default [Supers] Building some abilities for a high-level blaster

As an exercise, I'm trying to stat up a high-level blaster, one designed for D scale combat. Thinking of spending 600 or so points on Innate Attack(s). I know with that many points, you could get really silly with high Will and FP for Godlike Extra Effort... but let's ignore that for now. A couple questions:

1) As demonstrated by one of the worked examples in Supers, 33d crushing will do the trick for taking out earlier tank models. But what do you need if you want to be able to consistently destroy modern tanks--including possibly the M1 Abrams? A flying super can fly overhead to take advantage of weaker top DR. Overhead might help too here.

2) Best way to stat a "ultimate fight ending attack"? I'm not partial to Ultrapower, since it requires a lot of GM judgment. Here, I rather like the "abilities that cost points to use" thing from Supers p. 114. You could spend 500 points on the main attack, and spend 100 points for an "ultimate attack" that costs points and is an alternate ability, which would cost 2,500 points if not for those two things. You could just make it a 5x more powerful version of the base ability, but probably that wouldn't be optimal. For one thing, you'd want something extra unlikely to miss. (Cone maybe? Fits with how such attacks are often shown in anime.)
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