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Power Arrays

 
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Heroglyph
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Joined: 02 Oct 2008
Posts: 20

PostPosted: Tue Oct 07, 2008 1:57 pm    Post subject: Power Arrays Reply with quote

Here is something I came up with for a supers campaign. Similar to a multipower in Champions or Power Array in M&M. Any thoughts?

Power Arrays: Give point breaks as Device rules in NE. All powers within an Array must have the same trapping. The drawback is that a single Negation roll can drop all of the powers within the array at once.

So for example you could have something like this, which would all get pointbreaks.

Power Array: Hellfire/Flame

* "Hellfire Blast" Attack Ranged 3d6
* Fire Control. Medium burst template. Nullify, Damage: 2d6 MBT, Elemental Trick: Fire:
* Fire Absorption
* Damage Field: 2d6 damage
* Flight 48" Pace. (120 mph) -
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Clint
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Joined: 13 May 2003
Posts: 17375

PostPosted: Tue Oct 07, 2008 2:30 pm    Post subject: Re: Power Arrays Reply with quote

Heroglyph wrote:
Power Arrays: Give point breaks as Device rules in NE. All powers within an Array must have the same trapping. The drawback is that a single Negation roll can drop all of the powers within the array at once.


How exactly would that work? The level of the Negation power applied to all powers equally?

Seems like a pretty hefty price break on a lot of powers for a vulnerability to one power. I mean, Device allows for a power to be damaged or taken away in combat potentially without anything more than an optional maneuver anyone could try.

Part of me thinks it could be done by taking the Gimmick Hindrance with all powers dependent on having Damage Shield up (flame on, so to speak). Then if Negation took down the Damage Shield, it would take down the rest of the powers.
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Heroglyph
Novice


Joined: 02 Oct 2008
Posts: 20

PostPosted: Tue Oct 07, 2008 2:56 pm    Post subject: Reply with quote

Yes, the Negation level would affect them all at once equally. Potentially leaving them completely powerless.

The flame thing was just an example of a possible trapping. It could be done with any tight group of trappings: Ice, Magnetism, Electricity, etc.

Something like: superhuman, or mutant, wouldn't cut it. It would have to be a coherent set of powers.

The other way I was thinking of structuring it is something similar to how Super Sorcery is set up, but I wasn't sure what the pre-reqs would be. They'd all have to be limited to a single trapping. But, choose not to go that route becauee I'd rather have the power writeups be predefined, than players coming up with stuff on the fly and bogging things down.

Or maybe a combo of Copycat with versatility and Elemental Control.
Structure it like Copycat with Versatility, but maybe make them take a Elemental Trick. They wouldn't actually be copying powers, but they's have teh ability to create any Elemental trapping based type power, based on their power level. This wouldn't give them a cost break, but it wold give them a wide range of powers.
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