Posted: Tue Apr 24, 2012 5:02 pm Post subject: [SPC] missing modifiers for Absorption
There seems to be a couple modifiers missing from the Absorption power in the SPC. I can't find any way for a super to take the absorbed energy and channel it into a melee or ranged attack. This is different from Redirection, which seems to instantly hit the attacker with damage. Also, there doesn't seem to be any way for an absorber to hold onto absorbed energy for short periods of time. What would be good costs for modifiers such as these? I don't suppose anyone knows if there's going to be an SPC2 coming out soon that expands on the powers listed in SPC1 and adds a few new ones? _________________ http://tristansnexus.wordpress.com/ - A gallery of some of the minis I've painted over the years
Transference (+3): Each wound negated can be transferred to increase Strength or Vigor one step. The increases last three rounds.
Increasing Strength or Vigor by +1 normally costs 1 PP (Super Attribute). So in effect, each negated wound gives you 1 PP worth of powers for 3 rounds, and the modifier gives you two different powers to choose from each time.
I don't think it would be unbalanced to let players pick two different 1 PP powers or modifiers. For example the character might absorb kinetic energy, with each negated wound giving them either +2 AP to their Ranged Attack (kinetic blast) or an extra 1 point of Deflection (kinetic forcefield), with the increases lasting three rounds.
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