Super Power Correction Efforts - Discussion & Proposals

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Re: Super Power Correction Efforts - Discussion

Postby Wi-Fi » Tue Mar 27, 2018 5:46 pm

Intangibility
This is another power that requires concentration - which would make use of Psionic or other mental powers untenable.
Solution: my two cents: Agree with ya on active powers that need concentration, brute. I would allow psionic abilities that do not need focus such as Auto-mind block.


Beastmaster
The save is already very high (17) - making it all but automatic already. Removing the saving throw can lead to potential for abuse (i.e., controlling a mage's familiar).
Certain Highly intelligent, magical and/or summoned beasts as well could be abused. Pretty sure there is an intelligent regular animal that is sentient as well.
Solution: Lower save to that of a regular human and an add bonuses for pe/ME if they apply. Charming something like a mammoth should not be easy as charming a squirrel.
Last edited by Wi-Fi on Thu Mar 29, 2018 8:56 am, edited 2 times in total.
Wi-Fi's character sheet
OOC Comments
Bonuses in green apply only when force aura is active.
PPE: 15
ISP: 0/140
HP: 30 (34 with aura)
SDC: 47 (260)

Swarm status: 5 (all healthy)
SDC: 50/50/50/50/50

TRS-13
SDC: 50
AR: 6

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
[size=85]Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Clip (Rocksalt)
• Attachment: Clip (Rocksalt)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Armor Piercing)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Shok Lock Cartridges)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Clip (Multi-ball -Low Lethality)
• Attachment: Flash Pack
• Attachment: Flash Pack
• Attachment: Voice recorder Pack
• Attachment: Voice recorder Pack

Shock Gloves:
• Range: Melee
• Damage: None. This gloves discharge an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge for 2d4 melee rounds.
A successful saving throw means the person has successfully fought off the effect and is unimpaired. Roll to save against each strike. Saving throw versus toxins.
• Rate of Fire: Single shots only, five shots total per melee
• Payload: 10/10 shots per charge (no clip)[/size]
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Re: Super Power Correction Efforts - Discussion

Postby Divine » Sat May 05, 2018 7:27 am

Bringing something to the discussion because it will affect my character; enlightened self-interest!

Solar Powered, PU1, pg 41. Point 6:

Increase the range of most Energy Expulsion powers by 20% during the daytime, but increase the range and damage by 50% if a power is Light or Laser-based.


Should this be reworded so it's not specifically referencing the Energy Expulsion power sets, rather than powers that do energy damage, or is it intended to work with only those sets? Logic dictates the former, but it's another example of unclear editing. :lol:
Demigod (Daytime)
Energy Wings active

Unaffected by thin air, high altitudes or G-forces less than 5.
Can hold breath for up to 8 minutes.
Impervious to heat.
Light/Laser attacks and fire do half damage.
Double Damage/Half Saves vs darkness/shadows/night effects.

Form: Demigod
ATTRIBUTES
I.Q.: 18
M.E.: 29
M.A.: 21
P.S.: 29 Extraordinary
P.P.: 17
P.E.: 19
P.B.: 23
Speed: 23

PHYSICAL DATA
PPE: 5
HP: 52
SDC: 256
AR: 13
Omega Suit
A.R.: 17
SDC: 250

Divine
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Re: Super Power Correction Efforts - Discussion

Postby John Altfeld » Sun May 13, 2018 7:50 pm

PU2 Complete Powers

Directed Force
Problem: Relatively minor clarification issue - most of the subpowers state the SN PS level that Directed Force applies, but it's missing for Pushing/Ramming People.
Solution: This effect is SN PS 30 as per the Holding subpowers.

Super Power Punch
Problem: This power, as written, is a Minor power. All it does is let you blow your entire melee attack load for a round on a single action, making it more likely you'll do NO damage (easier to miss on a single roll than on 8 rolls), and tanking your defensive ability.
Solution: EITHER Make this a Minor power, OR Super Power Punch gains +2 to Strike and ignore AR of the target.

Other Items

Currently Unmarked Attacks that Should Affect Intangible Characters at Half Damage
Energy, Sound, Shadow


Typo Issues in EU Power Fixes
Whirlpool wasn’t meant to have an unlimited duration under Control Water, it was supposed to be Water Walk with unlimited duration, unlimited whirlpool is crazy overpowered.
Last edited by John Altfeld on Fri May 25, 2018 6:35 am, edited 1 time in total.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 62/62
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

Important Combat Stats
Number of Attacks: 7
Initiative Bonus: +8
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +13 (+13/+13/+15/+15)
Dodge Bonus: +16/+20 (+16/+16/+12/+12)/(+20/+20/+16/+16)
Auto-Dodge Bonus: +4 (+4/+4/+0/+0)
Bonus to Disarm: +2
Called Shots: +4
Supernatural Strength Punch Damage: 3d6(5d6)+8/5d6(6d6)+8/1d6x10+18(+28)/1d6x10+58(+68)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400"
• See the invisible
• Nightvision 600'
• Recognize enchantment (63%)
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Re: Super Power Correction Efforts - Discussion

Postby John Altfeld » Thu May 24, 2018 8:18 pm

PU1 Major Powers Revisions Repost

As with above, here's an updated/modified PU1 Major Powers revisions repost in the wake of the Great Knockdown Attack Post Removal.

APS Light
Problem: Laser Flight is super-confusing. It has a range, a maximum altitude, and a speed.
Solution: Remove the maximum altitude, clarify that a character can fly in 1 mile increments at maximum speed up to their maximum range per action. This type of flight isn’t effective for short-range, use the slower speed that is available even in human form.

APS Vapor/Fog
Problem: Takes 5% damage from explosions and strong winds, inconsistent with other aggregate/liquid/gas APS forms.
Solution: Takes no damage from explosions and strong winds. Other aspects of the partial intangibility subpower remain the same.

Dimensional Room
Problem: How big does this flat, vertical surface need to be? How flat? How vertical? Why the limitation of even requiring a surface?
Solution: EITHER 1. Remove the requirement that it be a flat, vertical surface (so that it could, for example, be put on the ground), 2. Make it ‘any vertical surface big enough to hold the door (so you can do it on, say, a tree), OR 3. Make it so the door always appear vertically, but can be opened without a physical surface.

Energy Doppelganger
Problem: Energy Travel sub-power has a maximum distance of 1 mile per level of experience at a speed of 600 MPH. Energy Doppelganger has a maximum distance from the creator of 3 miles. Why does the travel effect have both a maximum distance and a speed, is it meant to be 1 mile per action at 600 MPH? It’s a similar problem to APS Light Flight.
Solution: Remove the maximum distance from this subpower – the doppelganger is already limited in how far it can get from its creator.

Friction Control
Problem: This is incredibly underwhelming as a Major Power. It provides marginal bonuses/penalties to speed and projectile weapon range until level 8 or so, at which point it’s still not very good.
Solution: It’s a Minor Power. Alternatively, I can come up with some different bonuses, but that would be a whole-cloth rewrite.

Matter Expulsion Overarching Problems
Encase Problem: This power needs some kind of defense against the encase subpower, otherwise it's an insta-kill.
Encase Solution: EITHER require it to be by touch, so allows a parry, OR keep the range as-is and allow a dodge, since the attacker is actually spewing out matter. [/i]

Matter Expulsion: Crystal
Encase Issues Discussed Above.

Matter Expulsion: Metal
Encase Issue Discussed Above.

Matter Expulsion: Stone
Encase Issues Discussed Above.

Re-Channel and Expel Energy
Problem: The limitation about not shooting yourself is dumb, inconsistent, and invites other abuse. Even as written, the power would require you to spend two actions to shoot yourself and then rechannel the attack, meaning it’s not a crazy-high amount of damage. And what if your buddy shoots you instead? That’s kosher as written, but you can’t do it yourself? Come on.
Solution: Remove the limitation about not being able to shoot yourself.

Reconstruction
Problem: As written, this power is barely equivalent to just knowing how to fix machines yourself. Yes, it’s faster, but how often are you going to need to quickly repair a bicycle, and then the machine falls apart as soon as you walk away, meaning you have to keep fixing it. On top of that, they say you can’t fix ALIEN machines, which further shoots the power in the foot and brings up the whole “What counts as alien” debate in terms of non-humans and other-dimensional humans, etc.
Solution: Remove the limitation about the power not working on alien machines OR it’s a Minor Power, but I think the first suggestion is better.

Rocket Fists
Problem: Minor issue, it’s missing the explanation of “See Like a Hawk.”
Solution: Extraordinary vision ten times greater than a normal human’s which means a two-foot object can be seen with perfect clarity two miles away.

Spiral/Vortex
Whirlpool Problem: Same issue as with the one we fixed under Control Elemental Force Water.
Whirlpool Solution: Characters with enhanced strength, increased swimming speed, the ability to walk on water, or similar powers have a chance to escape the whirlpool. Extraordinary/Augmented Strength characters and those with increased swimming speeds have a 33% chance per melee round of escaping, those with Superhuman/Robotic Strength or the ability to walk on water have a 66% chance per melee round of escaping, in both cases roll once per round. Those with Supernatural Strength will escape the whirlpool after one melee round.
Tornado Problem: Ignores the possibility for increased weight/mass of a target.
Tornado Solution: Targets weighing more than 1,000 pounds are immune to being picked up by the Tornado subpower. (OR 5,000 pounds if you think 1,000 pounds is too little)

Weapon Energy Extensions
Problem: This power is so weak, even KS has a note in the description trying to explain why it’s a Major power. It’s not – there are no rules for reach, and it doesn’t matter how many weapons you can create, you can only ever use two at a time under the core rules.
Solution: It’s a Minor power.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 62/62
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,230/15/150/510/1,230

Important Combat Stats
Number of Attacks: 7
Initiative Bonus: +8
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +13 (+13/+13/+15/+15)
Dodge Bonus: +16/+20 (+16/+16/+12/+12)/(+20/+20/+16/+16)
Auto-Dodge Bonus: +4 (+4/+4/+0/+0)
Bonus to Disarm: +2
Called Shots: +4
Supernatural Strength Punch Damage: 3d6(5d6)+8/5d6(6d6)+8/1d6x10+18(+28)/1d6x10+58(+68)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 400"
• See the invisible
• Nightvision 600'
• Recognize enchantment (63%)
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Re: Super Power Correction Efforts - Discussion & Proposals

Postby Augur » Fri Jul 13, 2018 11:25 am

I'm foregoing further work on the HU2 Powers Revisions until there's a substantive response from Blackhaunt as HU2: CS and HU2: G are the primary focus of these rules clarifications and revisions.

Finalized changes
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