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Grace, Rise of the Supers

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Dark Bunny Lord
Captain

PostPosted: Fri Feb 27, 2009 12:08 am


Here I will list and post all of the most frequently asked questions that I receive and their answers. The list of questions will be in this post, where as the full question and answer will be in posts below:

1. How do I create a power suit such as a mech, or Iron man like armor?
2. How do I make a weapon such as a sword, magical staff, etc?
3. How do I make a power that has two different effects?
4. How do I create an "Array"?
 
PostPosted: Fri Feb 27, 2009 12:12 am



1. How do I create a power suit such as a mech, or Iron man like armor?

A:
First of all you use the "device power". The powers cost can be one of two things, either 3 per rank if the device is easy to loose, such as a sword, gun, etc, or 4 per rank if the device is hard to loose, such as a power suit, or something that could not be disarmed/removed easily.

When you buy ranks you gain a new pool of power points that will be used to buy powers that the suit will provide. The pool is 5x the rank of device.
These points may now be allocated into effects to make for the power suit.
So for example:
Ian wanted to make a power suit for his hero, a mech piloting hot shot. He decides to buy 2 ranks in device at 4 per rank, costing him 8 pp from his starting 20.
This gives him a new pool of pp JUST for the devices powers of 10pp.
First off he decides he wants to buy a gun for it.
He looks over powers and see's that blast will fit the best, being rank 1 he knows he can't have a DC higher than 16, so he decides to only buy 1 rank and add on the extra range, so that the gun can shoot a distance rather than be a touch attack. He jots down the power in his powers section, making sure to note the devices name in parenthesis besides it so the BM accepting his prof will know that the power is from the suit.
So far he's spent 2 pp (the damage was 2pp per rank with the ranged extra, so at rank 1 he spent 1x2 =2pp), meaning he has 8pp left on the device to spend.

Next he decides that the suit is going to be tough and protect him since he's wearing metal. He looks at his toughness save and notes that he doesn't have any con bonus, meaning protection will be helpful (since if he did it wouldn't matter since at +1 toughness save is your cap at starting level). He uses the protection power which costs 1pp per rank and buys 1 rank. He now has 7pp left to use.
Lastly he looks at the flight power, thinking it might be good if his suite can fly around, and fairly fast at that.
So he buys 5 ranks of flight, at a cost of 1pp per rank which spends up the last 5 points of his device.
This leaves him with 2 more pp to spend on anything he wants, which he'll probably wind up spending on com link or other super senses.


The power suit created in the example should look like this on your powers:
Power Suit
Rank: 2
Cost: 4pp per (8pp)
Build: Device (hard to loose)

Charge Cannons (Power Suit)
-Rank: 1
-Cost: 2pp per rank (2pp)
-Build: Damage + Ranged
-Action: Standard(active)
-Range: Ranged
-Saving Throw: Tough(DC17)
-Duration: Instant
-Description:
The user fires blasts of energy powered by the suits core from their hands.
------------------------------------------------------------------------------------

Plating (Power Suit)
-Rank: 1
-Cost: 1pp per rank (1pp)
-Build: Protection
-Action: None(passive)
-Range: Personal
-Saving Throw: None
-Duration: Permanent
-Description:
Heavy metal plating coats the power suit protecting the user within.
------------------------------------------------------------------------------------

Jets (Power Suit)
-Rank: 5
-Cost: 1pp per rank (5pp)
-Build: Flight
-Action: Move (active)
-Range: Personal
-Saving Throw: None
-Duration: Sustained
-Description:
Powerful Jets of energy shoot out of the users back giving them enough propulsion to fly at incredible speeds.

 

Dark Bunny Lord
Captain


Dark Bunny Lord
Captain

PostPosted: Tue Mar 03, 2009 1:57 pm


2. How do I make a weapon such as a sword, magical staff, etc?

A:
To create a weapon or object that you hold and is not naturally part of you (a device, sniper, gun, mystic orb, etc, etc) you are going to once again use the device power much as you do for power suites (shown in question 1 of the FAQ).
However the difference here is that these devices are "usually" 3pp per rank for the device power rather than 4pp per rank. This is because they are assumed to be "easy to loose." The reason they are easier to loose than a power suit is because obviously you can drop, or be disarmed of a hand held weapon or something of the sort, where as a power suit tends to be quite a bit harder to get off a person.
You gain a new separate "device pool" of pp equal to 5x the number of ranks you buy in device. These points will be used to allocate effects on your weapon.

So for example:
John wants to make a mystical staff of zaresh, an item his character found in ancient times and sent him spiraling into the futures current game setting.
He considers what he wants the staff to do an figures a couple things, first off he wants to be able to life objects with it via a form of telekinesis, secondly he figures it might be a good idea to put a magical blast of energy that can fire from it and blast his foes.
So he decides to buy 1 rank in device, this costs him 3pp from his normal pool and gives him a new "device pool" of pp equal to (1x5) 5pp to use for effects on the staff.

Looking over powers he first tackles the magic energy blast the staff will be able to shoot. The attack should be "Damage + range" and he buys 1 rank in this power.
Damage is 1pp per rank, and range increases the damages range from touch to ranged, this increase the cost by 1pp per rank. The total cost of this power is 2pp per rank x 1 rank = 2pp.
He now has 3pp left and looks over powers to try and finds the move object power.
This power is 2pp per rank, seeing as he has 3pp left he figures increasing the cost by 1pp per rank would allow him to get one rank and have a bit more power than the standard move object power.
Looking over the extras he see's the ranged extra, this would increase the range from "ranged" to "perception" meaning he wouldn't have to make hit rolls any more on anything he tried to move with this power, quite the nice extra.
So he makes the new power on the staff "move object + range" which costs 3pp per rank, at rank 1 this totals the cost to 3pp.


With the example above John has spent the last of his pp on his device and his power section post in his profile for the device should look like this:


Magical Staff of Zaresh
Rank: 1
Cost: 3pp per rank (3pp)
Build: Device (easy to loose)

Magical Blast (Magical Staff of Zaresh)
-Rank: 1
-Cost: 2pp per rank (2pp)
-Build: Damage + Ranged
-Action: Standard(active)
-Range: Ranged
-Saving Throw: Tough(DC17)
-Duration: Instant
-Description:
A blast of mystical energy fires forth from the tip of the blast and slams into the wielders foe with the power of Zaresh.
------------------------------------------------------------------------------------

Telekinesis (Magical Staff of Zaresh)
-Rank: 1
-Cost: 3pp per rank (3pp)
-Build: Move Object + Ranged
-Action: Standard (active)
-Range: Perception
-Saving Throw: None
-Duration: Sustained
-Description:
While wielding the staff the user can lift objects by commanding powerful winds.
------------------------------------------------------------------------------------


Notes:
Somtimes you may wind up with more pp in your device pool than you really need. It's not always a bad idea to just not spend some of it, and instead hold the pp off until your PL goes up so you can spend it then to increase your damage dc as your PL limits for damage go up.
This way when your PL rank goes up you don't have to spend more ranks on device since you already have excess device pp sitting aside waiting to pay for the upgrade.
 
PostPosted: Tue Mar 31, 2009 12:57 pm


3. How do I make a power that has two different effects?

To create a power that has more than one effect you use the "link" extra.
There are a few rules when you do this.
---You may link as many different power effects as you wish, as long as they all make sense working together.
---Note that all linked powers go off at one time, and you may not use them seperatly. This saves you time by you only having to spend one action to activated them (whatever action the base effect is that is), though it decreases viability as you MUST use the base power to have any of the other powers linked to it to work.
---One effect is your "base" effect, this is the effect in your prof at the top of all the other linked ones. You can choose this, but generally it should be whatever would trigger all of the other effects sense wise (like in the example below, drain is what triggers healing and boost, thus drain is the base effect).
---Powers linked to the base effect may not have an "action" greater than the base powers. If they do, and you still want them linked, be sure to add the "extra" action to the linked effects until they have the same, or less, of an action (Ex: If your base power is a standard action, any powers that take longer, aka a full action or longer, they must apply the "action" extra to lower their action to at least standard or less).
---Similarly to actions, the linked powers may not have less of a "range" than the base power.
Thats not to say if one power shoots 10ft that the linked ones must shot 10 ft as well, but rather if say the base power is "ranged" linked powers on it must also be "ranged".
(Note this doesn't always apply. For example, if a power linked only effects you, then it's range doesn't matter. It's more for situations such as, say, linking a damage + range -link- stun.
In this case stun is normally touch, meaning you'd have to apply the range extra to make it ranged like your base "damage" power.)

Example Of Linked Powers:
Rooker wants to make a "soul drain" power for his vampire. The power drains the blood of his foe and makes him stronger as well as heals his wounds.
So he looks over the power effects and finds "drain", "boost", and "healing" fit him quite well.
First he goes about making the "base" power, he figures "drain" would suit it best since the boost and healing would not work without him being able to successfully drain the target.
---The loss of blood would most likely cause the victim to loose some constitution, so he chooses drain at 1pp per to drain only con from the foe.
---He also figures for any of this to work he'd need a good hold of his target and thus applies the "requires grapple" flaw.

So the first part of the power looks like:

Soul Drain (Drain)
-Rank: 2
-Cost: 1:2pp per rank (1pp)
-Build: Drain(Con) - Requires Grapple
-Action: Standard (Active)
-Range: Touch
-Saving Throw: Fortitude(Staged)
-Duration: Instant
Description: Callian can sap the life force out of his enemies assuming he can successfully pin them to do it. Drain afflicts the Constitution Ability of creatures with a soul (Can't Drain Soulless opponents regardless of Constitution).

Next he figures "boost" would strengthen him when draining the foe, thus he applies boost str as the next linked power. He also figures he wants the effect to leave him all at once, and that obviously he couldn't boost allies like this, that combined with the fact that he could only do it when using the base power that requires grapple, he applies 1 extra and two flaws, "Total Fade", "Personal", and "Requires Grapple". It looks like:

Soul Drain (Boost)
-Rank: 2
-Cost: 1:2pp per rank (1pp)
-Build: Boost(Str) + Total Fade - Personal - Requires Grapple
-Action: Reaction (Active)
-Range: Touch
-Saving Throw: Fortitude(harmless)
-Duration: Instant
Description: While draining life from the pinned victim, Callian can gain a Boost from the affected victim's life. He grows temporarily stronger which fades all at once when his boost period ends. (Note: Each turn Boost must be chosen as Drain's extra effect to be applied that turn)

Lastly he figures that the effect "healing" will only give him a bonus to healing checks to recover from things he normally would (thus if he spends time out of combat drinking from an ally or random victim he can heal up easier).
This, do to the base power, could obviously only work while grappling and that he clearly could only heal himself.
Thus he applies the two flaws, "Requires Grapple" and "Personal" making the last part of his power:



Soul Drain (Healing)
-Rank: 2
-Cost: 1:2pp per rank (1pp)
-Build: Healing(1 Recovery Check Bonus) - Requires Grapple - Personal
-Action: Reaction (Active)
-Range: Touch
-Saving Throw: Fortitude(harmless)
-Duration: Instant
Description: When Draining a pinned victim, Callian's wounds will begin to heal through the life sapped from the opponent.

Profile Layout:
The end layout for the linked powers on his prof would look like the following below.

Soul Drain (Drain)
-Rank: 2
-Cost: 1:2pp per rank (1pp)
-Build: Drain(Con) - Requires Grapple
-Action: Standard (Active)
-Range: Touch
-Saving Throw: Fortitude(Staged)
-Duration: Instant
Description: Callian can sap the life force out of his enemies assuming he can successfully pin them to do it. Drain afflicts the Constitution Ability of creatures with a soul (Can't Drain Soulless opponents regardless of Constitution).

----Link----

Soul Drain (Boost)
-Rank: 2
-Cost: 1:2pp per rank (1pp)
-Build: Boost(Str) + Total Fade - Requires Grapple - Personal
-Action: Reaction (Active)
-Range: Touch
-Saving Throw: Fortitude(harmless)
-Duration: Instant
Description: While draining life from the pinned victim, Callian can gain a Boost from the affected victim's life. He grows temporarily stronger which fades all at once when his boost period ends. (Note: Each turn Boost must be chosen as Drain's extra effect to be applied that turn)

----Link----

Soul Drain (Healing)
-Rank: 2
-Cost: 1:2pp per rank (1pp)
-Build: Healing(1 Recovery Check Bonus) - Requires Grapple - Personal
-Action: Reaction (Active)
-Range: Touch
-Saving Throw: Fortitude(harmless)
-Duration: Instant
Description: When Draining a pinned victim, Callian's wounds will begin to heal through the life sapped from the opponent.
 

Dark Bunny Lord
Captain


Dark Bunny Lord
Captain

PostPosted: Wed Oct 21, 2009 12:14 am


4. How do I create an "Array"?

A.
Well first lets talk about what an Array is. An array is a set of powers with alternate settings.
For example, you may have a character who controls fire. You decide you want a "fiery bolt that can shoot from your hands" and "a bright flash of fire that can blind enemies".
You look up powers and find out that for firing the "fiery bolt" you'll need to get the "damage" power and add the "ranged" extra.
For the "bright flash" you find you'll need the power "dazzle (visual)" with the extra "area burst".
However when looking at your remaining power points you figure out that you don't have enough to buy both of them.

Not a problem, with array you can pay for only one of the powers and then buy the other for only 1pp! The catch is that you can only "use" one of the powers on an array at a time.
Think of it like a tv, you may have several different channels you can watch all one on television set, however you can only watch one of them at a time.
----------------------------------------
Building The Power:
We'll start buy building our power. Your character starts at PL1 and since damage is capped we figure our "damage" power will only need to be rank 1, with damage + range it will cost 2pp per rank, but we decide to through in a nice little fiery explosion and add the extra "area (burs)" for good measure, this will make the total cost 3pp per rank at rank one means a total of 3pp.

So, we find array and see it's 1pp per rank and provides a 1pp pool for all settings "per" rank we buy in it. If our base power or "setting" on it is going to cost 3pp as we found above then we'll need at least 3 ranks in it.
So we buy "Array Rank 3" and add on the power "Damage + Ranged + Area(Burst)" filling out the power format like normal.

You now have an array that allows you to use the fiery bolt you wanted. However now you figure you need to get the fiery blinding flash created. So to get a new "setting" for the array you purchase the power feat "alternate power" on the array power. This makes the arrays end cost +1pp and grants you the ability to make a new power or set of powers worth the array's rank x1pp.
(Note in this instance we're only making the dazzle power with it's extras, you can however make "several" powers linked or unlinked as long as they're "total combined cost" does not exceed the array's rank x1pp.
Note you can make a setting cost less, the excess pp is lost until you upgrade the setting to match the proper cost but it doesn't "have" to equal the "exact" cost to put it simply.)
So you know for your knew setting that you have 3pp to build it with from the array pool. You take "dazzle (visual) + area (burst)". You want the power to be rank 1 since it's DC is capped at it's first rank for your current PL of 1 and excess would be pointless and wasted.
You find out this will cost 3pp per rank (2pp for the dazzle visual and +1pp per rank for the area extra). Making it's total cost 3pp the exact amount you can spend for this setting.

-Note that all powers on an array must be related. For example in this case the two powers on array are related to manipulating fire.
----------------------------------------
Layout:


Fire Control
Rank: 1
Cost: 1pp per rank +1 (4pp)
Build: Array + Alternate Power(+1)(PF)

-----Setting1-----
Fiery Bolt (Fire Control)
-Rank: 1
-Cost: 3pp per rank (3pp)
-Build: Damage + Range + Area(Burst)
-Action: Standard(active)
-Range: Ranged
-Saving Throw: Toughness(DC:16)
-Duration: Instant
-Description:
A fiery Bolt shoots from Inferno's hands slamming into their enemy and burning at extremely high temperatures before snuffing out, leaving charred flesh behind on those it strikes.

-----Setting2-----
Fiery Flash (Fire Control)
-Rank: 1
-Cost: 3pp per rank (3pp)
-Build: Dazzle(Visual) + Area(Burst)
-Action: Standard(active)
-Range: Ranged
-Saving Throw: Reflex/Fortitude (DC:11/DC:11)
-Duration: Instant(Lasting)
-Description:
Inferno heats up the air around him and causes a fiery flash. While hot it doesn't cause more than some discomfort, however the flash is so bright that anyone within it's "burst" struck by it becomes temporarily blinded.

With the above "array" the user can "damage" or "dazzle". Damage is instantanious with no lasting effects (other than leaving injuries or bruises which are the only type of effect never removed when an alternate setting is used if they where inflicted to a foe). If the user has "dazzeled" a foe and they are still dazzeled when the user decides to use the "first setting, fiery bolt" then the "dazzle" effect is instantly turned off from the foe.
The good thing about array is that the user payed only 1pp rather than 3pp for the second power, the bad part is that they can only use one of the settings at a time. Used properly a player can save a ton of power points by using array to build their powers.

 
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Grace, Rise of The Supers

 
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