Post by A_Shadow_of_Life on Mar 6, 2017 16:58:13 GMT -5
Cost Reductions:
Cost Reductions may not lower the Super Point cost of a power lower than 1 / power level.
Flaw point reductions may be applied to any part of a power, and are thus applied to the "whole" of a power's cost. This does not let you break the rule of "Minimum of 1 super point per power level".
Super Strength [2 Super Points per level]:
Duration: Always on.
Super Speed [2 Super Points per level]:
Duration: Always on.
Swiftness [2 Super Points per level]:
Duration: Always on.
ESP [3 Super Points per level, Power Level cap removed]:
ESP Lasts till the end of the Scene, or 1 minute per level if the scene is longer than that. At the end of the time limit, the target gets a new save.
Illusions are Concentration based
Mind Control is 1 round/level
Mind Blast is Instantaneous
Mental Repair is Instantaneous
Empathy lasts for Conentration
Object Reading lasts for Concentration
Speak with the Dead lasts for Concentration
Mind Swap is permanent (Can be reversed)
Power Block is permanent (Can be reversed)
Project Spirit is concentration
Reflect Failed Mental Attacks is immediate
Telekinesis [4 Super Points per level]:
Duration: Concentration
Healing [4 Super Points per level]:
Adding additional targets or Area of Effects pulls Healing points for each hit point healed for each target.
Power Blast [3 Super Points per level]:
Wealth [1 Super Point per level]:
Duration: Always on.
Adding your Wealth to damage rolls only applies your Base Wealth.
Regeneration (3 Super Points per level]:
Duration: Always on.
Transformation [4 Super Points per level]:
If you pick Temporary it lasts as long as the feat dictates.
Not done yet.
Shape-Shifting:
Potentially game breaking with the right choices, but is this a set form, or can you shape shift between any form within this range? As a GM, I'd probably limit how strong you can go, depending on level.
Growth/Shrinking:
Only question here would be duration, though I assume it's as long as you want.
Immaterial:
How high of hardness are humans? What about Superheros with an increased density via Body Manipulation, etc?
Flight:
Not much to ask here. Maybe a suggestion of having some way to get better maneuverability, as an option of some kind.
Power Sense:
Super point cost of 'Assess'?
Energy Absorb:
Is the energy cap here a per source? Aka, a dozen dragons descend on you and all unleash fiery death upon you, do you absorb fire from each of them?
Energy Draining Touch:
Not much to ask about here. Would have liked to see some options, such as range, AoE's, maybe redirected the absorbed energy to heal allies.
Enhance Self:
Can you take the Advantage multiple times?
Enhance Other:
Nothing much to ask here.
Overclock:
Would have liked to see an option to make this be able to be applied as a group buff, or the like. As is, it's only useful as a storyline power, or cohorts. Party buff variant would this power a lot better.
Energy Barrier:
Looks good.
Invisibility:
The only question here would be what action to activate? Assuming Standard here, as that is the gold standard.
Teleportation:
while teleporting isn't necessarily overpowered on it's own, the execution of this power was.. well, not handled in a balanced sense. You only need to buy 1 level, and then you can buy all the other teleportation advantages and then travel across the universe for a minor investment. As I said before, teleporting isn't necessarily broken on it's own, but inside of the power itself.. it doesn't really scale appropriately.
Prehensile Limb:
Triple Time needs a super cost.
Power Drive:
Looks fine.
Wall Walking:
Probably needs reworded as per move action, as opposed to per round. Spending a full round action to move that far.. is very very slow.
Magic:
Oh boy. This one is rough! So it takes a standard action to activate.. but how long.. does it last? I mean, some effects being right then and there works, but what about a buff type of magic?
Heightened Senses:
Looks good.
Natural Attack:
Magic Fang, can it be used to obtain properties?
Enhanced Defenses:
All my STAVES are enhanced. I am the master of smackdown with the staves.
Extended Life/Immortality:
Yes. Power level = 1 means you get nothing out of it.
Immunity:
Looks fine I suppose?
Enhanced Reflexes:
Looks good.
Thick Skin:
Maybe something here referencing the Immaterial Power. I mean, you even use an example of making your body's density higher.
Self-Contained Life:
Looks fine.
Create Object:
Uhm. How long do these last if they don't have the Continuous effect? Also, an option to make more complex objects would be interesting. Probably with an accompanying Craft check to go with it, so it isn't completely broken.
Sixth Sense:
Perceive details, not detains.
Fear:
Need a duration. Wouldn't mind adding additional targets, or eventually an AoE effect available
Elemental Mastery:
Looks legit.
Damage:
Looks fine. Far less broken than Wealth.
Duplication:
Need a duration I suppose.
Clairvoyance:
Not much to add. Looks good.
Manipulate Body Density:
Duration?
Stretching:
Looks good.
Adaptation:
Looks good.
Leaping:
Might want to increase the cost of Hyper Leaping and include a weaker boost. Some people just want to jump in higher increments, but not at Superman level.
Anti Power aura:
would be cool to have extra options for this. Like maybe firing it in a beam, or effecting someone outside the area for so long, etc.
Hyper Power:
Amazing power, here. Nothing to add here really, it's straight forward amazing.
Hyper Stats:
Pretty dang powerful. A little cheap for the huge boost, but maybe I'm just biased against letting someone pick up +40 to a single stat from the word go..?
I suggest maybe increasing the price, cutting the bonus, or capping it at Level for each statistic. Maybe a combination of sorts.
Cost Reductions may not lower the Super Point cost of a power lower than 1 / power level.
Flaw point reductions may be applied to any part of a power, and are thus applied to the "whole" of a power's cost. This does not let you break the rule of "Minimum of 1 super point per power level".
Super Strength [2 Super Points per level]:
Duration: Always on.
Super Speed [2 Super Points per level]:
Duration: Always on.
Swiftness [2 Super Points per level]:
Duration: Always on.
ESP [3 Super Points per level, Power Level cap removed]:
ESP Lasts till the end of the Scene, or 1 minute per level if the scene is longer than that. At the end of the time limit, the target gets a new save.
Illusions are Concentration based
Mind Control is 1 round/level
Mind Blast is Instantaneous
Mental Repair is Instantaneous
Empathy lasts for Conentration
Object Reading lasts for Concentration
Speak with the Dead lasts for Concentration
Mind Swap is permanent (Can be reversed)
Power Block is permanent (Can be reversed)
Project Spirit is concentration
Reflect Failed Mental Attacks is immediate
Telekinesis [4 Super Points per level]:
Duration: Concentration
Healing [4 Super Points per level]:
Adding additional targets or Area of Effects pulls Healing points for each hit point healed for each target.
Power Blast [3 Super Points per level]:
Wealth [1 Super Point per level]:
Duration: Always on.
Adding your Wealth to damage rolls only applies your Base Wealth.
Regeneration (3 Super Points per level]:
Duration: Always on.
Transformation [4 Super Points per level]:
If you pick Temporary it lasts as long as the feat dictates.
Not done yet.
Shape-Shifting:
Potentially game breaking with the right choices, but is this a set form, or can you shape shift between any form within this range? As a GM, I'd probably limit how strong you can go, depending on level.
Growth/Shrinking:
Only question here would be duration, though I assume it's as long as you want.
Immaterial:
How high of hardness are humans? What about Superheros with an increased density via Body Manipulation, etc?
Flight:
Not much to ask here. Maybe a suggestion of having some way to get better maneuverability, as an option of some kind.
Power Sense:
Super point cost of 'Assess'?
Energy Absorb:
Is the energy cap here a per source? Aka, a dozen dragons descend on you and all unleash fiery death upon you, do you absorb fire from each of them?
Energy Draining Touch:
Not much to ask about here. Would have liked to see some options, such as range, AoE's, maybe redirected the absorbed energy to heal allies.
Enhance Self:
Can you take the Advantage multiple times?
Enhance Other:
Nothing much to ask here.
Overclock:
Would have liked to see an option to make this be able to be applied as a group buff, or the like. As is, it's only useful as a storyline power, or cohorts. Party buff variant would this power a lot better.
Energy Barrier:
Looks good.
Invisibility:
The only question here would be what action to activate? Assuming Standard here, as that is the gold standard.
Teleportation:
while teleporting isn't necessarily overpowered on it's own, the execution of this power was.. well, not handled in a balanced sense. You only need to buy 1 level, and then you can buy all the other teleportation advantages and then travel across the universe for a minor investment. As I said before, teleporting isn't necessarily broken on it's own, but inside of the power itself.. it doesn't really scale appropriately.
Prehensile Limb:
Triple Time needs a super cost.
Power Drive:
Looks fine.
Wall Walking:
Probably needs reworded as per move action, as opposed to per round. Spending a full round action to move that far.. is very very slow.
Magic:
Oh boy. This one is rough! So it takes a standard action to activate.. but how long.. does it last? I mean, some effects being right then and there works, but what about a buff type of magic?
Heightened Senses:
Looks good.
Natural Attack:
Magic Fang, can it be used to obtain properties?
Enhanced Defenses:
All my STAVES are enhanced. I am the master of smackdown with the staves.
Extended Life/Immortality:
Yes. Power level = 1 means you get nothing out of it.
Immunity:
Looks fine I suppose?
Enhanced Reflexes:
Looks good.
Thick Skin:
Maybe something here referencing the Immaterial Power. I mean, you even use an example of making your body's density higher.
Self-Contained Life:
Looks fine.
Create Object:
Uhm. How long do these last if they don't have the Continuous effect? Also, an option to make more complex objects would be interesting. Probably with an accompanying Craft check to go with it, so it isn't completely broken.
Sixth Sense:
Perceive details, not detains.
Fear:
Need a duration. Wouldn't mind adding additional targets, or eventually an AoE effect available
Elemental Mastery:
Looks legit.
Damage:
Looks fine. Far less broken than Wealth.
Duplication:
Need a duration I suppose.
Clairvoyance:
Not much to add. Looks good.
Manipulate Body Density:
Duration?
Stretching:
Looks good.
Adaptation:
Looks good.
Leaping:
Might want to increase the cost of Hyper Leaping and include a weaker boost. Some people just want to jump in higher increments, but not at Superman level.
Anti Power aura:
would be cool to have extra options for this. Like maybe firing it in a beam, or effecting someone outside the area for so long, etc.
Hyper Power:
Amazing power, here. Nothing to add here really, it's straight forward amazing.
Hyper Stats:
Pretty dang powerful. A little cheap for the huge boost, but maybe I'm just biased against letting someone pick up +40 to a single stat from the word go..?
I suggest maybe increasing the price, cutting the bonus, or capping it at Level for each statistic. Maybe a combination of sorts.