HeapThaumaturgist
First Post
Doesn't seem to be much activity in the RPGO forums, and I know a few people here have this product (and Chuck stops by).
I've got some questions about how/why a few things in BnV work.
"Ability Enhancement" - I don't get the point of this ability. You have to stick 4pp into this to get 1d4 points of an ability that fades away within a few rounds. For 4pp in the same Super-Ability you get FOUR permanent points to that ability.
If anything, I'd say making your Super-Ability tiring or triggered would be adding Disadvantages to it. Honestly I'd let somebody do that with a Super-Ability if they wanted something LIKE "Ability Enhancement". Was this a typo or is it just a crappy ability?
Another is making Gadgets and Devices. This was listed as something that was going to be soon added to another issue of BnV, but that doesn't seem to be immediately forthcoming ... would treating Device like a power flaw (like M&M) be workable? I figure it would make a good 2-point Disad for a power.
"Blast- Energy Blast" ... so this means Energy Blast always gets the listed +2 disad? It says: "You must specify the type of energy for resistance ..." etc etc, so I assume all Energy Blasts are then going to have that Disad. But under the Disad it says one of the advantages of Blast is taking something people don't have a resistance to ... which suggests you DON'T have to specify a type of energy for resistance. Or, I guess, we could suggest something like "Ruby Blasty Beam" as the energy type, on the off-chance I, as the rat-bastard DM wanted to create Immune To Ruby Blasty Beam Dude. In that case, do I still have to take the +2 Disad, as that would be a little cheesy.
Of course, common-sense tells me it works like: "If you take a common type of energy, it is a +2 Point Disad to the Energy Blast power". That's not really how it reads, though.
One last thing ... although it isn't listed in the original stuff on power descriptions, I take it that the "Free" descriptor on some of the powers is distinguishing those powers that DON'T require an AP to be spent for their use? I might have missed it, but this doesn't seem to be very clearly explained. In the power description explaination area of the text it says a bunch of stuff about "if the name of the sub-power is close to the name of the base power it doesn't require an AP to activate the power" etc etc.
BUT under the "Control Electricity" power we have "Resist Electricity" and "Electrical Empathy". Each of these has the "Free" descriptor and neither is very powerful (not warranting an AP or Power Stunt, I'd say). Yet under the Power Feat "Immunity To Electricity" one of the pre-reqs is "Resist Electricty Power Stunt" which suggests that "Resist Electricity" costs an AP to activate or a Power Stunt to keep.
Meaning I'm really confused as to what the heck the "Free" means.
Anybody know more than I do about this?
--fje
I've got some questions about how/why a few things in BnV work.
"Ability Enhancement" - I don't get the point of this ability. You have to stick 4pp into this to get 1d4 points of an ability that fades away within a few rounds. For 4pp in the same Super-Ability you get FOUR permanent points to that ability.
If anything, I'd say making your Super-Ability tiring or triggered would be adding Disadvantages to it. Honestly I'd let somebody do that with a Super-Ability if they wanted something LIKE "Ability Enhancement". Was this a typo or is it just a crappy ability?
Another is making Gadgets and Devices. This was listed as something that was going to be soon added to another issue of BnV, but that doesn't seem to be immediately forthcoming ... would treating Device like a power flaw (like M&M) be workable? I figure it would make a good 2-point Disad for a power.
"Blast- Energy Blast" ... so this means Energy Blast always gets the listed +2 disad? It says: "You must specify the type of energy for resistance ..." etc etc, so I assume all Energy Blasts are then going to have that Disad. But under the Disad it says one of the advantages of Blast is taking something people don't have a resistance to ... which suggests you DON'T have to specify a type of energy for resistance. Or, I guess, we could suggest something like "Ruby Blasty Beam" as the energy type, on the off-chance I, as the rat-bastard DM wanted to create Immune To Ruby Blasty Beam Dude. In that case, do I still have to take the +2 Disad, as that would be a little cheesy.
Of course, common-sense tells me it works like: "If you take a common type of energy, it is a +2 Point Disad to the Energy Blast power". That's not really how it reads, though.
One last thing ... although it isn't listed in the original stuff on power descriptions, I take it that the "Free" descriptor on some of the powers is distinguishing those powers that DON'T require an AP to be spent for their use? I might have missed it, but this doesn't seem to be very clearly explained. In the power description explaination area of the text it says a bunch of stuff about "if the name of the sub-power is close to the name of the base power it doesn't require an AP to activate the power" etc etc.
BUT under the "Control Electricity" power we have "Resist Electricity" and "Electrical Empathy". Each of these has the "Free" descriptor and neither is very powerful (not warranting an AP or Power Stunt, I'd say). Yet under the Power Feat "Immunity To Electricity" one of the pre-reqs is "Resist Electricty Power Stunt" which suggests that "Resist Electricity" costs an AP to activate or a Power Stunt to keep.
Meaning I'm really confused as to what the heck the "Free" means.
Anybody know more than I do about this?
--fje