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Gaming W/Jemal: Mutant High
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<blockquote data-quote="ShaggySpellsword" data-source="post: 3697712" data-attributes="member: 17626"><p>All power feats cost the same as other feats-1 point.</p><p></p><p>Alternate Power (AP) is a Power Feat.</p><p> </p><p>Say you have Blast 10. This power costs 20 pp. If you then spend 1 more PP to buy the Power Feat, Alternate Power, you are able to then spend those 20 base PP from the Blast Power in a completely different power, for the purposes of this example, Snare. Snare also costs 2pp/rank, so you get Snare 10 for the bargain cost of 1 pp, rather than having to spend 20 more pp. </p><p></p><p>The idea is that you have one power, let's call it Ice Blast 10. But if you aren't blasting ice, you can instead decide to use your ice blast to freeze someone in place, so you can, for the cost of the AP feat, use both abilities, but on different turns.</p><p></p><p>There is another version of APs, called Dynamic Alternate Powers. These cost 2pp/feat. This enables the PPs you have in Blast 10 (20 pp) to be split among all dynamic powers at once.</p><p></p><p>So I could Have Blast 10 (20 pp), make it dynamic for 1 pp, and then have the dynamic alternate powers Flight and Snare. I can then, on each turn, decide where my 20 pps go. I could choose to have Blast 5 (10 pp), and FLight 5, with my Snare power at 0. The next turn I could put all 200 pps in Snare and get Snare 10, but I would lose my ability to fly.</p><p></p><p></p><p>You're energy balls ability is complicated, but I think I have a good build for it using the LInk extra and a Dynamic Alternate Power array:</p><p></p><p>Take Disintegration (4pp base) with the Range: Touch drawback (-1 to 3pp) and the action: full-round (-1 to 2pp). Link it to Boost and give the boost the drawback (limited-only with successful disintegration) You also need to buy boost down to a full-round action. Have the Boost Power put it's PPs into Light Control.</p><p></p><p>Start out with your Light Control with 0 ranks. You can only use this power if you've boosted it, and you can only boost it when you disintegrate. Then you take the Dynamic Alternate Power feat with light control (this only costs 1pp for the "main power). You then spend 2 more pp to add the Dynamic Alternate Power: Blast. </p><p></p><p>This will give you a PP pool=to how much you drain each time. This pool represents your "glow energy." Usually you will keep it in your LIght COntrol power, making you glow very bright at a very large radius. Each turn you can decide how much of it to shift out of your glow, and into the blast power.</p><p></p><p>Did you follow any of that?</p></blockquote><p></p>
[QUOTE="ShaggySpellsword, post: 3697712, member: 17626"] All power feats cost the same as other feats-1 point. Alternate Power (AP) is a Power Feat. Say you have Blast 10. This power costs 20 pp. If you then spend 1 more PP to buy the Power Feat, Alternate Power, you are able to then spend those 20 base PP from the Blast Power in a completely different power, for the purposes of this example, Snare. Snare also costs 2pp/rank, so you get Snare 10 for the bargain cost of 1 pp, rather than having to spend 20 more pp. The idea is that you have one power, let's call it Ice Blast 10. But if you aren't blasting ice, you can instead decide to use your ice blast to freeze someone in place, so you can, for the cost of the AP feat, use both abilities, but on different turns. There is another version of APs, called Dynamic Alternate Powers. These cost 2pp/feat. This enables the PPs you have in Blast 10 (20 pp) to be split among all dynamic powers at once. So I could Have Blast 10 (20 pp), make it dynamic for 1 pp, and then have the dynamic alternate powers Flight and Snare. I can then, on each turn, decide where my 20 pps go. I could choose to have Blast 5 (10 pp), and FLight 5, with my Snare power at 0. The next turn I could put all 200 pps in Snare and get Snare 10, but I would lose my ability to fly. You're energy balls ability is complicated, but I think I have a good build for it using the LInk extra and a Dynamic Alternate Power array: Take Disintegration (4pp base) with the Range: Touch drawback (-1 to 3pp) and the action: full-round (-1 to 2pp). Link it to Boost and give the boost the drawback (limited-only with successful disintegration) You also need to buy boost down to a full-round action. Have the Boost Power put it's PPs into Light Control. Start out with your Light Control with 0 ranks. You can only use this power if you've boosted it, and you can only boost it when you disintegrate. Then you take the Dynamic Alternate Power feat with light control (this only costs 1pp for the "main power). You then spend 2 more pp to add the Dynamic Alternate Power: Blast. This will give you a PP pool=to how much you drain each time. This pool represents your "glow energy." Usually you will keep it in your LIght COntrol power, making you glow very bright at a very large radius. Each turn you can decide how much of it to shift out of your glow, and into the blast power. Did you follow any of that? [/QUOTE]
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