ZombieButch
First Post
hobgoblin said:true. but it helped that in m&m1 you had a bit of text that explained the prosess they usualy used when creating a new power.
define effects, count them, base cost found. then apply the extras and stuff.
I don't see this as being substantially more useful advice than "compare to an existing power and price accordingly" for the initial pricing of a power, as it's not exactly clear in many cases what constitutes an effect.
and i need a bit of clearification done on the alternate power stuff. is it kinda like the same stuff in 1ed, only now defined as a true generic power stunt with rules and all?
I buy Power X, and spend 20 points on it. For a 1 point Alternate Power Feat, I can purchase any other power - Power Y - as an alternate to Power X. Power Y can cost no more than 20 points, and I can't use Power X and Power Y at the same time. You can buy as many Alternate Power Feats as you like, until the GM throws something at you and tells you to cut it out.
That's it in a nutshell.
and if so: how do they do stuff like cosmic power now? split them up in seperate powers with the same power source or something?
You'd probably buy all your attack powers as Alternates off of Cosmic Energy Control, then have a separate Fly and Force Field (just as examples) as their own powers, yep.
Conversely, if you wanted to do someone like Ultra Boy from the LSH, you'd buy all of his powers in a single array of Alternate Powers, so he'd only ever be able to use them one at a time.