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[M&M] Question about Flaws and Powers as Extras
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<blockquote data-quote="Insight" data-source="post: 1838083" data-attributes="member: 11437"><p>By learning, I am assuming you mean 'add after character creation'. To do this, use your pp to buy the power stunt. </p><p></p><p>In order for a power to qualify as a power stunt for another power, it has to be of the same type. In other words, let's say you have Strike (Melee) as the base power, the prospective power stunt would need to be an attack type power, such as Energy Blast, Snare, Stun, etc. </p><p></p><p>Also, the prospective power stunt would need to be of the same cost/rank as the base power or less. Therefore, you couldn't add an autofire continuous energy blast as a power stunt on a base strike (melee) because the cost of the EB is a lot more than the strike.</p><p></p><p>In terms of ranks, a Power Stunt is always the same ranks as the base power. There's not much you can do about that. You could, I suppose, add flaws to a Power Stunt to make it cost 1pp instead of 2pp in an attempt to limit the Power Stunt for some reason.</p><p></p><p>Though Power Stunts cost the same as Feats, and are somewhat interchangeable, I wouldn't necessarily characterize them as being the same thing. Each has a specific role in the game, and should be viewed as separate entities.</p><p></p><p>In terms of why you would want a power stunt? Well, it depends on your character concept, as things usually do. Power Stunts are offshoots of your base powers, and some characters will have them, and some won't. </p><p></p><p>In terms of point cost, a Power Stunt is more cost-effective than an Extra, but there are a few drawbacks. First, in order to qualify as a Power Stunt, see above. Also, Power Stunts cannot operate at the same time as the base power. This is not usually a problem - especially if you have designed your character the right way. But you could run into problems if you add a snare to a continuous EB or something to that effect, because the Power Stunt cannot be used if the base power is still going.</p></blockquote><p></p>
[QUOTE="Insight, post: 1838083, member: 11437"] By learning, I am assuming you mean 'add after character creation'. To do this, use your pp to buy the power stunt. In order for a power to qualify as a power stunt for another power, it has to be of the same type. In other words, let's say you have Strike (Melee) as the base power, the prospective power stunt would need to be an attack type power, such as Energy Blast, Snare, Stun, etc. Also, the prospective power stunt would need to be of the same cost/rank as the base power or less. Therefore, you couldn't add an autofire continuous energy blast as a power stunt on a base strike (melee) because the cost of the EB is a lot more than the strike. In terms of ranks, a Power Stunt is always the same ranks as the base power. There's not much you can do about that. You could, I suppose, add flaws to a Power Stunt to make it cost 1pp instead of 2pp in an attempt to limit the Power Stunt for some reason. Though Power Stunts cost the same as Feats, and are somewhat interchangeable, I wouldn't necessarily characterize them as being the same thing. Each has a specific role in the game, and should be viewed as separate entities. In terms of why you would want a power stunt? Well, it depends on your character concept, as things usually do. Power Stunts are offshoots of your base powers, and some characters will have them, and some won't. In terms of point cost, a Power Stunt is more cost-effective than an Extra, but there are a few drawbacks. First, in order to qualify as a Power Stunt, see above. Also, Power Stunts cannot operate at the same time as the base power. This is not usually a problem - especially if you have designed your character the right way. But you could run into problems if you add a snare to a continuous EB or something to that effect, because the Power Stunt cannot be used if the base power is still going. [/QUOTE]
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