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<blockquote data-quote="KarinsDad" data-source="post: 5010963" data-attributes="member: 2011"><p>I would think so. If the PC has very few abilities of any significant level and a way to mimic a few other abilities, then as far as I am concerned, he could have those mimicked abilities all of the time and then swap them out when he finds a different power to mimic.</p><p></p><p>For example (and this is only an example, set up your abilities however you wish), say that you had a PC that could mimic two abilities and two powers. The only limitations are that the abilities and powers have Amazing rank max and that the PC can only mimic mutant powers. Your PC would normally be relatively low on abilities such as the following:</p><p></p><p>F – EX (20) </p><p>A – GD (10) </p><p>S – TY (6) </p><p>E – EX (20) </p><p>R – TY (6) </p><p>I – GD (10) </p><p>P – TY (6)</p><p></p><p>Health: 56</p><p>Karma: 22</p><p></p><p>Your PC is on the weak side compared to the other PCs. But in the first fight, you mimic the Strength of a foe (or an ally which is easier) and gain IN Strengh.</p><p></p><p>F – EX (20) </p><p>A – GD (10) </p><p>S – IN (40) </p><p>E – EX (20) </p><p>R – TY (6) </p><p>I – GD (10) </p><p>P – TY (6)</p><p></p><p>Health: 90</p><p>Karma: 22</p><p></p><p>A moment later, you mimic AM Endurance.</p><p></p><p>F – EX (20) </p><p>A – GD (10) </p><p>S – IN (40) </p><p>E – AM (50) </p><p>R – TY (6) </p><p>I – GD (10) </p><p>P – TY (6)</p><p></p><p>Health: 120</p><p>Karma: 22</p><p></p><p>Your PC is now in line with the other PCs. Maybe a tad weaker in some ways, but your PC has the versatility to change and ours do not.</p><p></p><p>You then mimic two powers, maybe Magnetic Control and Flight or some such and your PC is basically as capable as ours.</p><p></p><p>I have no problem, HM might, with a PC that permanently keeps the new powers and abilities until he swaps them out.</p><p></p><p>If I were DM though, I would make a rule something like the following:</p><p></p><p>Mimic (AM) - the PC can mimic up to Amazing 2 abillities and 2 powers.</p><p>Mimic (AM) - the PC can mimic up to Incredible 3 abillities and 2 powers.</p><p>Mimic (AM) - the PC can mimic up to Remarkable 4 abillities and 3 powers.</p><p>Mimic (AM) - the PC can mimic up to Excellent 5 abillities and 5 powers.</p><p></p><p>The gain for a rule like this would be ~170 to ~190 regardless of which one you picked for the starting PC. Either the PC is versatile and weak, or not so versatile and strong. I would suggest that the player would need to pick how powerful/versatile this Mimicry is when the PC is created. I wouldn't necessarily allow the flexibility to go up and down between these, but HM might. For example, HM might allow 2 Amazing abilities and 2 Amazing powers and if the PC wants to mimic a third power without swapping one out, the 2 Amazing abilities and powers immediately drop to Remarkable. That's up to HM.</p><p></p><p>Either way, the original FASERIP of the PC should be 80 or less and none above EX because the PC can bump up 2 to 5 abilities.</p><p></p><p></p><p>It's all about balance. If the powers and abilities do not expire, then they have to disappear some other way. In this case, by being replaced with other powers and abilities.</p><p></p><p>But if that is the case, then the overall average of those powers and abilities has to be less potent than the overall average of powers and abilities of the other PCs. The other PCs cannot change their powers and abilities. Your PC can. So, you are more versatile, we are more powerful. Not by a lot, but by some. That's how balance in an RPG is maintained.</p><p></p><p>To figure this out, I used the other PCs:</p><p></p><p>Fastlane</p><p>180 Health</p><p>46 Karma</p><p>50 Kinetic Manipulation</p><p></p><p>276 (326) Total (presumably higher because KM can be used at least 2 ways simultaneously such as offense and defense which is another 50 or 326, I could not find this power. If this power can only do one thing, then RJ should pick another power.)</p><p></p><p></p><p>Solaire</p><p>100 Health</p><p>90 Karma</p><p>30 Resist</p><p>40 Generation</p><p>40 Detection</p><p>30 Regeneration</p><p></p><p>330 Total</p><p></p><p></p><p>Providence</p><p>100 Health</p><p>70 Karma</p><p>0 Troubleseeker (this is a DM hook power, Providence cannot use it or control it and the 20 for Endurance is already in her Health total)</p><p>30 Vampire</p><p>50 Bind</p><p>30 Bolt</p><p>30 Shield</p><p>?? Detection (still waiting to find out from HM how this works rank-wise)</p><p></p><p>310 Total</p><p></p><p></p><p>Sheng</p><p>110 Health</p><p>80 Karma</p><p>a Drain</p><p>b Fire Gen power (Fire Gen can be used 2 ways simultaneously, offense and defense, so it's really two powers in one)</p><p>c Fire Gen stunt</p><p>d Extra Attacks</p><p>e Invisibility</p><p>f Energy Touch</p><p></p><p>VV has not picked how powerful these are, but they should average about 25 in order to get to that same 330 level that the other PCs are at. His total should be ~300 since Fire Gen is really two simultaneous use powers in one.</p><p></p><p></p><p>So, your Mimic PC using Mimicry as I defined here would gain ~180:</p><p></p><p>Mimic </p><p>50 Health</p><p>30 Karma</p><p>50 Mimicry Power</p><p>180 Abilities and Powers mimicked</p><p></p><p>310 Total</p><p></p><p>This puts you in the same ballpark as everyone else, slightly less.</p><p></p><p>But note, your PC has an up and down side. You won't really use the Mimic power a lot since you'll mimic certain abilities and powers and stay with them for a while. So, that's 50 or so points you won't be using often. Also, you will rarely be gaining any power stunts unless you plan on keeping a power nearly forever or switching back to a power often.</p><p></p><p>On the other hand, when you do gain a power, some powers like various Generation powers are multiple powers in one. So, you'll gain a bit more. Pros and Cons. Balance.</p><p></p><p></p><p>I think HM should allow you quasi-permanent mimic powers if your PC is set up like this where he is a tad weaker than the rest of us, but potentially tons more versatile. JMO. And of course, I've already done the work here for HM. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5010963, member: 2011"] I would think so. If the PC has very few abilities of any significant level and a way to mimic a few other abilities, then as far as I am concerned, he could have those mimicked abilities all of the time and then swap them out when he finds a different power to mimic. For example (and this is only an example, set up your abilities however you wish), say that you had a PC that could mimic two abilities and two powers. The only limitations are that the abilities and powers have Amazing rank max and that the PC can only mimic mutant powers. Your PC would normally be relatively low on abilities such as the following: F – EX (20) A – GD (10) S – TY (6) E – EX (20) R – TY (6) I – GD (10) P – TY (6) Health: 56 Karma: 22 Your PC is on the weak side compared to the other PCs. But in the first fight, you mimic the Strength of a foe (or an ally which is easier) and gain IN Strengh. F – EX (20) A – GD (10) S – IN (40) E – EX (20) R – TY (6) I – GD (10) P – TY (6) Health: 90 Karma: 22 A moment later, you mimic AM Endurance. F – EX (20) A – GD (10) S – IN (40) E – AM (50) R – TY (6) I – GD (10) P – TY (6) Health: 120 Karma: 22 Your PC is now in line with the other PCs. Maybe a tad weaker in some ways, but your PC has the versatility to change and ours do not. You then mimic two powers, maybe Magnetic Control and Flight or some such and your PC is basically as capable as ours. I have no problem, HM might, with a PC that permanently keeps the new powers and abilities until he swaps them out. If I were DM though, I would make a rule something like the following: Mimic (AM) - the PC can mimic up to Amazing 2 abillities and 2 powers. Mimic (AM) - the PC can mimic up to Incredible 3 abillities and 2 powers. Mimic (AM) - the PC can mimic up to Remarkable 4 abillities and 3 powers. Mimic (AM) - the PC can mimic up to Excellent 5 abillities and 5 powers. The gain for a rule like this would be ~170 to ~190 regardless of which one you picked for the starting PC. Either the PC is versatile and weak, or not so versatile and strong. I would suggest that the player would need to pick how powerful/versatile this Mimicry is when the PC is created. I wouldn't necessarily allow the flexibility to go up and down between these, but HM might. For example, HM might allow 2 Amazing abilities and 2 Amazing powers and if the PC wants to mimic a third power without swapping one out, the 2 Amazing abilities and powers immediately drop to Remarkable. That's up to HM. Either way, the original FASERIP of the PC should be 80 or less and none above EX because the PC can bump up 2 to 5 abilities. It's all about balance. If the powers and abilities do not expire, then they have to disappear some other way. In this case, by being replaced with other powers and abilities. But if that is the case, then the overall average of those powers and abilities has to be less potent than the overall average of powers and abilities of the other PCs. The other PCs cannot change their powers and abilities. Your PC can. So, you are more versatile, we are more powerful. Not by a lot, but by some. That's how balance in an RPG is maintained. To figure this out, I used the other PCs: Fastlane 180 Health 46 Karma 50 Kinetic Manipulation 276 (326) Total (presumably higher because KM can be used at least 2 ways simultaneously such as offense and defense which is another 50 or 326, I could not find this power. If this power can only do one thing, then RJ should pick another power.) Solaire 100 Health 90 Karma 30 Resist 40 Generation 40 Detection 30 Regeneration 330 Total Providence 100 Health 70 Karma 0 Troubleseeker (this is a DM hook power, Providence cannot use it or control it and the 20 for Endurance is already in her Health total) 30 Vampire 50 Bind 30 Bolt 30 Shield ?? Detection (still waiting to find out from HM how this works rank-wise) 310 Total Sheng 110 Health 80 Karma a Drain b Fire Gen power (Fire Gen can be used 2 ways simultaneously, offense and defense, so it's really two powers in one) c Fire Gen stunt d Extra Attacks e Invisibility f Energy Touch VV has not picked how powerful these are, but they should average about 25 in order to get to that same 330 level that the other PCs are at. His total should be ~300 since Fire Gen is really two simultaneous use powers in one. So, your Mimic PC using Mimicry as I defined here would gain ~180: Mimic 50 Health 30 Karma 50 Mimicry Power 180 Abilities and Powers mimicked 310 Total This puts you in the same ballpark as everyone else, slightly less. But note, your PC has an up and down side. You won't really use the Mimic power a lot since you'll mimic certain abilities and powers and stay with them for a while. So, that's 50 or so points you won't be using often. Also, you will rarely be gaining any power stunts unless you plan on keeping a power nearly forever or switching back to a power often. On the other hand, when you do gain a power, some powers like various Generation powers are multiple powers in one. So, you'll gain a bit more. Pros and Cons. Balance. I think HM should allow you quasi-permanent mimic powers if your PC is set up like this where he is a tad weaker than the rest of us, but potentially tons more versatile. JMO. And of course, I've already done the work here for HM. ;) [/QUOTE]
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