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<blockquote data-quote="jkason" data-source="post: 5313616" data-attributes="member: 2710"><p><strong>Some mechanical help...?</strong></p><p></p><p>I have one power structure worked out for Pak, though it seems really cheap. My intent is that he can only control any given set of powers at a time (controlling one of the four alien power aspects), though any given aspect may have more than one power he might make use of at a time. I downloaded Ultimate Power to see if it gave me any more insights, and the Container structure seemed like a decent fit, though as I said it seems way too cheap for what I'm getting:</p><p></p><p>[sblock=The Power Container Model]"Main" power Container: Acceleration (23 PP) : </p><p></p><p>* Flying Charge (Strike 10, limited: must move first -1/r: 5PP) </p><p>* Spectrum Flight (Flight 6 (12PP) linked: Light Control 3 (6PP)) Total: 18 PP</p><p></p><p>AP Container: Density (Cloud Form) (15 PP): </p><p></p><p>* Flight 1 (2PP)</p><p>* Insubstantial 2 (10PP)</p><p>* Obscure 3 (All visual +2/r, Flaw: Range (touch) -1/r) (3PP)</p><p></p><p>AP Container: Density (hyper-dense) (23 PP): </p><p></p><p>* Immovable 1 (1PP)</p><p>* Protection 5 (Impervious +1/r) (10PP)</p><p>* Shrinking 12 (Feat: Growth strike +1, Drawback: Full Power -1) (12 PP)</p><p></p><p>AP Container: Energy (20 PP): </p><p></p><p>* Power up (Corrosion 5, Vampiric +2/r, Distracting -2/r) (10PP) </p><p>* Power ball (Blast 10, fades -1/r) Recharge: 'vampiric' corrosion (10PP) </p><p></p><p>AP Container: Gravity (23PP)</p><p></p><p>* Hypergrav (Friction Control Increase 3) (9PP)</p><p>* Low-grav jump (Leaping 4) (4PP)</p><p>* Applied gravity (Super-Strength 5, duration Sustained -1/r) (5PP) </p><p>* Null gravity (Super-Movement Slow fall) (2PP) </p><p>* Directional gravity (Super-Movement Wall Crawling) (2PP)</p><p></p><p>23 PP base + 4 Alternate Power feats = 27 PP[/sblock]</p><p></p><p>Like I said, it seems way too cheap. I tried breaking things down so that the attacks would be one power array, environment control another, movement, etc. Of course, then the power structure doesn't take into account the important thematic element I'm after: i.e. the gravity powers can't work with the density or acceleration or energy powers. And the density 'forms' add another level of complication, in that they're each a set of linked powers with variable abilities (cloud form is a protective ability, but also provides environmental control). </p><p></p><p>My third thought would be to just give each 'container' a drawback benefit associated with the fact that it's exclusive to its type (acceleration powers are only available in 'acceleration mode,' or what have you), and that Pak can only switch 'modes' once per round. +3 as a Very Common drawback (it'd basically come up all the time). That'd pull the non-AP'd version of the containers to 88, which seems closer to what I'd expect from a decently-powered character.</p><p></p><p>I'm honestly not trying to wheedle out of spending points so much as trying to find a workable middle ground between 27 and 103 (yoinks!).</p></blockquote><p></p>
[QUOTE="jkason, post: 5313616, member: 2710"] [b]Some mechanical help...?[/b] I have one power structure worked out for Pak, though it seems really cheap. My intent is that he can only control any given set of powers at a time (controlling one of the four alien power aspects), though any given aspect may have more than one power he might make use of at a time. I downloaded Ultimate Power to see if it gave me any more insights, and the Container structure seemed like a decent fit, though as I said it seems way too cheap for what I'm getting: [sblock=The Power Container Model]"Main" power Container: Acceleration (23 PP) : * Flying Charge (Strike 10, limited: must move first -1/r: 5PP) * Spectrum Flight (Flight 6 (12PP) linked: Light Control 3 (6PP)) Total: 18 PP AP Container: Density (Cloud Form) (15 PP): * Flight 1 (2PP) * Insubstantial 2 (10PP) * Obscure 3 (All visual +2/r, Flaw: Range (touch) -1/r) (3PP) AP Container: Density (hyper-dense) (23 PP): * Immovable 1 (1PP) * Protection 5 (Impervious +1/r) (10PP) * Shrinking 12 (Feat: Growth strike +1, Drawback: Full Power -1) (12 PP) AP Container: Energy (20 PP): * Power up (Corrosion 5, Vampiric +2/r, Distracting -2/r) (10PP) * Power ball (Blast 10, fades -1/r) Recharge: 'vampiric' corrosion (10PP) AP Container: Gravity (23PP) * Hypergrav (Friction Control Increase 3) (9PP) * Low-grav jump (Leaping 4) (4PP) * Applied gravity (Super-Strength 5, duration Sustained -1/r) (5PP) * Null gravity (Super-Movement Slow fall) (2PP) * Directional gravity (Super-Movement Wall Crawling) (2PP) 23 PP base + 4 Alternate Power feats = 27 PP[/sblock] Like I said, it seems way too cheap. I tried breaking things down so that the attacks would be one power array, environment control another, movement, etc. Of course, then the power structure doesn't take into account the important thematic element I'm after: i.e. the gravity powers can't work with the density or acceleration or energy powers. And the density 'forms' add another level of complication, in that they're each a set of linked powers with variable abilities (cloud form is a protective ability, but also provides environmental control). My third thought would be to just give each 'container' a drawback benefit associated with the fact that it's exclusive to its type (acceleration powers are only available in 'acceleration mode,' or what have you), and that Pak can only switch 'modes' once per round. +3 as a Very Common drawback (it'd basically come up all the time). That'd pull the non-AP'd version of the containers to 88, which seems closer to what I'd expect from a decently-powered character. I'm honestly not trying to wheedle out of spending points so much as trying to find a workable middle ground between 27 and 103 (yoinks!). [/QUOTE]
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