Lago PARANOIA wrote:Yeah, I know, I usually leave a defense deliberately low as an escape hatch for a GM in superhero games.
Okay, so say that you are allowed to use alternate powers but you still aren't allowed to pick up on-the-fly reconfigurable powers like Variable. What then?
Also, what feats should I generically look into? Is stuff like Power Attack and Improved Critical and Precise Attack still worth it?
(Step 0: choose a power source that can justify anything. Magic, psionics, green, the will to power, illusion, shadow, conjuration, kittens, evocation, desire, dream, nightmare, your mom, etc.)
Well, first thing you do is make yourself immune to people's attacks with a Reaction-Teleport power. You know, the PHB2 immediate action teleport that conjuration wizards get? Like that except 30 feet instead of 10. This is actually an example in the GM book. It costs you, no joke, 5 points. (1 rank of teleport, -1 per rank increased action, +3 per rank reaction to incoming attack, +1 flat change direction).
Second, you choose a base power. Choose something that is A) vague, B) generally useful, and C) can be made super expensive with extras. The best candidates for this are Create, Illusion, and Summon. So once again, Conjurers and Illusionists come out on top. Who woulda thunk it?
Third: Pump that power up to stupid levels! For this example, I'll use Illusion as the primary power. We'll choose our bullshit power source later. At PL 10 we can get Illusion up to rank 10. We'll make it affect all senses, active, selective, and area 10. That boosts it up to 80 points. Then we pay 1 to make it dynamic.
Fourth: Make up some dynamic alternate effects to cover any bases that you can't with a hyperpowered
major image. Yes, I realize
major image at will can handle just about anything. That's why we chose it.
Let's call our powers psionic so we can justify anything. Anyway, each of these effects can be up 80 points of power. Each of them only costs us 2 power points, and because they're dynamic, we can use more than one at a time (at varying strengths). That's only a what, 97.5% discount? Not too shabby.
Examples:
- Dreamcraft: Create (7 per rank + 3 flat) - continuous, selective, moveable, impervious, stationary, innate, precise, subtle 1
- Incarnate Figment: Summon (7 per rank + 2 flat) - heroic, variable type, continuous, mental link, sacrifice
- Recurring Nightmare: Damage (7 per rank + 1 flat) - perception range, area 2, selective, secondary effect, variable descriptor (ice, fire, acid, sonic, electricity)
- Mind Shackles: Affliction (7 per rank + 4 flat) - perception range, area, selective, progressive, subtle 2, insidious 2
- Hypercognition: Enhance (4 per rank) - Each rank adds 1 to Intelligence, Persuasion, Perception, Deception, and Technology. This power can, of course, take us up to 20 in each. Wheeeeeee.
- Psychoportation (Teleport)
- Mindrape (Mind Reading)
- Mindsight (Senses)
- Clairsentience (Remote Viewing)
- Astral Form (Insubstantial)
- etc.
You could easily rename all these in shadow magic terms if you wanted to say you were playing a D&D Shadowcraft Mage who somehow ended up being made real by some sort of dimensional Maguffin.
Step five: Well, with 5 alternate effects you've spent a whopping total of 96 points on powers, which still leaves you with 54 to spend. I mean ... Yeesh. I guess boost your defenses (prioritizing Toughness, of course). You should also invest in Insight, since it's the only way to resist a few things.
You can also cheese out some costs by making them Check Required X and taking Skill Mastery for whatever skill. It costs 10 points to get 20 ranks and 1 point for Skill Mastery. For example, get your Expertise:Magic modifier up to +20 and get Skill Mastery for it. If all your powers require Expertise: Magic DC 20, then you can go ahead and subtract 10 from the cost of each. Get a bunch of them.
EDIT: If you're feeling really cheap, put it all on a removable device (a la Green Lantern's ring) for a 20% discount.