Giving Super power bio-e points
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Giving Super power bio-e points
Has anyone given the superpowers a bio-e point cost? I was thinking about doing some house rules on giving super powers point costs for a point buy on power. personally I thought it would be a good idea. But anyway has anyone already done it?
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Re: Giving Super power bio-e points
HU2 [white cover version] has rules for this under the Mutant Animal section IIRC.
You could also check After the Bomb 2nd Ed. book too.
You could also check After the Bomb 2nd Ed. book too.
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Re: Giving Super power bio-e points
I started doing it but then couldn't decide to make powers a straight buy in like APS: Ice for 25 Bio-E or if I should lower it to 15 or 10 but then have buy in's for enhancing abilities so one person could have more damage with theirs while another could make better ice walls etc while a 3rd could make ice weapons by linking it with body weapons etc.
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Re: Giving Super power bio-e points
NMI wrote:HU2 [white cover version] has rules for this under the Mutant Animal section IIRC.
You could also check After the Bomb 2nd Ed. book too.
There are also Bio-E costs in Mutants in Orbit.
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Re: Giving Super power bio-e points
I scanned through the HU2, TNMT and Mutants in Orbit. I don't have After the Bomb 2nd ed
HU2 has a listing for buying minor super powers (page 170 bottom left) at 40 for most of the power
with a cost reduction a select few
and some of the animals natural weapons and abilities (some of which have corresponding minor power choices)
have a cost. it will be a basis for me to assign bio-e cost to super powers
HU2 has a listing for buying minor super powers (page 170 bottom left) at 40 for most of the power
with a cost reduction a select few
and some of the animals natural weapons and abilities (some of which have corresponding minor power choices)
have a cost. it will be a basis for me to assign bio-e cost to super powers
"I have heard there are troubles of more than one kind. Some come from ahead and some come from behind. But I've bought a big bat. I'm all ready you see. Now my troubles are going to have troubles with me!" - Dr. Seuss
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Re: Giving Super power bio-e points
Mutants in Orbit has all minors cost 10 and all majors cost 20. But you also get hit with a PB penalty of 1 per power.
The cost for minors that mutant animals can select in HU2nd are generally steeper than this, except for a few which cost 5 and extroardinary attributes which cost 10.
TMNT Adventures also had costs for the various powers which were around at the time in (I think revised) HU.
The cost for minors that mutant animals can select in HU2nd are generally steeper than this, except for a few which cost 5 and extroardinary attributes which cost 10.
TMNT Adventures also had costs for the various powers which were around at the time in (I think revised) HU.
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Re: Giving Super power bio-e points
The table includes some minor powers too, and the costs were pretty steep. The three 'extraordinary' attribute boosters cost 35 compared to the 10 HU charges. Of course, being able to get animal abilities for free is pretty sweet.
I honestly think all mutant animals in HU should get everything under their respective 'animal abilities' major considering how weak they tend to be in comparison to other power categories.
I honestly think all mutant animals in HU should get everything under their respective 'animal abilities' major considering how weak they tend to be in comparison to other power categories.
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Re: Giving Super power bio-e points
The Baron vonClogg wrote:Erinoth wrote:Has anyone given the superpowers a bio-e point cost? I was thinking about doing some house rules on giving super powers point costs for a point buy on power. personally I thought it would be a good idea. But anyway has anyone already done it?
I put some effort into this a long time ago, and posted it on my page. It's basically a points system, which I tried to make balanced by stats. Use it in good health!
http://danshupage.tripod.com/new/custom ... /costs.htm
While I'd quibble with some of your choices -- Mimic and Transfer, say -- I'll just note that you skipped a handful of 'em altogether; looks like Alter Metabolism, CEF: Fire, and Divine Aura (and, man, that'd be a weird build), not counting Heightened Sense of Taste (which the book already pegs at a paltry 5 Bio-E).