I was converting Nightcrawler and bumped into this problem again. In this case, it was Kurt's Camouflage, which only works in dark areas. Here are some possible solutions to the Limit's benefit:There should not be a situation where a power has a limit but does not either have levels or boosts available to select to offset it. If anyone comes across a place where that is not the case, do please let us know.
I agree -- keep the powers listed by type.Thats what the table on page 45 is for. Though I do think it might be a better idea to list the page number in that table, rather than the kind of power it is. Or both even, if spacing works out.(snip)
Please don't group the powers. It undermines the usefulness of the book as a reference at the table.
My player has Sorcery. I want to look something up. Is it a Control Power? Or a Modification Power? I don't know. I just know it starts with S.
Please just list the powers alphabetically, with a tag or indicator what type of power it is. Grouping makes it harder to find powers.
I do rather like sorting powers by theme though - its significantly easier to work with during char gen imo. And if you want to look up a power, youd just search for it in the index - saves a lot of time compared to going down the list. The p45 table could work as a shortcut though, so you dont have to sift through the whole index.
Here was my problem with the example: It has base damage, armor reduction, then addtional damage. Put another way: base damage results and then stunts.No, the armor effect is only applied once, even if a stunt is used to increase the damage. The example is correct. Is there some place that indicates that the armor should be applied to each stunt? If so, we'd be happy to clarify.Slugfest rules p84 state "If you roll more than one in a slugfest attack, you may choose to spend the extra beyond the first to trigger stunts."
Armour reduction for extra damage from stunts is a bit vague.
Page 88 example:
"Example: Slugfest. Tether Tyrant decides not to block, to save his quick action for his turn. Bulletproof rolls six dice for his Incredible FIGHTING. He rolls three (6s) The first means he hits and deals his Slugfest Damage of 4 to Tether Tyrant (which is reduced to 2 as a result of the villain’s Armor). Bulletproof can use the two extra for stunts. He chooses Extra Damage to deal an additional 4 points of damage, for a total of 6. He also chooses knockback...
The additional 4 points of Extra damage should be 2, for a total damage of 4 as this is only one extra damage stunt and this is still reduced by armour, but that isn't clear....
"Extra Damage: You inflict additional damage equal to your Slugfest Damage (or the Damage of your weapon) before any reduction for Armor." p84
The P90 example shows armour being removed for each extra damage dice So... If Tether Tyrant was hit for 2 extra damage stunts, Bulletproof would do 4 additional damage if armour is taken off for each extra damage stunts (4 damage - 2 armour + 4 damage - 2 armour = 4 damage). Is that right?![]()