jamat:
OK so I've been thinking about my character, I am going to go with the humanoid dragon with an alter ego that he's been locked in since a child to protect him and his own kind until he was old enough to take on his powers. Sadly the lock was too good and at puberty he didn't change and it took a life changing event to trigger it so he's a bit older than most of his race to come into his powers.
Powers:
Tough skin (scales)
Claws
enhanced strength (not too much)
Flight (wings)
night vision
heightened senses
fire breath
In his human life he learned to shoot a gun (in the army) and his grandfather taught him how to be a gentleman which included riding and sword fighting (I was thinking of him carrying a large sword around with him in dragon form to but not too sure about that yet)
What would be the best way to represent all the above in to a final character
Since I am still pretty new to using Supers! Revised I will probably also throw this up on the Hazard Games Supers! forum for some advice.
The human form will be pretty easy, Alter Ego 2D would give you 15D to create the human aspect. Technically Alter Ego generally allows for a build value half that of the actual PC but 15D isn't unreasonable especially where it would reflect the time living life in a human form.
A stab at the other stuff might look as follows:
Armor
Elemental Control (Fire; Limited Use <No Defense/Movement>, Area Effect?)
Flight (Wings; Negated by Entangling, Small Spaces...maybe 3D for 100mph; could go 2D Maneuver/4D speed to reflect cumbersome nature of a dragon)
Super Senses (You get 1 sense but each 1D Extra Senses Boost gives another sense at the base value)
Super Strength (1 ton at 1D, doubles for every additional 1D)
Super Weapon (Bite/Claws; Touch Attack Complication)
The trick is there are a lot of powers there which will add up quick and you still need dice for Conditions (Very important) and Aptitudes (potentially less important). A Complication to a power gives a 1D bonus and you can also take the Strange Looking (Major) Hindrance to counter 2D of Conditions/Aptitudes/Powers as well as potentially other Hindrances. It is important not to overdo with Complications and Hindrances though.
This message was last edited by the GM at 15:41, Thu 11 Aug 2016.