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Unread postPosted: Wed Jun 02, 2021 3:18 pm
  

D-Bee

Joined: Wed Jun 02, 2021 3:12 pm
Posts: 1
It seems everyone agrees that the amount of powers to give generic hero with powers is
Two majors and two minors or some variation of that.
All my years we have played either 1 M 3 m, 2M, or 5m and I’ve scoured the books and don’t seem to find a standard power distribution that reflects the common methods in this forum.
I was wondering if that was a collective decision or if there is a spot in the rule book.
What I’ve always done was, to make leveling interesting and to reward long time characters, is slowly add powers over time via story elements or weapons so by level five they will probably have another major and minor added.
How has your current power ratio affected your games? Any complains on your current system?
Is there a page that says the general amount of powers that’s ideal? If someone could tell me the standard everyone goes by I’d appreciate it


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Unread postPosted: Tue Jun 15, 2021 3:32 pm
  

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Explorer

Joined: Sun Oct 28, 2018 11:49 pm
Posts: 109
Quote:
I was wondering if that was a collective decision or if there is a spot in the rule book.


Every Power Category lists how many powers of each type the toon gets. Most have a percentage table for random rolling. In addition, there is a generic powers roll table just before the powers descriptions.

What I do is, follow the books. Players can roll on the D100 tables or choose a result.

Sure, some PCs get more powers than others, but hey, that's life. Palladium isn't supposed to be fair, or be balanced, or even make sense.

Theoretically, each PC gets something else to balance them, with added abilities or more advantageous skill lists. This is little comfort to most players, as telling them "Sure, Captain Above-Average is invulnerable, flies at Mach 4, shoots eye lasers, and bench presses bulldozers. You, though, get a +2 vs magic, +1D4X10 SDC and +1D4 to PS!" doesn't really work.

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Last edited by ITWastrel on Fri Jun 18, 2021 3:39 pm, edited 1 time in total.

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Unread postPosted: Tue Jun 15, 2021 5:56 pm
  

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Palladin

Joined: Sat Sep 30, 2000 1:01 am
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Comment: Non Impediti Ratione Cogitationis
With me it depends, follow what ITWastrel said sometimes, but mostly these days unless the player wants something more random I'll work on a concept with them and see what we can come up with based on what each category has as an option.


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Unread postPosted: Tue Jun 15, 2021 9:14 pm
  

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Megaversal® Ambassador

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Comment: The silent thief of Rozrehxeson.
NeoGenMike wrote:
It seems everyone agrees that the amount of powers to give generic hero with powers is
Two majors and two minors or some variation of that.

This has not been my experience among the Palladium circles I frequent. Every power category that offers super powers has a unique table to use to determine the number of major and/or minor powers, and less than half of those tables can produce a hero with two major and two minor powers.

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Unread postPosted: Tue Jun 15, 2021 9:38 pm
  

Hero

Joined: Tue Mar 13, 2018 7:08 am
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Comment: They/Them
The Rifts Conversion Book intentionally leaves open the chance to select super powers, to a recommended maximum of 3 Major and 3 Minor, but clearly leans towards using HU tables instead.

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Unread postPosted: Mon Jun 21, 2021 12:12 pm
  

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Virtuoso of Variants

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Comment: "Your inferiority complex might be justified."
I go by the book. Random roll or pick for the category, random roll for the number of powers (if they indeed do have powers), and roll or pick for each power. I allow them to pick because they might have an idea what they want their character to be able to do. The only time I add powers, either at the beginning or as they progress, is if there was a major event in the story which cause their powers to change. And a lot of the time it is a swap where they lose a power to gain another one.

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Unread postPosted: Tue Jun 22, 2021 1:53 pm
  

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Hero

Joined: Mon Dec 23, 2002 2:01 am
Posts: 1237
Location: Washington State
Comment: Hey, relaaaax. Pretend it's a game. Maybe it'll even be fun
Shoot the tubes, Dogmeat!
For generic characters with superpowers you're either an Experiment or a Mutant.
I'll let them choose from the listed options with the exception of the "best" one.
1M 3m
4m
2M 1m
1M 2m
5m
2M
1M 1d4+1m Psi
2m 2S Psi
3M or 6m

We start by eliminating 3M or 6m because that is the best roll.
We then eliminate 4m because 5m is an option
We then eliminate 1M 2m because 1M 3m is an option
We then eliminate 2M because 2M 1m is an option

That is why we are often left with 1M 3m; 2M 1m; 5m


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Unread postPosted: Wed Jun 23, 2021 8:07 pm
  

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Monk

Joined: Sat Sep 30, 2000 1:01 am
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If I'm the GM and not accepting pre-made chars....most make those rolls...unless the player has a character concept that I like already.

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Unread postPosted: Fri Jun 25, 2021 6:51 pm
  

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Joined: Thu Apr 20, 2006 1:46 pm
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Comment: Rifter Contributer 79, 81,82,83,84
i'm at the point where I do like some game balance. I think what my next group will do is, that all players will either roll once, and everyone takes that roll, or we just decide on a number. Several different aspects of the game use a percentile, like the damage of a magic weapon. Its not all perfectly set up that mystically bestowed is equal to mutant or hardware, but its a nice start.

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Unread postPosted: Mon Jun 28, 2021 7:34 pm
  

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Palladin

Joined: Wed Oct 18, 2006 3:11 am
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Comment: 24 was the start... We are Legion.
I just go by the book. As others have pointed out each category tells you what they get. As a GM I'lll allow a bit of lean one way or another. Seldom do people really want to "Enjoy the challenge" of being the lowest powered guy in the group.

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