Is there any errata on combining the three Strength Powers?
Posted: Thu Apr 25, 2024 6:18 pm
The Combining Powers section of HU 2E doesn't appear to have any mention of them. Is there errata or guidance in another source?
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Barring other errata, that's how I read it as well. And while it uses a lot of powers, it is perhaps the epitome of "I cast FIST!" There are few threats that are going to withstand a 100+ Supernatural PS for very long.green.nova343 wrote: ↑Mon Apr 29, 2024 4:23 pm Not sure about a true errata. However, Extraordinary PS is the only power that has a minimum level (unless your pre-power PS base is already over 20). Obviously, the carry/lift limits are based on the strongest (no punch intended) power you have, so you could theoretically stack them all.
That being said, I would not recommend doing that, as it uses up a lot of powers (2 minor & 1 major) unless you get the power automatically (i.e. as an alien race).
- start at essentially PS 20+2D6 (or 27+2D6 minimum, assuming you started at PS 21) from Extraordinary PS
- add 2D4+20 from Superhuman PS
- add 2D6+30 from Supernatural [note: I do not subscribe to the idea that physical skills don't increase Supernatural PS, as even The Thing & She-Hulk would work out]
- Puts your PS range at 76-102 (83-109+)
From https://palladiumbooks.com/super-powersCan a character have/possess Extraordinary P.S., Superhuman P.S. & Supernatural P.S. just wondering?
Answer: It would be up to the G.M.'s discretion to allow a character to possess more than one of the super-type strengths. Usually, the character just gets the better of the types·
I'd come up with some SDC punch damage tables for Extraordinary & Superhuman PS a long time ago (possibly back in the days of the Email List). I think DustinM has it on his site...NMI wrote: ↑Tue Apr 30, 2024 10:04 pm I personally tweak Extra-Ordinary PS and Superhuman PS a bit.
*Extra-Ordinary PS - when punching, kicking, etc... add 1 die/dice to the damage based on the attack. A 1d4 punch become 2d4 [plus PS damage bonuses], a 2d6 kick becomes 3d6, etc...
*Superhuman PS - when punching, kicking, etc... add 2 die/dice to the damage based on the attack. A 1d4 punch become 3d4 [plus PS damage bonuses], a 2d6 kick becomes 4d6, etc....
I do this because it is possible, though rare, for a normal, non-powered person to get a similar PS score as a EO or SH PS person. This gives the super a little bit of edge. Been runnin it this way in my games for awhile and it has worked out.
Found the links (that's my real name on the site, I no longer have that particular Hotmail email but I do have a similar one).green.nova343 wrote: ↑Thu May 02, 2024 2:43 pmI'd come up with some SDC punch damage tables for Extraordinary & Superhuman PS a long time ago (possibly back in the days of the Email List). I think DustinM has it on his site...NMI wrote: ↑Tue Apr 30, 2024 10:04 pm I personally tweak Extra-Ordinary PS and Superhuman PS a bit.
*Extra-Ordinary PS - when punching, kicking, etc... add 1 die/dice to the damage based on the attack. A 1d4 punch become 2d4 [plus PS damage bonuses], a 2d6 kick becomes 3d6, etc...
*Superhuman PS - when punching, kicking, etc... add 2 die/dice to the damage based on the attack. A 1d4 punch become 3d4 [plus PS damage bonuses], a 2d6 kick becomes 4d6, etc....
I do this because it is possible, though rare, for a normal, non-powered person to get a similar PS score as a EO or SH PS person. This gives the super a little bit of edge. Been runnin it this way in my games for awhile and it has worked out.