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.
Wayne B. had a similar idea my group has used for years. Ex PS moves your physical attacks to the next dice up. D4s become d6s and so on. Superhuman PS gives another d6 to your punches. And SN is unchanged.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.
I rolled up an alien cop with no strength power, who had a PS of 34.