<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=347850.msg16395173#msg16395173">Quote from: Muse on 04-02-2023, 08:41:13</a></div></div><blockquote class="bbc_standard_quote">I'm pretty sure the maximum ranks the thunderdome could have is 10, for the same reason that a fireball at PL 10 is limited to 10 ranks.  <br/><br/>Once again, i could be wrong, however if you put the thunderdome into your multipower then you'll be abel to maintain it while doing anything else in your mulitpower, but if it costs 10 power points to make a rank 10 thunderdome and 20 power points to have your personal force field at rank 10--both of which are proper to the power level of the adventure--then you could throw up the thunderdome to protect someone, then leave it up next round while doing stuff from your mulitpower.  :)   </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Pretty sure the maximum number of Ranks in any one power is twice the PL.  I think the balancing point, for damage powers at least, is that increasing the damage means decreasing the accuracy and vice-versa.  Both have to add up to twenty.  At any rate, I'm pretty sure the limit isn't ten because the Energy Controller Archetype I copied put twelve Ranks into Energy Control.  (It's also +8 to hit, which adds up to twenty)<br/><br/>...And now I realize I probably have to rebalance Thunder Punch (6), Electric Aura (3), Close Combat: Unarmed (5), and my Fighting Attribute (4), since altogether I get +9 to hit for 20 damage. Although, I'm not sure how I got 20.  My sheet says Unarmed's base damage is 11, but the Energy Controller Archetype has it at 1...<br/><br/>And I agree that it would make sense to put Thunderdome into the Energy Control array, but what would I do with all the leftover points?<br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=347850.msg16395316#msg16395316">Quote from: Outcast on 04-02-2023, 16:31:44</a></div></div><blockquote class="bbc_standard_quote">An option could be to boost a Defence other than Toughness - or to boost more than one.<br/><br/>E.g. if the electrical field screws up accurate lines of sight, targeting systems, and so on, and might also 'zap' physical projectiles passing through it, then it'd offer Parry and Dodge bonuses rather than Protection.  It's not got the *same* uses as a Protection-based physical blockage... but it could at points be much more helpful.  It would, for example, give even a totally-immobile person within it a dose of the relevant Defences.<br/><br/>And depending on what you have in mind for quite what form the field takes, I think that "I make it harder to hit" could be a better 'fit' with electrical effects than "I interpose a solid barrier": I can imagine a crackling, shifting field through which people try to target the forms they can glimpse on the far side - or individual 'bubbles' of energy, wrapped around specific targets under Amber's protection.<br/><br/>In mechanical terms, one option would just be buying Protection with an alternate effect to boost Dodge and / or Parry rather than Toughness: altering quite what something affects is just a 0-Cost modifier.  Affects Others and some sort of Ranged or Area modifier would be helpful (perhaps with the addition of Selective), as previously discussed.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Well, what I'm picturing is one, big bubble surrounding Amber and her allies, blocking a giant energy beam.  I feel like this would be akin to a beam clash that got too far to one side.  I'm actually having trouble imagining it blocking anything it doesn't immediately destroy (like a sword) without damaging it or the attacker given that it's literally a wall of electricity.  And this is starting to feel frustratingly complicated to me, to the point where I might as well just revert it back to the default from the Archetype.  Although that's more because I haven't given myself a lot of time to actually work on this and the game is already starting 0_0;