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Metaphysician
May 25th, '04, 11:34 AM
What kind of power-construct-as-skill type stuff have you all built before??

Steve Long
May 25th, '04, 03:04 PM
Oooh, good topic. Hopefully it will fill up with ideas I can swipe. ;)

pinecone
May 25th, '04, 03:20 PM
The Stanards...Invisability:RSR;Stealth...I often use Teleport:Vanishing:RSR;Stealt...or drop the RSR. +X DCV,RSR:Acrobatics roll, SE:-2 DCV.....Hmmm I guess I'll have to go look at old char sheets...:)

BobGreenwade
May 25th, '04, 03:35 PM
In an article I've turned in for Digital Hero, I've built two for Rigellians: a super-Ventriloquism and a super-Mimicry, both using Sound Group Images in different ways. (I also use Sound Group Images for an advanced version of their "embedded messaging" ability.)

I don't have my article manuscript handy right now, but one could also use Mental Powers (mainly Mind Control) for super-levels of Conversation, Oratory, Persuasion, and most other Interaction Skills.

On another line of thought, I've always preferred Running, Totall Invisible Power Effects over limited Teleportation for the trick of "moving without being noticed." ;)

nexus
May 25th, '04, 04:58 PM
A somewhat kludge Super Escape Artists built with Desolidification

Super Climbing built with Clinging

Super Disguise built with Shapeshifting

A character that so boring he induced unconsiousness built with Ego Attack

BobGreenwade
May 25th, '04, 05:21 PM
One could just go through the list of Skills and see what comes to mind. Here's what I can come up with without trying hard for Agility Skills (most of these would be further modified, of course, with RSR and such):

Acrobatics: Gliding, Position Shift; Environmental Movement (versus narrow surfaces).

Breakfall: Armor (PD), Only To Avoid Falling Damage; Environmental Movement (versus slipperiness).

Climbing: Clinging.

Contortionist: Shape Shift; extra STR versus Grabs and Entangles; Shrinking (1 level), Only To Hide In Small Spaces.

Combat Driving: Flight, UAA, Ground Vehicles Only, Must Begin And End Each Phase On Ground, Position Shift.

Combat Piloting: As above, but Air Vehicles Only (instead of Ground Vehicles Only) and without Must Begin And End Each Phase On Ground.

Fast Draw: I'm not sure what would go here.

Lockpicking: Transform locked lock into unlocked lock; possibly Analyze for Normal Touch.

Riding: Mind Control (Animal Minds); Accurate Leaping.

Sleight Of Hand: Telekinesis, Invisible Power Effects, No Range; Teleportation, Usable As Attack, Invisible Power Effects, Only Affects Objects Character Can Easily Move By Hand.

Stealth: Invisibility (Sight and Hearing Groups).

Teamwork: I'm not sure -- maybe Combat Skill Levels.

I'll look at another Skill group later.

GamePhil
May 25th, '04, 06:10 PM
Contacts/Followers:

"Marked For A Hit": 2d6 RKA, Autofire, Time Delay
("Random Mugging": The same, but with EB)
"It's Who You Know I": Summoning, Friendly, Various Contacts
"It's Who You Know II": Mind Control
"It's Who You Know III": Mental Transform, Invisible
"Calling The Pro From Dover": Aid to Any One Characteristic, Only For Boosting Skills, OAF: Cell Phone

Combat Skill Levels (OCV):
Naked Advantage(s): Area Affect: Hex, Accurate, for STR, EB, or RKA

Lord Mhoram
May 25th, '04, 07:32 PM
One i've used for the Sherlock Holmes recronstruction of events...

Retrocognative Clairsentience with the appropriate lims - time, concentration, how far back and how much info is based on a Per Roll.

GamePhil
May 25th, '04, 08:23 PM
Although not precisely what was asked for, a friend of mine had a character called Magus some years ago. The character was a stage magician with no magical powers, but an incredible ability with deductive reasoning. Therefore, the special effect for all of his Powers is that he went to the site years before and, for example, planted explosives there knowing he would need them at some point in the future. He would then set them off with a tiny radio transmitter during the game.

Likewise, Teleport was explained as him having set up an escape route ahead of time. He also had the classic sensory abilities derived from him just figuring things out, I think, as were just mentioned.

I know there was more than that, but it's not coming to mind.

BobGreenwade
May 25th, '04, 09:28 PM
A bit of thinking through the Interaction Skills...

Acting: Shape Shift (Mental Sense Group).

Animal Handler: Mind Control (Animal Minds).

Bribery: Mind Control.

Conversation, Interrogation, Seduction: Mind Control; Telepathy.

High Society: I'm not sure here.

Oratory: Mind Control; PRE Aid and other Adjustment Powers to EGO, PRE, and maybe INT and COM.

Persuasion: Mind Control; Mental Illusions.

Trading: Maybe Mind Control.

Naturally, the Mental Powers would all be Based On PRE, and probably use Presence Combat Value.

Metaphysician
May 26th, '04, 06:35 AM
High Society- perhaps a sense power for detecting relationships between people??

Blue
May 26th, '04, 09:04 AM
One of my own characters, Lucretia, has a power called "Read Body Language".

It's Telepathy, cumulative, with no communicative abilities, only for figuring out frame of mind or surface thoughts, with extra time.

Essentially she just sits there and observes people and can figure out what they're thinking about. It's why she's such a good detective and why you should NEVER play cards against her.

JmOz
May 26th, '04, 09:12 AM
I had a cap character who use UBO x8 on combat skill levels

Chris Bloxham
May 26th, '04, 01:03 PM
Never had the previous DC, how does this "super skill" thing work. Is it low-powered powers used to emulate extraordinary skills?

nexus
May 26th, '04, 01:05 PM
Never had the previous DC, how does this "super skill" thing work. Is it low-powered powers used to emulate extraordinary skills?

That's the gist. Using powers with "extraordinary skill" as the Special Effect.

Chris Bloxham
May 26th, '04, 01:11 PM
Thanks for the clarification Nexus, I've just opened HD to try and throw an example into the fray, I'll come back to you in a moment...

nexus
May 26th, '04, 01:13 PM
Thanks for the clarification Nexus, I've just opened HD to try and throw an example into the fray, I'll come back to you in a moment...

No problem. I always thought they were a really cool idea.

Chris Bloxham
May 26th, '04, 01:27 PM
There are already lots of examples on the thread, doh! (I should really learn to read!). Anyhow I think I get it, low-pow invisibility = improved stealth, etc. Cant wait to see the rules to have a play with some of the more exotic powers.

Blue
May 26th, '04, 02:18 PM
Never had the previous DC, how does this "super skill" thing work. Is it low-powered powers used to emulate extraordinary skills?
I had trouble parsing the question too :)
I had to wait for replies before I could pitch in my 1.5 cents.

BobGreenwade
May 26th, '04, 02:40 PM
I wanted to save the Intellect Skills until last, because that list is the longest (in FREd):

Analyze: Detect, with Discriminatory and Analyze; Find Weakness.

Bugging: Clairsentience; Enhanced Senses (especially Telescopic); Detect Surveillance Device.

Computer Programming: Various Mental Powers versus Machine Class, Based On INT (and possibly Intelligence Combat Value).

Concealment: Invisibility to hide things; Detect to find them.

Cramming: A VPP for Skills.

Criminology, Forensic Medicine: Clairsentience with all normal Sense Groups, Postcognition Only.

Cryptography: Telepathy for communication; possibly a VPP for codes, bought as Languages.

Deduction: Clairsentience, with optional Precognition and/or Postcognition; Telepathy; Mind Scan (to figure out where someone is); Find Weakness.

Demolitions: Energy Blast/RKA; Drain PD; Drain BODY; Find Weakness.

Disguise: Shape Shift.

Electronics, Mechanics, Weaponsmith: Transform appropriate type of device; various Adjustment Powers (especially Aid and Healing) on devices of the respective type.

Forensic Medicine: as Criminology, above.

Forgery: Transform; Images (to make something appear to be authentic when in the character's presence -- probably also needs a Persuasion roll).

Gambling: Luck.

Inventor: Transform; Aid.

Lipreading: Telepathy for receptive communication only. (As a side note, this could also be treated as a form of Literacy for a language.)

Mimicry: Shape Shift (Hearing Sense Group).

Navigation: Detect location; Detect destination, Aid Movement Powers.

Paramedics: Healing (duh); certain types of Life Support; Simulate Death, Usable As Attack.

Security Systems: Invisibility (only versus security systems); Detect security systems; Force Field/Armor (only versus physical traps -- a variation on Combat Luck); Images/Shape Shift (to fool ID systems), Gliding ("ground gliding," to get past pressure plates).

Shadowing: Invisibility; Detect (chosen target); Detect (Shadowing person).

Survival: Life Support; Detect food/water/poison/dangerous animals; Clairsentience, Precognition (only to predict the weather).

Systems Operation: Aid gadget powers; Detect gadget abilities; Detect weak transmissions; Enhanced Perception (to enhance detection of weak transmissions); Suppress enemy transmissions.

Tactics: Telepathy (to figure out the enemy's plans); Images (for trickery); DEX Aid (for combat order, OCV, and DCV from good tactical planning).

Ventriloquist: Images (Hearing Group).

BobGreenwade
May 26th, '04, 03:55 PM
Then there are the "super-Skills" that don't correspond to Skills in the book -- like, what about the guy who always seems to have just the right gadget, tool, government form, or whatever else on hand? Here's the VPP with all the right Limitations. It might require a Precognitive PER Roll, or a Danger Sense Roll, with Time Chart Range Modifiers based on when the character was last at his base (or otherwise had the opportunity to change around his stuff).

This could be a job for The Ultimate Gadgeteer, since this sort of "Always Prepared Guy" is really a gadgeteer archetype, but the trick could fit in this book too (as could several other gadget-based VPP tricks).

Vanguard00
May 26th, '04, 04:25 PM
And of course, The Ultimate Martial Artist and Ninja Hero both have good ideas for this sort of thing.

Metaphysician
May 26th, '04, 05:10 PM
*salivates*

Its this kind of thing that makes me wanna play a non-powered character.

( also makes those "Skills and Super Skills" VPPs seem scarily powerful. . . )

JmOz
May 26th, '04, 05:43 PM
Then there are the "super-Skills" that don't correspond to Skills in the book -- like, what about the guy who always seems to have just the right gadget, tool, government form, or whatever else on hand? Here's the VPP with all the right Limitations. It might require a Precognitive PER Roll, or a Danger Sense Roll, with Time Chart Range Modifiers based on when the character was last at his base (or otherwise had the opportunity to change around his stuff).

This could be a job for The Ultimate Gadgeteer, since this sort of "Always Prepared Guy" is really a gadgeteer archetype, but the trick could fit in this book too (as could several other gadget-based VPP tricks).

I would do this as a cosmic VPP with a Foci limitation and maybe a -1/4 lim of only resets at a base.

On VPP's I also have created this limitation, usualy for cosmics

May only have X powers. X is a number. what it is is for UT Belt type people who can switch powers as if it is a MP but who have to choose what slots they have before hand.

Both are based at change at base so are -1/4 lims (as they are not as restrictive)

Snarf
May 26th, '04, 05:46 PM
Swinging is basically a super skill, even though it's technically bought as a form of movement.

Adventus
May 26th, '04, 07:00 PM
I would suggest looking at the article in the 2nd hero almanac from 4th edition.

BobGreenwade
May 27th, '04, 08:02 AM
Having gone through the Skills, I figure maybe I could go through the Powers' descriptions, taking the whole alphabetically, and see if anything jumps out at me.

Just starting from the top:

Absorption: Maybe a character gets a sort of "determination rush" when he's hit, Absorbing hits to EGO and/or PRE. It would have to be heavily limited (like maybe only absorbing actual BODY damage, after defenses), but it's a possibility.

Aid: Again, EGO and PRE are good things to Aid. Oratory and certain other Skills can be Required Skills, for "super" forms. Some of the DEX Aid forms from TUMA could be used as well.

Armor: Combat Luck pretty much sums it up here, I think.

Change Environment, Darkness: Nothing really appropriate seems to fit here -- all I can think of have to do with use of the voice, or really bad B.O.

Clairsentience: Super-Deduction and certain other things I've already mentioned are based on this -- knowing something's the case just by figuring it out. (You see a lot of that on TV shows like CSI and The Profiler). Area Knowledge could work the same way. A really perceptive character could also "see around corners" by using audio cues, shadows, and other near-subliminal hints.

Clinging: Super-Climbing is fairly obvious here. If Clinging can be expanded to include a character's grip, this could also be used for holding on to objects being carried (especially large objects) -- though this starts to get into the "wild" area and isn't often seen in the source material.

Damage Reduction, Damage Resistance: Basically as per TUMA.

Density Increase: I can't think of a thing.

Dispel: A variety of Skills could be RSR for this, representing the ability to destroy or disable various types of equipment. Demolitions would be the ability to destroy something, while Electronics or Mechanics could be used to disable it -- or even just disable one or two functions while leaving the rest intact. Naturally this would be taken with OAF (tools).

Drain: Certain Interaction Skills, at the "super-Skill" level, could Drain a target's EGO, PRE, or even INT.

Duplication: A highly intelligent individual could have an AI "duplicate," matching his own DEX and SPD, to perform mental tasks while he concentrates on other matters.

Ego Attack: The only thing I can think of here is to base it on INT or PRE, with a Special Effect of saying something traumatic (like a really serious insult, a recollection of a traumatic event in the target's childhood, or a really bad pun).

Endurance Reserve: The "breath-holding" trick is one possibility (though I forget offhand where that's published). Another -- and one I particularly like -- is a separate reserve for Intelligence- or Presence-based Powers, as a sort of "mental endurance."

Energy Blast: The only thing I can think of here is the old "throwing objects of opportunity" trick.

Enhanced Senses: Most of the stuff from TUMA should work here. Also many Intellect Skills (especially Deduction), Knowledge Skills, and so forth could support a Detect, on the "I figured this would be here" sort of logic.

Entangle: Besides the "throwing objects of opportunity" trick, one could have a Mental Paralysis based on a PRE Attack, or a highly skilled nerve pinch.

Extra-Dimensional Movement: DC doesn't really use alternate dimensions even in the "dimension but not a dimension" sense (such as dreams, cyberspace, or the like), so this isn't really appropriate.

Extra Limbs: Some individuals can use their feet almost as well as hands (rather like Spacers in TE/AW), so that works here.

Faster-Than-Light (FTL) Travel: I don't think this really has any application or need in a DC game.

Find Weakness: This could easily be used in conjunction with Demolitions, Dispel, or other destructive Skills and Powers. The right kind of Analyze could also be a complementary Skill, or (as mentioned earlier) FW could be a form of "super-Analyze."

Flash: TUMA covers Flash as eye pokes, ear claps, and the like. Someone on the boards here recently mentioned the possibility of a "Voice Flash"; while this could be covered in a future version of TUMA, I think the idea could be introduced here. Basically a quick, skillful blow to the throat can silence the voice without being life-threatening.

Flash Defense: It's always possible to just have resilient eyes, ears, nose, throat, etc.

Flight: Michael Jordan, anyone? This could be a highly accurate and agile super-Leaping, though it would need plenty of good Limitations (most particularly Must Start And End Phase On Solid Footing).

Force Field: A character could have a small FF with the Must Be Aware Of Attack Limitation.

Force Wall: Most of what I can think of here (such as a "Presence Barrier" to stop Mental Powers) falls more under the Pulp Hero feel than DC.

I'll resume with the G's a little later....

(And ya know, I'm starting to think that maybe these DC "super-Skills" could get a book of their own.... ;))

pinecone
May 27th, '04, 03:22 PM
Payback is a Mutha! +3 combat, only vs foes fought in the past....also could be perfect planning.....Find weakness with all attacks:only vs prior foes or RSR:"Foes" (Example:Ninjas),"I'm starting to Like the pain" Absorbtion PD>Stun......OR Damage reduction:RSR;Will roll....lots of possabilitys...I remeber someone doing an Awesome "Perfect planning" power group....should be out there somewhere....

BobGreenwade
May 27th, '04, 03:49 PM
Continuing on...

Gliding: The "Pass Without Trace" ability from the core rulebook is one obvious possibility. Another that comes to mind is an "object of opportunity" parachute -- grab a coat, bedsheet, or something to ease your descent. I could have mentioned earlier, but only thought of it now, that Gliding could be used for a "super-Breakfall." A character could "glide" over thin ice without breaking it (similar but not identical to "Pass Without Trace"), or use Gliding to slide along a wire from one building to another.

Growth: I can't think of a thing here -- probably inappropriate.

Hand-To-Hand Attack: Weapons of opportunity; "unskilled" martial arts (like a special form of Brawling); a sort of "super-Find Weakness."

Healing: As mentioned above, "super-Paramedics" is pretty obvious; a good repairman, using Electronics or Mechanics, could also have Healing for super-fast repair of machinery and other equipment (think Montgomery Scott here).

Images: "Super-Mimicry" and "Super-Ventroliquism" would basically be Images to Sound Group. I imagine Images could also be used for a "super-Sleight Of Hand." I person skilled at manipulating evidence could have Images to forensic-based Detects (Forensic Sense Group, perhaps?), or to Mental Power "super-Skills."

Invisibility: Stealth, Concealment, and Bugging could all have their own applications here. A really stealthy character could also be Invisible to Forensic Sense Group if you take the above suggestion.

Killing Attacks: This is more for TUMA than DC, I think. If there's anything to include in this book, it's probably in that one.

Lack Of Weakness: With things like Analyze and Find Weakness around, this would be appropriate, but I really can't think of a super-Skill application for it.

Leaping: Again, this would be on part with what's in TUMA.

Life Support: Extended Breathing, Diminished Eating, Diminished Sleep, and certain Immunities are all things I could see on normal human characters, either straight or with Requires A Survival Roll as a Limitation. Some action heroes also seem to have reduced forms of Safe Environment (basically 1-point versions of the 2-point forms, taking only half damage from these environmental hazards). One point of Longevity -- but no more -- can also be appropriate; some of these guys just seem to stay young forever.

Luck: This could have a myriad of Requires A Skill Roll: Gambling and Seduction are merely the most obvious.

Mental Defense: This could be used to defend against certain Mental Power-based super-Skills. Hard To Figure Out would defend against Mind Scan and Telepathy; Hard To Manipulate would defend against Mental Illusions and Mind Control.

Mind Control: Based On Presence, this could be a super-form of just about any Interaction Skill -- certainly anything where the character tries to get someone to do something for him. Besides just straight Mind Control BOP, a character with Persuasion could have Emotion Control to try to tug the heartstrings, push angry buttons, and so forth.

Mind Link: From a "super-Skill" standpoint I don't see anything appropriate here.

Mind Scan: Psychological and geographic profiling, as well as "super-Skill" levels of Criminology and Deduction, could enable a character to figure out a target's location. Just make it Based On Intelligence and there you go.

Missile Deflection & Reflection: A toned-down version of what's in TUMA is the only thing that seems right to me here.

Multiform: This is a classic for "mutliple personality" types. I can see where it might also be possible to have such a deep "deep cover" that it would be bought this way -- the Characteristics would be mostly the same (the GM might allow variances in COM, PRE, or EGO), but the person's Contacts and possibly certain other Skills would differ. This would be a big-time "Stop Sign" ability, of course.

Power Defense: A character could have this ability, Only Versus Venoms And Poisons (-1/2), Requires A Survival Roll (-1/2).

Running: Besides the obvious athletic ability, I also like Running with Invisible Power Effects for those individuals who seem to be able to appear from nowhere, vanish when nobody is looking, or suddenly be on the other side of the room. The main problem I see with this approach is that it would require a variance on the rule that an Advantage on a Power must always be used with the Power -- though a variation of Variable Advantage might take care of this.

Shape Shift: The obvious possibilities: Disguise for Sight Group and possibly Touch Group, Mimicry for Hearing Group, Acting for Mental Group.

Shrinking: A super-agile character might have Shrinking with the Easily Perceived and No Growth Momentum Limitations, to represent how he seems to make himself a smaller target in combat. At the opposite end of the spectrum, a super-Contortionist could make himself physically smaller to fit into cramped spaces, though he'd probably be at 0 DCV while shrunk.

Stretching: The most I could see here would be 1" of Stretching with RSR, using Acrobatics and/or Contortionist as the Required Skill. (Also throw in Always Direct, No Noncombat, No Velocity Damage, and Limited Body Parts.)

Summon: Perhaps a super-Animal Handler could summon some of his animals, with the Arrives Under Own Power Limitation, and generally the Summoned Being Must Inhabit Locale Limitation as well.

Suppress: I could see a STR or DEX Suppress in the form of a nerve pinch, but not much else comes to mind.

Swimming: Athletic (normal) swimming is all I can think of here.

Swinging: As I illustrated in Personal Brachiation for the Online USPD, one doesn't necessarily need to have a separate swingline to swing. Also, it occured to me long ago that, just as a character can Run a long farther than just one or two steps per Phase, it should be quite possible for a character to swing farther per Phase than just a single swoop on the swingline. So, applying a Limitation Manual Reach (for, say, -1), along with possibly Requires A Climbing Roll, the character can swing like a monkey -- or a cartoon monkey, at any rate -- from any series of ledges, poles, or anything else he can get his paws on.

Telekinesis: With Fine Manipulation and (as an exception to the rule against this) No Range, this could be a form of super-Lockpicking.

Telepathy: Any Interaction Skill used to gather information from someone (especially Conversation and Interrogation) could have a super-Skill form with Telepathy, Based On Presence. However, I'd suggest that a Modifier be introduced allowing anyone in the vicinity to also hear what's being said (even if it's just a -0 Limitation).

Teleportation: This is the classic form of the "move without being noticed" power I discuss above under Running. Even if you take my suggestion of publishing Running as an option for this, I think Teleportation should be the "default" way of doing it. A short-range Teleportation UAA could also be used for Sleight Of Hand.

Transfer: The only thing I can think of here is Wealth Transfer as a super-Skill form of Bureaucratics and/or Computer Programming. But I don't think that would go over real well in a game....

Transform: Other than the Lockpicking trick mentioned earlier, one could use super-Electronics, super-Mechanics, or super-Inventor to change the function for a piece of equipment. Super-Inventor could also Transform raw materials into a gadget. Super-Persuasion or Super-Oratory could make a long-term change in someone's attitude (a Mental Transform).

Tunneling: Besides the trick in TUMA, there are a lot of unusual Tunneling tricks one could do with Demolitions as a Required Skill -- digging out a building's foundations, for example, or weakening the ground under a road so it collapses when a convoy passes over. I probably could (and just might) write an entire Digital Hero article on the topic. ;)

That reaches the end of the Powers list.... :D

Metaphysician
May 27th, '04, 04:19 PM
For two of the tougher powers:

-Mind Link could be used to represent characters who have trained so extensively with each other that they can predict what the others are thinking. Probably would have range limits and/or skill checks.

-I can think of one usage of Extradimensional Travel: a character who has the ability to essentially disappear into, and travel among, a subculture such as the underworld, or the Chinese immigrant community, or whatever, with such skill that no one outside the community can find him.

Oh, and I must say, superskills in general are really cool for normal Champions games, too.

nexus
May 28th, '04, 09:27 AM
Life Support:Extended or no Eating, requires a skill roll:Survival and There must be some possbility of finding food. Perhaps with Usable by others, as sort of a super scrounging ability?

BrandonQ
May 28th, '04, 04:04 PM
One of my favorite 'super-skill' constructions -- note that I didn't give this a required skill roll, simply because it was supposed to go beyond that. It was for a fantasy game, for a character who was SOOO good at seduction that it wasn't just a skill anymore. It'd easily fit in modern games, though, and is in fact a staple of the spy genre

"Flirting" (8d6 of Mind Control). You can take some limited control over men by playing with them. Reduced Endurance (0 END, +1/2), Does Not Provide Mental Awareness (-1/4), Limited Class of Minds (Only Works on Men, -1/2), Only to Inspire Love toward Her (-1), Concentration (1/2 DCV, -1/4), Extra Time (1 turn; -1 1/4), Restrainable (-1/2), Must Actually Flirt With Target (-1/4).

BobGreenwade
May 29th, '04, 06:20 AM
Here's a Talent that could be included. I actually know someone with this ability.

Absolute Parking Sense: A character with this ability always remembers, without effort, exactly where he left his car, motorcycle, boat, aircraft, or other vehicle. He doesn't have to be the driver; having been in the vehicle when it arrived, and having at least seen it reach its exact location, is enough.
Of course, the Talent doesn't do much good if the vehicle is moved after he leaves it.
Absolute Parking Sense Cost: 8 Character Points (Detect Where I Left My Vehicle, Range).

Metaphysician
May 29th, '04, 06:59 AM
That seems awefully expensive for the effect.

BobGreenwade
May 29th, '04, 07:01 AM
You're right. Killing the Ranged on it (which I added at the last moment) should bring it more in line.

nexus
May 29th, '04, 07:44 AM
How about Edetic Memory, only to recall where you left your vehicle (-2).

BobGreenwade
May 29th, '04, 09:28 AM
Eidetic Memory could work too, but instead of building it off another Talent I'd just rebuild it from its original Clairsentience roots. That (if I'm figuring right) would still give it a net cost of 3 points.

pinecone
Jun 1st, '04, 02:52 PM
I think I'd build Absolute parking sense as a "Bump of direction" that points to your vehicle instead of north......

BobGreenwade
Jun 1st, '04, 03:44 PM
I think I'd build Absolute parking sense as a "Bump of direction" that points to your vehicle instead of north...... Except that you'd also need Absolute Range Sense to get the exact location. No, I'll just go back to my original way of doing it (from several weeks ago, just plain old "Detect Where I Left My Vehicle").

Worldmaker
Jun 1st, '04, 09:23 PM
I submitted these to the Online USPD, but was turned down because they were "super skills". For all I know, they'll show up in the book.


Amazing Insight: Clairsentience (Sight Group), Precognition - 0 Endurance Cost (+½)(60 Active Points); Time Modifiers (-½), Extra Time (1 Turn; -1¼), Only to Predict the Actions of Others (-½), Requires a Super Smarts Tricks Roll (-½). Real Cost: 16 Points.


Reading People: Telepathy 12d6 - Area Effect (12" Radius; +1), 0 Endurance Cost (+½)(150 Active Points); No Range (-½), Only for Figuring Out the Target's Intentions, Truthfulness, and Things They Are Trying to Hide (-1½), Must Be Able to Observe Subject (-½), Read Only (-½). Real Cost: 37 Points and Ego: +15 - Linked to Telepathy (-½). Real Cost: 10 Points. Total Cost: 47 Points

Steve Long
Jun 2nd, '04, 03:30 AM
Well, considering that the second one was something I put in the original Dark Champions eleven years ago, it's entirely possible it will show up again. ;)As to any others, I can't say.

Worldmaker
Jun 2nd, '04, 03:33 AM
Well, considering that the second one was something I put in the original Dark Champions eleven years ago, it's entirely possible it will show up again. ;)As to any others, I can't say.

Interesting... what were you doing reading my NPCs back then? :winkgrin: That power I created for Doctor Simian, circa 1989. Great minds think alike, I suppose.

Steve Long
Jun 2nd, '04, 08:31 AM
I wasn't reading your NPCs, I was reading Arthur Conan Doyle. ;) That very ability, or one quite like it, is used by Sherlock Holmes in one of the stories Doyle wrote.

Worldmaker
Jun 2nd, '04, 08:36 AM
I wasn't reading your NPCs, I was reading Arthur Conan Doyle. ;) That very ability, or one quite like it, is used by Sherlock Holmes in one of the stories Doyle wrote.

It was a joke, Steve. Calm down. :D

My inspiration was Ricardo Montalban's portrayal of Khan Noonian Singh in the second Star Trek movie.

Lightray
Jun 2nd, '04, 02:40 PM
How have I missed this thread until now?

Change Environment, Darkness: Nothing really appropriate seems to fit here -- all I can think of have to do with use of the voice, or really bad B.O.
I've got an NPC with Change Environment used to "remove all forensic traces" from the area affected (to foil the detective PC, for once). His power is supernatural, but the effect seems perfect for a RSR.

wylodmayer
Jun 2nd, '04, 09:33 PM
For a super detective, I have constructed the following "skill powers":

*Scene Reconstruction, based on Clairsentience. The ability should take time to use - for Batman types perhaps just ten minutes; for more realistic detectives, perhaps as much as an hour or two. For more realistic detectives there should also be a Limitation reflecting required research materials like a crime lab and/or files. The ability does not work accurately if the area has been altered since the event that is desired to be viewed; the greater the alteration, the less accurate the view provided.
[Note: This is a more robust version of Deduction, for those detectives who can go the extra mile]

*Streetwise, based on Mind Scan. This one is a bit weird, so bear with me. It requires a Streetwise roll (it can also be based on Psychology or KS: Criminal Underworld), and takes time (an hour or so, I recommend). It cannot be used in an area for which the character does not have Area Knowledge. It can only be used to find criminal types with whom the character is familiar (GM's discretion on whether this requires personal familiarity or clinical familiarity, as in being acquainted with his pathology or criminal history). It does not, obviously, allow the use of mental powers through the link.
[Note: This power allows the super detective to locate criminal scum with whom he is familiar unerringly]

*Handwriting analysis, based on either Clairsentience or Telepathy. I haven't decided which works better. It should take time, and a skill roll, and require a substantial sample of handwriting. It can only be used to determine general characteristics of the subject, not current thoughts, but it might be used to qualify for familiarity for the above-mentioned Mind Scan superskill.

*Detect Concealed Weapon, for sharp eyed characters, obviously. Other possibilities exist as well, such as Detect Drug User (based on a medicene or pharmacology skill roll - this could be made Analytical to determine which drug is being used), and - my favorite - Detect Criminal Hangouts (this one might be based on Streetwise and could allow a character to locate criminal hot spots even in unfamiliar areas). The more outrageous variants could be Detect Type of Firearm (requires KS:Firearms, Analytical, requires that the character be able to hear the report of the weapon being fired) or Detect Type of Vehicle (requires KS: Automobiles, Analytical, requires a reasonably sized tire track or mark to examine).

NOTE/QUESTION: I have experimented with adding a one-quarter disad to some of these called "Realistic" or "Intuitional" (depending on my mood), which specifies that the knowledge gained is not as sure or specific as if the power were actually a POWER per se. I am still torn as to whether this is worth a disad, but in a setting where the justice system plays a role, I believe it might be.

wylodmayer
Jun 2nd, '04, 09:42 PM
For super lucky characters, aside from the obvious choices like DCV levels and Luck, I have come up with the following in the past:

*Right Place, Right Time: A Summon based power. No conscious control, can only summon normal people, summoned people are "already there," 0 END. "Is there a doctor in the house?" "Yes!" "No, no - a doctor of entymology!" "Why, yes! That's amazing!" Heheheh.

*Other directed Unluck - a fully indirect, no conscious control, 0 END, attack of some kind with Damage Shield. Activated by those who are attempting to do the character harm.

*Favorable Ground: Since Change Environment can no longer be used to aid, this will have to be Transform based. Like all Luck powers, it should be no conscious control and 0 END. Items transformed were "already there." The power takes effect to create useful things at hand, like a handy fire extinguisher, flask of acid, etc.

Steve Long
Jun 3rd, '04, 06:33 AM
Thanx for all the ideas and suggestions, folx! I'm starting on the Super-Skills section today.

Feel free to keep posting examples. I'm basically just posting as a "placeholder" to remind myself where I stopped reviewing the thread in case I need to start again. :hex:

Metaphysician
Jun 3rd, '04, 12:34 PM
Will this perhaps go into the new and upcoming Dark Champions section of this website??

BobGreenwade
Jun 3rd, '04, 12:50 PM
Here's something that I've been debating (internally) whether to mention here or not. It came up as a joke in another thread (on the Champions forum), and it seems just too silly to include in DC -- but you never know.

It developed from the fact that, in Champions, a character can technically make a speech for as long as he wants in no time at all. Of course, most GMs apply the "common sense rule," but a strict reading would indicate that a character could recite the entire works of Shakespeare as a single No Time action.

Hence, the phrase: "super-filibuster." I imagine this as someone speaking to such an extent that nobody else can do anything -- either a Suppress SPD, or a single-action Mind Control. I imagine it could involve the Voice Range Limitation from FH, and possibly have some connection with Oratory or Persuasion (or super-Skill versions of those).

Like I say, it's probably too silly for DC... but I'd rather let you make the final decision yourself, Steve, than make a negative decision for you. :)

Steve Long
Jun 3rd, '04, 02:05 PM
Will this perhaps go into the new and upcoming Dark Champions section of this website??

I'm not sure if this question was asked of me, but if so:

Will what actually go there?

What "new and upcoming" section? There's this message board and the page devoted to the product line; that's about all we've got or intend to have at present.

Worldmaker
Jun 3rd, '04, 09:25 PM
Having gone through the Skills, I figure maybe I could go through the Powers' descriptions, taking the whole alphabetically, and see if anything jumps out at me.

You missed an application of Desolidification... that of "Super Lockpicking". You give it the appropriate limitations, including "Cannot Pass Through Barriers Not Guarded By Locks.

Korvar
Jun 4th, '04, 02:23 AM
Fast Draw: I'm not sure what would go here.


A naked advantage: Not Real Weapon, which counteracts some of the Real Weapon lims (like having to draw it to have it ready)?

Korvar
Jun 4th, '04, 02:29 AM
Someone who can do "shadow puppetry" really well...

Do "Deformed Rabbit": Sight Group Images (10 Active Points); Limited Power Must have strong light source (-1), Required Hands Two-Handed (-1/2), Limited Effect (shadows) (-1/4) Real Cost 4 points

BobGreenwade
Jun 4th, '04, 05:05 AM
You missed an application of Desolidification... that of "Super Lockpicking". You give it the appropriate limitations, including "Cannot Pass Through Barriers Not Guarded By Locks. This would actually make it easier to go through a locked door than an unlocked door.

As shown in TUMA, though, Desolidification could easily be a "super-dodge," or "super-escape artist" (with Contortionist as RSR). It probably has potential for other Agility Skills as well.

Worldmaker
Jun 4th, '04, 05:43 AM
This would actually make it easier to go through a locked door than an unlocked door.

Actually it would be the same, since "guarded by locks" does not necessarily mean the lock will be locked... just that it could be.

CrosshairCollie
Jun 4th, '04, 05:59 AM
Hmm. Two uses for Aid I remember for Super-Skills (both from 4E Ninja Hero, if I remember properly), were the Array Fighting and Combat Style Modification.

Array Fighting was a Dex Aid, only to boost O/DCV, only when you were within 6" (or so) of your fighting partner. In 5E, I'd give it RSR: Teamwork.

Combat Style Modification was also a DEX aid, CV only, but only worked against one person and required an KS: Analyze Style roll (5E Version: Analyze: Combat).

Unfortunately, said NH book is deeply buried, so I can't look up any more of the details ... I really gotta clean up around here.

Metaphysician
Jun 4th, '04, 07:32 AM
Temptation to get Ninja Hero rising. . .

CrosshairCollie
Jun 4th, '04, 07:42 AM
Temptation to get Ninja Hero rising. . .

Remember, I said '4E Ninja Hero' ... whether or not any of these things made the transition to 5E Ninja Hero, I don't know ('cause I can't find one to purchase).

Steve Long
Jun 4th, '04, 09:30 AM
IIRC both of those, and lots more, plus plenty of all-new stuff, made it into the 5E NH.

And I do believe it's in the Online Store if you can't find it elsewhere.

dbsousa
Jun 4th, '04, 01:45 PM
Here are some I am working on for a CON game tomorrow: (MCPD Blues, RuneCon)

Good Cop: Xd6 Mind Control, only to blurt out information, requires opposed roll (Conversation vs Streetwise), only in presence of "Bad Cop"

Bad Cop: Xd6 Mind Control, only to blurt out information, requires opposed roll (Interrogation vs. Streetwise) only in presence of "Good Cop"

Leadership: Overall Skill Levels, Usable by Others

Hostage Negotiation: Xd6 PRE Drain at Range requires opposed roll (PRE vs. PRE)

Sniper's Aim: Naked Advantage: +1 STUN Multiplier on X Points of RKA

nexus
Jun 6th, '04, 08:32 AM
Super Sneaky:Invisbility vs Sight Group, No Fringe, not while attacking, requires some form of cover/concealment, requires a Stealth roll.

The character is so good at position and movement (or maybe just lucky) that she's always behind cover when someone looks in her direction. In an appropriately covered room she could avoid detection by a small group. If there is just one person perhaps she just stays behind them constantly. This power can be defeated automatically by a detailed search, N ray (or 360 vision in some cases) or there simply having no cover.

Lord Liaden
Jun 6th, '04, 10:14 AM
I remember "Dr. Terror's Fear Aura" (reducing an opponent's PRE), one of the sample powers for Change Environment in FREd; of course it's perfect as a Super-Skill for those ultra-intimidating vigilante heroes like Batman. There are a number of other Combat Effects from CE that could be given the same justification, though: penalties to CV because opponents are so scared to fight him; to DEX rolls as they scramble to get away from him; to EGO rolls when he Interrogates them.

I could see a character built around a whole Power Framework of CE "intimidation" effects. :)

Metaphysician
Jun 6th, '04, 12:46 PM
Would you even need a framework, though?? I thought, depending on how you bought it, the effects of a CE could be variable??

Lord Liaden
Jun 7th, '04, 12:14 AM
Would you even need a framework, though?? I thought, depending on how you bought it, the effects of a CE could be variable??

There definitely could be variation, but ironically it might be less flexible than a Framework. Using my example above, you might be able to affect a few different Characteristic Rolls with a +1/4 Varying Effects Advantage, but that would be a very different Limited Group from an opponent's CV. IMO you'd need at least the +1 Broad Group Advantage for combat effects that diverse. Even if the GM allowed them to fall within the +1/2 Advantage level, at that point a Multipower would probably be cheaper. Of course with a large enough Multipower or an EC you could combine effects, which Varying Effect doesn't allow for.

BobGreenwade
Jun 7th, '04, 06:32 AM
There definitely could be variation, but ironically it might be less flexible than a Framework. Using my example above, you might be able to affect a few different Characteristic Rolls with a +1/4 Varying Effects Advantage, but that would be a very different Limited Group from an opponent's CV. IMO you'd need at least the +1 Broad Group Advantage for combat effects that diverse. Even if the GM allowed them to fall within the +1/2 Advantage level, at that point a Multipower would probably be cheaper. Of course with a large enough Multipower or an EC you could combine effects, which Varying Effect doesn't allow for. I'd go for Multiple Combat Effects myself.

drnuncheon
Jun 8th, '04, 08:52 AM
Gambling: Luck.

Poker Face: Mental Defense - you're so good at hiding your thoughts that even a mentalist can't get to them

Bluff: Mental Illusions damage shield? Your bluffs are so good they even fool telepaths.

Just One More Round: Transfer (Wealth or any powers based on possessions, one at a time), BOECV, Extra Time, Gestures, Incantations.

"What do you mean you lost our headquarters in a poker game?!"
"I was so sure my luck was going to turn around..."

J

BobGreenwade
Jun 8th, '04, 09:21 AM
Poker Face: Mental Defense - you're so good at hiding your thoughts that even a mentalist can't get to them

Bluff: Mental Illusions damage shield? Your bluffs are so good they even fool telepaths.

Just One More Round: Transfer (Wealth or any powers based on possessions, one at a time), BOECV, Extra Time, Gestures, Incantations.

"What do you mean you lost our headquarters in a poker game?!"
"I was so sure my luck was going to turn around..."

JGood call! Gambling could be a RSR for a variety of Mental Powers, Based on Intelligence (like Telepathy to determine what the other guy's hand is in poker or pinochle). Also Precognitive Clairvoyance to determine the outcome of a sports competition.

pinecone
Jun 8th, '04, 04:26 PM
I built this for a probability controller but Super skilz can work also..... Multi (30) Vari-special effect (matches base effect)........................................... Slot 1) +6D6 HA slot2)+2D6 HKA slot3) +6D6 E-Atk Slot4) RKA 2D6 limits activation/RSR , cannot make damage greater than maximum effect with base effect (a critical hit)

pinecone
Jun 8th, '04, 04:27 PM
Ugh! I have no idea why that is so ugly...I hope it can be read......

BobGreenwade
Jun 8th, '04, 04:47 PM
Pardon me for bringing this up once more....

Personally I hope Harby has Absolute Parking Sense. I mean, I could just see it: "Now it's time to go and destroy Card Shark's new casino operation... if only I can remember where I parked that fershlugginer car..." ;)

pinecone
Jun 9th, '04, 03:23 PM
I thought Harbringer was way beyond such things...does he not have a "cosmic gadget pool"? Defined as stashing stuff Every where....so no matter where he goes he finds just the car he was looking for........

BobGreenwade
Jun 9th, '04, 03:34 PM
He may not be quite so powerful this time around. Remember, DC is being "toned down" to a more realistic-world action-adventure sort of thing.

Metaphysician
Jun 9th, '04, 05:29 PM
According to Steve, the HoJ isn't being toned down in power. He's losing the "teleport delivery gun subdimension" for a more normal gadget pool, but thats about it.

Considering he specifically fits into the Hudson City setting, this doesn't seem unreasonable.

drnuncheon
Jun 10th, '04, 06:10 AM
According to Steve, the HoJ isn't being toned down in power. He's losing the "teleport delivery gun subdimension" for a more normal gadget pool, but thats about it.

Since that was the biggest thing separating him from a Dark Champions feel (the rest of the stuff isn't any more overboard than, say, Batman), I am pleased.

I may even stop referring to him as the 'Hamdinger of Justice'.

J
...but probably not. Even Bats had people making fun of his name.

Metaphysician
Jun 23rd, '04, 06:42 PM
New idea. For the an Area Knowledge:

"I Know People Here": Summon x point individual, Summoned Person must exist in area, must arrive under own power, etc.

IOW, a sort of "instant Contact/Favor".

GamePhil
Jun 23rd, '04, 07:29 PM
That's what I did, but I didn't use "only if in area", because I wanted it to represent knowing someone just about anywhere.

Metaphysician
Jun 23rd, '04, 08:13 PM
Ah, forgot. Still, it could definitely be linked to an Area Knowledge.

dbsousa
Jun 24th, '04, 02:28 PM
Card Shark: The character is so good at reading other players that he can tell what cards his opponent is holding by the "tells" he exhibits

Telepathy, only to read players hand, requires an opposed roll (gambling vs. gambling, or gambling vs. EGO)

can't do the math at work...

Worldmaker
Jun 24th, '04, 02:30 PM
Card Shark: The character is so good at reading other players that he can tell what cards his opponent is holding by the "tells" he exhibits

Telepathy, only to read players hand, requires an opposed roll (gambling vs. gambling, or gambling vs. EGO)

can't do the math at work...


Not to be overly pedantic, but its card sharp, not card shark.

Black Rose
Jun 24th, '04, 09:21 PM
Not to be overly pedantic, but its card sharp, not card shark.

I'd swear it's Card Shark in the 4th Ed DC-HoV universe.

Worldmaker
Jun 24th, '04, 09:26 PM
I'd swear it's Card Shark in the 4th Ed DC-HoV universe.

Probably is. "Card sharp" tops many of those funky lists of words and phrases most commonly misspelled and mispronounced, and the most common mis-statement is "card shark".

zornwil
Jun 24th, '04, 09:35 PM
Probably is. "Card sharp" tops many of those funky lists of words and phrases most commonly misspelled and mispronounced, and the most common mis-statement is "card shark".
How interesting. I had no clue. I knew the term primarily from the popular '70s game show!

Pseudo Nymh
Jun 24th, '04, 10:30 PM
Just One More Round: Transfer (Wealth or any powers based on possessions, one at a time), BOECV, Extra Time, Gestures, Incantations.

"What do you mean you lost our headquarters in a poker game?!"
"I was so sure my luck was going to turn around..."

J

I love this idea. :D

BobGreenwade
Jun 25th, '04, 07:41 AM
Not to be overly pedantic, but its card sharp, not card shark. Just to be even more pedantic: A card sharp is someone with the skill as listed. A card shark is someone who uses that skill to prey on those who don't know better.

dbsousa
Jun 25th, '04, 10:32 AM
Not to be overly pedantic, but its card sharp, not card shark.

If it were an ordinary skill, yes. but this super-skill involves a bite from a radioactive shark in las vegas (with laser beams on its head)

Nyrath
Jun 27th, '04, 08:51 AM
Mental Defense: This could be used to defend against certain Mental Power-based super-Skills. Hard To Figure Out would defend against Mind Scan and Telepathy; Hard To Manipulate would defend against Mental Illusions and Mind Control.
This has probably been mentioned before, but in the Babylon 5 TV show there was an episode called A Race Through Dark Places (http://www.midwinter.com/lurk/synops/030.html). In it, the rebels against the telepathic Psi Corps try to shield their thoughts from detection and scanning by chanting "Mary had a little lamb". This seems more skill-like than power-like.

fredrik_nilsson
Jul 9th, '04, 10:21 AM
Fast Draw: I'm not sure what would go here.


How about Aid DEX with the limitation Only For Initiative?

oroborous
Jul 9th, '04, 05:22 PM
One of my characters eventually had 12d6 of mental illusions, EGO of 20, ECV of 7 and could bump his SPD to 5 for the purposes of using that power. The main disadvantage was that it could only be used to change his appearance and only on those he could see. Still, it was able to beat most mooks, werewolves, vampires, vengance totems, Hitler clones, terrorists, secret agents and all the other pulp/sci-fi/horror that was thrown our way.

We were developing a way to link it to a precognative power that would allow him to use it on people he couldn't see if he succeeded on a mental PER roll, but the campaign was never completed. :saturn: