View Full Version : hot hot hot
Blixx79
Jun 30th, '03, 10:56 PM
Ok...i made a character that can control heat (not fire). And im tryiung to create a power called Superheat Object. Basically, he can heat on object that's across the room to incredible temperature (exp. a gun/object in someones hand) the point of the power is to make the person drop the gun/object becuse it is too hot to hold and/or destroy the gun/object with heat. Now how would I create this?
this is what I have so far...would this work?
Superheat Object: Killing Attack - Ranged 0 1/2d6 (vs. ED), Continuous (+1), Invisible Power Effects (Fully Invisible; +1) (30 Active Points); Does not work on all materials Power does not work in Uncommon Circumstances (-1/4) (uses END Reserve)
I have to keep it under 50 active points....
Wyrm Ouroboros
Jun 30th, '03, 11:36 PM
Hmmm. Actually, I'd let it work on all materials ...
That's one way of doing it. The next would be a Transformation -- up to the GM whether or not it's superficial. The third way would be a very limited Change Environment.
Crimson Arrow
Jul 1st, '03, 12:08 AM
It's a pretty good start.
A couple of problems. First, it's at such a low level, you are only going to be able to destroy objects with a DEF of 2 or less. I suggest Penetrating, rather than AP for this power.
My guess is that your character telekinetically excites the molecules of the object, thus generating heat. I think it needs to be Indirect, as it seems that the power does not follow a line from the character (hence why it is Invisible and not visible in, say the IR spectrum or to Mental Awareness).
On the Limitations side, I tried to come up with a similar idea for a character, but gave up on the limited materials. You see, I couldn't justify why he could heat metal, or wood etc., but not hman tissue. On the other hand, I think Marvel's The Melter had such a limitation, so perhaps "does not affect living matter" is the way to go. That's probably about a -1/2 here, as the power is designed to damage items. It would be worth more an an Energy Blast, I think.
What did you have in mind for the other Limitation?
I am not sure off the top of my head, how you treat the disarming/dropping function. It's possibly a special effect, but a bit powerful in some circumstances and building it as a form of TK, Fine Manipulation, Fully Invisible, Linked to RKA, Only to Make Character Drop Heated Item seems a bit clunky, especially as it's really the pain that makes them drop the item; STR is irrelevant.
Logic tells me to tie it in with the victim's ED. Perhaps you make it an Explosion, or Area of Effect (one hex) and limit that by saying it only affects the person holding the object. That Limitation might not be worth any points, but is possibly a -1/4. If the character keeps hold of the object, he takes Penetrating energy damage, so unless he's very tough, he will eventually drop the gun, etc.
One other thing to consider is whether this powers can make paper and wood burst into flames. That would make it Uncontrolled and might not suit you, but you could still fit it in and have an Active cost of 50 (unless I'm missing some pre-requisite, I think you're OK if it's Continuous). You might need to Limit the power to reflect the fact that this only applies to objects which can catch fire. You haven't specified this as an effect, so I've left it off.
Killing Attack - Ranged 0 1/2d6 (vs. ED), Continuous (+1), Invisible Power Effects (Fully Invisible; +1), Indirect (fully; +3/4), Penetrating (+1/2), Explosion (+1/2) (45 Active Points); Does Not Work On Living Tissue (-1/2), does not work in Uncommon Circumstances (-1/4), Explosion Has No Effect On Anyone Not Touching The Heated Object (-0/-1/4) (uses END Reserve)
26 real points, or 22 if you allow the Limitation on the Explosion to have a value.
Transformation might work, but it wouldn't destroy the object (that's what Killing Attacks are for). It might suit the "dropping the red hot gun" better than my suggestion though. Perhaps you could Link the Transform to the RKA (I don't know if this is going into a Framework).
Chris Goodwin
Jul 1st, '03, 05:52 AM
Just use your RKA for disarm attacks. Perhaps a Limitation on it to the effect that the only attacks it can directly make against characters are disarm attacks.
Blixx79
Jul 1st, '03, 06:25 AM
Thank you everyone for your input...it was a great help. :D
Crimson Arrow
Jul 1st, '03, 07:37 AM
Just thought - Explosion or Area Effect would target the hex, but with a bit of tweaking, it might still work.
Elysea
Jul 1st, '03, 08:30 AM
Minor Transform: Metal objects into super-heated metal objects? Don't have my book but that seems possible.
MarkusDark
Jul 1st, '03, 10:01 AM
Wonder if you could use an NND Damage shield Usable on Others with the limitation of only on inanimate objects. Basically, the person can decide to hold onto the item if they really want to suffer.
Chris Goodwin
Jul 1st, '03, 11:42 AM
Now that I think of it, here's a house rule from my house rules page:
Straining:
A character can spend Endurance or Charges on segments in between his Phases to continue to do damage; the target must be an inanimate object or at DCV 0 (3 for hexes). If the character is Pushing, the Push lasts throughout each of the segments, but the character must spend Endurance for the Push across each segment as well; this could get expensive in terms of Endurance. This is to represent a character straining against bonds, or pouring fire into a wall, or to hold up a building, etc.
You might use some variant of this to represent using the attack to heat up the object.
TheEmerged
Jul 1st, '03, 01:06 PM
Believe it or not, there's another way to do this -- if you can wrap your mind around it.
Mental Illusion, NND
See, what's really happening (effect-wise) is that you're attempting to solicit a reaction based on a sensation. The NND in this case is having a resistance to the heat effect (Life Support: Extreme Heat, lack of nerve endings, or somesuch). This isn't a severe change to the environment -- +10 in my opinion if the attacker is obviously fire-based, +20 if otherwise. Cumulative would not be out of line either.
This gives you an appropriate mechanic, even if it feels weird in play. The result would be a character that has to make an EGO roll to resist the urge to drop the gun/item.
Appropriate limitations would include having it based on DEX, and/or Based On CON.
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