View Full Version : The Ultimate Sensor
JmOz
Feb 20th, '03, 06:40 PM
Okay guys, I need help, I want everykind of Detect you can think of, making a specilist in this type of thing and need ideas, and LOTS of them
Patriot
Feb 20th, '03, 09:29 PM
Clairsentience 20
w/Precognition 20
All sense groups 50 points
that should do it for you.( I think)
Acroyear
Feb 20th, '03, 09:32 PM
That is so expensive... detect heat, detect radiation, detect explosive compounds, detect poisons, detect water... you'll be here all year just compiling such a list.
Chaosliege
Feb 20th, '03, 09:35 PM
I'll have to give this some thought and get back to you. It is a little harder to figure out how to do this than I had thought. Iwas originally thinking a vpp limited to detect powers, but I'm not sure how to write this up and from the quick eye I gave it, it looks to be expensive.
Patriot
Feb 20th, '03, 09:38 PM
Acro year is quite correct,
it would take you forever and a day to compile a whole list
If your Gm oks a concept like this , try and put this by him
20 pt power pool 20
control cost 5 (-1 disad only for senses)
I would let either this one, or my last post go thru,this one is muchly more effective
Supreme
Feb 21st, '03, 07:32 AM
I once tried to design a detect modelled after Geordi LaForge's VISOR on Star Trek: TNG. This was in the days of 4th Ed. It was something like...
Detect: EM Spectrum, as sense, range, discriminatory, targetting
With 5th Ed, I'd probably tack on N-Ray since he can sometimes see through walls with it.
Chaosliege
Feb 21st, '03, 08:06 AM
Ok.. I've given this some thought and came up with three posible solutions( although 1 is hardly reasonable). First I want to explane how I enterpreted what you want, as I may be looking too deeply into this. I figured you wanted your character to be a master of using the detect power. Someone who could detect anything, at any time, and distinguish it between others. I had to start by figuring out what a basic Detect would cost, as there are three options. The options are:
3pt: a single rare thing
5pt: small group or farely common thing
10pt: large group or vary common thing
Since you want to detects vary common things, at least occasionaly we're looking at the 10pt version.
Then I had to figure out what modifiers would be added to the Detect. I came up with the following list. Some are obviouse ones you definately want to take, the last couple were ones I just thought fit my vision of it.
2pt: Sense(use as 0 phase action)
5pt: Range
5pt: Discriminitory
10pt: Targeting
5pt: Analyze
so all together we've got 10+2+5+5+10+5=37
37pts to detect one group or vary common thing as easily as I could see a person standing 10 ft from me.
At this point we can go different directions. You can add one group(or one vary common thing) or +5pts. This would take all day just to think of all the different things. The other two would be:
1)
64 VPP, 37 base + 27 control cost, No Skill Roll Required (+1)(only for changing the power; Detect still requires a per roll), Powers Can Be Changed As A Zero-Phase Action (+1) (92 Active Points); Limited Class Of Powers Available (Very Limited; -1)
2)
55 Detect A Large Class Of Things 11-(per roll) (Analyze, Discriminatory, Range, Sense, Targeting Sense), Variable Special Effects (Any SFX; +1/2) (55 Active Points)
Well that's allI can think of. Of couse there are other options available for the Detect, and you dont have to take all the ones I did. But there's a starting place.
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