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SuperBlue
Aug 16th, '03, 07:19 PM
Okay, how would one build (IN FOURTH EDITION) a power that neutralizes the powers of anyone caught in the Area of Effect. This is how I THINK it is done, but want a double check:


Power Neutralization: Drain xd6 (10 Pts per d6)
Drains Points of Natural* Powers
Ranged +1/2
AoE: Radius +1
Increased Area x4 +1/2
Affects all powers Simutaneously +2
Continuous +1
Concentration: 0 DCV -1
Increased END: x3 -1

AP per d6: 60
RC per d6: 20


*Natural Powers are defined as any power/special ability that is not enclosed in a Focus (Power Armor, Guns, Etc).


Someone wanna help me out here?

Arthur
Aug 16th, '03, 07:49 PM
Hmmm. I believe the +2 Advantage is meant to affect all Powers "of a given Special Effect". That would mean all magic, or all mutant powers.

What you have defined seems broader than the intent of the +2 Advantage. I know it seems expensive already, but you have defined a VERY powerful effect!

I would probably have you add "Variable Special Effect" onto it. Don't have FRED handy - it might call for double the usual Advantage due to nonstandard application here.

tmutant
Aug 17th, '03, 08:24 AM
What was the name of the country in X-men? Genosha or something like that. All mutant powers were suppressed by some sort of technobabble device. It would not effect non-mutants like Ironman or Thor. Add megascale and you're there.

SuperBlue
Aug 17th, '03, 06:15 PM
Figured Suppression as a power would be more appropriate than Drain

Suppresion xd6 (5 pts per Die)
variable SFX: All Mutant/Magic/Meta powers +3/4
All Powers at once +2
Area of Effect: Radius +1
Increased Area (x2) +1/4
Continuous +1
Increased END Cost x3 -1
Concentration (0 DCV) -1

AP: 30 Per d6
RC: 10 Per d6


Someone may wanna double check my math, I don't have a book handy