prestidigitator
Apr 19th, '10, 08:32 AM
I've been highly annoyed at Flash for a long time. Well, probably since 5E to be truthful. It seems like a powerful game mechanic when used against Sight, but not only are there relatively cheap ways of overcoming it entirely (Enhanced Senses; Flash Defense is also WAY too ineffective since you have to buy it per Sense Group), but Flashing senses OTHER than Sight really doesn't have enough game effect to make it sooo darn expensive and difficult to do. Think of all the source material we have where characters are temporarily blinded, and how difficult or even impossible they are to pull off with Flash.
Draining senses could work, but again is so expensive you'd better only do it if you REALLY want to get rid of those senses for a LONG time (if you're going expensive, might as well go all the way).
So I'm submitting this simple build for your consideration. Consider the differences between it and Flash, and whether the huge gap really makes sense in the system (for the same Active Cost, the target would be Flashed for an average of 3 Segments; usually not even enough time for the attacker to take advantage of the situation unless they carefully Flashed with a Delayed Phase or something).
Darkness; Area of Effect: Accurate (+1/4); Usable as Attack at Range (+7/4)
(The purpose of Accurate really being to limit the effects to the target instead of the entire 1m radius area; an advantage considering that others can see the target.)
Duration: Constant
Target: Target's DCV (or DCV 3 if GM is nice)
Range: 10m x Base Points
Costs End: Yes
Cost: 5 Base/15 Active for Targeting Group; 3 Base/9 Active for Non-Targeting Group; +10 Base/+30 Active per additional Targeting Group; +5 Base/+15 Active per additional Non-Targetting Group or single Targeting Sense; +3 Base/+9 Active per additional single Non-Targetting Sense
If the use of Area of Effect: Accurate troubles you, consider that the standard system suggests using Personal Immunity to allow the power's owner to see through his own Darkness. This is the same cost and allows the power's owner, his allies, and his foes (likely including the target's allies) to all see through it.
From there, of course, add Uncontrolled, Time Limit, Continuing Charges, or whatever to taste.
So, discussion. Go!
Draining senses could work, but again is so expensive you'd better only do it if you REALLY want to get rid of those senses for a LONG time (if you're going expensive, might as well go all the way).
So I'm submitting this simple build for your consideration. Consider the differences between it and Flash, and whether the huge gap really makes sense in the system (for the same Active Cost, the target would be Flashed for an average of 3 Segments; usually not even enough time for the attacker to take advantage of the situation unless they carefully Flashed with a Delayed Phase or something).
Darkness; Area of Effect: Accurate (+1/4); Usable as Attack at Range (+7/4)
(The purpose of Accurate really being to limit the effects to the target instead of the entire 1m radius area; an advantage considering that others can see the target.)
Duration: Constant
Target: Target's DCV (or DCV 3 if GM is nice)
Range: 10m x Base Points
Costs End: Yes
Cost: 5 Base/15 Active for Targeting Group; 3 Base/9 Active for Non-Targeting Group; +10 Base/+30 Active per additional Targeting Group; +5 Base/+15 Active per additional Non-Targetting Group or single Targeting Sense; +3 Base/+9 Active per additional single Non-Targetting Sense
If the use of Area of Effect: Accurate troubles you, consider that the standard system suggests using Personal Immunity to allow the power's owner to see through his own Darkness. This is the same cost and allows the power's owner, his allies, and his foes (likely including the target's allies) to all see through it.
From there, of course, add Uncontrolled, Time Limit, Continuing Charges, or whatever to taste.
So, discussion. Go!