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Posted

Re: Super Skills

 

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.

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Guest Worldmaker
Posted

Re: Super Skills

 

Having gone through the Skills' date=' I figure maybe I could go through the Powers' descriptions, taking the whole alphabetically, and see if anything jumps out at me.[/quote']

 

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.

Posted

Re: Super Skills

 

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)?

Posted

Re: Super Skills

 

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

Posted

Re: Super Skills

 

You missed an application of Desolidification... that of "Super Lockpicking". You give it the appropriate limitations' date=' including "Cannot Pass Through Barriers Not Guarded By Locks.[/quote'] 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.

Guest Worldmaker
Posted

Re: Super Skills

 

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.

Posted

Re: Super Skills

 

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.

Posted

Re: Super Skills

 

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

Posted

Re: Super Skills

 

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.

Posted

Re: Super Skills

 

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. :)

Posted

Re: Super Skills

 

Would you even need a framework' date=' though?? I thought, depending on how you bought it, the effects of a CE could be variable??[/quote']

 

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.

Posted

Re: Super Skills

 

There definitely could be variation' date=' 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.[/quote'] I'd go for Multiple Combat Effects myself.
Posted

Re: Super Skills

 

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

Posted

Re: Super Skills

 

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

Good 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.
Posted

Re: Super Skills

 

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)

Posted

Re: Super Skills

 

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..." ;)

Posted

Re: Super Skills

 

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........

Posted

Re: Super Skills

 

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.

Posted

Re: Super Skills

 

According to Steve' date=' 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.[/quote']

 

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.

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