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Momentum Shift


Fedifensor

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While working on a supervillain with control over velocity, I was thinking about creating a power akin to a villain in the old comic DP7. Basically, the ability to instantly shift a target's velocity to a different direction - something that can be very dangerous for speedsters.

 

After a bit of work, here's the slightly unorthodox solution. Any feedback would be appreciated.

 

Momentum Shift: Teleportation 1", No Relative Velocity, Position Shift, Reduced Endurance (1/2 END; +1/4), Ranged (+1/2), Usable As Attack (x64 maximum weight per inanimate target; +2 1/2) (72 Active Points); Only To Change Direction/Amount Of Momentum (-1)

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Re: Momentum Shift

 

It's 72 Active Points - the copy/paste from HD2 didn't get it for some reason. A good portion of the active cost is getting enough mass to affect objects that could be lifted with a 40 STR. If it could only affect human mass, it would be 47 Active Points. Of course, then the vigilante couldn't change the momentum of the car about to run him over. ;)

 

The villain (actually an extreme vigilante named Terminal Velocity) has it in a 75 point multipower. However, with the -1 limitation, it would be 36 real points if outside the multipower.

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Re: Momentum Shift

 

Well, it comes to 4 actual character points in a Multipower slot, so I don't think it's entirely unreasonable. Though potentially very powerful, it also has a somewhat limited scope of use.

 

On the other hand, I'd have to check the book (not handy right at the moment) but I'm not sure No Relative Velocity/Position Shift allows for the outright change of velocity direction. (For all I know offhand it may say explicitly that it does; someone would have to check.)

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Re: Momentum Shift

 

From the FAQ:

 

Q: Can using Position Shift change the direction/vector in which a character moves?

 

A: That depends on the type of movement involved.

 

For uncontrolled movement - falling or being thrown, for example - Position Shift has no effect. It changes the way the character faces, but not the direction in which he moves.

 

For controlled movement - such as the use of Movement Powers - Position Shift can change the direction of movement. For example, if a character has Flight 10" and moves at full velocity eastward, but after he flies 5" someone hits him with a Teleportation Usable As Attack power with Position Shift and changes him so that he faces north, he'll flying the remaining 5" north (unless he has some way to avoid doing so). The GM has the final decision regarding what effect Position Shift has on a moving character.

 

----------

 

Because it's a bit nebulous, I made sure to take both Position Shift and No Relative Velocity - the logic being that if I can both reduce a target's velocity to 0 and shift their facing, I should be able to change the direction of their momentum.

 

Another slot in the same Multipower has a 40 STR Telekinesis, for those times the villain needs to add velocity to a target at rest (via Grab and Throw).

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Re: Momentum Shift

 

That's pretty interesting. I wouldn't have tought of the TP. I was thinking some kind of TK just for turning the foe and changing his facing, and you'd have to hold action so you could do it during the guy's move in order to make it effective.

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Re: Momentum Shift

 

Well' date=' there is one more thing...what would you use as the defense against this power? Having momentum/kinetic energy powers is probably one defense, but not broad enough on its own.[/quote']Teleportation, dimension-related powers.... what's the SFX origin of the Power? If it's magic, maybe it doesn't work on people born on Thursdays or something....
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Re: Momentum Shift

 

It's basically the manipulation of kinetic energy - all of the character's powers involve the addition or subtraction of velocity. Here's his current writeup:

 

Terminal Velocity

 

Val** Char*** Cost
40** STR 30
24** DEX 42
25** CON 30
14** BODY 8
13** INT 3
14** EGO 8
15** PRE 5
12** COM 1
*
13/27** PD 5
13/24** ED 8
5** SPD 16
15** REC 4
50** END 0
47** STUN 0
*6"**RUN02"**SWIM08"**LEAP0Characteristics Cost: 160

 

Cost** Power END
75** Velocity Alteration: Multipower, 75-point reserve*
4u** 1) Penny Toss: Killing Attack - Ranged 3d6-1, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (70 Active Points); OIF (Objects Of Opportunity) (-1/2), Beam (-1/4)* 3
4u** 2) Baseball Toss: Energy Blast 8d6+1, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (73 Active Points); OIF (Objects of Opportunity) (-1/2), Beam (-1/4)* 3
4u** 3) Object Accelleration: Telekinesis (40 STR), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Instant (-1/2), Affects Whole Object (-1/4)* 3
4u** 4) Momentum Shift: Teleportation 1", No Relative Velocity, Position Shift, Reduced Endurance (1/2 END; +1/4), Ranged (+1/2), Usable As Attack (x64 maximum weight per inanimate target; +2 1/2) (72 Active Points); Only To Change Direction/Amount Of Momentum (-1)* 3
7u** 5) Sudden Stop: Force Wall (14 PD), Transparent ED (+1/2), Invisible Power Effects, SFX Only (Fully Invisible; +1/2) (70 Active Points)* 7
21** Velocity Control: Elemental Control, 42-point powers*
14** 1) Object Riding: Flight 17", Reduced Endurance (1/2 END; +1/4) (42 Active Points); OIF (Objects Of Opportunity) (-1/2)* 1
23** 2) Velocity Absorption: Force Field (14 PD/11 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points)* 0
15** 3) Kinetic Reversal: (Total: 45 Active Cost, 30 Real Cost) Missile Deflection (Bullets & Shrapnel), Missile Reflection (35 Active Points); Costs Endurance (-1/2) (Real Cost: 23) plus +2 with Missile Deflection (10 Active Points); Costs Endurance (-1/2) (Real Cost: 7)* 4
8** Velocity Negation 1: Knockback Resistance -5" (10 Active Points); Nonpersistent (-1/4)* 0
3** Velocity Negation 2: Hardened (+1/4) (3 Active Points) applied to PD*
3** Energy Negation: Hardened (+1/4) (3 Active Points) applied to ED*
Powers Cost: 185

 

 

Cost** Skill
10** +1 Overall*
6** Penalty Skill Levels: +2 vs. Range Modifier with All Attacks*
3** Acting 12-*
3** Bribery 12-*
3** Bureaucratics 12-*
3** Conversation 12-*
3** Criminology 12-*
3** Deduction 12-*
3** High Society 12-*
3** Interrogation 12-*
3** Oratory 12-*
3** Persuasion 12-*
4** PS: Lawyer 13-*
Skills Cost: 50

 

Cost** Perk
4** Contact: District Judge (Contact has useful Skills or resources, Good relationship with Contact) 11-*
1** Fringe Benefit: License to practice law*
Perks Cost: 5

 

 

 

Total Character Cost: 400

 

Val** Disadvantages
20** Hunted: Organized Crime 11- (As Pow, NCI, Harshly Punish)*
15** Hunted: Local Law Enforcement 11- (Less Pow, NCI, Harshly Punish)*
10** Hunted: Justice, Inc 8- (Mo Pow, Limited Geographical Area, Harshly Punish)*
10** Unluck: 2d6*
10** Reputation: Relentless Vigilante, 8- (Extreme)*
15** Social Limitation: Secret Identity Frequently (11-), Major*
5** Distinctive Features: Scars (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
15** Enraged: When Witnessing A Murder (Uncommon), go 14-, recover 14-*
20** Psychological Limitation: Lethal Crusader Against Injustice (Common, Total) [Notes: Will kill murderers, rapists, drug dealers, child abusers, etc]*
15** Psychological Limitation: Code of Vengeance (Uncommon, Total) [Notes: Must avenge the murder of any friend, family member, or protected party]*
15** Psychological Limitation: Only Trusts His Brother (Warp) (Common, Strong)*

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 50

Total Experience Available: 50

Experience Unspent: 0

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