Dr Archeville Posted November 17, 2009 Report Share Posted November 17, 2009 Working on an "energy sink" character -- mostly a Cold and Darkness controller, but with a few other tricks (like Drain Fire/Heat, Drain Light, and Drain Radiaiton powers). One thing I'd like her to be able to do is de-irradiate radioactive waste. What would be the best way to do this: Drain, or Transform? I've looked through numerous books, and cannot find anything covering something like this. Quote Link to comment Share on other sites More sharing options...
Beast Posted November 17, 2009 Report Share Posted November 17, 2009 Re: De-Irradiate Transfrom Quote Link to comment Share on other sites More sharing options...
Narratio Posted November 17, 2009 Report Share Posted November 17, 2009 Re: De-Irradiate Remember to make the effect permanent, no time or running endurance restrictions. Quote Link to comment Share on other sites More sharing options...
dmjalund Posted November 19, 2009 Report Share Posted November 19, 2009 Re: De-Irradiate anyone considered Dispel? Quote Link to comment Share on other sites More sharing options...
Matt Holck Posted November 19, 2009 Report Share Posted November 19, 2009 Re: De-Irradiate transform works for everything (I transform you to be invisible) but drain is more intuitive as a description Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted November 19, 2009 Report Share Posted November 19, 2009 Re: De-Irradiate Second TRANSFORM for permanent. Suppress and Drain for Temporary. Absorption for boosting Powers QM Quote Link to comment Share on other sites More sharing options...
Naanomi Posted November 19, 2009 Report Share Posted November 19, 2009 Re: De-Irradiate Suggestions around 'radiation' levels and Control Environment are in 6e2... for normal radiation and not powers with 'radiation' effects in any case. Quote Link to comment Share on other sites More sharing options...
Matt Holck Posted November 20, 2009 Report Share Posted November 20, 2009 Re: De-Irradiate Second TRANSFORM for permanent. Suppress and Drain for Temporary. Absorption for boosting Powers QM there's always the time chart of +4 advantage on 1d6 drain the radiation power would return 5 points a century Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted November 20, 2009 Report Share Posted November 20, 2009 Re: De-Irradiate I would suggest a multipower of several effects. I did something similar for an aspect of Wonder Woman's lasso which could certainly be adapted to only work against radiation sfx powers. 17 The Fires of Hestia: Multipower, 56-point reserve, (56 Active Points); all slots OAF (Golden Lasso; -1), Conditional Power Only usable vs. target(s) grabbed using Golden Lasso (-1), Limited Power Affected by Adjustment powers as an EC (-1/4) 1u 1) Drain EGO 1 1/2d6, Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Penetrating (+1/2), Area Of Effect (2" radius; +3/4), Continuous (+1) (56 Active Points); Limited Power Only to force truthful answers from anyone held within the Lasso. (-1) 2 1u 2) Healing 1d6+1 (standard effect: 4 points), any [special effect] power one at a time (+1/4), Reduced Endurance (1/2 END; +1/4), Area Of Effect (2" radius; +3/4), Decreased Re-use Duration (5 Minutes; +1), Continuous (+1) (55 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4) 2 1u 3) Major Transform 1d6, Improved Results Group (+1/4), Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2), Area Of Effect (2" radius; +3/4), Continuous (+1) (56 Active Points); Limited Power Only to Heal other Transforms (-1), No Range (-1/2) 2 1u 4) Dispel 3d6, Reduced Endurance (1/2 END; +1/4), Cumulative (+1/2), Penetrating (+1/2), Area Of Effect (2" radius; +3/4), Continuous (+1), all [special effect] powers simultaneously (+2) (54 Active Points); Limited Power Only to "break" other effects (-1), No Range (-1/2) 2 Quote Link to comment Share on other sites More sharing options...
Asperion Posted November 22, 2009 Report Share Posted November 22, 2009 Re: De-Irradiate there's always the time chart of +4 advantage on 1d6 drain the radiation power would return 5 points a century Transform would be much more cost efficient. 1d6 Drain with +4 Advantage will equal 40 points and after that century the Drained points will return so that they will then need to be Drained again. 1d6 Transform will cost 15 points and (unless another Transform used) the Transform will never return. Most likely the area will need several dice of effect, making the cost saving even more. Quote Link to comment Share on other sites More sharing options...
Matt Holck Posted November 22, 2009 Report Share Posted November 22, 2009 Re: De-Irradiate The transform will have to bought cumulative +1/2 (15+1/2=22) to cover the whole size of the radiation. Furthermore if the transform can't be healed naturally, the player needs define a method that can undo it like being kissed by a frog. A 1d6 drain +4 (10+4= 50 POINTS) note that each +1/4 increases the time by about x5 so an additional +1 would last x625 longer A 1d6 drain at (10+5=60 points) would return at 5 point every 62,500 years or 1 point every 12,500 years. Quote Link to comment Share on other sites More sharing options...
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