MistWing Posted September 18, 2003 Report Share Posted September 18, 2003 While reading the Until Superpowers Database book, I came across a sidebar mentioning how to make an ‘Energy-Controlling’ Telekinesis power. The sidebar implied that a given TK power could be either an ‘Energy-Controlling’ TK power or a ‘normal’ TK power, but not both. Is there a way to make a TK power both? Thanks MistWing SilverTail Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted September 18, 2003 Report Share Posted September 18, 2003 Dont have the USPDB handy to eyeball that, but if it is an accurate statement then ask your GM to assess a Modifier. Or buy a Multipower with 2 slots -- The Energy Controlling version and the non-Energy Controlling version. Quote Link to comment Share on other sites More sharing options...
Farkling Posted September 18, 2003 Report Share Posted September 18, 2003 The one I have allowed is a Multipower and it works fairly well... I may need to pick up the database to see how they constructed some of these wacky powrs... Quote Link to comment Share on other sites More sharing options...
MistWing Posted September 19, 2003 Author Report Share Posted September 19, 2003 My intent is to have a TK power that can simultaniously handle matter and energy (to handle some of those weird science fiction anomalies that crop up from time to time). I was hoping for a power advantage to do this. I didn't think of a Multipower. However, since I would have to use both slots at the same time, it would be more cost efficient to buy two seperate TK powers and link them together. I would still rather have the advantage though since it seems less 'clunky' to me. Thanks for the input MistWing SilverTail Quote Link to comment Share on other sites More sharing options...
Jhamin Posted September 19, 2003 Report Share Posted September 19, 2003 This might be time to port an advantage over from another power. Try using the Variable Effect advantage from Page 75 of FREd. I would throw this on top of the whole Energy-Manipulation power. Depending on how you would buy it you could either switch from energy to matter, or at a higher advangate level you could affect both. It will be expensive, but you want it to affect pretty much everything, so that should cost. Quote Link to comment Share on other sites More sharing options...
Dust Raven Posted September 19, 2003 Report Share Posted September 19, 2003 I would just buy the power twice, either through a Multipower, Elemental Control, or without a framework. If you just want to affect those weird anomoly things, you can always buy Variable Advantage and occasionally use it for Affects Desol (but I make my energy beings using Desol). Quote Link to comment Share on other sites More sharing options...
NuSoardGraphite Posted September 21, 2003 Report Share Posted September 21, 2003 My suggestion echos many of those above: Use a Multipower with two slots...one that controls energy, and one that controls phsycial matter. Make sure you have enough points in you Multipower to use both powers at once. Then combine them using a Multiple Power Attack whenever your character wants to do something spectacular, like lifting a chunk of Iron surrounded by a corona of flame and fling it at their enemies... Thats what MPA's are for, is combining two (or more) powers that are normally exclusive for a special attack. Quote Link to comment Share on other sites More sharing options...
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