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Dissecting Powers


Lucius

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Re: Dissecting Powers

 

The palindromedary seems to have propblems to deceide if it's a OAF or OIF

 

The palindromedary was right....more work to do.

 

Lucius Alexander

 

And if it doesn't stop smirking, I'll dissect a palindromedary next

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Re: Dissecting Powers

 

Which makes the stock low endurance usage for swimming rather silly.

 

 

~ Mister E ("Too.")

 

At one point, END for movement was calculated by the hex.

 

Now, I think it's calculated by Active Points like anything else. Which does not necessarily make sense for movement powers.

 

Lucius Alexander

 

The palindromedary just says to hex with it

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Re: Dissecting Powers

 

Here's one from Opale

 

Cost Powers END

54 Speed Zone Control: Variable Power Pool, 30 base + 60 control cost, (60 Active Points); all slots Limited Power Only "Speedster" Tricks Powers based on Physical Quickness and Velocity (-1/4)

0 1) Afterimages: +8 DCV (40 Active Points); Costs Endurance (-1/2), Requires A Roll (13- roll; -1/4), Do Not Apply Against Attackers with Physical Targeting Senses (see text; -1/4) Real Cost: 20 4

0 2) Can't Hit Me: Desolidification (affected by affected by any area-affecting attack that hits the character or that misses him by less than the radius in meters of the area) (40 Active Points); Only to Protect Against Damage (-1/2), Only Works if Character Moves at NonCombat Velocities (-1/2) Real Cost: 20 4

0 3) Dodging Bullets: +8 DCV (40 Active Points); Costs Endurance (-1/2), Limited Power Only "Speedster" Tricks Powers based on Physical Quickness and Velocity (-1/4) Real Cost: 23 4

0 4) Impact Resistance: +20 PD (20 Active Points); Only Protects Against Damage from Move Bys/Throughs the Character Performs (-1) Real Cost: 10

0 5) Impact Resistance Variant: Energy Damage Reduction, 50% (20 Active Points); Only Protects Against Damage from Move Bys/Throughs the Character Performs (-1) Real Cost: 10

0 6) Slow Missles: +10 with Block (20 Active Points); Only to Block Physical Ranged Attacks (-1), Costs Endurance (-1/2) Real Cost: 8 2

0 7) Speed Trap: Telekinesis (40 STR) (60 Active Points); Only to Catch Falling Items/Persons (-1), No Range (-1/2) Real Cost: 24 6

0 8) Strong Spinning Dodge: +8 DCV (40 Active Points); Costs Endurance (-1/2), Only Works if Character Moved at Least 2m Using Whirlwind Travel in His Most Recent Phase (-1/2) Real Cost: 20 4

0 9) Quicker Than the Eye: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Linked to Movement Power (-1/2) Real Cost: 20

0 10) Super-Accelerated Thought: +30 INT (30 Active Points); Costs Endurance (-1/2), Limited Power Only "Speedster" Tricks Powers based on Physical Quickness and Velocity (-1/4) Real Cost: 17 3

0 11) Tougher Whirlwind Drill: Tunneling 8m through 15 PD material (38 Active Points); Only Straight Down (-1/2) Real Cost: 25 4

0 12) Jackhammer Punch: Blast 6d6, Autofire (5 shots; +1/2) (45 Active Points); Limited Range (20m; -1/4), Limited Power Only "Speedster" Tricks Powers based on Physical Quickness and Velocity (-1/4) Real Cost: 30 4

0 13) Not Quite So Dizzying Spin: Drain DEX 4d6 (40 Active Points); No Range (-1/2), Limited Power Only "Speedster" Tricks Powers based on Physical Quickness and Velocity (-1/4) Real Cost: 23 4

0 14) Strong Grab-and-Drop: +12 with Move Throw (36 Active Points); Limited Power Only "Speedster" Tricks Powers based on Physical Quickness and Velocity (-1/4) Real Cost: 29

0 15) Hostage Rescue: Teleportation 10m, Position Shift, Limited Range (10m; +1/4), Usable As Attack (defense is Teleportation Powers or Power Defense; +1 1/4) (37 Active Points); Must Pass Through Intervening Space (-1/4) Real Cost: 30 4

0 16) Weak Spinning: +30 STR (30 Active Points); Only to Escape Entangles and Grabs (-1 1/2) Real Cost: 12 3

0 17) Deadly G-Force: RKA 1d6, Constant (+1/2), NND (Life Support: Safe Environment [immune to High Pressure]; All Or Nothing; +1), Does BODY (+1) (52 Active Points); No Range (-1/2), Must Follow Grab (-1/2) Real Cost: 26 5

0 18) Whirlwind Punch: HA +6d6, Area Of Effect (2m Radius; +1/4), Personal Immunity (+1/4) (45 Active Points); Hand-To-Hand Attack (-1/4), Limited Power Only "Speedster" Tricks Powers based on Physical Quickness and Velocity (-1/4) Real Cost: 30 4

0 19) Strong Whirlwind Throw: +40 STR (40 Active Points); Extra Time (Full Phase, -1/2), Only for Throwing (-1/2), Must Follow Grab (-1/2) Real Cost: 16 4

0 20) Speedster Studiousness: Speed Reading (x1,000) (8 Active Points); Limited Power Only "Speedster" Tricks Powers based on Physical Quickness and Velocity (-1/4) Real Cost: 6

0 21) Whirlwind Vision: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); Only When Using Another Whirling Power (-1/4) Real Cost: 8

0 22) Strong Compressed Air Punch: Blast 9d6 (45 Active Points); Limited Range (20m; -1/4), Limited Power Only "Speedster" Tricks Powers based on Physical Quickness and Velocity (-1/4) Real Cost: 30 4

 

 

Lucius Alexander

 

Here's a palindromedary

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Re: Dissecting Powers

 

Your character’s powers are based around speed. The wide variety of effects he can accomplish are listed below but fall into some obvious categories. You have only so much speed and so it is difficult to maintain too many of these effects at the same time. In game terms, that means you can have 60 points worth of effect available at any one time – each effect will have the points you spend achieving that effect and how many endurance points (END) that you have to spend to maintain it. When your turn to act comes round (your phase) you can switch the points to change the effects you want active for that phase.

The first category of powers are those that make you difficult to hit:

1) Afterimages: you can stutter your movement quicker than the eye can keep up with leading to opponents seeing a number of images of you and not able to say which is which. This makes you extremely difficult to target with an attack if you get it right, or in game terms, they add 8 to their to roll to hit if you can roll 13 or less. (20 points, 4END)

2) Strong spinning dodge: you do not have to attempt the afterimage stunt if you have already travelled two metres or more as a whirlwind this phase or last. You gain the same advantage as the afterimages without having to make a roll. (20 points, 4 END)

3) Dodging Bullets: If you are in combat, have not travelled and you do not want to take the risk of the afterimage stunt, you can simply dodge each attack due to your speeded up perceptions. This takes more concentration. (23 points, 4 END)

4) Can’t Hit Me: when you are moving out of combat you are so quick that only attacks that affect an area, like an explosion, have a realistic chance of hitting you. Bigger explosions have a better chance as they cover a bigger area. (20 points, 4 END)

5) Slow missiles: all missiles look slow to you so that you are much more effective at knocking solid missiles out of the air before they hit you, in game terms you have +10 towards such attempts. (8 points, 2 END)

 

The next category falls into avoiding damage from attacks that do hit you or minimising the effect of other powers

6) Impact resistance I: part of moving fast is being able to hit people and taking advantage of your speed to hurt them more. You have learned to do this so that the impact is felt far more by your opponents than yourself. (10 points, protects against up to 20 points of physical damage you would otherwise suffer from this form of attack)

7) Impact resistance II: you are moving so fast that you can bash through people and objects that would otherwise harm you because you are not in contact with them for long. Like quickly moving your hand through a flame. (10 points, halves the damage you may have received by bashing into objects that would burn you)

8) Weak Spinning: Your ability to spin can make it difficult for those holding you, people or bonds, to keep you bound. It is as if your STR is 30 higher than it actually is when you try to escape in this way. (12 points, 3 END)

Some stunts provide you with more flexible effects.

9) Quicker than the eye: You can move so quickly that you are not in one place long enough for any normal person to see you. As long as you keep moving you are effectively invisible. (20 points, 0 END)

10) Super-Accelerated Thought: Your need to think quickly if you are moving at superhuman speeds. Your brain can speed itself up even when you are not moving. In game terms you gain 30 INT. (17 points, 3 END)

11) Speedster Studiousness: That increased speed of thought may also be used to read a thousand times more quickly than normal. (6 points, no END cost)

12) Tougher Whirlwind Drill: You can spin so quickly that you dig into the ground beneath you. This will move you eight metres every phase through material as tough as vault doors but only straight down. (25 points, 4 END)

13) Hostage Rescue: You are able to use your speed to quickly move people short distances, about ten metres, picking them up and dropping them off. (30 points, 4 END)

14) Whirlwind Vision: when you are using your whirlwind powers you are able to take notice of things such that you are aware of action all around you making you very difficult to take by surprise. (8 points, no END cost)

15) Speed Trap: You can create a cushion of air to prevent someone or something being damaged by a fall. You can do this for items up to 12 tonnes in weight.

Most interestingly, you can use these powers to make you more effective in damaging others

16) Strong Compressed Air Punch: You speed up the air in front of your fist to project damage at a distance. This allows you to deliver 9D6 damage at a range of up to twenty metres. (30 points, 4 END)

17) Jackhammer Punch: you can use your speed to run in, punch and get back, quicker than the eye can follow. You can, depending on how well you attack, make up to five hits in one phase on one or more people within twenty metres of you. (30 points, 4 END)

18) Not Quite So Dizzying Spin: You can run round someone in an attempt to make them dizzy and less able to co-ordinate their actions. In game terms you reduce their DEX by 4D6. (23 points, 4 END)

19) Strong Grab-and-Drop: Your speed makes it much easier for you to accomplish the Move Throw manoeuvre, in game terms that gives you +12 in doing that. (29 points, no END cost)

20) Deadly G-Force: When you grab someone, you can move them so quickly that they experience excessive G-Forces that may have deadly effect on the person grabbed. Only immunity to high pressure can save that person from taking 1D6 killing damage. (26 points, 5 END)

21) Whirlwind Punch: You can lash out in all directions with super speed punches that will potentially hit anyone within two metres of you. The speed of the punch adds 6D6 to the damage inflicted on those that get hit. (30 points, 4 END)

22) Strong Whirlwind Throw: You can use your spinning action to throw people far more effectively. When you activate this effect it is as if your STR is 40 greater than it otherwise is. (16 points, 4 END)

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Re: Dissecting Powers

 

The next category falls into avoiding damage from attacks that do hit you or minimising the effect of other powers

 

6) Impact resistance I: part of moving fast is being able to hit people and taking advantage of your speed to hurt them more. You have learned to do this so that the impact is felt far more by your opponents than yourself. (10 points, protects against up to 20 points of physical damage you would otherwise suffer from this form of attack)

7) Impact resistance II: you are moving so fast that you can bash through people and objects that would otherwise harm you because you are not in contact with them for long. Like quickly moving your hand through a flame. (10 points, halves the damage you may have received by bashing into objects that would burn you)

8) Weak Spinning: Your ability to spin can make it difficult for those holding you, people or bonds, to keep you bound. It is as if your STR is 30 higher than it actually is when you try to escape in this way. (12 points, 3 END)

Note that this (and other things) can be acomplished easier with Speedster or self built Martial Arts from HSMA. You can just built a Move by/through that does no damage to you.

And you can get 20 + (Martial Arts DC times 5) STR for specific purposes from a single maneuver.

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Re: Dissecting Powers

 

Your character’s powers are based around speed. The wide variety of effects he can accomplish are listed below but fall into some obvious categories. You have only so much speed and so it is difficult to maintain too many of these effects at the same time. In game terms' date=' that means you can have 60 points worth of effect available at any one time – each effect will have the points you spend achieving that effect and how many endurance points (END) that you have to spend to maintain it. When your turn to act comes round (your phase) you can switch the points to change the effects you want active for that phase.[/font']

 

 

This is so if, and only if, the character also has the relevant Power Skill and makes the roll.

 

I'm going to look for Opale's thread and see if that's the case.

 

edit: Here it is

 

3 Speedster Tricks: Power 13-

12 +9 with Power (18 Active Points); Limited Power Power loses about a third of its effectiveness (Only to counter Active Point penalties for changing powers in VPP; -1/2)

 

 

This highlights something new players need to know, and even old players like me can lose sight of - Powers do not exist in a vacuum, but in the context of the character they are part of. This is actually a rather extreme example; these fifteen points in a Skill and Levels radically transform the use of the Variable Power Pool.

 

 

Lucius Alexander

 

Power Skill: Palindromedary Powers

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Re: Dissecting Powers

 

I permit myself a word, as I survey you, so I'm sure you won't harm the Hypersonic lady.

 

this use of the VPP, is something I owe you Lucius. Look at the builds of Brick House, and you'll find it *winks*

 

So, again thanks for the help that is a great use.

 

PS : Brick House starts her adventure in my hands next Saturday.

If you want I can post it back somewhere, to see how I had to modify the sheet (very few happily) and added a background of my own and more stuff in the Brick Tricks VPP.

 

Opale

 

Hiding a chainsaw in her back, in this dissection thread...

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Re: Dissecting Powers

 

This is so if, and only if, the character also has the relevant Power Skill and makes the roll.

 

 

If there was no skill then there would really be no VPP and definitely no need of an extensive suite of stunts! :-)

 

I did not want to presume about the skill for the switching, so kept it general to what VPPs are all about.

 

 

Doc

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Re: Dissecting Powers

 

If there was no skill then there would really be no VPP and definitely no need of an extensive suite of stunts! :-)

 

I did not want to presume about the skill for the switching, so kept it general to what VPPs are all about.

 

 

Doc

 

It's entirely possible to have a Variable Power Pool without the Skill for it. It just means that you can't usually change Powers in combat.

 

On the other hand, this particular Pool contains Powers one would probably wish to switch out at a moment's notice. For that, one needs either the Skill, or the Advantage that makes the Skill unneccessary.

 

Lucius Alexander

 

Variable Palindromedary Pool

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Re: Dissecting Powers

 

It's entirely possible to have a Variable Power Pool without the Skill for it. It just means that you can't usually change Powers in combat.

 

On the other hand, this particular Pool contains Powers one would probably wish to switch out at a moment's notice. For that, one needs either the Skill, or the Advantage that makes the Skill unneccessary.

 

Lucius Alexander

 

Variable Palindromedary Pool

 

Yep.

The VPP-specific Advantages: Powers Can Be Changed As A Zero-Phase Action (+1) & No Skill Roll Required (+1) fit the bill nicely.

They used to be referred to collectively as the "Cosmic (+2)" Advantage which attached an unnecessary implied special effect though.

Having both Advantages on a VPP did not mean that a character's powers had anything at all in common with those of the Silver Surfer.

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Re: Dissecting Powers

 

@Lucius : another good character to dissect powers and abilities, is the BOX you created for me, as it was so difficult to manifest his abilities.

 

Let's see

 

Cost Powers END

190 Control Substance: Metal, plastic, glass: Multipower, 190-point reserve

7f 1) The Box: Multiform (500 Character Points in the most expensive form) (x256 Number Of Forms (at which point I say "as many as he needs.")) (140 Active Points); IIF ("Disappears" when used) Bulky (-¾), Extra Time (Full Phase, Only to Activate, -¼) 0

11f 2) Control: Telekinesis (60 STR), Alterable Origin Point, Reduced Endurance (½ END; +¼), Indirect (Source Point is the same for every use, path can change with every use; +¾) (190 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (metal, plastic, glass; -½), Reduced By Range (-¼) 8

11f 3) Mass Control: Telekinesis (45 STR), Reduced Endurance (½ END; +¼), Area Of Effect (32 2m Areas; +1 ¼), Selective (+¼) (190 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (metal, plastic, glass; -½), Reduced By Range (-¼) 8

11f 4) Fine Control: Telekinesis (45 STR), Alterable Origin Point, Fine Manipulation, Reduced Endurance (½ END; +¼), Indirect (Source Point can vary from use to use, path can change with every use; +1) (189 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (metal, plastic, glass; -½), Reduced By Range (-¼) 8

10f 5) Variable Control: Telekinesis (30 STR), Alterable Origin Point, Fine Manipulation, Variable Advantage (+1 Advantages; +2) (180 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (metal, plastic, glass; -½), Reduced By Range (-¼) 18

9f 6) Create machines: Summon 8 300-point creatures, Expanded Class of Beings (Limited Group; Anything made of metal, plastic, glass; +½), Slavishly Devoted (Required for automatons and vehicles; +1) (187 Active Points); OIF Bulky (Available Materiels; -1) 19

12f 7) Build, Repair, Destroy: Severe Transform 7d6-1 (Parts into Whole, Whole into Parts, Whole into Different Whole, etc), Alterable Origin Point, Improved Results Group (+¼), Partial Transform (+½) (184 Active Points); Limited Target ([Limited]; Metal, plastic, glass; -½) 18

8f 8) Walls and Shields: Barrier 13 PD/13 ED, 9 BODY (up to 10m long, 5m tall, and 1m thick), Non-Anchored, Opaque Radio Group, Opaque Sight Group, Configurable (+¼), Mobile (+¼), Variable Special Effects (Limited Group of SFX; +¼), Reduced Endurance (½ END; +¼) (190 Active Points); OIF Bulky (Available materiels; -1), Limited Power Size and specifics of walls strictly limited by available substances (-½) 8

8f 9) Enwrap: Entangle 10d6, 10 PD/10 ED (Alterable Origin Point) (105 Active Points); Conditional Power (Required materiels must be present; -¼) 10

 

With again my eternal gratitude

 

Boxed Opale

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Re: Dissecting Powers

 

Okay, opening up the Box

 

Cost Powers END

 

You will often see this at the start of a set of Powers. It means you are going to see the Cost in Real Points of the Power, then the description of the Power itself, then the END Cost (END meaning ENDurance points, not "final cost you pay.")

 

190 Control Substance: Metal, plastic, glass: Multipower, 190-point reserve

 

190 Real Points? That's a whopping cost on almost anyone's budget. Let's see what the character is getting for it.

 

The name of the power is "Control Substance: Metal, plastic, glass" which tells us, well, that it's about exerting control over those named substances. It's also a Multipower with a "Reserve" of 190 pts. I think we've covered Multipowers before on this thread, but to review, this means that the character has a "pool" of up to 190 pts that can be used to "temporarily buy" any pre-built Power from a restricted list. Each Power on the list is bought as a "slot" of the Multipower; there is a small Real Cost to "put it on the list" but it is not activated until points from the "reserve" are assigned to it. Normally a character may switch these points around pretty freely at the beginning of each phase; so a character might be more powerful than a locomotive, faster than a speeding bullet, and able to leap tall buildings in a single bound, any time they want to be, but not all at the same time.

 

This Multipower is simpler than some others; every slot is "fixed" meaning you have to put enough reserve points into it to match its total Active Cost, and while not all of the slots cost 190 Active Points, they all cost so much it's only possible to use one at a time. Basically, the character's situation is "pick any one of these Powers at a time, and use that."

 

It might be worth mentioning that many games would not allow characters who have 190 Active Points in any given Power.

 

7f 1)

 

7: The Cost of the slot.

f: Means it's a "fixed" slot, see above.

1): Just means it's the first one on the list.

 

The Box: Multiform (500 Character Points in the most expensive form) (x256 Number Of Forms (at which point I say "as many as he needs.")) (140 Active Points);

 

Multiform is a Power that allows a character to, essentially, change into a completely different character; a werewolf or the Incredible Hulk are two classic examples. Since a Multipower allows considerable flexibility, and a Multiform allows even MORE flexibility (it's been called "A Multipower of Forms") some people would consider it abusive to put a Multiform inside a Multipower as I have done here. Given what I understand of the nature of the character being simulated (which includes an ability to take on many forms, but doing so prevents use of the other related abilities) I chose to do it this way anyway. But anyone using this powerset should consider that while the character certainly appears powerful, it may be even MORE powerful than it appears.

 

Each form is built on up to 500 points, and there may be up to 256 of them. My comment "As many as he needs" reflects that I'm invoking the "Absolute Effect Rule" which means that if, in the opinion of whoever is running the game, you've spent enough to have the effect you want in the vast majority of cases, it can be assumed to work in ALL cases. A sort of "That's enough, stop counting" rule. No one wants to write up 256 seperate character sheets (I don't think) so at that point, we can assume that if the player wants some variation on one of the forms already written up, it's available.

 

IIF ("Disappears" when used) Bulky (-¾),

 

IIF is Inobvous Inaccessible Focus: an object that is necessary for a Power to work. In this case it's "The Box," a kind of robot or "Powered Armor" depending on how you want to think of it, that the character "merges" with to activate this Power. That's why, even though it's a big bulky item, it's "Inaccessible"- the character becomes one with it and it's hard to seperate him from his Focus. If you find it without him, though, you can drop it in the bottom of the Marianas Trench or bury it in Greenland or just toss it in a volcano.

 

Extra Time (Full Phase, Only to Activate, -¼)

 

Even if he starts a phase right next to the Box, it still takes a little time to merge.

 

I probably should have included further Limitations, not to save points but to define the Power. The Box cannot become literally anything or have literally any power; it's always a robot made of metal, glass, and plastic. It could, for example, take the shape of a dragon and if the right parts are available incorporate a flamethrower, but would still obviously be a robot and not an actual fire breathing dragon.

 

Next slot:

 

11f 2) Control: Telekinesis (60 STR),

 

Telekinesis using STRength at range. In this case, up to 60 STR.

 

Alterable Origin Point,

 

Rather than a beam always coming from a finger, or from the eyes, to move things, this just means the Power can manifest from any part of the character's body. This usually shouldn't matter much, in my experience, but I included it in this Power anyway.

 

Reduced Endurance (½ END; +¼),

 

Doesn't tire him out as fast.

 

Indirect (Source Point is the same for every use, path can change with every use; +¾)

 

The Power can work around obstacles. In other words, just because something is between him and an object he can effect, that doesn't block the Power.

 

Only Works On Limited Types Of Objects Limited Group of Objects (metal, plastic, glass; -½),

 

He cannot, for example, pick up a villain and slam them into a wall. He can't uproot trees or pick up boulders. He can, however, pick up a car and hit you with it.

 

Reduced By Range (-¼)

 

Uh oh! One bit of "real physics" applies to the power, the "Exponential Decay Function." Basically, the farther away something is, the less STR may be exerted on it with this Power.

 

8

 

END cost: 8. And that's with the Reduced END. Throwing those cars and trucks around takes a lot of effort.

 

Next slot:

 

11f 3) Mass Control: Telekinesis (45 STR), Reduced Endurance (½ END; +¼), Area Of Effect (32 2m Areas; +1 ¼), Selective (+¼) (190 Active Points);Only Works On Limited Types Of Objects Limited Group of Objects (metal, plastic, glass; -½), Reduced By Range (-¼) 8

 

Another Telekinesis Power, with different Advantages. Can't lift as much, but can selectively lift a lot of objects over an area. The area is not a defined shape, but if you're using a standard "hex map" with hexes 2 meters across, it can cover 32 of them. They DO have to be contiguous, unless the person running the game is incredibly lenient!

 

Limitations and END cost are the same as the previous slot.

 

Next slot:

 

11f 4) Fine Control: Telekinesis (45 STR), Alterable Origin Point, Fine Manipulation, Reduced Endurance (½ END; +¼), Indirect (Source Point can vary from use to use, path can change with every use; +1) (189 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (metal, plastic, glass; -½), Reduced By Range (-¼) 8

 

Again, a variation; this allows for more delicate work. For example, trying to repair a huge piece of machinery rather than destroy it.

 

Next slot:

 

10f 5) Variable Control: Telekinesis (30 STR), Alterable Origin Point, Fine Manipulation, Variable Advantage (+1 Advantages; +2) (180 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (metal, plastic, glass; -½), Reduced By Range (-¼) 18

 

This only has 30 STR, but is "Variable Advantage." That means the character can apply any Advantage or combination of Advantages adding up to +1. That should cover anything not covered by the other Telekinesis Powers, but it is very tiring; END cost is 18! For comparison, a "normal" person starts with only 20 END; if a normal somehow had this power and used it at full effect, they would pass out from exhaustion in about 12 seconds.

 

Next slot:

 

9f 6) Create machines: Summon 8 300-point creatures, Expanded Class of Beings (Limited Group; Anything made of metal, plastic, glass; +½), Slavishly Devoted (Required for automatons and vehicles; +1) (187 Active Points); OIF Bulky (Available Materiels; -1) 19

 

This uses the Summon Power to create up to 8 machines built on up to 300 points. Notable in that since such creations "stick around" it is possible to use this Power, then switch points out of it to another slot, another reason this character may prove even more effective than his already formidable appearance suggests.

 

Expanded Class of Beings is an Advantage because normally Summon only calls or creates a single type of thing.

 

Slavishly Devoted is an Advantage required for certain kinds of Summon; basically, if you Summon a dragon, it might decide to eat you instead of your enemy, but if you Summon a car, it's not going to just run you over for no reason and you can get in and drive it where you want to go without arguing with it.

 

This slot lacks some of the Limitations of the others; that's because Summon is already limited in terms of what it can do so "anything of glass, plastic, or metal" is an Advantage, not a Limitation. It DOES have a Focus Limitation; OIF Bulky. O for Obvious, I for Inaccessibe (because keeping someone completely away from all forms of metal and plastic and glass is very difficult, so it's hard to deprive him of his Focus) and Bulky because to make, say, a tank, there has to be a LOT of metal lying around.

 

This is another big energy drain; it costs 19 END.

 

"I create 8 big robots, then hide behind them for a couple phases as I take Recoveries!"

 

How many slots does this Multipower have, anyway?

 

12f 7) Build, Repair, Destroy: Severe Transform 7d6-1 (Parts into Whole, Whole into Parts, Whole into Different Whole, etc), Alterable Origin Point, Improved Results Group (+¼), Partial Transform (+½) (184 Active Points); Limited Target ([Limited]; Metal, plastic, glass; -½) 18

 

Transform is the Power to make one thing into another thing, and Severe Transform is the most powerful and expensive form of Transform.

 

Improved Results Group is the Advantage that permits changing the target into more than one thing. Without it, the Power might be able to make, say, a helicopter. With it, the Power can make a helicopter, a robot, a pick up truck, etc.

 

Partial Transform is an Advantage that means that if the roll on the dice is not enough to effect the Transformation, it still might change the target partially. So if the character comes across one of Mechanon's robotics factories that is designed to produce new copies of the killer robot, and wants to turn it into a Roomba factory instead, he will probably find the factory is too big to change all at once. He'll have to use the Power many times to roll enough effect. If he's interrupted before finishing, the factory may produce a Mechanon who is obsessed with clean floors, and after slaughtering a group of dubiously sentient organic life forms, will stop to clean up the mess before proceeding with anything else.

 

Another one that costs 18 END. Box is probably goint to run out of END often. If only there were something to hide behind to rest for a phase or two....

 

8f 8) Walls and Shields: Barrier 13 PD/13 ED, 9 BODY (up to 10m long, 5m tall, and 1m thick), Non-Anchored, Opaque Radio Group, Opaque Sight Group, Configurable (+¼), Mobile (+¼), Variable Special Effects (Limited Group of SFX; +¼), Reduced Endurance (½ END; +¼) (190 Active Points); OIF Bulky (Available materiels; -1), Limited Power Size and specifics of walls strictly limited by available substances (-½) 8

 

Barrier, the Power to raise walls. One more of the obvious applications of "Control any metal, glass, or plastic." This power can create a wall up to 10 meters long, 5 meters tall, 1 meter thick, with Defense of 13 and BOD of 9, that blocks both normal sight and things like radar - in other words, a heavy bunker.

 

IF, and that's a big if, there are materiels around for it - that's what the Limitations mean. If there's a lot of plastic and not metal, for example, it won't block radio and probably won't have such a high Def. Catch him on a desert island, and he can't make a wall at all. He'll just have to use Telekinesis to snatch away your gun instead and use it on you.

 

Note that he can switch points into this slot, build walls, then switch points to something else and the walls stay. Now you know why some slots are bought Indirect, they work through his own walls.

 

Now, what else could one conceivably do with "Control metal glass and plastic?"

 

8f 9) Enwrap: Entangle 10d6, 10 PD/10 ED (Alterable Origin Point) (105 Active Points); Conditional Power (Required materiels must be present; -¼) 10

 

Wrap somebody up with them, that's what.

 

Entangle is a Power that prevents another character from moving or acting until the Entangle is broken. Barrier could be used to imprison someone inside walls, but this ability will literally wrap the binding materiel around someone and pin arms and legs together.

 

And that about wraps it up.

 

Lucius Alexander

 

Boxed Opale

 

I'd like to see Opale boxed and shipped by air across the sea, but the palindromedary says France would never consent to exporting a national treasure. Also that I should quit the transatlantic flirting and get to work on the Further Adventures of Achmed the Agile.

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Re: Dissecting Powers

 

One small thing regarding the Endurance costs:

They cost up to that amount, not exactly that amount.

 

While fixed slots have to be "slotted" as whole, they don't have to be used at full power. Especially for the Telekinetik STR this makes a difference.

 

Good point. Applies to all the slots, I think.

 

Lucius Alexander

 

Multipalindromedary

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Re: Dissecting Powers

 

Who can identify these two? Put guesses behind spoilers.

 

(Total: 8 Active Cost, 1 Real Cost) Stretching 0m, x3 body dimension (8 Active Points); Very Limited Body Part (-1), Side Effects, Side Effect occurs automatically whenever Power is used (INT Drain; -1/2), Cannot Do Damage (Unless you're doing it wrong; -1/2), Costs END To Maintain (Full END Cost; -1/2), Limited Power Refractory Period, must wait between activations (-1/2), Variable Limitations (requires -1 worth of Limitations; Some combination of; Gestures, Extra Time, Concentration, No Conscious Control, Charm Skill Roll (by appropriate other person) or Conditional (appropriate stimuli) etc; -1/2), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Restrainable (Turn it off by turning him off; -1/4), Always Direct (-1/4) (Real Cost: 1)

 

 

(Total: 24 Active Cost, 1 Real Cost) Summon 8 1-point creatures, Inherent (+1/4), Persistent (+1/4) (24 Active Points); Extra Time (9 Months, -6), No Conscious Control (-2), 32 Charges which Never Recover (-1 3/4), Requires A Roll in the Hay (6- roll; -1 3/4), Side Effects (Side Effect affects both character and potentially at least one other person; Frequent, Incompetent DNPC if successful; -1 1/4), Side Effects (9 Months of gradually increasing sickness and debility as the host of the Summoned being's most parasitic phase; -1), Side Effects (Roll 2d6, apply that many dice of attack to Summoner (Gradually, sadistically, over a matter of hours); -1), Antagonistic Violent (-3/4), Restrainable (Only by means other than Grabs and Entangles; -1/4), Required Multiple Users (Summoner and at least one appropriately equipped person) (2 people; -1/4) (Real Cost: 10

 

 

To hide something, type

at the end and

at the beginning.

 

Lucius Alexander

 

 

What did you expect, a palindromedary?

 

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Re: Dissecting Powers

 

I'd like to see Opale boxed and shipped by air across the sea' date=' but the palindromedary says France would never consent to exporting a national treasure. Also that I should quit the transatlantic flirting and get to work on the Further Adventures of Achmed the Agile.[/quote']

 

Awwwwhhh...

A naughty compliment is still a compliment. *Muah*

Anyway, where are those adventures of an Agile Achmed ?

 

Opale

 

Unboxed national treasure. ^^

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