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Help with a character: Singularity


phoenix240

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Re: Help with a character: Singularity

 

Telekinesis: Only to draw objects towards her.

 

Thanks, I was considering the ability to create "gravity wells" limited TK only to pull things toward certain points. Perhaps something to do with Worm Holes and a "white hole" effect where matter or energy spews from some extra dimensional location as a blast effect or a gravity shockwaves as a powerful Killing Attack

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Re: Help with a character: Singularity

 

Also, Flight Usable As Attack Area of Affect.

This is the only way according to RAW (Rules As Written) to build the "No Normal Defense Telekinesis effect" (not a legal combination) of how 'gravity' should work. Telekinesis the HERO power can be resisted by a target's STR. Why should being strong be a defense to gravity/anti-gravity. Graviton vs. The Hulk is a very short fight. All Graviton has to do is lift Hulk into the air. Once that happens, the Hulk's only option is a hand-slap attack. It might hurt but it does nothing directly help him escape from 'floating in air' since the Hulk can't fly.

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Re: Help with a character: Singularity

 

Also, Flight Usable As Attack Area of Affect.

This is the only way according to RAW (Rules As Written) to build the "No Normal Defense Telekinesis effect" (not a legal combination) of how 'gravity' should work. Telekinesis the HERO power can be resisted by a target's STR. Why should being strong be a defense to gravity/anti-gravity. Graviton vs. The Hulk is a very short fight. All Graviton has to do is lift Hulk into the air. Once that happens, the Hulk's only option is a hand-slap attack. It might hurt but it does nothing directly help him escape from 'floating in air' since the Hulk can't fly.

 

That's a construct I try to avoid. It would be too powerful in the campaign (not many flyers), being utterly helpless is extremely frustrating to Players. I just go with comic book physics and let Strength and other abilities help. With this character it isn't much of a reach since she just pulls her target in certain directions. You can always brace against the ground, grab something rooted and hold on, etc.

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Re: Help with a character: Singularity

 

Well, they also affect time the closer you get, so a drain or supress of SPD,

similarly a drain or supress of movement powers (maybe with explosion on it?)

Otherwise, I agree that this affect is best modelled as a

Flight- UAA with a defense of flight, gravity powers or being able to grab onto something sturdy (or some such) with explosion (vice AoE since it will get weaker further away) with some sort of limitation that it pulls everything back directly to the source hex (oh and ranged, you'd want ranged on this)

Linked: Supress - Movement powers - explosion

Linked: darkness vs sight and hearing (light and sound cannot escape either...) make the area smaller maybe even just the one hex (the event horizon?)

Linked: Change environment: -X to per rolls (sight/hearing) due to warping effect - make this a larger area or even explosion

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Re: Help with a character: Singularity

 

A couple of random thoughts based on comic book physics and wormhole type effects:

 

Attack - I liked your idea of Telekinesis, Only to grab targets, pull them to a specified point, and to squeeze them once they are there

 

Defense - Deflection and Reflection (create defensive worm holes where the other end is in a position to direct an attack at a target you choose)

 

Movement - Teleportation, Gate (In addition to movement, I also like the idea of opening a gate and then using Telekinesis to drag someone into it more than UAA, which as you pointed out isn't usually very fun for players)

 

Miscellaneous - Naked Advantage, Indirect for STR (you create small wormholes that you can reach though to grab things, manipulate objects, ect.)

 

Sense - Clairsentience (you can create a small wormhole to another point and look through it)

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Re: Help with a character: Singularity

 

I understand the distaste that some have towards UAA Movement abilities. But I also think it's a useful if not necessary tool in the toolbox for some effects that just needs the same care in use that 5e NND does (i can't remember the new 6e acronym). That is, it just needs a clear and sensible definition of situation(s) where it doesn't work. If you do that sucessfully you remove most of the arguments against its use.

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Re: Help with a character: Singularity

 

Not to go off on a tangent but I have been permanently damaged by a player who had a naked UAA (he was like an Impossible Man/ Mister Mxyzptlk type character). He would apply it to random powers like Extra Limbs then force villains to beat themselves unconscious. I finally had enough when he used it on a Healing Damage Shield, causing the villain to heal the group as they attacked him. My head is starting to hurt just thinking about that character.

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Re: Help with a character: Singularity

 

[ATTACH=CONFIG]45363[/ATTACH][ATTACH=CONFIG]45364[/ATTACH]

 

Black Hole ideas

 

157 Gravitic Manipulation: Variable Power Pool, 90 base + 67 control cost, Cosmic (+2) (225 Active Points); Limited Special Effect Gravitic SFX (-1/2), Limited Power Adding Powers to the VPP Requires a Skill Roll (-1/4), Limited Class Of Powers Available No Skills (-1/4)

0 1) Area Gravity Manipulation: Change Environment 1" radius, Multiple Combat Effects, Varying Combat Effects (20 Active Points) Real Cost: 20 2

0 2) Gravitic Barrier: Force Wall (18 PD/18 ED) (90 Active Points) Real Cost: 90 9

0 3) Gravitic Point Defense: Missile Deflection (Any Ranged Attack) (20 Active Points) Real Cost: 20

0 4) Gravitic Shock: Energy Blast 6d6, Reduced Endurance (1/2 END; +1/4), Attack Versus Limited Defense (Power Defense or Certain ED Force Fields; +1 1/2) (82 Active Points); Limited Range (40"; -1/4) Real Cost: 66 3

0 5) Gravity Control: Telekinesis (60 STR) (90 Active Points) Real Cost: 90 9

0 6) Gravity Manipulation: Telekinesis (40 STR), Affects Porous (70 Active Points) Real Cost: 70 7

0 7) Gravity Surge: Energy Blast 12d6, Reduced Endurance (0 END; +1/2) (90 Active Points) Real Cost: 90

0 8) Gravity Well: Entangle 7d6, 7 DEF, Takes No Damage From Attacks Limited Group (Physical; +1/4) (87 Active Points); Cannot Form Barriers (-1/4) Real Cost: 70 9

0 9) Hyper-Velocity Flight: Flight 10", Reduced Endurance (0 END; +1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down: 1" = 1km (+1/4) (45 Active Points) Real Cost: 45

0 10) Master of Gravity: Flight 18", Reduced Endurance (0 END; +1/2), Usable As Attack (+1) (90 Active Points) Real Cost: 90

0 11) Spatial Anchor: (Total: 60 Active Cost, 48 Real Cost) Knockback Resistance -15", Uncontrolled (lasts until makes a full move; +1/2) (45 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 36) plus Clinging (normal STR), Uncontrolled (lasts until makes a full move; +1/2) (15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 12) Real Cost: 48 5

0 12) Warp Light: Invisibility to Sight Group , No Fringe (30 Active Points) Real Cost: 30 3

0 13) Center-Point Crush: Major Transform 6d6 (Objects Into Crushed Objects), Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0) (90 Active Points); Limited Power Inanimate Objects Only (-1/2) Real Cost: 60 9

0 14) Darkness of a Black Hole: Darkness to Sight and Radio Groups 3" radius, Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Uncontrolled (One Turn; +1/2) (79 Active Points) Real Cost: 79

0 15) Gravitic Acceleration: Aid 2d6, Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0), Personal Immunity (+1/4), Area Of Effect (7" Radius; +1), all Movement powers simultaneously (+2) (85 Active Points) Real Cost: 85

0 16) Gravitic Shield: Force Field (20 PD/20 ED), Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Uncontrolled ((Lasts One Minute, Plus One Minute Per Point Below Necessary Power Skill Roll); +1/2) (90 Active Points) Real Cost: 90

0 17) Gravitic Vertigo: Suppress DEX 12d6, Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0), Reduced Endurance (1/2 END; +1/4) (75 Active Points) Real Cost: 75 3

0 18) Gravity Drag: Suppress 4d6, all Movement powers simultaneously (+2), Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0), Personal Immunity (+1/4), Area Of Effect (3" Radius; +1) (45 Active Points) Real Cost: 85 8

0 19) Relativisitic Temporal Distortion: Drain 1 1/2d6, Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0), Personal Immunity (+1/4), Costs END Only To Activate (+1/4), DEX and SPD simultaneously (+1/2), Uncontrolled (One Turn; +1/2), Continuous (+1), Area Of Effect (8" Radius; +1), Cumulative (30 points; +1 1/2) (90 Active Points) Real Cost: 90 9

0 20) Singularity Crush: Killing Attack - Ranged 1d6+1, Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0), Reduced Endurance (0 END; +1/2), No Normal Defense (Force Field or Force Wall with Energy SFX; +1), Does BODY (+1), Continuous (+1) (90 Active Points) Real Cost: 90

0 21) Singularity-Induced Space Warp: Faster-Than-Light Travel (4 Light Years/hour), Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0) (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 32 4

0 22) Wormhole: Teleportation 10", x4 Increased Mass, Requires A Power Skill Roll (No Active Point penalty to Skill Roll +0), Usable By Other (+1/4), Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down: 1" = 1km (+1/4) (82 Active Points); Limited Power Gate (-1/2) Real Cost: 55

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