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Naanomi

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Everything posted by Naanomi

  1. Re: Inherent: SFX, any? I tried to build a 'wonder twins' style character... a character with an identical duplicant who 'could not recombine', permanently mind linked, yadda yadda. Dispelling the psychic link, sure... dispelling my twin sister... huh? If the duplicant cannot recombine, where does it go? If I have to struggle more to come up with SFX about my power when dispelled than I did to create it in the first place... good candidate for Inherent.
  2. Re: Summon specific being? He's an Automaton, he doesn't have an EGO score. That response is just one of the AI programs.
  3. Re: Inherent: SFX, any? Life Support is a good one for Inherent... Dispel my Gas Mask: no problem... Dispel my gills? Less entertaining.
  4. Re: Voice Transmission My guess would be because that would be the cost of the old 'physical flaw' to be mute... something like... moderately impairing, most of the time: 25 points. Having worked with deaf, mute, and blind individuals I would say that being mute is at least as impairing as being deaf in the day to day world. Transmit sound would be a great way for someone to have a voice that travels over a great distance... assuming discriminatory tags can be added onto the 'transmit' part of the sense (otherwise... making noise sounds like an air-horn type power... hearable but nothing specific beyond that)
  5. Re: Inherent: SFX, any? Inherent luck is fine... its one of the powers I've seen as working ok inherent in general. If your luck comes from something psychic or mutant or magic... sure, dispel that! If your luck is just 'luck', totally inexplicable... or from the hand of some universal/divine power, good luck getting rid of that.... except for transforming it off I guess. Automaton powers are usually inherent... how do you suppress something's lack of stun? Desolid occasionally is inherent (can't 'dispel' the ghost back into the physical world), likewise some SFX for regeneration are good for inherent (the giant blob doesn't heal so much as it just sticks back together). Duplication, for duplicants that 'cannot recombine' are almost all 'inherent'... you can dispel the heads of a hydra, or your psychically linked twin.
  6. Re: Something else to use OMCV for APG talks about 'mental block' as an option to use OMCV for
  7. Re: APG Discussion thread I really like the ability to target different stats... my fear character is so much more... consistent with all her mental powers targeting PRE instead of EGO. Also added an entangle to her repertoire based on suggestions in that section. The expansion of the CE section was also 100% good news... keep the good stuff coming!
  8. If you have multiple powers with 'concentration', can you 'concentrate' on them all at once? Like... multiple defenses that all require concentration? Also, does Concentration make any limitations on your movement? If not... what is the point limitations for 'cannot move while using this power'?
  9. Re: Staggering SPD- 5th Ed. in 6e that would be built as 'regeneration' but would still work fine. I had a character with 0 REC before... be careful of 'transformation' powers that you will never heal from!
  10. Do you need 'affects the physical' for the Images power to use while Desolid? Does it matter if it does or does not affect the touch group?
  11. Re: Building a "Superhuman Scanalyzer" So... it will give you a number... like... over 9000? Seriously though... Scanners can be a VPP of senses (and often are in the Sci Fi books). A Superhuman Scanner could be a limited for of that, if the GM were willing. This is not unheard of in comics worlds... Sentinals from Marvel could detect superhumans (not only mutants, at least in some portrayals). Cerebro could detect mutants and their powers.
  12. Re: Summon Willing Targets So... a VPP of 'Summon Only', with the proviso of 'willing target only' and the 'specific being' advantage. Switch the Summon VPP to be whoever will be summoned (rather than paying for expanded class). Limited by AP and the person summoned... but seems it would work.
  13. Re: Psychically Bonded Twins Second step is to have a single mind... One Mind: Mind Link , One Specific Mind, Psychic Bond (10 Active Points); Only With Others Who Have Mind Link (-1), Always On (-1/2), Unified Power (Shared Minds; -1/4) Takes care of the basics, but I want something more extensive so... Shared Senses: Clairsentience (Smell/Taste Group, Normal Touch, Normal Sight And Normal Hearing), Mobile Perception Point (can move up to 12m per Phase), Rapid: x10, Persistent (+1/4), Reduced Endurance (0 END; +1/2) (75 Active Points); Fixed Perception Point (-1), Always On (-1/2), Only Through The Senses Of Others (-1/2), Sense Affected As More Than One Sense Mental Sense Group (-1/4), Unified Power (Shared Minds; -1/4) The Shared Senses has a range limitation, which is unfortunate, but I don't see an easy work around for it. It is also limited to 'normal' senses, but as this is a Superhero campaign I don't see it being an issue... though expanding it to other sense groups might be in order, in case I borrow a teammates night-vision goggles or the like. I'll top off the shared minds with something like this. Hard to control two people at once, and having two bodies makes it easy to coordinate thing... 'body ambidexterity' of sorts. More than one Mind: Mental Defense (20 points total), Hardened (+1/4), Impenetrable (+1/4) (30 Active Points); Unified Power (Shared Minds; -1/4) One Mind, One Body: Teamwork 24- (29 Active Points); Limited Power Only with Duplicants (-1), Unified Power (Shared Minds; -1/4) As an afterthought, I'd like them to share some biology functions, so... Shared Mental Energy: Shared Mental Energy: Life Support (Sleeping, Eating, and Breathing needs combined between twins)
  14. Re: Multipower imbalance I would too, but by 'the rules' that is not the case... the MP does not add up to one big power, but the control cost is part of the AP of the VPP.
  15. Duplication is expensive!! I'm trying to make a wonder-twins style character, and was starting with this... Bonded Twin: Duplication (creates 475-point form), Cannot Recombine (-0), Inherent (+1/4) (119 Active Points); Feedback (Only STUN Damage Feeds Back; -1/2) Wow! A single, unaltered duplicant... 119 AP, only 39 points over recommendations. That won't fit in the campaign limits... I know a 'second character' can be powerful, but I didn't think it would be essentially impossible.
  16. Re: Multipower imbalance One benefit of MP over VPP is that of AP limits... in a 60 AP campaign, I can have a MP with a bunch of 60 point powers in it... a huge number of 60 point powers if I need to. I have a character with about 30 variations of Aid/Heal powers in her MP. Switching to a VPP might save on book keeping, but a 60 AP VPP cannot have a 60 AP power put in it. For versatility I lose on raw power.
  17. Re: CU: How does PRIMUS handle foreigners? I had a character who was a faerie-like spirit once who dealt with immigration. They couldn't deport me to the Spirit World... and were not even sure that spiritual beings *could* be citizens. Eventually I got offered citizenship through an Indian Reservation and got backdoor US citizenship.
  18. Re: Weilding a Flying Sword Well... in the dream there was a great deal of 'sphere dueling'... martial-arts type maneuvers (blocking, lifting and throwing people with the ball, disarming people, etc) as well as some non-combat usage (carefully lifting things on top of the ball, pushing buttons with it, etc). Does that help? There were alot of specifics that were... strange. It was a dream after all! The analogy of 'fencing at a distance with a flying sword' is a bit like what I was going for, albeit with a flying metal bowling ball.
  19. A few questions about Duplicants who 'Cannot Recombine'. The specific character is about a pair of 'one mind, two bodies' twins... but the questions are general. 1) Are they inherently 'Inherent'? If not, what the heck happens when your duplication is 'dispelled' or 'suppressed' or whatever? Or Aided for that matter... 2) Are they inherently 'costs no END'? Since... well... you never really 'create' it in the first place, so when would the END be spent? 3) If, over time, the Duplicants develop separately... not in skills or stats, but lets say... they get two different Jobs, with different perks (Reputation, fringe benefits, etc), do they need to buy 'Altered Duplicants'?
  20. I had a strange dream over the summer... I was camping, it was windy... the were a great number of strange details to the dream. The core, however, was that I was being taught to telekinetically control a bowling-ball sized sphere of strange metal in a sort of 'kung-fu training' situation. I started writing it up, but started to wonder about the specifics... I came up with two 'builds' about how it would work. Not sure the first is entirely valid, but I wanted to see other opinions. This would be for a 60 AP limit campaign. First Build: A combination of three powers lets me 'wield' the ball with an invisible 'third arm'... Extra Limb (1), Invisible Power Effects (Fully Invisible; +1) (10 Active Points); OIF (-1/2), Unified Power (-1/4), Limited Manipulation (-1/4) Stretching 40m, Costs Endurance Only To Activate (+1/4), Does Not Cross Intervening Space (+1/4) (60 Active Points); OAF (-1), Limited Body Parts (-1/4), no Noncombat Stretching (-1/4), Unified Power (-1/4) +48 STR, Costs Endurance Only To Activate (+1/4) (60 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1), Limited Power Only for Extra Limb (-1/2), Nonpersistent (-1/4), Unified Power (-1/4) Second Build: TK, with restrictions that it only affect the sphere/focus. Telekinesis (22 STR), Costs Endurance Only To Activate (+1/4), No Range Modifier (+1/2) (58 Active Points); OAF (-1), Gestures, Requires Gestures throughout (Requires both hands; -1), Only Works On Limited Types Of Objects Very Limited Group of Objects (-1), Affects Whole Object (-1/4), Physical Manifestation (-1/4) Any thoughts on what would be the best way to model a 'telekinetically controlled weapon' or 'flying sword' or whatever in this way?
  21. Re: Proposal for new mental power advantages Breakout rolls... there needs to be someway around this system. You take a hallucinogen, you start having... 'Uncontrolled, Based on CON, mental Illusions'. No worries though, even if it is a strong effect you can always 'shake it off' with a few CON breakout rolls, even if you are a normal!
  22. Re: How invisible is Bard Song? Oh, I totally agree. I was just looking for a good model for the 'traditional' pre-3.x DnD bard-song. In-obvious fits the bill by and large.
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