Jump to content

Naanomi

HERO Member
  • Posts

    438
  • Joined

  • Last visited

Everything posted by Naanomi

  1. Re: (5th Ed) Grenade Arsenal Paint can be 'sticky (if you want it to spread from them to other people)' 'uncontrolled' '0 END' Images, where the removal condition is cleaning it appropriately Putting limitations on 'every slot' in the multipower decreases the value of every power AND the pool itself, so is the better option if you don't see yourself ever putting a power that lacks it in your pool (IE: no grenade launcher/rocket propelled grenades in your future? No 'planted bombs/landmines'?)
  2. Re: Independent vs. Non-Recoverable Charges But what of the potion with non-recovering charges that is *also* independent? hehe All kidding aside, the difference is all in player control. Non-recoverable charges can come and go at the players whim, and can be saved for a rainy day. Independent powers disappear at the GM's decision... which is the whole point. Independent powers, however, tend to be more 'recoverable' in the sense that if stolen you can likely get it back... where your focus with non-recoverable charges is probably never going to be seen again. I had an independent power (or rather... my base did) that was destroyed when my base was attacked once. I spent the points and had my teleportation gate rebuilt. Even if it happened another time, I still came out ahead in the Independent point game.
  3. Re: Enough to Destroy A Planet? Hit the planet with that, wait to see what is left, go mine the magical minerals with Power Defense. Planetary strip mining made easy
  4. Re: Talents in Multipowers Besides, some talents are not really just Powers, even if they pretend to be. Eidetic Memory is +5 INT only to remember things? So... someone with 15 INT has Eidetic Memory automatically then, right? In most games, probably not
  5. Re: Talents in Multipowers I agree... plus it can do funny things to AP limits. For the same AP, you can shove alot more Combat Luck into a power than you can 'resistant defenses: not persistent, luck based', especially if they are OIFs or something (Armor VS Lucky Shirt)
  6. Re: Please Review: Outsider Summoning innocent bystanders is not the focus of that power, at least not for combat purposes... summoning people to help while captured, summon distractions (not combat distractions!) for social situations, that sort of thing. Just because she has the power, doesn't mean she is so immoral as to use it. Same goes, incidentally, for the 'transform: person into worshiper' power... it would take an extreme situation for her to decide to take that course of action. Unearthly Beauty DF was a struggle for me... if there was an easy way to mark it as 'difficult to conceal, OIHI' then I would. There wasn't, however, so I left it as 'easy to conceal'. I agree that the character is fragile as written. I am looking her over, seeing where I can find a few more points for stronger Heritage armor and/or more Combat Luck. Likewise, I am dropping the Unified from everything, and instead saying -0 'drained when PRE is drained' to show the same sort of idea that I was looking at.
  7. Re: Please Review: Outsider Breakfall, Contortionist - Were part of the 'unearthly grace', as was the SPD (the exact value, of course, depends on the game and the range... I was going for 'slightly faster than average')... Faerie type are usually depicted as graceful and quick... perhaps these skills should be OIHI? Riding - My flight power is summoning a magic horse, I figured the skills would transfer. Teamwork - Teamwork between yourself and a minion is still teamwork. Acting, Bribery, Interrogation - These were not so much 'I'm good at these things' but 'I'm so good at social things that stuff like this comes naturally' Streetwise - Her current Secret ID is a bartender (note the PS) The sword will be in use VS Automatons and Animals and anyone else I can't mentally affect... it may not be huge damage, but it is easy to hit with and it does damage to most anyone. Dropping 'both hands' would not be a problem those powers are limited enough to still be cheap to fit their 'between combat' roles. The OIHI, if such a limitation were required, could easily be stopped by any of the sorts of things I take damage from (IE: Cold Iron, church bells, etc, etc). I'm glad people like the fluff, even if there are some disagreements about the power levels
  8. Re: Drains and Suppresses Being Immune to poison is one thing (if I wanted total Immunity I would combine the LS with an excessive amount of Damage Negation: vs Poison SFX). Curing poison, however, seems like it should be something that conceptually isn't too difficult but, in practice, is. So far to 'cure poison', we need a series of AIDs (only to return to starting value), some Dispels, Healing (only for poison damage), Transform, and some way to deal with Mental Power poisons (Aid EGO was suggested)... that seems like a whole lot for a seemlingly simple concept!
  9. Re: Please Review: Outsider It is a 6e character, I just exported it into the 5e template accidentally... so no comeliness but plenty of 'striking appearance', which is the same thing. Bureaucratic is fitting with the 'celestial bureaucracy' thing, since my 'otherworld spirits' are tied to Kami and the like as well as traditional Faerie/Nature Spirits. Teamwork is for me + minion working together in most cases... and disguise is for the surprising reveal of my awesome beauty... throw off the robe to reveal: Ta da!
  10. Re: Please Review: Outsider That is Alien AND Human class mind, hence the complication. And yes, the low defenses are intentional
  11. Re: Please Review: Outsider They are PRE based powers, they are me exercising my authority over Otherworld Minons... who wouldn't listen as well if I were not so Majestic. The Transformation is a fluff power... *summon pixies* : paint this wall, clean up my bedroom, make me a sandwich!
  12. Re: Enough to Destroy A Planet? Better to spread a single 100 damage attack with AoE big enough to cover a big enough chunk of the planet to make sure the rest will follow suit.
  13. 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.
  14. Outsider Val Char Cost Roll Notes 8 STR -2 11- Lift 75.8kg; 1 1/2d6 13 DEX 6 12- OCV: 3/DCV: 3 10 CON 0 11- 10 BODY 0 13 INT 3 12- PER Roll 12- 23 EGO 13 14- ECV: 3 - 3 45 PRE 5 18- PRE Attack: 9d6 2/11 PD 0 Total: 2/11 PD (0/9 rPD) 2/11 ED 0 Total: 2/11 ED (0/9 rED) 6 SPD 10 Phases: 2, 4, 6, 8, 10, 12 4 REC 0 20 END 0 20 STUN 0 Total Characteristic Cost: 35 Movement: Running: 12m/24m Flight: 27m/54m Leaping: 4m/8m Swimming: 4m/8m Teleportation: 14m/28m Tunneling: 12m/24m Cost Powers END 31 Power of Authority: Endurance Reserve (42 END, 42 REC) (39 Active Points); Unified Power (PRE; -1/4) 14 Servator Bond: (Total: 70 Active Cost, 14 Real Cost) Teleportation: Floating Fixed Location (8 Locations), Linked (Mind Link; Greater Power is Constant or in use most or all of the time; -0) (40 Active Points); Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), IAF (-1/2), Costs Endurance (-1/2), Gestures (Requires both hands; -1/2), Only In Alternate Identity (-1/4), Incantations (-1/4), Unified Power (PRE; -1/4) (Real Cost: 8) plus Mind Link , Any Willing Target, Number of Minds (x8) (30 Active Points); Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), IAF (-1/2), Eye Contact Required (-1/2), Gestures (Requires both hands; -1/2), Only In Alternate Identity (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4) (Real Cost: 6) 7 37 Crown of Highborn Authority: Multipower, 75-point reserve, (75 Active Points); Only In Alternate Identity (-1/4); all slots IAF (-1/2), Unified Power (PRE; -1/4) 2f 1) Call Servators: Summon 32 25-point Various Humans, Expanded Class of Beings (Various Humans; +1/4), Slavishly Devoted (+1) (67 Active Points); No Conscious Control (Only Effects cannot be controlled; -1), Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2), IAF (-1/2), Unified Power (PRE; -1/4) 7 3f 2) Claim Servant: Severe Transform 1d6+1 (Person into Personal Slave, Anti-Faerie Rituals), Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +1/4), Line Of Sight (+1/2), Partial Transform (+1/2), Acts VS PRE instead of BODY (+1/2), Invisible Power Effects (Fully Invisible; +1) (75 Active Points); Limited Target Human Class Minds (-1/2), IAF (-1/2), Unified Power (PRE; -1/4) 7 3f 3) Defend Me, Champion: +3 with All Attacks, Alternate Combat Value (uses OMCV against DMCV; +1/4), Ranged (+1/2), Line Of Sight (+1/2) (67 Active Points); Costs Endurance (-1/2), IAF (-1/2), Usable By Other (-1/4), Grantor can only grant the power to others, Unified Power (PRE; -1/4) 7 4f 4) Die for your Master: Mental Blast 3 1/2d6 (Human class of minds), Does BODY (+1) (70 Active Points); IAF (-1/2), Unified Power (PRE; -1/4) 7 4f 5) Disapproving Gaze: Mental Blast 7 1/2d6 (Human class of minds) (75 Active Points); IAF (-1/2), Unified Power (PRE; -1/4) 7 4f 6) Enforce Authority: Drain PRE 1d6, Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +1/4), Line Of Sight (+1/2), Invisible Power Effects (Fully Invisible; +1), Cumulative (96 points; +1 1/2), Delayed Return Rate (points return at the rate of 5 per Year; +3 1/4) (75 Active Points); IAF (-1/2), Unified Power (PRE; -1/4) 7 3f 7) Eyes only for my face, ears only for my voice: Darkness to Sight and Hearing Groups 5m radius, Personal Immunity (+1/4), Alternate Combat Value (uses OMCV against DMCV; +1/4), Sticky (+1/2), Line Of Sight (+1/2) (75 Active Points); Costs END To Maintain (Full END Cost; -1/2), IAF (-1/2), Unified Power (Presence; -1/4) 7 4f 8) Kneel Before Me: Entangle 2d6, 2 PD/2 ED, Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +1/4), Works Against PRE, Not STR (+1/4), Takes No Damage From Attacks All Attacks, STR only to break out (+1), Invisible Power Effects (Fully Invisible; +1) (70 Active Points); IAF (-1/2), Unified Power (PRE; -1/4) 7 4f 9) Obey my Command: Mind Control 8 1/2d6 (Human class of minds), Based on PRE (+0), Cumulative (102 points; +3/4) (75 Active Points); IAF (-1/2), Unified Power (PRE; -1/4) 7 7 Immortal Authority: Life Support (Eating: Character only has to eat once per week; Longevity: Immortal; Sleeping: Character only has to sleep 8 hours per week) 6 No Scars: Regeneration (1 BODY per Week), Can Heal Limbs (7 Active Points); Only In Alternate Identity (-1/4) 21 Otherworld Gates: Multipower, 75-point reserve, (75 Active Points); all slots Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 2f 1) Healing Spirit: Healing BODY 1d6, Can Heal Limbs, Resurrection, Decreased Re-use Duration (5 Minutes; +1) (70 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 7 2f 2) Horde of Otherworld Servants: Minor Transform 1 1/2d6 (Anything into Anything Changable Physically), Improved Results Group (+1/2), Partial Transform (+1/2), Area Of Effect (32m Radius; +1), Damage Over Time (512 damage increments, damage occurs every Segment, +6) (72 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Physical Manifestation (-1/4), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 7 2f 3) Open Otherworldly Gate: Teleportation 14m, Usable By Other (+1/4), Area Of Effect (4m Radius; +1/4), Safe Blind Teleport (+1/4), Constant (+1/2), MegaScale (1m = 100 million km; +3) (73 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Gate (-1/2), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 7 2f 4) Summon Otherworldy Brute: Telekinesis (28 STR), Costs Endurance Only To Activate (+1/4), Uncontrolled (+1/2) (73 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Physical Manifestation (-1/4), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 6 1f 5) Gate to the Otherworlds: Extra-Dimensional Movement (Related Group of Dimensions, Any Location corresponding to current physical location), Usable By Other (+1/4), Area Of Effect (4m Radius; +1/4) (48 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Gate (-1/2), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 5 2f 6) Summon Otherworldy Tunnlers: Tunneling 12m through 9 PD material, Costs Endurance Only To Activate (+1/4), Usable By Other (+1/4), Uncontrolled (+1/2), Area Of Effect (4 2m Areas; +1/2) (75 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 7 2f 7) Summon Unworldly Steed: Flight 27m, No Turn Mode (+1/4), Costs Endurance Only To Activate (+1/4), Persistent (+1/4), No Gravity Penalty (+1/2), Uncontrolled (+1/2) (74 Active Points); OAF Arrangement (-1 1/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Physical Manifestation (-1/4), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 7 2f 8) Call Unearthly Bodyguard: Summon 185-point Unearthly Bodyguard, Slavishly Devoted (+1) (74 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4), Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 7 25 Unearthly Heritage Armor: (Total: 45 Active Cost, 25 Real Cost) Power Defense (18 points) (18 Active Points); OIF (-1/2), Only In Alternate Identity (-1/4) (Real Cost: 10) plus Resistant Protection (9 PD/9 ED) (27 Active Points); OIF (-1/2), Only In Alternate Identity (-1/4) (Real Cost: 15) 21 Unearthly Heritage Sword: Killing Attack - Hand-To-Hand 1d6, Area Of Effect Accurate (1m Radius; +1/2), Attack Versus Alternate Defense (Luck; All Or Nothing; +1/2), Reduced Endurance (0 END; +1/2), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; +3/4), Does BODY (+1) (64 Active Points); OAF (-1), No STR Bonus (-1/2), No Knockback (-1/4), Only In Alternate Identity (-1/4) 24 Unwordly Grace: +3 SPD (30 Active Points); Only In Alternate Identity (-1/4) 20 Unworldy Presence: +30 PRE (30 Active Points); Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) Perks 2 World Traveler: Fringe Benefit: Basic 8- Contact, Passport 3 Faerie Nobility: Fringe Benefit: Membership 1 Positive Reputation: 'Light Court' Spirit Member (A small to medium sized group) 8-, +1/+1d6 Talents 6 Combat Luck (3 PD/3 ED) 14 Authoritative Mein: +6/+6d6 Striking Appearance (vs. all characters) (18 Active Points); Only In Alternate Identity (-1/4) 11 Voice of Authority: Universal Translator 12- (20 Active Points); IAF (-1/2), Only In Alternate Identity (-1/4) Skills 2 AK: Otherworldly Dimensions 11- 2 AK: USA 11- 2 CuK: Otherworldly Culture 11- 2 KS: Otherworldly Creatures 11- 28 +7 with all Mental Powers (42 Active Points); Unified Power (PRE; -1/4), Only In Alternate Identity (-1/4) 0 PS: Bartender 11- 0 TF: Equines 3 Breakfall 12- 0 Climbing 8- 1 Contortionist 8- 3 Riding 12- 0 Stealth 8- 3 Teamwork 12- 0 Concealment 8- 0 Deduction 8- 3 Disguise 12- 0 Paramedics 8- 0 Shadowing 8- 3 Acting 18- 3 Bribery 18- 3 Bureaucratics 18- 3 Charm 18- 3 Conversation 18- 3 High Society 18- 3 Interrogation 18- 3 Persuasion 18- 3 Streetwise 18- Total Powers & Skill Cost: 365 Total Cost: 400 400+ Disadvantages 10 Distinctive Features: Unearthly Beauty (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 5 Hunted: 'Dark' spirit court members Infrequently (As Pow; Mildly Punish) 15 Social Complication: Secret ID Frequently, Major 20 Susceptibility: Cultural Superstition (Cold Iron, Paper Wards, Etc) 1d6 damage per Turn (Very Common) 10 Physical Complication: Counts as Alien (spirit) Class Mind (Infrequently; Slightly Impairing) 10 Distinctive Features: Magical Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 30 Dependent NPC: Random Innocent Followers Frequently (Incompetent; Group DNPC: x4 DNPCs) Total Disadvantage Points: 100 Background/History: Along side our world exists another... an unseen world connected to ours, built on nature but unnatural, that effects our world while being built from the effects of our world. Some call it the land of Faerie, or the spirit world. The inhabitants of that world are equally strange, and go by many names. In some places, they are called Faeries, in others they are called Spirits, or Kami, or a host of other names. Our world and theirs interact subtly, and rarely do the two touch directly. When they do, the results can be amazing. One such incident occured to a young woman named Rachel Channing. Rachel was born to military parents in Virginia, and she was born blind. She lived a normal, if sheltered life, growing up to study poetry and even becoming an english professor at a prestigious east-coast university. While attending a university event, she met a young man and during a single blissful summer had the romance of her life... after which he disappeared, never to see her again. Nine months later, she gave birth to Maria. She was smart, stubborn, sociable, but generally normal girl growing up on the east coast. She did, however, suffer from insomnia and chronic nightmares, which escalated into her teen years. On the solctice, following her 16th birthday, she lapsed into a brief coma. Upon awakening, she knew the truth. She met her father in the land of dreams. He was not a human, he was not even really a 'he'... it was a spirit being from the Otherworld, attracted to her mother's poetry and able to interact directly with her because of her blindness. It offered to take her to her 'rightful home' in the spirit world, but Maria refused. Her spirit-father understood, and returned her to the waking world with his blessing. After this point, she understood her spirit-heritage, and was able to take on her spirit form. He also left her with a collection of Otherworld relics, items befiting her 'heritage'. With her new powers, she attempted a small career of Teen Heroing in Virginia before giving it up, finishing school, and attempting to live a normal life. The recent death of her mother, to natural causes and peacefully in her sleep, changed all that. The dreams of her spirit world life got stronger, and the fringes of the Other came to her more and more often. She is now seeking to return to her heroing roots. Personality/Motivation: In her Secret ID, Maria is a social, headstrong, but unassuming young lady. In her Otherworld form, she instinctively takes on a regal and authoritative bearing. She is also moderately mischeivious and capricious, as befiting one of her lineage. She seeks to return to the heroing that captivated her late teen years. More deeply, she cannot resist the urge to 'do something' with her abilities, and secretly fears that it could just as easily be something villainous in attempting to dominate those around her if not given a constructive channal. Quote: "Bow down and surrender" Powers/Tactics: Outsider's spiritual heritage grants her several unique abilities. She is, even when concealing her true form, unaging, and able to recover from any non-fatal injuries. Her true powers come when she unleashes her spiritual form, gaining the grace, poise, and authority of spiritual nobility. She can call minor Otherworld entities to do her bidding and open gates to the Otherworld through simple rituals. Furthermore, she has a small collection of Otherworld artifacts. She carries a sword and plate armor forged from the Otherworld, but her most potent artifact is the Crown depicting her status as a spiritual Highborn. It grants her wide authority of command over the spirits of mankind, including commanding their movements, damaging their souls directly, and enslaving their minds. She prefers to use her social wiles to stop combat situations before they begin. If that fails, she will attempt to dominate a weak-willed opponant quickly, and use decisive blows to force a surrender with as few losses as possible on either side. Campaign Use: Appearance: In her Secret ID, Maria is a rather plain looking woman who appears to be in her mid to late teens. She has red hair, green eyes, and a freckled face framed by glasses. She dresses fashionably, although with a limited budget. In her Otherworldy form, she is undescribably beautiful. Her hair is platinum white, her skin is a flawless alabaster. Her eyes change colors rapidly across every color of the rainbow. Other details vary from person to person, even people seeing photographs and movies fail to agree on descriptions.
  15. Re: Why are Limited Defenses so costly? 80s GI Joe Cartoon World, with the proliferation of Lasers on both sides of the battlefield. Damage came in three flavors... Laser, Karate Chop, and Knockback Damage from ninja moves or explosions.
  16. Re: 6E p172 Object BODY table In most fiction genres, things are pretty breakable (statues topple and shatter, walls crumble, doors are kicked down, locks are shot out). People, on the other hand, survive bullet wounds, falling out of airplanes, being dragged behind cars, being hit by cars... people survive, when they don't it is a big deal (or they were not important). This is not true of every genre (in Horror, people can never kick down a door, but monsters can walk through them...), but in most situations emulated by RPG rules this would be the case.
  17. When turning a power into a 'mental power' (by, at least, the AVAD/Attack VS Alternative Combat Value rules on 6e1 326), are there any other requirements for the power to be used across Mind Link or Mind Scan like a 'normal' mental power? If not, what else is required? Line of Sight? A custom +1/4 'can act through Mind Link' adder to mirror the -1/4 disadvantage of the same name?
  18. If I have Growth (or am already large) and have a Damage Shield... do I need to buy up the 'area' covered by the Surface AoE to meet the 'demands' of my new surface area? Also, if I have Growth (or Density Increase), and the Automaton Power 'Takes No Stun', do I divide the Defenses granted by 3 (and make them resistant, like one would do with their 'normal' defenses), or do I need to 'toolkit' the power apart, and remove or re-cost the defenses granted appropriately?
  19. Re: It's the Little Things.... I had a character with... Loud Headphones: Darkness to Hearing Group 1" radius, Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), No Range (-1/2) As a joke on a teen skater character... which turned out to be pivotal to block the verbal commands of a mentalist's mind control later!
  20. Re: The Golden Apple The Golem would be a bit out of his league for this stuff... but if someone from Israel was willing to actually deal with him (instead of attack him) for the information, he'd jump at the chance. Economaster would be tempted to give it to Recluse, just because they are the one being entrepreneurial about it... however, in the end, she would review all the information herself and sell it piecemeal to those who would best use it for the global economy's benefit.
  21. Re: Blasts that leak power out the sides. I would just call it a custom AoE, comparable to a slightly bigger cone.
  22. Re: Please Review: Chrystalline yes, it applies to all 75 of it... dunno why it says that '4' at the end hehe
  23. Naanomi

    Kirby

    Re: Kirby Kirby has Extra Dimensional Movement that is Usable as Attack... he sucks people into his body and they have no effect on him while they are there. Swallowing them to instantly kill them won't go over well, but a VPP of copied powers (as mentioned above) would work to have the powers while they are 'in' you. A triggered Double Knockback Blast when you 'spit them out' would work well to send them flying (into other enemies!)
  24. Re: Machine class of minds Different class of mind is to mental powers what Desolid is to physical powers
  25. Re: Machine class of minds Data is explicitly immune to mental effects, which is why the machine class mind comes to mind. Definitely an exception to the standard rule though.
×
×
  • Create New...