Jump to content

yamamura

Moderators
  • Posts

    7,985
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by yamamura

  1. Good Idea: Exposing your character to Radiation to gain Super Powers. Bad Idea: exposing yourself to Radiation to gain super powers. Good Idea: Gaining a magic Ring that gives you super powers. Bad Idea: Watching the cursed video from the Ring to get super powers. G
  2. Also do not forget that Scorpio rules sexual energy too. So a character could have some sort of sexual/phermone control. G
  3. The power skill idea is a good one and not used that often by my players (or by me ). Thanx for the suggestion. G
  4. This question may have been asked before and if so I am very sorry. But after seeing Arc-welding on the online USD and the Big Wrap Up in Champions, I was wondering how far do you let an aspect of a special effect go before you require a character to pay points for it (for instance see the two above example)? After all sometime the special effect can be fun like Lightning Wielder Guy jumping a stranded motorist car (or should he buy Transform dead battery to charge battery). Anyway I am just curious and knowing some of my players I also wish to be forearmed. G
  5. It is going fast. I kept missing the shipments and so had to buy it online. G
  6. UMA list martial arts and some ideas, while Ninja Hero is more of a book detailing a variety of Martial Arts Genres and a lot of write up on Ninjas. I would recommend both. G
  7. I would actually use two abilities to do this. First I would use Shape Change versus Mental Group so that the basic mind pattern would be disguised. Then I would take levels of Mental Defense with the following; Variable Memories (allowing the person to adjust the memories to fit the situations) (+1/4) and only to set up a false history and memories (-1). Shape Change (Mental Group, Variable Mind Pattern) 25 points (25 active points) Endurance Reduction and Imitation can be added for added color. Mental Defense (+20 def, Variable memories/histories (+1/4), only to give false Memories/ Histories (-1)) 13 points (26 active points) G
  8. No I don't mean the Lord of...., but Koji Suzuki's Ring. Reading I came across and interesting limitation for psychic powers. The theory is everybody have psychic abilities to some degree. This being the case, most psychics can not perform in front of sceptics. The skeptics minute abilities saying this can't happen, stops the psychic from performing his/her abilities. So I was wondering if someone can give me a good idea of a scale for this power starting from the weakest (it only takes 2 skeptics (-1 perhaps)) to stop the powers up to 50-100 skeptics (-1/4)). Of course someone who doesn't take it could be viewed as very powerful or perchance actaully start charging an advantage for greater numbers. Thanx in Advance
×
×
  • Create New...