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DangerousDan

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  1. Re: Ghostly Possession As I see it, treating the corpse as an expendable focus does not necessarily mean that it must be destroyed by use, but does mean that you cannot use it again. Under this interpretation, when you stopped possessing a corpse, it would simply collapse. However, once you released it, you would never be able to reposess that specific body. As with anything, this requires GM approval.
  2. Re: how to do it: strength effect lingers after moving Yes, once activated, an uncontrolled power continues, even if the activating character doesn't. The character can walk away, turn his back, go to sleep, even die (although the last is not recommended).
  3. Re: House Rules Revisited I like that too. But then again, I also don't because I can see some potential problems. Let us start with a Control Cost for 300 point powers, costs 150 points. Add -1 in limitations and you get a 75 point real cost. Add a pool cost of 133, and you've spent 208 cp to get any 300 pts of power with a (particular?) -1 1/4 limitation. The standard VPP would cost 375 cp. Keeping the pool cost tied to the active point cap for the powers insures that you pay for what you get. IMHO, VPPs are currently the most powerful and flexible mechanic in the game as they are now. Making them more powerful, more flexible and less expensive is a move for devaluing everything that isn't a VPP in favor of the VPP.
  4. Re: Wisdom I actually got a result with that technique once, but it was a sort of desperation move against an opponent that seemed to be able to shrug off the biggest attack I could deliver. Result: Double KO with lots of KB. Both of us were resilient enough to get back into the fight before the GM stopped using phases. It took one potent opponent out of the fight for several phases, though.
  5. Re: Optional Rule: Continous (Breakdown) It appears that everything I knew about combining Adjustment powers, Constant and Uncontrolled is wrong: I was certain that that switching from an Aid slot in a framework caused the effect to dissapate immediately. But now, when I look at it, the rule says that when you switch away from an adjustment slot, the effect fades as normal and doesn't disappear instantly. I also remember that applying Aid to one target causes the effect to disappear from the previous target, but I cannot find that one either. A 4th edition rules stated "A variable Adjustment Power may only add to one type of Characteristic or Power at a time. For example, if a variable Aid is used to add to a character's Strength, and then the variable Aid is switched to add to the character's Endurance, the Aided Strength fades immediately." This text has disappeared from the fifth edition. The only instant fade I can find in FRED is that if a slot or power in a Multipower or VPP is aided and the character switches away from that slot, the benefit of the aid is lost immediately and doesn't come back when switching back to the slot or power. Switching away from a slot that receives Aid is quite different than switching away from a slot that supplies Aid. Apparently, I had them confused. However adjustment effects that reduce a slot are specifically stated as remaining.
  6. Re: House Rules Revisited One of the groups I'm in has a long-running superhero game with this house rule. Most of the characters have cell phones and a car or a motorcycle, and use them during our superhero adventures. Two characters have neither. One is too small to carry a phone or operate a vehicle, and the other has a sufficiently flexible VPP not too need one. Another rule of thumb is that if the thing significantly exceeds ordinarily available capabilities, you have to pay for it. If your cell phone or car or base is bulletproof, you pay for it with character points. Sure, bulletproof cars can be bought with money, but you can't just go down to the dealership and buy one off the lot. If your vehicle never gets stuck in traffic, you pay for it. If your cell-phone's camera has a zoom lens or microscopic setting or infrared or night-vision, pay points.
  7. Re: Wisdom If you inevitably make foolish decisions, so will your character. There is no game mechanic that I've ever seen in any game to keep your lack of wisdom from showing through. Contrived example to follow. GM: "You know that the creature is supremely sensitive to sound. In one hand, you have a tuning fork that is out of tune with itself, and in the other, you have a striker for the tuning fork. What do you do?" : "Shove the tuning fork up its nose!"
  8. Re: House Rules Revisited Nothing wrong with your understanding of physics. The house rule in the houses I play in is that for a move through, you plan to hit your target(s) and choose which hex you stop in. That is where you end up, unless you hit and fail to even knock your target down, in which case you end up in the last hex before your target's. Having read the move-through rule, I think that you are as right as can be (for the game.) In real physics, your position would be determined by your initial velocity, your mass, your target's mass, your target's initial and final velocities, and a few other things like coefficient of restitution. A real little guy who does one inch of knockback to someone the mass of a battleship could end up with many hexes of knockback back the way he came from. Bouncing off your opponent is not very super-heroic, even if it is realistic.
  9. Re: Size Powers Question OTOH, Inherent is there for the special effects that don't care what power to attempt turn them off is. For example, I've got a character that has Inherent Desolidification. No one can dispel, suppress or drain and thus turn its desolidification off because it has no mass (or gender, thus the "it"). Conceivably someone could transform it into a creature that does have mass, and thus no desolidification, but that is an altoghether different thing.
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