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Christopher

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Everything posted by Christopher

  1. That is what everyone thinks. Then you end up in Sherwood forest and he seduces your Ex.
  2. I recently re-watched it. And even I thought that the Bat-shield propably beat the Bat-shark repellant in ridiculousness. I mean at least the repellant was in the Bat-copter wich is more likely to be used over water. The shield was at least used 2 times, so it might warant a writeup. That is a usual problem with heroes in their Solo titles (and I count this as a solo title, not a group title), especially adpaters/gadgeteers like Superman, Batman, Iron Man, Spiderman. It might be better to just chalk this up to writer decisions rather then an actuall power that needs writing up. Mostly that was based on the tendency to re-use stock-footage a lot in that time of film-making. In battlestar Galactica (original series) there was maybe one set of footage for space combats. That was used every other episode. That being said, Crime was afoot. Why would he not hurry? And he did usually take enough time to go down the checklist on his batmobile ("Batteries to power, Turbines to speed") until later seasons when that became a bit grating.
  3. Simple: Do not get the "Secret Identitiy" Complication or at least buy it on a much lower level. You just got a special effect for why she does not have any issues keeping her secret ID. "A complication that can be avoided is not worth any points". So a complication that can be lessened, is worth less points too. Distinctive features even includes a "how easy it is to hide said feature" as part of the price. With mental illusion hiding about anything is pretty easy, so the value goes way down (without having to buy the power for it). Allowing powers to negate Complications only ends up in munkinism where a 25 Point Complication is countered by a 5 point Power. Best to just not start with that
  4. One thing I just recently stumbeled over again is something the rules says about skills and powers: You do not need a skill for a power you bought with points. You may need skills for powers you bought with money (mostly equipment, obviously). Weapon Familiarity is a obvious example. But as GM you can always jsut say "that ship's FTL you bought with money/got for free needs the Navigation skill to operate" Or maybe even a special "Hyperdrive Navigation" skill that you invented for that setting.
  5. We are in superheroics, so we should think in points. Point to real world money just does not work. In turn Points can be converted into game effects. And to some degree, Complications can be converted into points. Bases and Vehicles can carry some Complications - distinctive features for example. Why not have some other complications that simulate the "sponsor responsibilities" the heroes have for those extra points? I have no idea how to model that exactly, but maybe the DNCP mechanic could be adapted? You as GM can give them free points for specific purpsoes and even free equipment (JLU communicators; bases). However that free gear is also under your full control. Without having to need any power build you can say "the batcar you got for free is not operational right now". You got full rights to block useage of point free equipment if it might be a problem for the story/might be usefull for the story to do so. People often forget that "what not to spend points on" rule is actually to the benefit of the GM more then the players. In the end if you can not use the construct as GM, just do not have one. "Spending points on a shared base" could also mean drumming up the sponsor money without having to deal with Sponsor related issues in game. The points cover the "sponsor obligations" just as well as a additional Complication would. Maybe the stuff just happens "off screen".
  6. And we are back at the part where the question is: What is the campaign? How likely is tracking? How many types of tracking does this cover? D&D has the advantage that it is a somewhat defiend setting. It is high Fantasy with magic, Dwarves and Dragons. Hero lacks such a affordance. The same power can have totally different pricing. That is a general mistake in pricing power and latest when Bob builds his power it will become obvious something is out of whack. If you put IPE (Hearing) on running, you would be able to move without making sounds (no Stealth check for not being heard; or at least a severely easier one). There are rules for hidden use of powers and wheter those are Obvious, Inobvious or Invisible to a certain sense (6E1 125) The more Active Points, the harder to hide. The less obvious, the easier to "use Stealthy". Attack powers are both obvious and high AP by default. If you do make it IPE, people would have issues tracking the attack back to his originator and he might be able to use it from Stealth/invisibility without breaking it. If I use an obvious attack power from stealth/invisibility, the target still has the chance to detect me and use his full DCV.
  7. I think this is not a case for Transform at all. This sounds like a Special Effect, not a game effect. And one special effect with a ton of possibly imbalanced game effects on top of that. "The player have a 4d6 transform water into ice spell" could cause anything from a entangle (if someone is in the water), to slow death from freezing (the guys is stuck neckdeep in ice), to making a raft or a bridge. You could also drown someone (freezing the surface closed while he is underwater). Or what if he turned the air's Oxygen Liquid, effectively removing all breathable oxygen? Even direct damage if applied to the water inside a human body. What I see is a bunch of different powers, with "only over water" or "only on living bodies" limitations. If it is for purely passive, mundane like objects there is "Object Creation" from one of hte APG's. You could make ice-bridges, ice-swords (only capaigns with buyable equipment) and other "mundane items made of ice" out of it.
  8. Some abilities are beyond skills - they have about the same effect, but without the Skill vs Skill contest to detect them. They are mostly infallible versions of the skills. Inivisibility (Sihgt+Sound) is beyond Stealth. Shape Shift Sight + Sound with Immitation adder is beyond Mimicry and Disguise. That all being said finding a use for Transmission that is worth the cost is realy hard. Maybe it is the ability beyond mimicry. Maybe C-3PO and Michael Winston only have Mimicry and in C-3PO's case even on very low levels? 3PO must only immitate sounds without fooling anyone. Droids in Star Wars are not supposed to fool anyone or even lie to anyone. The same way Stargate Asgard Hologramms are usually designed to appear clearly artificial (this is in part also a screen effect). Uses for Transmission on Hearing/Voice I could think off: - You can perfectly imitation voices (like Shape Shift with Imitation). Unlike with Images the voice must still emenate from you, however. Also unlike Shape Shift (Sound with Imitation), it can not hide your natural sounds. You can imitatite the sound of you wearing stiletto's, but it will not hide your actually walking sounds - if aliens have unusual speach aparatusses (like klicking sounds for Insects), Mimicry and Transmission allow you to speak them in the first place. You may be able to understand them (and they you), but truly speaking in that one requires a good imitation of the speaking aparatus. Alternative approaches to deal with it: Simply disallow Transmit for Hearing Group altogether. The original purpose was for Radio where humans normally do not have any ability to be active, intelligible source. This can also be expanded to Sight (biolimonousence), Smell (Pheromon communication), Touch/Taste (you can have Brailee written on your skin or your kisses taste like a thousand different fruits in sequence). But in the Hearing Group and many cases of Mental Group you already have transmission abilities inherently (one of the APG's even deals with Flashing your "Mental Voice" for Telephaty and Telepathic commands and your real Voice). That would mean Transmit allows you to use unusual communication channels that might also use unusual langauges. Military in Films often use a sign langauge to avoid being heared or have the transmission sound audibly intercepted. But since you still need to see the other person, that would not be a case for transmission. In Shadowrun the ability to communicate using Subvocalisation via Throath Microphones and Radio links is very common among runner teams. So yes, figuring out uses for Transmit for anything but Radio group is really, really hard. Maybe even impossible altogether. It was never designed for that and might need 1-2 itterations before we find the generalised description for it that makes sense for any other Sense Group
  9. Images allows you to fool someone. Transmit not. Or at least not usually: Aside from C-3PO a clear example for Transmission on Voice is Micheal Winston and his character from Police academy & Spaceballs: However it was always clear he was making the noises. Except for comedic effect where he propably added Ventriloquism to the effect. Or the person being foolwed was really low INT.
  10. Historical Background: The treaties China had to sign at the ends of the 1st and 2nd Opium war are generally known as "the unequal treaties" in that land. They were a cultural factor as much as the wall or the Eifel Tower. The Euqalizer represents getting your due out of any treaty. Her powers based around affecting the combat environment, allies and enemies positively or negatively. The Propaganda says she died Heroically. Truth is that his opinions were considered "dangerous" and so he was killed by the nameles Chinese Secret Service. After all from several points of view the chinese people were not getting thier "fair share" out of the silent treaty every citizen makes with thier government.
  11. Some differences of Vehicle vs Follower are: - 100% control, whereas followers are complete NPC with desires of thier own (you can drive a vehicle over the cliff, but not a follower). - Repalceabilty. Nothing in the rules say you will not have a new "Batmobile" in the next session. Where followers and duplicates are somewhere between irreplaceable and hard to replace. - Most powers of the Vehicle are inherently useable by Passgengers (like life support, armor) without having to buy that. KITT is a wierd case that I would not even consider a follower or Vehicle/AI combo. I would say he goes somewhere between "Member of the Superhero/Heroic Team" to being the actual main Character (the only one with superpowers), with his driver being in large parts an extension of him to allow interaction in Social Settings (a car blends in a lot less at a bar then David Hasselhoff). The M1 Tank: The average drivers PRE would ammount to aroudn 2D6. The rest is the fact that it is a armed tank, that can kill you 3 different ways (gun, MG, driving over) and is immune any light arm. However in Hero the Relative Presense of any odd Tank agaisnt any odd solider does not mater. What maters is the Heroes Tank against odd Soldiers and not so odd Soldiers. Think "Red Baron" rather then "Tank 0815". I asume the characters have marked thier tank accordingly to make use of thier Reputation (that is stronger then the US army ones). I would also asume a high presence Commander is better at making it appear threathening. I.e., knowing not to fire when the enemy can not clearly see the tank, is still unable to hear from the last artillery hit, or not firing the gun on the enemy watchtower when the tank is just hitting a groundbase obstacle that let's you miss, ... Of course this might just mean the tank crew is making a teamworked Presence Attack. Regarding EGO: The two purposes are resisting Presense/interaction skills and resisting Techno-special effect mental powers. You can cow the tank crew. As much as you can cow anyone in a armed & armored Vehicle (weak position for you). And you can not control the mind of a thing that has no mind. You can not mind control a wall to bend, nor can you MC a mundane tank to turn on his people (that would be Pupeteering with Telekinesis or MC on the crew/AI controling the tank).
  12. Follower, Summon, Multiform, Duplication, Base, Vehicle. These powers share a pricing theme and that they do differ in certain key properties. Vehicles unique property (from my point of view) is that the sheet has actions, but no ability to decide when and how to use those actions. It has it's actions decided for it by another entity - a driver/pilot or AI. If you want to make a Vehicle that can act on it's own, it is not really a vehicle (the rules construct) anymore. There is some exception with adding a "Computer" or "AI" to the vehicle, but otherwise "Vehicle" is plain the wrong rules construct. Consider if what you want is not closer to a regular character (follower, summon, etc.) that just has Vehicle-like abilities (mostly Usable by nearby and usable by others) combined with a high lifting load. it is worth noticing that Bases and Vehicles can have Complications like "Distinctive Features" or "Reputation". Most noticeably military ground vehicles like tanks. No reason it could not grant Striking Appereance to it's driver/passengers too, by the same logic. As for adding thier PRE to a drivers: That is really more a buff to the drivers presence. First consider that just being in a car makes you a lot more dangerous then a normal human being. A car can move and accelerate faster and deal more damage/take less damage with a Move by/through then any normal person. The presence attack rules and Skill rules already consider such "favorable circumstances" as being in a car. Effectively it is a massive force multiplication. Wich is why most traffic laws are very particular about "weaponising" a car in any way. Then consider if you need any Striking Appereance on top of that. Mostly this extra PRE should be based on the association with a Group - "That mobile belongs to the bat-familiy". "The avengers quin yet". "The teen titans mobile". "That paintjob identifies him to belonging to the 501st Hellhounds from Shadowrun". So it somewhat overlaps with a Distinctive Feature (it is not any car, but the bat mobile).
  13. So not only is that god guy refusing to comment on anything, even if he exists. He also does a poor job of running the Universe? I think he might be a bureaucrat.
  14. The big issue with "bosses" is twofold in Hero: 1. They should not be too easy to stun (as that makes him loose actions) or otherwise disable 2. Their defenses should not be so high that only a few chracters can deal damage. In superheroics my usual answer is: Lower defenses but give him Damage Reduction. That combination makes him harder to stun, while allowing everyone to affect him. However Increase his SPD. Given him defenses against grabs. Make him more then one Actor. 6E1 has a duplication build to simulate "Hydra with a lot of heads". In effect that sheet acts like 2, 3, 5 or more characers.
  15. Recover body slower AND revive from the dead. Totally different power from "Recover Body faster, but only if you do not drop to negative BODY - then you are dead like the rest". If anything you should be happy that you got reurrection that automatically triggers on you for a mere 7 Real Cost Self only yes, but also Trigger included. If that is too much for a Campaign where death does not occur, that is a issue with allowing resurrection/letting it cost points in the first place. The mistake happened way before the build even took shape. So I am not sure what you are complaining about.
  16. The walls can be done with plain Barrier. Crushing ceilig for superheroics it is a tricky question, as bricks usually should have the strenght to stop/delay it. Of course that does mean you can effectively bind the Brick. With heavy stuff falling down on hero characters it is assumed the stop or cease being an issue after dealing damage. but the crushing ceiling would continue to deal damage, propably per segment like drowning. And we can not use the falling objects rules either, due to the The vampires could try to dislodge the brick in unusual ways: Knocking out is usually hard, but knocking back might be possible. Mental Illusions might also do the trick, but holding the ceiling is a pretty hard to override fact. Flashing Sight and audible illusions might be able to trick the brick into letting go (but that might not work with the player). If you use slowly building damage and an optional rule, it could work: APG I 170 has the interference rule. While originally there for "Blaster Beam Duels", it should be easily adaptable to "brick holding the ceiling".
  17. Something the Japanese did in WW2 was the "fake death" trap. They ordered a few soldiers to play dead among real corpses. Then jump up when the enemy was in melee range and gathering dogtags/looking for survivors/distracted by something else. You could easily turn the Feign Death build into a Darkness variant. Might also have to block Nexus ability to speak with dead.* Longrange TP block: I like Change Environment (-X meters Teleport movement) to simulate this. It hinders combat TP and might outright block most Megascale TP (because it affects those before Megascaling is applied). And it is easier to apply as a large AoE to an area then reworking every wall to have it. The seperating slab of stone trap is a good old thing, ideal to seperate the squishies from the brick. Should be at least tough enough that the bricks and blasters can not casual through (unless they got tunelling or penetrating attacks). In effect every coffin works like a D&D chest. It has potentially viable loot (Civilian NPC's), but might also be rigged with any kind of trap. Regarding abilities to negate: Remember to keep it realistic. A enemy has no way of knowing of an ability that was not yet shown. Even if they gather information from everyone that ever fought them (and is willing to talk), there is only so much that is known about the Heroes. *You definitley want to consider blocking this either way. The local Ghosts might be more then willing to help the heroes get rid of "all those Vampries and Living in our my resting place" by providing intel or even scouting ahead.
  18. The rules for both Healing and Regeneration Resurrection seem to asume that "Resurrection is complete when you reach positive Body, wich starts you at 0 STUN and allows you to take recoveries normally." (this also implies 0 END). Once you reach that point you will not be dead again until you hit negative Body again. So actually my above build should work. The faster regeneration should not start working until the Resurrection is "complete" (you reach positive body again). And the slower would not mater, being way overrun by the faster one. Regarding bleeding to death, Optional Bleeding, Poision, Diseases, etc.: I would say that all of those are supressed until the Resurrection is complete. They only start mattering when you reach positive Body and can do something about them. However then they come back in full Force. But you have at least half your body as "buffer" until you die again. One thing to not forget about resurrection: Both Resurrection adders are marked with a clear STOP sign and a "at GM's approval". So the book is fully aware that they might not be fully balanced and palces the choice in the GM's hands.
  19. Okay, just looked up the rules on 6E1 274 By RAW: "A character with Regeneration still loses 1 BODY per Turn when he’s below 0 BODY (in other words, he can still “bleed to death”), though sufciently fast Regeneration will bring him back to positive BODY before he dies. Nor does Regeneration automatically counteract the optional Bleeding rules, though the GM might increase the “stop Bleeding” range for a character with Regeneration." However since only the top level (16 Base Cost per body per turn) could actually outheal bleeding to death, Resurrection is propably asumed to stabilize you automatically when undoing your "death" state. Death is a lot a worse then bleeding (approaching death) by definition. It would be kind of silly if somebody with "Regeneration (1 Body per week), Resurrection" could not revive because he starts bleeding the moment he is back to 1 Body above death (wich is still way in the negatives). For sanities sake let us asume that a "Person resurrected is stabilized until he takes further damage". Regarding OP: Buy these two powers: "I heal fast": Regeneration (1 BODY per 20 minutes), 10 Base Cost/Active Points/Real Cost plus "Even death can not keep me": Regeneration (1 BODY per Week), Resurrection; 22 Base Cost; 22 Active Points; Only Resurrrection (-2); 7 Real Cost. Total Cost: 32 Active Points, 17 Real Cost. Note that personally I tend towards modelling "Superfast regeneration" with extra Defenses instead of regeneration. Extra resistant PD/ED, maybe limited to not counter STUN. Recovering STUN can model "regenerating really fast in combat". It needs some really powerfull attack or penetrating to deal real BODY damage. But since you went for 1 Body/20 Minutes you propably had the same idea. Edit: I think my idea might not be as clean as I thought at first. I may have to sleep over it before I can give a real answer. Note that by the exact woring of Resurrection, the speed of Revival does not have to equal the speed of regeneration when he has not yet died. So it might not even be a limitation, but simply how this stuff works for this Campaign in general.
  20. A single 60 Watt lightbulb (the old Edison models) running for 1930 years without pause would have used one GW second in total. The largest Power plant - Three Gorges Dam in china - has a capacity of about 22 GW per second. You would need 3 of them powering nothing but that Microwafe beam until the probe is out of range, and you still might overtax the hardware or water supply. We have to see if Fusion comes anywhere near that output on feasible scales.
  21. Collorary: If the water is not yet murky, you simply did not dive deep enough yet.
  22. The exact pricing depends on at least two factors: The campaign and how common/nessasry tacking is. If that does affect alternative sense like "Smell with Tracking Sense Modifier" too. Is there not a common figure of speech that says the opposite to what you say: "If you have two ways of building something odd that does not fit into any specific power and one of them is more expensive, asume it is the more expensive one that is the right way."? There can be no absolute answer or pricing to this question. It depends on too many variables. If that was not the case, the book would propably have made a stab at it. "The bloodhound has tracking scent, as a power. He doesn't have to follow my trail, he can smell me from far away." You are tracking because your traget is out of direct perception range. If you can smell him already it stopped being a tracking case that moment. It became a simple perception case (it is just asumed that at some point you just flip over from tracking to a successfully perception result). So if a Vampire uses his Mistform (defined as Teleport, passes through Intervening space) passes a bush, would he leave a scent trail on said bush or not? I mean he is obviously not normal mist. Normal mist does not not move intentionally or transforms back into vampires. With senses we have to keep stuff simple. Otherwise we end up in a quagmire of special effect vs special effect discussions. That is one of the big dangers with Senses and Sense-Affecting powers. A similar cases is Stealth. Stealth against animals (like in the Forrest) includes placing yourself downwind so they can not smell you. Or masking your scent and your gears scent one way or the other. Even hiding a bear trap involves some "scent management". As the enemy can use special cases regulary, the counter tactics will become known and used more often. If you can teleport through the jungle others can too, and the people doing the tracking will have developed tricks and techniques to counter that. If animals can use that trick (because it is a magic world), there would even be animals with apropirate evolved counters. If not, some mad mage or creative god will have created a "Telport Tracking Bloodhound" species that you just use instead of real world bloodhounds. If it is common so will the counters be, making it cheaper. If it is uncommon so will the counters be, meaning it becomes a bigger advantage and has to become more expensive.
  23. I fixed that part of content too "Possible Houselrule". That leave the pricing discussion over. It does not even go into Houserule territory. Among the rules 0 of the Hero System (in the Hero System Phylosophy) it is written "this book is not perfect. The GM is allowed to overrule everything written in the book when he thinks game balance and fun are in danger". If the math does not add up, that is a pretty clear sign. Furthermore: "A limitation that is not limiting is not worth any point" and "Complication that is not Complicating is not worth any points". Anybody here doubting it applies to sellbacks as well? Do you really think you would not have to override this build or think of ways how that is less powerfull the normal sight? Seeing the world with different eyes. -35 Selling Back Normal Sight +10 Detect (Colors and Shapes), Simulated Sense Rule (Sight). ? Even if I use a 10 point detect to "detect Colors" and add the ability to "detect shape" and "detect distance" (both a feature of stereo-optic vision wich should be shared by everything else you put into the sight group), I can not get close to 35. In turn if I asume a 10 point detect and calculate what the Sense Group Modifiers are worth I come out at way more then 35. Detect, Targetting and Range alone clock in at 40.
  24. Selling back Normal Sight is worth 35 points. But after that "the Sight Sense Group provides the following Sense Modifers: Discriminatory, Range, Sense, Targeting" Everything interesting about Normal Sight is part of the Sight Group. And it means that somehow the Sight Detect build alone (before Sense Modifiers) is worth 35 points. In order to get there, you would have to build every color as "extra thing to detect". I could get 35 points from selling back normal sight. Then I put Spartial Awareness in there. I can substract Targetting (10 points) and Sense (2 points), wich reduces the cost to 20. -15 points for having spartial awareness with partial Discriminaton and Range as targetting sense instead of Sight? Something her does not add up. Unless you sold back the entire group, that math will not add up for me. Regarding point 2: "Another idea I came up with[...]" was the exact wording. Does that not say "house rule" strongly enough?
  25. It appears Organic Extraterestials are just not my forte. I hope somebody else will take care of that area. However this time something that should be dropable into any just about any setting either as actual part or just as a legend. The 5 Goddesses Every culture has their myths and the combined culture of all Spacefaring Empires is no exception. This myth is about 5 very advanced ghost ships of unknown design that can appear out of nowhere. While they are obviously similar, they can be easily kept appart due to a colorscheme and very different combat abilities. The reality is, that the 5 Goddesses do exist. They are very advanced, self-repairing & maintaining sentient warships of a long gone civilisation. However for most of the time they are sleeping, "time travelling the hard way" to the moment in time they are destined to interfere with heavily. While they are capable of function effectively alone, they do prefer organic company. Only one of the 5 is out and about at any time, to keep their mind sharp and in the loop regarding local politics, while not overly affecting the timeline and local politics. Each ones "waking time" lasts about one century. Afterwards it sends it's experiences to the others and allows the next one to awake from the dream of ages for a while. Where and when they interfere is up to each one of them and their personalities are as varied as their powers. They are also prone to pick a different corner to wander around in then the last one. Angel-Fleets: The technology behind the Goddesses themself is replicateable, but on the level of the 5 it would be unfeasible to do so (there can be only one of each goddess, but re-creating one is possible). However the Angel Fleets are made of a ships (called Angels) that are lesser version of the respective Godesses. Ships designed after them or at least using reverse engineered technologies. While not as powerfull as the respective Goddess, they can be quite numerous. However getting to that part requires either the Goddesses willingness or capturing one by force. Either case this will be "a time of awakening" too. For various reasons any Angel can only be modelled after one Goddess - the technologies can not be combined. The Angels combat power varries massively based on wich species redesigns it's ships with a Godess in mind. Angel Ships have been build by species barely able to leave thier home system and those posessing vast interstellar Empires. Usually they make certain all traces of thier technology are disposed off before going back to sleep, but there have been case when one ship or the other have been lost during warfare. Time of awakening: While generally the Goddesses are supposed to be sleeping except for one of them, there are a few times when all of them awake and they become very active. Those times are: If the end of all live is possible, the waking one stumbles over it and decides she can not deal with it on her own. If one of them has been captured during her waking time. If a Angel Ship is found again and the technology mass-reproduced without the godesses consent. Each Goddess is able to "feel" the presence of large amounts of Angel Ships in the Galaxy. When following those goals, they are allowed to interfere into the mortals affairs as much as they want too. While they would prefer not to interfere, they usually have to. Heavily. The Creator: While they were designed and build by a long gone mortal civilisation, that civilisation is not considered as thier Creator by them. There is a being able to travel freely through time and predict the outcomes of even the most minor changes. It saw a need for all 5 Goddesses and their Angel Fleets some time in the future, so it tricked that civilisation into building the 5 and then ordered them to sleep after the Civilisation fell. Even they themself do not know for what purposes they exist, but they do take their non-interfere and self preservation quite seriously. Religiously, one might say. Common technology: While each ones power and speciality varies, they do have a few common properties: Most of them come with a cloaking device. Most of them come with hangars and limited fighters/bombers. They come equipped with powerfull energy weapons and (most) with torpedo launchers. Their weapons, shields and self repairing hull/armor are way beyond even the best imitated Angels and close to even some of the most advanced ships that might exist in the universe at any given time. And that is when they are working alone. Each Goddesses technology is somewhat unique in the Universe. They can be no two of the any Goddess. Nor can angel ships actually fully reach one of them in thier unique area. But a Goddess can be reincarnated in another body. Of course they are far from invincible. A sufficiently prepared and determined mortal empire could capture and control one within limits. But doing so will cause that one to "scream", instantly calling all the others to aid. The Huntress: The Huntresses Cloaking device is by far the most advanced. Aside from being near impossible to break with most sensors it also has modes that allow firing while cloaked and phase cloaking - among others that human could not even dream off (however none of them without tradeoff). Her angels are not quite as powerfull, usually only having the "near unfindeable" mode availible. Hit and run tactics under cloaking cover are her preferred modes of combat, but stalking a enemy on very short range for an opneing is also used regulary. Her most famous attack pattern involves runnign with nearly no shield and only uncloak long enough to fire a salvo (or using the combat cloak), only to vanish before the enemy weapons have turned... Still due to the energy demands just operating uncloaked can be more effective combat wise. The Warrior: If the Huntresses thing is cloaking and surprise, the Warriors credo is fighting plain and simple. She lacks both cloaking device, hangars and torpedo launchers. Moreover her powersource emits a unique radiation easy to spot over stellar distances. Everyone who encountered her once knows to scan for it, making her as "carefull as a Elephant in the China Shop". She is unable to do sneak attacks of any kind against a aware enemy. But in turn her energy weapons, shields and armor are far beyond the other Goddesses. She could easily beat every one in a open 1v1 fight, but with thier unique abilities thrown in the fight would be more of a stalemate. Her weapons fire high yield energy balls that can track and impact with the force of the other goddesses heavy torpedos. As long as her powersource works, she never needs to reload or rearm and she will never need refueling either. Her angel fleets also make the best open combatants, but lack secondary abilities like thier Goddess. Due to her difficulties at hiding and her pure combat prowess, she is the one most mortal empires try to capture. However due to her sheer strenght that succeeded only slighly more often then with the others. And even if they succeed, that empire is in for a encoutner with the other goddesses soon. The Seeker: The Seeker (also called the Spear) can easily be mistaken for the Huntress, due to her tendency to stay in cloak until the right moment. However cloaking is not hher strenght. Her primary weapons lack inate punch, but in turn she has exceptional good sensors and can adapt the weapons in combat in a miriad of ways. Her weapons do not overwhelm defenses. They adapt based on scans to just punch through weakpoints and hit the vulnerable parts beneath, taking a enemy out like a spear or arrow striking through chainmail. She and her angels are also among the few that can keep track of the Huntress and her angels no mater how hard they try to hide. The Wise: Her weapon system is even weaker then the ones of the Seeker before adapatation, being solely based on defense. She does have the 2nd best sensor suite and by far the biggest hangars, easily dwarfing all others combined. However her true strenghts is not direct combat but coordination, tactic and strategy. She is equipped with powerfull predictive quantum computers able to augur the flow of battle from before the first shoot to the last one in exact detail. Her ability is not limited to tactical coordination, but includes stellar strategic coordination. Her communication system is able to instantly send messages to anywhere in the known universe. However unless the target is one of her Angels, they will not be able to send back at the same ease. With her angels she forms a network of instant communication, resulting in perfect strategic and battlefield coordination among all fleets with at least one of her angels in the entire universe. She is by far the most reserved of the Goddesses. Not a wonder, considering she is able to see who she will have to sacrifice for a victory long before the first shoot is fired and no mater how good she is, she can never avoid losses. Also due to their high demand and limited synergy, her Angels often work as lone command vessels for fleets - yet they are only on communication from thier goddess or each other away. The Wanderer: The 5th one is a bit of a oddball and also excempt from the rule of sleeping. She does not have any cloak or fighters like the Warrior, but her strenght is not pure combat power. Her strenght is her unique drive system and it might be the most scary one of all. Not only can she freely navigate spacetime as she sees fit, she can use the drive in combat to reposition herself freely. Those that saw her fighting likened her to the Huntress, except she does not need to cover the distance between places cloaked and can freely skip over reload times (just time warping a bit). She is impossible to pin down, so she is the only one to have never ever been captured (quite a relief considering her ability to travel freely through time). Her angel fleets come in two known forms: The first comes equipped with her temporal mobility and have a temporal variant of the Wises comm array and a cloak, but only minimal weaponry. The second come with her spatial combat mobility and much better weapons, but no cloak. There is a 3rd form, wich humans would dub "Shroedingers Angel". Making an angel with that ability allows it to run all Goddesses technologies in paralell - except for the wanderer, as she provides the mere possibility of that combination. She has not yet revealed that she can do that with Angels to the others. Nor has she revealed that she herself could even allow all 5 of them to become one, while still retaining her combat teleport - sometimes 5 pieces are just stronger then one overloaded one. The law of Counters and Synergy: Any 3 Goddesses can beat any two other Goddesses by just using thier unique abilities in concert. Thus even if someone would manage to capture one or two, their freedom is nearly assured. That is one reason there are 5 of them. And that is before you consider that the 1-2 most recently awake ones might still have friends among the mortals from their last waking time... However when and where the Wanderer appears can be a bit of a mystery. As she can freely move through spacetime, she is never considered during the sleep & wake cycles and might exactually end up being at the same time in multiple places. Working together themself or in form of thier angel fleets makes them a near unbeatable force. The Huntresses cloak and Wanderers mobility sows chaos on the battlefield making openings for each other, themself or the others. The Wise holds back, but can coordinate so much better with the Seeker and Wanderer providing additional data. The more ships she commands, the more dangerous she becomes. The others can use the Seekers sensor data to better aim their weapons for defensive weakpoints as well - just with their much higher basic punch to back it up. The Warrior can exchange fire with the toughest foes, especially with the Wise coordinating and with herself, the Huntress and Wanderer attacking weakpoint after weakpoint from a dozen directions nearly at once.
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