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Steve

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Everything posted by Steve

  1. Average Skill Penalty looks like it should be -5 based on 47.4 Average Active Points, if the standard is -1/10 penalty. So, on any given day, despite having access to such wondrous powers, over half of them don't use them at all? That's some impressive self-control given that you could have some individuals among them who have a favorite ability or two they use every chance they can. Even given your assumptions, about six breaches a day just in NYC alone implies that the worldwide effect is a powder keg waiting to detonate.
  2. I want to like it, but I'm not sure I will. I guess we'll see in a few months.
  3. I'm thinking that elements of Monster Hunter International should be a part of this world, with the government offering PUFF bounties to professional monster hunter organizations. The Blooded can be explained as the reason why there are so many monsters infesting various, random parts of the world.
  4. One of the recent RPG purchases I have been reading is a superhero one called Eschaton, which proposes a world quite different from your usual superhero settings. While I would not use the game system it uses instead of Hero, it is an intriguing look at a world where superhumans suddenly appear all over the world all at once. And then one year later the campaign begins... Here is an excerpt from it: Eschaton is a superhero game, and almost but not quite a post-ruin game, different than many superhero games in a few very important ways. First, there are no tie-ins to any established comic universe. Eschaton can of course make heroes similar to any number of popular or established heroic figures, but that is either coincidence or a conscious choice by the wielder of an Eschaton-supplied power. Second, it imagines what the ‘real’ world would be like with superpowered beings. How do you mesh a government’s need for regulation and control into a world where people can interrupt television broadcasts with their thoughts, shoot anti-tank beams from their fingertips, or pry into the mental secrets of presidents and prime ministers? The short answer as to how they handle it? Poorly. Third, there is no established history of superheroes, no gradual incorporation of superpowered beings into culture and politics and law and military thought. It happens overnight, the world going from mundane to super with no warning. There is no subset of the law that deals with X-ray vision, no military planning guide for countering an attack by bulletproof mole men, no Secret Service doctrine for the best way to protect the President from invisible, psychic brain bolts. And hundreds of thousands of people worldwide are going to come into a myriad of powers more or less simultaneously, ranging from the very minor power of Sports to the extraordinarily powerful Ultras. Sane people will be driven mad, the insane will be shocked back to sanity. Good people will do the wrong things for the right reasons and bad people will do the right things for the wrong reasons. It will be utter chaos on a global scale. And that’s how and when the campaign will start. Things will stabilize, eventually. But the new equilibrium will only be superficially like the old world. A casual observer might not see a lot of difference, but government, politics, religion and the notions of ‘us’ and ‘them’ will be forever altered. And underneath it all is the Revelation. Everyone of significant paranormal power will have their own version of the vignette. Some will dream it, others will be awake. Some will rationalize what they see as angels, others will believe they have made a deal with the Devil. Some will see a figure straight out of a comic book or movie, others will merely mumble to themselves. But everyone who gains power will have a conversation, insight or revelation that the powers they are given are part of a larger process, by beings far beyond our limited understanding. Beings of unknown but not immediately hostile intent, for they could clearly overcome any puny resistance of Earth had they an inclination to destroy us. How we use the power we are given and what we ultimately become by using these powers are what we will be judged on. But the Eschaton give no indication of what they consider worthy of a positive judgement or negative judgment. All they imply is that in the end, one ethos will prevail, and all humanity, if not all of reality, will be judged by that outcome. Whether couched in terms of space aliens or angels or devils, everyone granted great power knows that something is happening, and that someone or something is watching to see how humanity deals with their new-found power, and the implied judgement at an indeterminate time in the future. Do we have a year? A generation? A century? No one knows. This knowledge of something is known among the powered as the Revelation. And then things go blank, and when a person awakes, they have power. The adventurer merely wakes with the power, though in their own mind, the type of power and way in which it manifests is based on their personality. The hard work of actually designing the powers is the job of the player. The hero merely blanks out thinking something vague like “I could be the world’s coolest ninja...” and wakes up with superlative amounts of stealth, invisibility and mastery of dozens of unusual weapons. The key and absolute feature of the Revelation is that no one with powers can talk about it. Not with friends, family, anyone. It is a mental block that the hero or villain can barely even think about, yet is always in the back of their thoughts. It can only be referred to as “the Revelation” or “a matter of Revelation”. Among the superpowered, everyone knows what is meant, but the general public is left guessing. For their part, heroes simply have to say things like “someday you’ll understand”. The Revelation is not a matter for player rulebending. It simply cannot be revealed, written, spoken, sung, danced, mentally transferred, sculpted, painted or broken into itty-bitty pieces and later assembled into a coherent whole. Heroes and villains know it, and that’s it. More than their powers, this is what separates them from mundane humanity, the knowledge and surety that they must act to mold the world according to their beliefs, even if they can never explain why. And that is a key feature of an Eschaton campaign. You were given powers because you are the sort of person who feels compelled to try and make a difference with them. The Eschaton does not compel you to use your powers to try and change society. You do that all on your own. You as a player have to want your hero make a difference. Whether you choose make this difference one person, one neighborhood or one city at a time is up to you.
  5. If you take Costs END on a Persistent power, then it becomes Constant, which then makes Time Limit an Advantage. I'm not sure why it would be flipping back and forth though. There might be another rule issue that confuses things, I guess.
  6. I'm wondering if the Segments column should be inverted, with low-powered Breaches taking more time and high-powered ones less. I could see a low-powered Breach happening after a couple of minutes and releasing something like an imp or gremlin, but a high-powered Breach happens in just seconds and releases something big. Who hates the Queen of New York? Why do they hate her? Is there anyone like a Sheriff (Shire Reeve) that helps her enforce her laws or maybe multiple Sheriffs, some more loyal than others?
  7. Actually, containing widespread knowledge of Breach incidents seems like it could be quite troublesome for the Blooded. With the sheer number of them existing in the world set at around 500k or so, combining the chances of skill failure with the chances of a Mythic Breach activation seems like it would mean somewhere around 0.05% to 0.1% of the Blooded population is causing a Mythic Breach on any given day. That equals hundreds of Breach events every day in the world. Because of the number of potential events, that seems like it would be highly difficult to contain knowledge of _all_ of them, especially given that containing them and erasing knowledge of them would require the use of Blooded abilities, which could then cause additional Breach events. You could easily end up with a cascade failure, a mass event of Mythic Breaches all at once, like something out of a Ghostbusters movie. It's a suspension of disbelief question for people who look at your numbers. How to mitigate that? If the foes of the Blooded are also aiding in maintaining the masquerade, that eases the burden of containment a bit, but there could also be one or more groups that is actively trying to disseminate knowledge of Mythic Breaches.
  8. I can think of four main power blocs you need to consider when inserting the Blooded into NYC: the political landscape, the unions, the police and organized crime. Each of these will be impacted to some degree or another by the presence of the Blooded.
  9. This seems okay to me. The KOT will need their own package deal like you have done for the Bloodlines, since they are effectively acting as an 8th Bloodline. I would suggest giving them a tracking sense for finding Blooded and maybe their Blooded list is composed of paladin-like abilities. In addition to finding newly awakened Blooded, this tracking ability would also let them hunt down violators of Blooded laws. Perhaps they could also have an ability to discern truth from lies, which would also aid them in acting as agents of Blooded justice. You might consider giving them a Psychological Complication of some kind that reflects their dedication to their role. KOT squires probably have to undergo many trials and examinations during their training to determine their worthiness to drink from the Well of Segais. While you probably don't need something like an entire Order of Sith to oppose the KOT from the shadows, there might be one or two fallen knights out there that could have abilities like D&D Death Knights or just be Sith-like. Perhaps failing to live up to the high standards of the KOT causes their Blood to burn within them, a penalty imposed on them due to having drunk from the magic well. This burning usually kills the offender, but perhaps under very rare circumstances preserved one or two, and those beings are whispered about by the squires or used by Knights as object lessons on the dangers of failing in ones duty. Death by their Blood burning would be taught as being far preferable to this other possible fate.
  10. To be a bit different, why not go with Celtic mythology? They could be the Tuatha de Danaan (People of the Goddess Danu). A lot of mileage could probably be had tying them to the myth of the Tuatha. Come to think of it, are the Blooded purely a Western phenomena? I don't recall seeing any mention of Asia in your document.
  11. For a more mythic concept, how about calling them Grail Knights? If beings can come into the world through a Mythic Breach, then why not relics and artifacts? The mythic Holy Grail seems like it would be a good choice. If each Grail Knight drinks from the mythic chalice when they receive their office, then it can be the explanation for investing them with certain powers and abilities that other Blooded don't have access to. Knights would be in charge of training their squires, perhaps in a mix of Eastern and Western skills, readying them for the investiture ceremony that will elevate them into being full members of the Order of the Grail, a group existing alongside regular Blooded. Of course, there could also be fallen Knights as well, guilty of pride or some other sin that took them down a dark road into villainy.
  12. Actually, Aid both restores Characteristics and also increases their top end. It is a -1/2 Limitation on Aid to "Only Restores To Starting Values" with it. The write-up I did would be a point cheaper with this Limitation added. Watcher Knights (or whatever you choose to call them) could have a Jedi-esque mystique about them, I suppose. Perhaps they could be something akin to the Templars in Blooded society, or even BE the true Templars, for that matter. They could have a martial arts style and other abilities. I assume they are called Watchers because they have some sort of guardian purpose to them, watching for enemies both internal and external, and also finding reincarnated Blood. Blooded that don't get found by a Watcher may end up joining splinter groups of Blooded that could have some radical beliefs, more potential groups of foes for the main organization. There could also be Blooded that don't want anything to do with that society, so they self-exile themselves.
  13. Regarding a variant of Second Wind, since everyone gets a post-12 recovery each Turn, boosting REC before that free recovery time rolls around is a big benefit for not a lot of points. A pretty cost-effective way to do this would be to use Aid instead of Healing (6 points per die versus 10). STUN and END normally recover very quickly, so Healing is not as good a value for getting back STUN and END. If you add in REC, it gets even better. Consider this build... Aid 2d6, Expanded Effect (x3 Characteristics or Powers simultaneously) (STUN/END/REC; +1), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (36 Active Points); One Use At A Time (-1), Side Effects (Mythic Breach; -1/2), Extra Time (Full Phase, -1/2), Requires A Roll (Skill roll, -1 per 20 Active Points modifier; -1/4), Gestures (-1/4), Incantations (-1/4), Unified Power (-1/4). Real Cost: 9 points. Instead of Charges, it can only be cast once, then has to lose all of its Aided points before it can be cast again (due to the "One Use At A Time" Limitation). It gets you to pretty much the same place as your version, plus boosts REC on top of it. I think Watchers would probably be good as a type of Knighthood. If Watchers exist separated from the power structures of the different Bloodlines, they could also provide a line of communication between them. Perhaps Watchers are considered neutrals in the game of thrones, unable to hold leadership positions, so they can freely visit each Bloodline's strongholds and carry messages as well as bring in new Blooded.
  14. My comments are a bit random in this one, prompted by some things I noticed in the document. I think the Watchers need some sort of special Blooded ability to find new Blooded because Sense Blooded seems too limited for this duty. The chances that one of them stumbles across a new Blooded and gets near enough to view them clearly after range modifiers are taken into account, especially if we're talking about a city the size of New York, would be pretty small. I'm thinking a type of smell-based tracking sense might work for them. It might take them a while to locate the Blooded they seek in a big city, but they will get there eventually. For those Breachers who have managed to secure a foothold on Earth, can any of them breed successfully with normal humans? If they can, that then presents a whole new issue for the Blooded to deal with. After reading the document, I'm left uncertain if Breachers are real enough to do this, or if they're more like some sort of stabilized illusion, like faerie glamour. Second Wind seems like it could work quite a bit cheaper and easier by simply buying additional REC (say +10 to +30) on Time Limit, which would be a Limitation rather than an Advantage in that case. You also wouldn't have to fuss with the Decreased Re-Use Advantage too.
  15. Hmmm... 350k is quite a lot, actually. Even if spread throughout the world, that is a lot of Blooded. That also means a lot of Mythic Breach events are happening each year, just based on statistical chances. My personal opinion is that you should consider tying the Limitation value of the Mythic Breach to both the Active Points of the Blood Power and also the activation chance of a Mythic Breach occurring. The Active Points of the Blooded ability could also be used to benchmark the corresponding Summon. With a 10-point Blood ability/Summon, you get a 50-point critter (like an orc or maybe a few goblins). With a 90-point ability, it scales up due to the increased chances, so you're likely looking at a dragon or the like. If you use the same Limitation value on every Blood ability for the Side Effect, what that means to me as a GM is that equally bad stuff happens whether you use a small ability or a bigger one. Also, even if the skill roll is failed, there is then a second roll to check if anything bad actually happens, which should reduce the value of the Limitation. I think smaller Active Point abilities are better expressed with a -0 Limitation or maybe a -1/4 for the Mythic Breach side effect, since they bring forth weaker things and have a pretty small chance to occur. On the other hand, a high Active Point ability (say 51 points for the same of discussion), has a 62.5% chance to occur, so the value would be higher (maybe -1/2 or up to -1). If you read through Side Effect, what I'm saying can be expanded out even more. This would give a fairer point value for smaller-point abilities, and bigger-pointed abilities are better off being held in reserve in case of Godzilla or something major due to the heavy risk.
  16. The Lost Legion is a nice idea, an enemy group of the Blooded's own making. Since the Blooded do not breed on their own, I had a thought about how their numbers are sustained. Perhaps the spirits of individual Blooded get reincarnated into new bodies after they are beheaded, which I think is what you call the Final Death. So, if there was a maximum of, say, 10,000 Blooded in the world and 200 of them died in one year, then 200 new Blooded would very soon be born to replace them. Some centuries might have even had more reincarnations than others, which could cause Blooded society to evolve if some centuries had vast numbers of new Blooded replacing the fallen. Perhaps they could have past life memories crop up now and then. Also, if they know that death allows them to reincarnate, those who have grown tired of life could embrace Final Death as a means of clearing their memories and starting over as a new being. One of the reasons I think the use of Blood abilities should be a bit more reliable (using 1/20 as the skill roll modifier on all abilities instead of 1/10 on most) is because of Breaches. Once a Breach occurs, unless they carry high-powered weaponry around with them all the time, Blood abilities would likely be needed to fight against whatever emerges, which increases the chances of causing more Breaches. This could end up in a cascade failure effect that would likely overwhelm the Blooded on scene since they are always the primary targets. Regarding the Side Effect, if a Breach is a type of uncontrolled antagonistic Summon, less powerful Breaches would be less Active Points, so they would be a smaller Limitation value. Since all the abilities are built with a -1 Limitation value, they can all cause the maximum effect, even the most minor ones risking the summoning of a dragon or something equally powerful.
  17. What might be frightening for Blooded would be something like a Grimm (from the TV series of the same name, if you are familiar with it). Perhaps there are people possessing a natural ability to see Blooded, a genetic inheritance maybe from a spell cast on one of their ancestors long ago. While they wouldn't be one of the Blooded, just them having enhanced physical abilities and the ability to see Blooded could make them interesting foes. If you make all type of Blooded magic cost Long-Term Endurance (LTE) or even just some of the abilities, it's a good way to tamp down on how often they get used. One of the Blooded will not just burn through their allotment of END in a Turn casting magic, fully recover it in a minute or so, then burn through it again. By making things cost LTE in addition to costing END, it's a way to keep Blooded from being more like superheroes. It's also typically a -1/2 Limitation on powers that cost END, so it would make things a bit cheaper. Another thing you might consider is making the skill roll on all abilities (instead of just some) use the 1/20 Active Point version instead of the standard 1/10. It's still a -1/4 Limitation and makes Blooded abilities more reliable without needing to boost the underlying skill roll (making it Skill+2 or Skill+3 instead of Skill+5. If you combine this change with adding "Uses LTE" as a Limitation, Blooded abilities would still be a little more limited than they are on in your constructs right now, be a little more reliable and still be able to keep Blooded magic controllable due to them using LTE. You might consider reworking the Side Effect. While I really like the special effect, having all powers take the same -1 limitation level seems a little unfair for some abilities. Using Acclimate (22 Active Points) versus Wall of Flame (60 Active Points) and be risking the same level of breach seems out of proportion. So, are there critters or humanoids wandering the world due to past breaches? How do they not get noticed by the muggles?
  18. Hmmm, I didn't notice it before, but there seems to be a disconnect between the cap on Characteristics and Skill Rolls and the required purchases. Consider, a character could buy up to a 23 CON (using the basic package in this for my example), thus giving them a basic CON roll of 14-. Then the Power skill must be bought at Skill+5, so the final skill roll would be 19-. However, the cap on starting skill rolls is 14-, so something seems out of whack (unless the Power skill is an exception to the general cap on skill rolls). I just wanted to mention it, because it seems like there's a contradiction going on in your basic setup. No problem on the social complication and the watched. I understand if some complications like those are considered part of the campaign groundwork. I would suggest you might consider adding a life support versus diseases to them, or maybe only some of the bloodlines might have that. It seems like Blooded are built of sterner stuff than ordinary mortals, a bit like Roger Zelazny sorts of characters. While they don't age, an ordinary flu could put them down, which seems a little odd to me.
  19. You might consider breaking out the Regeneration and Resurrection ability into two powers, which actually totals five points cheaper than what you have. Regeneration (1 BODY per 6 Hours), Can Heal Limbs (11 Active Points); Does Not Work On Fire Damage ([Common attack]; -3/4): 6 Real Points Regeneration (1 BODY per 6 Hours), Resurrection (26 Active Points); Resurrection Only (-2), Does Not Work On Fire Damage ([Common attack]; -3/4): 7 Real Points The main difference is that they won't heal limb loss until they are actually living again. Most of these savings will be eaten up by the Power skill, which seems like it should be 13 points in cost instead of 10 for Skill+5. A Social Complication for a form of Secret ID seems like it should be part of the basic package, and also maybe a Watched: Other Blooded as well.
  20. Deadly Blow works pretty well for backstabbing maneuvers. Since it is already limited by circumstances in its construction, you could just say that the circumstances to use the most limited one is that it requires surprise.
  21. The setting of my current campaign (Agents of PRIMUS) is mostly based upon the Champions Universe as presented using the 5th and 6th Editions of the Hero System rules with several caveats: Every superhuman that existed in the world from 1938 up through the present has utilized some form of magic as their power source, either by gaining inherent abilities or through using a magical artifact or relic of some sort. While some individuals such as Doctor Destroyer and Mechanon appear to be utilizing advanced technology in their activities, their technology cannot be replicated or even explained by modern science. An example of this is where several components recovered from a very early version of Mechanon were later dismantled and analyzed, and microscopic runes were found etched throughout their interiors, runes originating from no known language, leading experts to speculate that Mechanon is some sort of mechanized golem rather than a product of advanced technology. Superhumans have emerged in cycles that last roughly twelve years each with only a few continuing in their activities past the time their original cycle ended (1938-1949, 1950-1961, 1962-1973, 1974-1985, 1986-1997, 1998-2009 and the current one that began in 2010). In the past, “waves” of heightened activity were followed by “troughs” that produced notably less superhuman goings-on, so the time periods of 1938-1949 and 1962-1973 were wave cycles and the years 1950-1961 and 1974-1985 were trough cycles. Although there are a few noteworthy exceptions such as the lengthy career of Doctor Destroyer, most Champions Universe heroes and villains should be considered as having appeared during the current cycle mixed with a few legacies remaining from the previous one, despite their published histories going back much further. Due to the PCs traveling back in time to 1908 after their visit to 1938, they warned the Archmage of that time, Bohdan Stanislavski, about the circumstances of his upcoming death and thus prevented it from ever happening. His ongoing presence in the world somehow altered the mystical energies which Erich Hessler and his Nazi cohorts tapped into with their working on May 1st, 1938, ushering in the Superhuman Age. The Archmage’s presence changed that event, altering future destinies by eliminating from existence those superhumans without a magical/mystical origin, and revising others into more magical origins. As a direct result of the PCs time traveling to 1938 and destroying Luther Black at that time, DEMON dwindled and effectively vanished. While a few scattered remnants of it still cling to existence, it is not a significant threat to the world today. At the beginning of the 1962-1973 cycle, a rare planetary conjunction occurred from February 4th-6th 1962, and the so-called Aquarian Age began on Earth. Denizens of Faerie began arriving by the thousands as part of an Earth-conquering scheme by the Shadow Queen, Brangomar. After the conjunction was over and the Shadow Queen defeated and driven back to her dark kingdom in Faerie, a horde of Fae beings were left behind, unable to return home. The members of this vast melange composed of pawns of the Shadow Queen’s machinations were eventually settled into various enclaves on Earth, one of the largest of them located in North Las Vegas, now known as Neverland. The Shadow Queen remains an ever-present threat and has returned numerous times since then. UNTIL never came into being in the 1960s to provide a worldwide answer to the many facets of superhuman crime. In its place, PRIMUS and other elite national police forces were formed, maintaining treaties with each other outside the purview of the UN, and these agreements eventually coalesced into an arm of INTERPOL specializing in the Superhuman World. The VIPER organization announced its existence in late 1962 with a series of attacks and assassinations, then went quiet for several years. It emerged again in 1968 and has been fairly active ever since, eventually becoming the primary enemy of PRIMUS and its peers in other nations. Pulson Crystals, which makes up the cores of modern-day blasters, were first utilized in the 1960s by the forces of VIPER. Thanks to the efforts of Cortez Heavy Industries (a business belonging to one PCs family), the blasters now being wielded by elite law enforcement agencies such as PRIMUS were reverse-engineered from captured VIPER weaponry, making C.H.I. the pre-eminent high-tech weapons manufacturer of the 20th Century. During the aftermath of the worldwide war against Istvatha V’han, Empress of a Billion Dimensions, Doctor Destroyer emerged from obscurity and, with his chief henchman Menton’s aid, took over the island nation of Cuba following the leveling of Havana when one of the Empress’s warships exploded in a nuclear fireball right overhead (due to PC actions). Thanks to Menton’s psychic abilities, Doctor Destroyer has since purged Cuba’s remaining leadership of anyone who would dare oppose him. He then put the mentalist to work ruthlessly rooting out corruption from all levels of government. Since their takeover, a truly astonishing transformation of Cuba (now renamed to Destruga) has taken place; its standard of living rising with amazing rapidity to rival some of the most advanced nations. Part of this is due to Destruga welcoming any superhumans willing to accept Doctor Destroyer's leadership, which has other nations and groups like Eurostar concerned. Stories have also begun leaking out that Menton is utilizing the former membership of PSI as the core of his secret police as he continues his pogrom versus the rapidly dwindling number of dissidents against Doctor Destroyer’s rule. The U.S. Presidential election in 2016 elevated David Sutherland (once known as Invictus in the Superhuman World) to that office, causing a major upset to the political order. He later added Mason Cortez (Valiant, the former leader of the PCs team) to his cabinet as his Secretary of Superhuman Affairs, Mason's nomination sailing through the Senate due to his popularity as a hero of V'han War among other things. The two maintain a cordial working relationship, although it seems that life as a bureaucrat is stifling Mason’s spirit due to his love of action. There are persistent rumors that he is satisfying such needs as best he can by living vicariously through his mind link with a duplicate of his, a vigilante battling against the forces of Hudson City’s underworld. After the events of the last campaign, the galaxy at large is now aware of Earth, which had previously been kept hidden from them by Tateklys, the Malvan entrepreneur who still runs his superhuman gladiatorial arena on the Moon. It is unknown at this time how he accomplished this feat or what deals he has made in order to remain unmolested. At the conclusion of the last campaign, the PC team (now effectively disbanded as the team’s members each went their separate ways) won possession of a Malvan Worldship that is currently in orbit roughly 32 AUs from the Sun within the outer Solar System, leaving Valiant and his permanently separated duplicate Dread as the only ones to speak for the team. The Worldship’s tactical systems remain intact but are under the sole dominion of its AI, who remains ever-vigilant against any efforts to suborn it. While the UN is currently engaged in a quite spirited, ongoing debate concerning how best to administer such a treasure trove, the AI has been allowing a few individuals and some small groups from Earth as well as various alien civilizations to take up residence there for its own, enigmatic reasons, forming the core of a new society within the bowels of the Worldship and its plentiful wonders.
  22. Steve

    Malva Awakened

    In thinking about this concept further, something like Zen Team from 4th Edition might be an interesting way to pull this off. A Malvan patron provides five random youths/college students with Zen Team armor and powers, then televises their adventures across Malva as a type of reality TV show. Monsters could be provided as well for the team to fight. It would be like a superhuman form of pro wrestling, I guess.
  23. I'm curious about the current situations of a few things and hope to see expansions on them: 1) Gaviota Island Federal Penitentiary: It was almost full when the original book came out. Were more such facilities built? Who works there now? Did they ever have any breakouts? 2) On a similar line, how do underage supercriminals get dealt with? Would a teenaged supervillain get sentenced to Gaviota or is there now a youth facility of some sort for them? 3) Dragon's Gate had quite a lot of details on San Angelo's Chinatown, but I'd also like some more details on other ethnic regions in the city. Is there a barrio area maybe? 4) Are there any "Friendly Neighborhood" type of superheroes who don't deal with much outside their little part of San Angelo? Maybe having a lower-powered hero or two would be nice for a Spider-Man homage of some kind.
  24. If a character has the Line of Sight Advantage on a non-mental attack power, and they have a targeting sense with the Penetrative enhancer, does this Advantage allow them to attack something they can perceive, even if it is behind something they are perceiving through?
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