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PsiJudge McCabe

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  1. The difference between Gestures and Complex Gestures is just that a part of the Special Effects of the power becomes more complex, and therefore potentially more likely to fail or be stopped, and less likely to be replicable. For you to cast a spell that takes Complex Gestures, for instance, might mean that you have to be able to move your fingers in certain positions which you couldn't achieve if, for example, you were in a car accident that damaged the nerves in your hands. On the other hand, simple Gestures might allow you to do the same spell without even having that hand, because you just need to point your wrist in the right direction, since you have the special effects saying that your will to make magic happen is focussed enough that missing a hand is not an impediment. In this instance, "Gestures" is something like pointing roughly in the direction you want the spell to go, while "Complex Gestures" is a precise way of holding your fingers, while pointing exactly at the target. Basically, if you want more of a limitation from the Gestures limitation, you take it as a Complex Limitation to let the GM know that this is your power's weakpoint, more so than ever.
  2. Whilst a part of the family were at the Salem trials, Gomez and Mama (Grandma Addams) moved directly to the US from their home in Spain when Gomez was a child, presumably sometime after the death of Gomez' father. Actually, it caused problems for Gomez a little later, when it turned out that his father had signed an arranged marriage contract with a friend to wed Gomez to his friend's daughter. Gomez isn't Spanish by ancestry (or rather, not just by ancestry,) he's literally Spanish by birth. Mama is Gomez' mother, and Fester is Morticia's Uncle. The films changed these facts, along with making the family even more explicitly supernatural and a lot more evil. Then the subsequent cartoons, tv reboot, musical, and animated film, all changed a variety of things a lot. I mightn't know the Clampetts too well, but the 60s Addams family, I know pretty well.
  3. The version my GM ultimately okayed was: Mutant Dormancy Inducer Makes unwelcome mutant genetics turn dormant. Transform XD6 (Severe) Inaccurate (0DCV) (-1/2) No Range (-1/2) OAF: MDI (-1) Real Cost = 5Xrp Transforms anything with an active X-Gene into the same exact thing but with their X-Gene rendered dormant, and any changes made by their X-Gene revoked. Healed by either medical treatment (such as an inverse use of this device, or similar) or by a fresh activation of the X-Gene. (Obviously, if most mutants in your games have lots of Power Defence, then you might need a lot of dice. If a lot of your mutant patients have a high Body score, then they will need a lot of uses of the device before their large/dense body is thoroughly scrubbed of active X-Gene, but that just makes sense.) For my PC, it was 30rp, doing 6d6 Body of effect each time, to be fairly sure of overcoming the Power Defence of our local Rogue-like npc. She is now a non-powered trainee under our PC team.
  4. I am actually a player. Handwavium was not useful. However, the note about how Transform always, by default at least, works on a cumulative basis, was handy. The fact it works *only* on curing mutants or inhumans (or some similar but copyright free version of a person whose otherwise dormant powers have to be 'activated' in order to appear) was simply a part of the special effect of this as a device for treating mutants or inhumans who don't want their activated powers. It would not work on Superman, for instance, nor would a version of this power that was designed for use on mutants (say, one built for Rogue in the comics) work on an inhuman exposed to the terrigen mists unwillingly, nor vice versa. Having said that, it turned out that making the device limited in ways that made sense for the noncombat role I intend it to have, since my pc designed it for use only on willing targets, made it quite cheap, points-wise, and such a low cost device would probably be quite easy to acquire in multiple forms, reconfigured to affect different forms of unwilling recipients with different sources of super-powers.
  5. A susceptibility to magic, at least to the same degree as a normal human. For example, her super-strength wouldn't work for breaking out of enchanted bindings, and her mental defense is lower against mystics than against telepaths.
  6. Actually, based on the size and strength of them, maybe more of a branch of the extended family of Herman Munster. In fact, the Clampett family do seem like they'd go along with the Munster running gag of considering Herman to be extremely handsome and Marylin to be so unattractive that she'd scare off anyone who she tried to date.
  7. I wouldn't even give orangutan the Secret ID complication. The whole point, from what you've said, seems to be that nobody will ever see through his disguise, even though it is paper thin. So there shouldn't be any complication. The fact that he actually is secretly an orangutan is simply an interesting special effect.
  8. To be fair, my belief in the death of the author, and my disappointment at finding out awful things about a lot of authors whose books had been fun up until I heard about the author's behaviour, means that whenever I do get into a discussion with somebody about an aspect of a book (or film, or whatever), and I find out that they wrote it (or directed it, or whatever), I still won't feel any more inclined to agree with their opinion about the "canon" is supposed to be. Just because George Lucas thinks that Greedo shot at Han, doesn't mean I have to agree, even if there is a special edition.
  9. Thanks guys. I think I know what I'm doing now.
  10. *Always* treat the villains like a friendly foe that you find amusing. It will often become true. *Never* assume that the villains *are* a friendly foe, happy to amuse you. It is not always true. (Because, lets be honest, the stakes are always suddenly lower for "comedic" storylines, despite how powerful and serious the same villain and same macguffin are in a "serious" storyline.)
  11. Well, would a mutant/inhuman/etc typically have some level of Power Defence, from being a mutant? Or would an individual PC need to have taken that specifically, either separately or as part of their own specific mutant power? Because, if the nature of the mutant "gene" includes some kind of biological defence against being made dormant again, then multiple dice would definitely be advisable. But without such an issue, just the one dice, with cumulative, will eventually work. Would a willing subject with Power Defence potentially be able to voluntarily "lower" their Power Defence? Like a person with armour plating in their skin staying still and allowing a medic to inject them in a less heavily armoured part of their body, but for Power Defence, rather than Physical Defence? (I assume that would work for Physical Defence if those were the special effects? Would it also depend on the special effects of the Power Defence, then?)
  12. Watching the Agents Of Shield and the X-Men films again, I was wondering if anyone had any ideas how to stat a serum that could be carried around in an device to cure mutants or inhumans if one was encountered in the middle of a field mission? Not against their will, even. For instance, Rogue could be treated so she could actually touch people again. Or if Magneto's initial plan had worked completely the way he'd intended, making world leaders into mutants, they could be treated, if they so desired.
  13. Possibly require an Area Knowledge check each time he jumps somewhere that he can't see. Although, he might be allowed to take Area Knowledge: Places that I have memorised.
  14. That's entirely fair. I was thinking more about the examples listed by OP, of the Hulkbuster armour (which seems to me like it is a standard suit of power armour with extra support and power systems) or the Jaegers (which require their pilots to move in exactly the way that they want their mech to move) rather than following the thread to the later Battletech dominant discussion.
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