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Drachasor

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Posts posted by Drachasor

  1. Re: Skills System - Out of Synch?

     

    Nobody wants to roleplay "ordinary' date='" but sometimes ordinary is all you've got. Is my character Zl'f poorly designed because her Bureaucratics 12- isn't as good as her 22- Acrobatics roll, or can we agree that navigating paperwork is something that will generally allow more time to perform than a somersault in combat? :)[/quote']

     

    I'd say that navigating a bureaucracy is something that normally takes more time than given acrobatic task. Someone with poor training simply takes a lot longer to do the same task as someone with great ability. Similar to someone with poor acrobatic training needing to practice a given routine a lot more than someone of far superior skill.

     

    Unless the average task is done under positive conditions (extra time, better than average equipment, etc) then about half the time a "competent" person fails at a regular (no modifiers) task under neutral conditions (no environmental modifiers). I think that is what is bothing people.

     

    Maybe it is the case, however, that most "normal" tasks are done under positive conditions, which could mean an 11- is competent.

     

    -Drachasor

  2. Re: Skills System - Out of Synch?

     

    As far as I understand it, you only skip rolling for routine tasks. Something that is routine is quite different from doing something under neutral conditions.

     

    Take a Mathematics Skill

    Routine: Taking the derivative of polynomial, trigonometric function, or combination of the two.

     

    Neutral Condition: Taking a mathematics test in a testing environement. Formulating a new mathemtical theorem (of any kind or importance) in a relatively quite and peaceful setting with a suitable allotment of time.

     

    Physics...

    Routine: Figuring out the energy of a brick falling a known distance.

     

    Neutral Condition: Doing anything with physics out of combat, in fairly quiet environment, with adequate equipment, etc. This might involve something routine (see above) or your goal might be something else, like "account for the magnetic effects of Dr. Magnetron's magnetic field so a blast of charged particles will hit him when you fire it".

     

    A neutral condition is quite a bit different from a routine task. Routine is tying your shoelaces using dexterity (e.g. any *basic* task with the skill or check). A neutral condition says nothing about what you are trying to do.

     

    -Drachasor

     

    *The particles will follow a curved path in the magnetic field, depending on the charge of the particle, its velocity, and the field itself (direction and magnitude).

  3. Re: Why is Strength so underpriced?

     

    You can say the same thing about most stats.

     

    +10 Dexterity (30 points) gets you:

     

    +1 Speed: 10 points

     

    +3 DCV: 15 Points (3 combat skill levels)

     

    +3 OCV: 15+ Points (no way to get this exactly, but it is between 15 and 24 pts--three 5-point levels and three 8-point levels)

     

    +2 All Agility Skills: 10 points

     

    That's 50+ points worth of stuff for only 30 points.

     

    You save a lot more points getting 10 points of Dex than you do with 10 points of strength.

     

    That's why how high you can buy stats is usually limited. Yes, you save points, but that's part of the reason you buy the stat in the first place. You still have to devote a good deal of points to either stat to get a good deal of savings. Sometimes it isn't worth the extra points you need to spend there that you could spend elsewhere on other abilities for your character. In this case you can save a few points buy just buying up PD 1 or 2 points and leaving strength alone.

     

    -Drachasor

  4. Re: Power Build: "Portal" power

     

    You don't put Affects Physical World on Desolidification - you put it on all the powers you want to have work while your Desolid. Which makes all your other powers more expensive.

     

    While it's a very cool idea, Missle Reflection/Deflection is the more cost effective method for this power.

     

    That's what I get for skimming. : (

     

    Oops.

     

    Yeah, as Zed-F said, the problem with Missile Reflection/Deflection is that there is no help against melee attacks.

     

    -Drachasor

  5. Re: Help: Using Extra-Dimensional Movement as a defensive power

     

    Hate to point this out, but I have to....

     

    If you X-Dim people out of an area that a nuke is about to detonate in, unless you somehow clean up the area while they are gone, its going to kill them when you X-Dim them back. Hard Radiation like that will not fade in 5-10 hours....

     

    Suggestion: X-Dim the nuke to a "safe" pocket universe, just make sure no one lives there or they may not be happy.

     

    Gummi: Can I have suggest my super defenses that Tim stole? ;)

     

    In a Champions universe they just get superpowers though, right? : )

     

    If one is near the center of the blast, then it is probably better to move the nuke. If you are a mile away then you need to defend yourself and moving the nuke might not be viable. Hmm, the teleportation gate method is superior then, since you can make another gate inside to take everyone elsewhere.

     

    Or you could have a transdimentional force wall that gives Life Support: Radiation. Put it in place before you come back.

     

    -Drachasor

  6. Re: Aid...still broken?

     

    The transfer example has someone who has a maximum effect trasnfer of 12. The person drains 10 End from the target on his first phase. It says that later in the round he can only drain 2 more End "because the earlier Transfer remains 'in effect' for 1 Turn for purposes of determining the Transfer's maximum effect".

     

    That seems to indicate that the next turn he could boost his aid back up to the full amount (so if he used 10 and it faded 5, he could boost it up 15). Otherwise I guess one should take the "all points fade at the end of the turn" limitation for Aid, and just use up all of the aid bonus every Turn. Seems odd that a limitation would make a power better.

     

    -Drachasor

  7. Re: Power Build: "Portal" power

     

    Here's an interesting idea for a Portal-Guy:

     

    Portal Protection:

    When people try to punch or shoot you a portal appears in the path of the attack harmlessly redirecting it.

    Area affect attacks and other attacks that produce an effect larger than a human head (or so) bypass this defense (another example is someone with sufficient Growth to have a sufficiently large fist).

     

    Disolidification (40 Points)

    Advantages:

    Affects Physical World (+2)

    Limitations:

    Cannot Pass Through Solid Objects (-1/2)

    Lockout (-1/2) Cannot use other Gate-like Powers

    (It would be nice to require a roll like Missile Deflection, but I'm not sure how much that would be worth).

    60 Real Points (120 Active Points)

     

    Thoughts? (I realize the AP amount is a bit high for most starting games, but I think it might be ok for a gate-based character).

     

    -Drachasor

  8. Re: Aid...still broken?

     

    Ahh, I missed that nuance Hugh, thanks. He started the first full turn 5 short of full Stun boost, so he can only recover that 5 for that turn. On the turn after that he can recover more. So if he is only taking 30-some Stun damage a turn, then he will take no real damage overall. If he takes 42+ damage each turn then it will start to wear down his real Stun (though that he will start recovering).

     

    However, if you lose all of your boost in a turn, then on the next turn you can gain the full boost (42 for 7d6) back. Since the "maximum effect" rule only applies for one turn. You could break it down by phase if desired, I suppose.

     

    Basically, as I read it: If the maximum effect of your Aid is M and you begin a turn with a boost of X, then the most of a expendable characteristic you can gain over the course of the turn is M-X. In the example you gave for the first turn it is 5 (42-37). For the second turn in your example though he can boost himself up to 42 Stun again since he began the turn with a boost of 0.

     

    That means that if you use up all of your expendable characteristic each turn then you can gain it all back the next turn. So for Aid to End 3d6 continuous, you can gain an extra 18 End each turn but never any more.

     

    In that case it seems like a properly made Endurance Reserve is far superior to a Continuous Aid End. For 30 CP the Reserve can have 18 Recovery (effectively just like the Aid) and a maximum of 120 End. You could also go with 20 Rec and 100 End which is superior in every way. Especially since it recovers even when you are unconcious and it also powers abilities when you normally couldn't.

     

    3d6 End Aid, Continous is just like an extra 18 Recovery with an 18 End Container (at best). The one single advantage it has is that you can use your normal powers with that.

     

    Hmm, interesting. It seems Aid for Endurance isn't worth it at least. I don't think the Adder that increases the maximum effect by 2 for every character point you spend changes that. Maybe it is more worth it for Stun though, as there's no "Stun Reserve" power, though I suspect more traditional methods are best (defenses, recovery, stun increases).

     

    Interesting. It seems Aid might really only be worth it if you have a lot of allowed AP for powers, and then it can quickly become overpowered.

     

    -Drachasor

     

    PS. Thank your for your persistance and for spotting the errors I made, comrades (especially Hugh Neilson).

  9. Re: Determining Gravitic Pull

     

    It's easiest to base calculations of this off of F=mg, where g=9.8m/s/s

    We need only concern ourselves with the acceleration towards the mass, which is g=9.8m/s2

     

    You have to take into account the difference in distances from and masses between the Earth and the character.

     

    Now, the mass of the earth is

    Me= 5.9742 x 1024 kg

     

    The radius of the Earth is:

     

    Re= 6.378 x 106m

     

    So the ratio (Q):

    Q = Me/Re2 = 1.468 x 1011

     

    So let "m" be the mass of the character, "d" be the distance from him, and "f" be the fraction of gravity you want. Then:

     

    (g / Q x m / r2) = fg

     

    So the mass of the character is m = f x Q x r2

     

    If you are interested in 1/10 gravity at 2m, then

     

    .1 x 1.468 x 1011x 4 = 5.872 x 1010

     

    This jives with the work previous people have done. Anyhow, I think the equation is fairly simple, and you only need to have one hard number: Q.

     

    Q = Me/Re2 = 1.468 x 1011

    m = f x Q x r2

     

    Again, where m is the mass of the character,

    r is the distance (in meters, and there are 2 meters per hex) and

    f is the fraction of earth gravity you want at that distance.

     

    -Drachasor

  10. Re: Aid...still broken?

     

    To continue my rambling:

     

    End Reserve 30 pts:

    10->Reserve for a Reserve of 100 pts

    20->Rec for a Recovery of 20 pts

     

    Beats Aid End Continuously when (assuming you are using pretty much all your end in the battle--not sure how accurate that is)...

    1) Character is knocked out or powers would otherwise be turned off

    2) Character is Speed 1 (Speed 2 roughly matches), but such characters have other problems.

    3) Short battles(?): Speed less than 10 for one turn or less than 6 for two turns; 5 for three turns; 4 for four turns; evens at about speed 4 on five turns; less than speed 4 on a battle lasting six turns; at 10 turns Aid End Cont. method starts beating the above Reserve on speed 3 characters--(I don't know how long battles last though). I think most characters have between 4 and 6 speed though.

    (At speed 5, btw, the Aid method has provided 300 End, assuming average rolls and that you use the Aid-granted End each phase, by the end of the 6th turn.--though I just realized my calculations including the dropping of 5 points at the end of each Turn, which wouldn't happen if you kept using all the bonus points--though I suppose a GM could rule that if you use all the points the effect ends, though I think that seem contrary to the rules, but they aren't explicit).

     

    Though, the Continuous Aid method has advantages in that it can provide a bit of end each phase whereas you have to wait for a recovery on a Reserve.

     

    Hmm.

     

    -Drachasor

  11. Re: Aid...still broken?

     

    If you really want END' date=' just buy an END reserve. END is not usually a big problem for a well-designed character in the first place, unless END is deliberately intended to be a problem (e.g. as a point of character balance.)[/quote']

     

    If I may ask, how long do combats typically last? Perhaps and End Reserve is a better way.

     

    This all started, btw, because, as I said in the first post, I conceived my character as a formerly human, now 5 dimensional (space, time, a 4th spatial dimension) being. That's why he has multiform (somewhat like the Meissner effect in physics only some parts of him can "lock" in place in normal reality). I wanted a way to go along with him tapping into that other part of him for a power boost.

     

    Unfortunately Aid isn't good most of the time since usually it is too expensive. If you spend a lot of points on it then it can become ludicrously powerful, but it is hard to spend a small number of points (say around 30) and have a potent effect that you can only do a few times a day (or perhaps just once). Oddly, I can't seem to find a middle ground with aid (charges doesn't seem to work too well even if I take out continuous). I was a bit startled by how potent it could be if you spent a lot of points on it (though a lot of active points as people pointed out--you can still get an insane deal on my original example if you take out the bad limitations and find one or two small replacements--a -.25 beyond the self only and one at a time would still cost just 140 points and it covers all your attribute expenditures). That's admittedly an insane deal and I've no problem with any rational gm banning it--though 3d6 End Continuously or 3d6 Stun (or both if you can have 75 active points) does seem a bit too potent for the price to me. Basically it means you can make your character use up a lot more End each turn, which I think is part of the power balance normally.

     

    Or am I just mistaken on that? I admit I do have no practical experience with the game so far (I never played a previous edition either, but I did notice that apparently Aid was half the price in 4th ed).

     

    -Drachasor

  12. Re: Aid...still broken?

     

    On the topic of End and Stun' date=' note that Aid cannot restore lost points. Your aid would add 42 to Stun and 84 to End (assume it's maxed out at the start of combat, and you now have 80 Stun and 160 END). If you then spend 50 END and get hit for 40 STUN. You have 40 Stun (80 max) and 110 END (160 max). Your Aid doesn't kick in next phase and recover these - you are already as Aided as you can get.[/quote']

     

    The description of Continuous under Aid clearly states that when it hits the max it naturally doesn't add more points. Once it degrades though (5 points usually) on your next phase it kicks in again and aid points. Lost points are first taken from the boosted pools. So if you have 18 extra End from Aid, and spend 10 End in a phase, then the next phase you roll your aid and aid that to your boosted amount, since that 10 end came from the boosted part, not your normal amount. It is true, however, that if you spent 30 End, and then had 12+ End from Aid on your next recovery phase, then you'd gain no End during your recovery (since if your Current End + Aid End >= Max Normal End you recover nothing). That seems like a relatively small problem when you are gaining 3d6 End every phase.

     

    In short it seems better to spend points on Continuous End Aid rather than Recovery. Sure, you can spend 30 points on Recovery and then recover 40+ points each recovery phase. On the other hand, if you spend the same amount on a Continous Aid you can probably have a 3d6 effect which averages 10.5 "recovered" End each Phase. A little less consistent, but equal to or better than the Recovery if you have Speed 4 or more (and you don't need to worry about running out of End as much, since the gain is more consistent).

     

    So, the bigger issue with Stun and End Continuous Aids, I think, is that they are basically like a fairly cheap regeneration effect for those two characteristics.

     

    -Drachasor

  13. Re: Aid...still broken?

     

    I was pretty sure Aid and other Adjustment powers ignored the maximum attribute rule.--ignore that I misread what you wrote (my apologies).

     

    The only limit for End and Stun aid that I could see is that if you End + Aid End is more than your normal Max End then you gain no End during a recovery phase--the same thing applies for stun. Not much of a hindrance, I don't think.

     

    Aid is pretty odd, I agree.

     

    -Drachasor

  14. Re: Aid...still broken?

     

    Aren't continuous powers supposed to have a relatively common shut-off condition? What is yours?

     

    Under the the descriptions for Duration, Adjustment Powers, Aid, and Duration Advantages: Continuous there is no mention of this. Some particular powers say something like this perhaps, but not Aid.

     

     

    What does "one use at a time" mean? It can't mean "you only roll the dice once and that's what you get", or there would be no point having "continuous". Aid has a maximum (42 in this case), so the inability to exceed maximum is not a limitation. I don't see the limitation here.

     

    One use at a time does indeed limit it. Consider a 60 AP power:

     

    30 AP for 3d6 Aid to Endurance

    +1 Continuous (60 AP)

    (one could add self only if one wants)

     

    If you can use it more than once on yourself, say 6 times, then you would roll 6*3d6 each phase. True, you would be capped at an extra 18 Endurance, but that means you could count on having about 18 extra endurance each phase instead of adding an average amount of 10.

     

    (Any comments on this? Aid Stun and Aid End seem bad on their own, and you can have them continous for 60AP or less)

     

     

    I believe cannot be pushed is meaningless - powers that cost no END cannot be pushed anyway, as I recall, and Aid costs no END.

     

    Ahh, yes, forgot that. I'm new to the system so I make some mistakes here and there. Thanks for pointing it out.

     

    The only thing that may get around this is the "continuous works until you hit maximum and then must be reactivated". That would make the Extra Time and Concentrate limitations valuable. Note, however that this means

     

    Hmm, interesting idea. However, Aid's section on adjustments goes over continuous including an example of losing 5 points from the max and aid kicking back in to boost it up again the next phase.

     

    This comes down to how one reads "all characteristics or powers of a given special effect". If one reads the qualifier of "guven special effect" as applying to characteristics, as well as powers, allowing all characteristics to be affected seems very generous. I'd have to ask what kind of common bond exists between, say, STR, INT and COM to alow them all to be boosted simultaneously. At the same time, for +1, one can affect 4 characteristics.

     

    Well, they say you can name a certain number of characteristics explicitely under the Variable Effect rules for Adjustment powers (and they include an example of boosting PD).

     

     

    Anyhow, thanks for all the input guys, I'm trying to make sure my character stays somewhat reasonable. The GM seems to be fine with things being somewhat unreasonable though (he helped another player make a character that has 60 PD and ED and a 12d6 attack starting out with 350 points)*. I think even with that though, the Aid thing would be bad....not sure about a continuous End Boost though.

     

    -Drachasor

     

    *Largely by allowing anything at all to go into Elemental Controls, I believe--and yes I did query him about that and how it didn't jive with the standard rules.

  15. Re: Aid...still broken?

     

    Ahh, thanks for the responses. I know the limitations were a bit sketchy (but there are others one could replace them with, I think).

     

    I guess the problem is that we don't have an active point limit for powers.

     

    Hmm, is 60AP what most Champion games start with?

     

    -Drachasor

  16. (Maybe I should of titled it "Aid: Still too Powerful?")

     

    I was working on my character for a new campaign (Champions), and wanted to give him a power he could use to boost himself--background is that he's a 5 dimensional being so this would simulate him tapping into his extradimensional prowess.

     

    Than I got this and it seems too broken to use. : (

     

    Transdimensional Influx:

    Aid 7d6 (70)

    Advatnages (+3.5)

    Continuous +1

    Variable Effect +2 (all characteristics simultaneously)

    Variable Effect +.5 (and all gravity powers simultaneously)

    AP: 315

    Limitations (-2.5):

    Self Only -.5

    One Use at a Time -.5

    Cannot be Pushed: -.25

    Extra Phase to Activate: -.5

    Concentration 0DCV, unaware of surroundings to activate: -.75

     

    RP: 90

     

     

    Correct me if I am wrong but this is spending 90 Real Points to get about:

     

    ~+42 Character Points to all characteristics (normal and figured)

    +42 to all [insert character's special effect]

     

    Well, that's how it would be 99 times out of 100 it seems (you do need to activate it when you wake up, and might want to fiddle around so it has no visible effects)

     

     

    Seems better than using Character Points to increase your base stats, since it is much better and you have a crazy amount of Stun, Body, and Endurance that heal themselves quickly (not to mention a PD and ED of 42+).

     

     

    Did I do anything fundamentally wrong here? Clearly it explains why they increased aid to 10 points per d6, but it still seems like Aid can be crazy-powerful.

     

    -Drachasor

  17. So, perhaps partly inspired by the previous thread I made on using extra-dimensional movement (and teleportation) as defenses, I was pondering this: Suppose a character could make little gates that hands and such could go through, akin to stretching, but used to to deflect and reflect incoming attacks on the attacker. Now, Missile Reflection/Deflection handles the ranged part of this perfectly, but the hand-to-hand is a bit harder. Here's my attempt at it:

     

    Missile Defense: 50 points (Missile Defense + Reflection)

    Costs Endurance: (-.5)

    Real Points: 37

     

    0 points in Hand to Hand attack with

    Damage Shield for melee attacks (+.75)

    Linked to Missile Defense (-.5 since MD costs endurance)

    Variable Effect: Same special effect as attack....0 advantage? .25? .5?

    Real Points per die of damage: 6 or 6.33333 or 6.5 (I believe this matters)

     

    10d6 Absorbtion of Melee Attacks (this valid? seems no more useful than physical or energy): 50 points

    Effect boosts Damage Shield (this valid?)

    Linked to Missile Defense (-.5)

    Aborbed Points do not last beyond attack(-.5?--akin to a constant power going to an instant?)

    Real Points: 25

     

    10d6 Succor to Damage Shield: 50 points

    Linked to Absorbtion (-.5)

    Cannot maintain boost (-.5)

    Real Point Cost: 25

     

    PD and ED, 30 points each, 60 total

    Each linked to Absorbtion: -.5

    Only up to amount rolled by Absorbtion: -.5

    Real Points: 15 each, 30 total

     

    Total Points: 117

     

    Of course, this doesn't limit the damage output to no more dice than the attack...but I am not sure what sort of limitation that is (often it wouldn't be one, so it probably is worth nothing).

     

    Thoughts?

     

    -Drachasor

  18. Re: Help: Using Extra-Dimensional Movement as a defensive power

     

    I just realized you could do the teleportation trick more straightforwardly with Extra-Dimensional Movement, though it can be a bit more expensive (you lose a -1 limitation).

     

    Extra-dimensional movement:

    To the same location in an absolutely identical except--22 points

    Typically this will be on the opposite side of the sphere. (Perhaps you need to define some sort of group of mirror universes).

     

    Increased Mass 6400 kg (6 tons)-- 25 points

    Advantages:

    +1 Area of Effect (10" sphere, can be larger if teleportation distance increased, but that's expensive)

    +1 Continuous

    +.25 Hole in the Middle (fixed size, one less than the circle in radius)

    +.5 Usable by Others

    +.5 No Endurance

    Limitations:

    -.5 Gate

    -.25 No non-combat movement

    -.5 Concentration (0 DCV)

    47 * 4.25 = 200 active points

    280/2.25 = 89 Real Points (slightly more expensive, since we lost "only to fixed locations").

     

    It would be nice to add missile reflection to this (the shield would look like a mirror and anything that entered the portal would leave it in the same location in the other dimension), but that's very tricky to do. It would need to be at ranged, uncontrolled, with some custom limitations: only on attacks that hit the shield for reflection, and only on attacks that hit the shield at close to a 90 degree angle for reflection. Then it would have to have its own OCV stat to use (using the character's doesn't make sense). Would be cool though.

     

    -Drachasor

  19. Re: Help: Using Extra-Dimensional Movement as a defensive power

     

    Hmm, here's the workup for a teleportation shield:

     

    Teleportation:

    20"-- 40 points

    Increased Mass 6400 kg (6 tons)-- 25 points

    Fixed Location (opposite side of sphere): 1 point (or some other small number)

     

    Advantages:

    +1 Area of Effect (10" sphere, can be larger if teleportation distance increased, but that's expensive)

    +1 Continuous

    +.25 Hole in the Middle (fixed size, one less than the circle in radius)

    +.5 Usable by Others

    +.5 No Endurance

     

    Limitations:

    -.5 Gate

    -.25 No non-combat movement

    -1 Can only Teleport to Fixed Locations

    -.5 Concentration (0 DCV)

     

    66 * 4.25 = 280 active points

    280/3.25 = 86 Real Points

     

    Hmm, that would mostly do it anyhow, though someone outside could teleport inside, and senses that can detect things on the inside of the gate enclosure would detect people. Most indirect attacks wouldn't work, as they'd go through the gate, but some would. A Nuke's blast should pass right through the gate to the other side, without harming anyone inside it.

     

    -Drachasor

  20. Re: How to build a tricky gimmick...?

     

    Hmm, here's something based on that idea:

     

    Side Effect:

    Transform "Add Desolidification" 2d6 (30 active points)

    Heals back Rec every Minute

    and

    Lockout: cannot use any powers until transformation is healed.

     

    I'd say this was a .5 limitation. If you use the EC too much then you become desolidified and can't use any powers for several minutes (in all likelihood). Depends on the character though. Perhaps some powers should be useable though.

     

    I think the faster healing combined with lockout cancel each other out close enough. This isn't quite what you asked for, but it makes the desolidification a nasty handicap. It also limits, fairly effectively, how often you can use the EC.

     

    Note, of course, that twice the body in unhealed points would need to be racked up. After that, I believe, all the points would have to be healed to undo the transformation. Depending on the Body the limitation varies in worth (and somewhat depending on Rec too).

     

    Thoughts?

     

    -Drachasor

  21. Re: Help: Using Extra-Dimensional Movement as a defensive power

     

    Why 27 Dimensions? I'd just go with 1 Dimension.

     

    Oops, that actually should be 32 points. It's travelling to a related group of dimensions, each point corresponding to your physical location. It isn't really one other dimension, since one bubble isn't connected to the others. I'd imagine that limiting the size of each dimension to the area of effect is a 0 point limitation. You can't use the power to travel anywhere (by shifting dimensions, moving, and shifting back), but that also means no one is going to bump into you in your bubble.

     

    Since they are different dimensions it also means you can have more than one person make such a bubble and you all go to different places. You can also change the size of the bubble (buying multiple areas for the power). I can see an arguement for a single dimension, but it just didn't feel right to me. In reality there are an unlimited number of such dimensions, each one as uninteresting as the last (and as far as special effects go for this power, they rightly shouldn't exist until this power brings one into being).

     

    This sort of applies to my situation in particular, since I am planning on this form of my multiform to have duplication (always on). 9 little beings with purely defensive powers to protect the innocents. I am thinking about giving them regeneration with resurrection, which can be stopped by moving the dead one far enough from the others. (As it happens I don't think this form would be humanoid...I was thinking about a bunch of, perhaps black, spheres that fly around). Anyhow, with 9 identical uses of this power they need to all be different places.

     

    Make sure the GM will allow an abort to shapeshift as well' date=' and then turn on the power. That's two actions so usually not allowable as an abort action, limiting you to knowing the nuke is about to hit - not a big deal, but a reminder.[/quote']

     

    Well, I'd be surprised if we actually face a nuke. I was just looking at what would be needed to survive one, and it seems nigh impossible to protect people from them. Assuming about 4 different effects that each have 20d6 dice of damage (all killing damage), even a 100 PD/100 ED Force Wall could potentially break. That's assuming you apply each 20d6 damage effect seperately, which the book didn't seem clear on--I'll check the faq. If you add all the damage together and apply it at once then you'd need over 300PD/300ED to have a good chance of stopping the blast (also life support high radiation). At 5 points per 2 PD or ED, that's insanely expensive even with a lot of limitations (1500 base active points means you are either going to have to have charges--which seems like cheating--or have no endurance which means you need over 20.0 in limitations to have this cost under 100).

     

    I figure if you can protect people from a nuke then you can protect them from most anything. For this power I planned on knowing something was coming ahead of time.

     

    I suppose you could try to make something using Gate and a Teleportation Area to simulate this too. Have it spherical (and hollow) and then anything that hits one side of the gate goes out the opposite side. I'll try my hand at that later, as that certainly would handle the odd warping of space (imagine looking at it from the outside).

     

    -Drachasor

  22. I'm making a gravity-based character (who has multiform because he's a 5 dimensional creature, including time). I wanted one of his forms to be purely defensive, to protect civilians and such.

     

    However, for some reason I want to be able to protect the innocent from a nuke--even though I don't think it will ever come up. This seems virtually impossible however, given the write-up in the equipment book (multiple 20d6 damage effects at ground 0). I ended up reading the Extra-Dimensional Movement power, and it commented on using it to make an impenetrable defense. Given some thought I came up with this:

     

    Gravitic Bubble (e.g. dimensional pocket)

     

    Space warps around the user of this ability, shunting the user and everything around him into a pocket dimension that is the same size as the area of effect. This dimension, once created, is completely seperated from normal space-time, and can only be viewed or accessed via abilities designed to look into other dimensions. The same applies for those inside this dimension and looking out.

     

    Cost: Extra Dimensional Movement 20 (Single [newly created] Dimension), +50 (Mass is up to 102,400 kg)

    Advantages: +1 AoE Circle, +1 Usable as an Attack (effect hits those around the user, no range, and those around him don't choose to go)

    Active Points/Total: 210

     

    Naturally I'd have some disadvantages, but does this seem like a reasonable power use of the ability? I couldn't find anything that used an AoE for teleportation/extra-dimensional movement that wasn't a gate. Naturally Gates are quite different, as each person decides to go in or not.

     

    Do I need to add a way for those inside to leave, such as moving outside the radius of effect?

     

    Other thoughts?

     

    Thanks in advance.

     

    -Drachasor

     

    Edit: Changed base price of ED to 20 plus mass bonus.

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