Jump to content

Tornado

HERO Member
  • Posts

    114
  • Joined

  • Last visited

Everything posted by Tornado

  1. A wizard or mage can create a magical doll, which is bonded to a person. The person it is bonded to dictates it's general appearance, though not the specifics. The doll magically follows the person it is bonded to, and creates an audial illusion of an complaining, bothersome voice that only the bonded person can hear. However, what the target probably doesn't know is that the doll, if harmed by them, will cause them to suffer the same pain. Hurling the doll across the room, setting it aflame, or even shaking it angrily will probably seriously injure, if not kill, the person it is bonded to.
  2. Re: Which Champions setting should I develop? Come on. There's a big difference between deciding which countries have more dreamers, which you can at least look historically and see where the people who did great things lived, what countries are or were world superpowers and why, etc, and saying America has over a thousand superheroes, China has one or two dozen for no definite reason.
  3. So I have a few different settings that I might develop, but I want to pick just one since otherwise I'll just dabble and randomly do one at a time and switch and not get anything finished. Which of these would you suggest I work on? 1.) The Will To Power The Will To Power is an alternate universe with somewhat different laws of reality and, of course, superheroes. In the Will To Power, people who want (in a very powerful way) to do something great gain the very ability to do it, in the form of superpowers. This has altered history in some four color ways (science colony on the moon, as well as a high powered nuclear silo, for example) and some that aren’t so much (rulers are almost all superpowered, countries with leaders that aren’t are considered weak). The Will To Power throws out the idea of “ordinary people with extraordinary abilities”. These people were never ordinary; that’s why they got their powers. Furthermore, the Will To Power explains wide discrepancies between different country’s superhero quantities with no stupid fiat. Some countries have more dreamers than others. Example Superhumans: • Harold Brown, a paranoid, insane man who wanted to become the “ubermensch” He can absorb powers and characteristics from other humans. • Jack Winters, a dreamer who wanted to get man to the stars, and did. He gained amazingly fast flight and no need to breath. Thanks primarily to him, man has a colony on the moon. 2.) Back From Hell About ten years ago, something very strange happened. A large number of the deceased, both recent and long ago appeared in various places across the world, and they weren’t just as they left. For some reason, the afterlife opened back up and spit them out. And it wasn’t a cheery place, either. The so-called “scientists” of this world experimented on the others while they were there, doing research on their more abstract spiritual forms. While they did make breakthroughs, all known experimenters have been permanently detained for crimes agained humanity. People aren’t still popping back up, though, so killing those scientists is probably not such a good idea. There is only one superpower: the ability to effect reality with the mind; abilities similar to those seen by Doctor Manhattan in Watchmen (other than his superhuman senses), though to a much lesser extent, and not based on any sort of scientific principle. Things like telekinesis, teleportation, transformation and regeneration. Also, the forms of the twice deceased have no tissue - no DNA, no muscles, nothing. They’re just large conglamorations of carbon and hydrogen that look like people. They have no lungs, hearts or brains. They are, however, killed by shock. Example Superhumans: • George Bach, one of the experimenters, is currently hunted by the government for his crimes against humanity. He still experiments on the once-dead, but they aren’t near so durable as they used to be back in hell. • Robert Johnson is a secret service agent, who has the ability to convert metal into glass. Guns shatter just like the bullets inside when he’s around. 3.) Barbarians The “civilized world” in Gern has been run by the kingdom of Yural for a long time. Their king has begun to expand the kingdom rapidly, introducing new cultures at a bullet pace. Unfortunately, several cultures have powerful ancient gods that they worshipped, which gave their followers extreme power in their time of need. Or at least, so the legends go; and considering everything, no matter what the real origin, it’s not suprirsing they’re pulling “divine right”, given the circumstances. It’s a civil war between the Yural army and the superpowered usurpers. Of course, not all the superpowered folks are usurpers; some of them like Yural, some of them don’t care, and some of them use their powers for other things. Example Superhumans: • Tederval Gap, gifted with far beyond natural regeneration by the god Grabagesh (a god of guardianship and peace). He protects his family and home from invading soldiers. • Jin Tarkol, a superstrong man who is on a mission to destroy the king after the invaders killed his friend and eldest son.
  4. Personal Regenerating Force Field: Force Wall: 1 PD/1 ED, 0 END (+1/2), Persistent (+1/2), Autofire: 3 Shots (+1 1/2) (17 AP), No Range (-1/2), Self Only (-1/2), Maximum Force Walls Active: 12 (-0) 8 Real Points The effect is: You have a second BODY bar, outside all of your normal defenses which has 12 BODY and regenerates at the rate of 3 BODY each one of your actions. While this bar is in effect, you can't be knocked out or harmed. You would obviously have to buy Indirect (+1/4), in the same way a character with Desolidification would have to buy that +2 advantage on all of his good powers. But otherwise, is it valid?
  5. I want to create a superpower that sucks up food at an extreme rate in order to do certain things. In order to fuel the ability, the user has to eat far more often than normal. How would I make this? A Distinctive Feature: Eats Lots? A Side Effect: Negative Diminished Eating? An Endurance Reserve, REC: Only By Eating?
  6. Re: The Perpetual Motion Machine - Does It Work? Actually, the aids aid aids, except for bonus aid, which you boost once you have a large enough aid pool. Then bonus aid boosts whatever power you have it hotwired to.
  7. Re: "Divine Shield": ultimate defense This is how I would build it: (assuming 150 point character) Divine Shield: Multiform to Form With Everything Base Has + Invulnerability Power (active cost 30); Fuel Charge of one charge of Five Minutes (-1/2) Real Cost: 20 Invulnerability: Healing 2d6, Resurrect (stopped by waiting until the ability deactivates), 0 END (+1/2) (80 Active Points), Persistent (+1/2), Extra Time: 1 Turn (-1 1/4), Self Only (-1/2), Standard Effect (-0). Real Cost: 29
  8. For this to work, you need thirteen satellite characters who do nothing but Aid. These can be vehicles, followers, summons or possibly even computers. What's important to note is that these characters boost eachother's aids in sequence to create an end effect of a significant bonus. The system has a tiny bit of trouble getting started due to speed differences and aid degradation, but once it's going it seems to work. Secondary Aid 1: 1d6+4 points max roll, Standard Effect (-0) Secondary Aid 2: 1d6+4 points max roll, Standard Effect (-0) Secondary Aid 3: 1d6+4 points max roll, Standard Effect (-0) Secondary Aid 4: 1d6+4 points max roll, Standard Effect (-0) Primary Aid 1: 1d6+8 points max roll, Standard Effect (-0) Primary Aid 2: 1d6+8 points max roll, Standard Effect (-0) Primary Aid 3: 1d6+8 points max roll, Standard Effect (-0) Primary Aid 4: 1d6+8 points max roll, Standard Effect (-0) Ultimate Aid 1: 1d6+8 points max rolls, Add Adders (+1), Standard Effect (-0) Ultimate Aid 2: 1d6+8 points max rolls, Add Adders (+1), Standard Effect (-0) Ultimate Aid 3: 1d6+8 points max rolls, Add Adders (+1), Standard Effect (-0) Bonus Aid: 1d6, Autofire 2 shots (+1 1/4) Standard Effect (-0) Primary Aid: 8 (4 if you can't go beyond 12) Secondary Aid: 8 (4 if you can't go beyond 12) Ultimate Aid: 24 (12 if you can't go beyond 12) Bonus Aid: Any Speed All except bonus aid aid other aids. Bonus Aid aids UberPower Pattern: • Secondary Aids aid each primary aid in turn • Primary Aids aid each ultimate aid in turn • Ultimate Aids add to the primary and secondary aids in pairs, then to eachother ultimate aids. Once you want to use your UberPower (whatever it is), just order them to send to Bonus Aid and have it power up your UberPower to unreasonable levels. Calculate: A 1d6+4 bonus each turn allows Secondary Aids to add up to 3 points each dice, up to 10 points total, equivelant to a 1d6 bonus to Primaries A 2d6+8 bonus each turn allows Primary Aids to add up to 6 points each dice, up to 20 points total, equivelant to a 1d6 bonus to Ultimates A 2d6+8 bonus each turn allows Ultimate Aids to add up to 6 points each dice, 14 points total, equivelant to a 1d6 and +4 point max bonus to secondaries, +28 point max bonus to primaries and +14 point max bonus to ultimates bonus. Admittedly, the latter two bonuses easily go beyond what’s required, but that doesn’t bring the system down.
  9. Re: Vehicle + Duplication = ? Suppose I have a vehicle with Duplication. What can I do that will let me control the duplicates? Mind link? A linked Summon (Computer)? Telepathy? Telekinesis?
  10. If a vehicle duplicates, what do the duplicates do? Just sit there? How can one make the vehicles all be controlled by a "central vehicle"?
  11. Obviously, a vehicle's strength is different from a normal character's strength in some ways. Assuming that the vehicle's parts would allow it, can a vehicle use it's strength to... Throw things? Press a button on a keyboard? Pick something up on it's own? Remove a cable? Grab an enemy?
  12. Carrot Sticks Val CHA Cost Roll Notes -20 STR -30 5- Lift 1.6 kg; 0d6 HTH Damage 14 DEX 12 11- OCV: 5/DCV: 13 10 CON 0 11- 10 BODY 0 12- 23 INT 13 14- PER Roll 21- 14 EGO 8 12- ECV: 5 25 PRE 15 14- PRE Attack: 5d6 10 COM 0 11- 0 PD 0 Total: 8 PD (8 rPD) 0 ED -2 Total: 8 ED (8 rED) 4 SPD 16 Phases: 3, 6, 9, 12 6 REC 12 30 END 5 20 STUN 12 Total Characteristics Cost: 61 Movement: Running: 6"/12" Swimming: 1"/2" Leaping: 0â€/0†Cost Powers & Skills -1 -1†Swimming 40 Small Size: Combat Skill Levels: +8 DCV 18 Unkillable: 1d6 Healing, Resurrection, Reduced Endurance (+1/2), Persistent (+1/2) (60 active points), Self Only (-1/2), Extra Time (1 Turn; -1 1/4), Not Versus Damage From Holy Symbols, “Good†spells, fire, and explosions/area of effect abilities (-1/2) 30 Unkillable: Armor: 8 rPD/8 rED, Hardened (+1/4) (30 Active Points) 5 Fluffy Bite: EB 1d6, Penetrating (+1/2) (7 Active Points), No Range (-1/2) 13 Demonic Corruption: Mental Illusions 12d6 (60 active points), Mandatory Effect: Target takes BODY and STUN from illusory attacks (-1/2), Linked to Fluffy Bite (-1/2), Only with successful STUN damage from bite attack (-1/4), Gradual Effect: 1 Hour (-1 1/4), No Control Over What Illusions Are (-1) 21 +7 PER rolls, all senses 5 Amazing Speaker: +10 PRE, only for PRE-based skills (-1) 10 No Hit Locations 15 Does Not Bleed 36 Life Support: Self-Contained Breathing, Does Not Eat, Does Not Sleep, Immunity to Disease, Immunity to Poisons 190 Total Powers Cost Skills 7 Acting 18- 3 AK: North America 14- 1 AK: South America 8- 3 AK: Europe 14- 1 AK: Africa 8- 1 AK: Australia 8- 1 AK: Asia 8- 3 Bribery 16- 7 Bureaucratics 18- 3 Climbing 12- 3 Concealment 14- 9 Contortionist 15- 3 Conversation 16- 0 Deduction 8- 1 KS: Demons 8- 5 KS: Politicians 16- 3 KS: Street Crime 14- 5 KS: Religion 16- 0 Language: Demonspeak (Fluent) 4 Language: English (Fluent) 4 Language: German (Fluent) 4 Language: Latin (Fluent) 3 Mimicry 14- 3 Oratory 16- 0 Paramedic 8- 3 Shadowing 14- 3 Stealth 12- 9 Streetwise 19- 3 SS: Anthropology 14- 3 SS: Psychology 14- 3 Tracking 14- 3 Trading 16- 104 Total Skills Cost 294 Total Powers & Skills & Perks & Talents Cost 350 Total Character Cost 200+ Disadvantages 25 Distinctive Features: Puppet (Not Concealable, Extreme Reaction) 15 Distinctive Features: Demon (Not Concealable, Extreme Reaction, Only by spellcasters and other Demons) 15 Physical Limitation: Very Small (Frequently, Greatly) 10 Physical Limitation: Unable to Jump (Infrequently, Greatly) 15 Psychological Limitation: Cannot Work With Other Demons (Uncommon, Total) 10 Psychological Limitation: Showmanship (Uncommon, Strong) 10 Psychological Limitation: Attached to Theodore (Uncommon, Strong) 5 Reputation: Villain (8-, Extreme, Small Group) 15 Social Limitation: Puppet (Very Frequently, Minor) 20 Susceptibility: Holy Symbols (Uncommon, Turn, 1d6) [Note: Holy Symbol must be actively used to effect him - a simple cross around the neck or at the foot of a grave will have no effect) 10 Vulnerability: Knockback (Uncommon, x2) 350 Total Disadvantage Points Background/History: In the hell dimension that Carrot Sticks was born of, he was a weak, though thoroughly intelligent, denizen. He was constantly tread on by a wide variety and number of more powerful demons. His intellect was never appreciated. He was fed hatred, and he lashes back at any and all other demons for this reason, regardless of type or history. When Carrot Sticks was accidentally summoned by Theodore, he saw a chance. A chance to be his own person. Though his form may have been considered comical by some, it came with it’s own advantages. Since it, unlike a typical homonculi or golem designed for a demon, lacked proper organs or systems, he was immune to many of the faults of these more typical, bulky systems. Quickly taking advantange of this opportunity, Carrot Sticks formed a bond with Theodore. While originally intended to be a bond of manipulation, the bond would eventually prove to become mutual. Now, Carrot Sticks and Theodore form a supervillain duo made up of an oft-mocked villain and somebody who doesn’t even understand what he’s doing. Personality: Carrot Sticks does not care for other beings. This is how he was taught to act, this is how he acts, and that is that. However, that is not to say that he will act callous towards other beings - quite the opposite. If the other being can benefit him, he will be incredibly polite, kind, and patient. The exception to this rule is interaction with other demons. Such interaction is short, brutal, and terminal (generally for the other demon). Carrot Sticks is surprisingly intelligent. He uses his intelligence to accomplish his goals in sly or tricky ways, and generally flaunts this talent. Sometimes he will egotistically overuse this talent with a far too much showmanship, but most of the time he’s much less notable about it. He’s generally careful and thorough in his plans. Physical Appearance: Physically, Carrot Sticks is a small, relatively understated puppet. He is furless, orange, and stands at about eight inches. His two stubby, blocklike arms lack any ability to bend or lift significant weight. His mouth contains a large area of black with a small area of red felt laid over in the shape of a tongue. His two tiny eyes are white balls which come out of the top of his head. Tactics: Carrot Sticks is the exact opposite of your typical “fly into combat and kill ‘em†character. While he has some (limited) combat abilities, he prefers to use subterfuge and his skills to perform his tasks. In direct combat, he will simply bite his enemy - causing them to be afflicted by demonic corruption, driving them mad - and rely on his relative invulnerability. Theodore (AKA: The Warlock) Val CHA Cost Roll Notes 30 STR 20 15- Lift 1600 kg; 8d6 HTH Damage 23 DEX 26 14- OCV: 8/DCV: 8 20 CON 20 13- 18 BODY 16 13- 3 INT -7 10- PER Roll 10- (22- Smell) 5 EGO -10 10- ECV: 2 2 PRE -8 9- PRE Attack: 1 pip 10 COM 0 11- 20 PD 14 Total: 20 PD (20 rPD) 20 ED 16 Total: 20 ED (20 rED) 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 10 REC 0 40 END 0 43 STUN 0 Total Characteristics Cost: 114 Movement: Running: 9"/18" Swimming: 2"/4" Leaping: 6"/12" Cost Powers & Skills 16 Black Soul: Flash Sight 3d6, 0 END (+1/2), Continuous (+1), Damage Shield (+3/4) (49 Active Points), No Conscious Control (-2) 25 Damage Resistance 20 rPD/20 rED, Hardened (+1/4) 10 Hardened (+1/4) PD/ED 20 Damage Reduction: 50% rPD, Not Versus “Holy†or “Good†Abilities (-1/2) 20 Damage Reduction: 50% rED, Not Versus “Holy†or “Good†Abilities (-1/2) 9 Resummon Carrot Sticks: Healing 4d6, Resurrection (+20p) (60 Active Points), Only For Carrot Sticks (-1), Extra Time: 1 Hour (-3), Guestures (-1/2), Incantations (-1/2), OAF: Bundle of Sticks/Carrot Sticks Body (-1) END: 12 25 Enhanced Smell: Analyze, 360° Arc, Targetting, Tracking 12 Enhanced Smell: +12 PER with Smell 6 +3†Running 20 Deadly Fists: Penetrating and Armor Piercing on STR’s Damage (+1) [sTR’s damage assumed to be worth 20 base points] 13 +10 Str, Penetrating (+1/2), Armor Piercing (+1/2) (20 Active Points), Only For Damage (-1/2) 10 Multipower: Maneuvers 1u (7) a) Offensive Strike: +5 STR, Penetrating (+1/2), Armor Piercing (+1/2) (10 Active Points), Only For Damage (-1/2) 1u (10) Dodge: CSL: +2 DCV 1u (8) c) Combat Maneuvering: CSL: +1 OCV, +1 DCV 1u (10)d) Recovery: +5 REC 190 Total Powers Cost Talents 35 Danger Sense: Sense, Any Danger, +8 to PER (18-) 35 Total Perquisites & Talents Cost Skills 2 AK: Europe 11- 2 AK: North America 11- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 3 Contortionist 14- 0 Deduction 8- 0 Language: English (Fluent) 0 Paramedic 8- 0 Shadowing 8- 3 Stealth 14- 0 TF: Cars 1 WF: Blades 11 Total Skills Cost 236 Total Powers & Skills & Perks & Talents Cost 350 Total Character Cost 200+ Disadvantages 20 Distinctive Features: Acts Like a Child (Not Concealable, Major Reaction) 15 Distinctive Features: Demonic Aura (Not Concealable, Extreme Reaction, Only By Unusual Senses) 20 Distinctive Features: Blinding Flash Accompanies Touch (Concealable, Extreme) 15 Physical Limitation: Retarded (Frequently, Greatly) 20 Physical Limitation: Risk of Touch Blinding People (Infrequently, Greatly) 15 Psychological Limitation: Trusts Carrot Sticks Completely (Uncommon, Total) 15 Psychological Limitation: Lack of Proactive Behavior (Common, Strong) 10 Reputation: The Warlock (8-, Extreme) 20 Vulnerability: Presence Attacks (Common, x2) 0 Experience 350 Total Disadvantage Points Background/History: Theodore was born of a demonic bloodline, his ancestry tracing itself back to several demons, himself born with demonic influence and power. However, he was born special as well. Theodore’s mind... is less effective than typically expected. He is, quite literally, a retard. His mind is in a constant state of childlike wonder and innocence. His parents died when he was about sixteen, leaving him with no guidance in the world. His mental condition deteriorated and he began to live in his late parents home. On occasion, he would manipulate his necrokinesis on his dead parents bodies, not realizing the absolute psychosis of such an action. So, when he accidentally summoned a demon into the form of a puppet, he did not precisely realize what he had done. Everything he knew was that he had a delightful, cute and funny new friend. Now that Theodore has been manipulated by Carrot Sticks on several occasions, performing villainous acts, he has something of a reputation as “the Warlockâ€. He did not choose this name - he was simply called it by the newspapers and so it has come to be his “Secret Identity". Personality: Theodore has the innocence of a small child. Everything is in a constant state of wonder, things always seem new, and he is almost totally unaware of many “adult†things, such as sex or alcohol. While he is technically aware of these things (he’d have a tough time not being so), he simply cuts them from his memory, much like one would hide any normal traumatizing event. Beyond that, Theodore is filled with trust in his companion, Carrot Sticks, even if that trust is misguided at best and suicidal at worst. Otherwise, his personality is as two dimensional as any child’s. Physical Appearance: Theodore is fairly tall, with sleek dark hair and skin that belies a slightly blue tone. He is well built and muscular (purely genetics - he doesn’t work out). He has no particularly notable physical traits. Tactics: Theodore, in combat, will do whatever Carrot Sticks tells him. Generally, this is to be a fairly brunt force, taking only minimal damage. If he encounters a mentalist, Carrot Sticks will generally have him fight other enemies and attempt to damage the mentalist on his own (although this tactic has it’s own flaws).
  13. Re: I am hot! Probably something like this: Don't Touch Me: 1/2d6 Energy HKA, 0 END (+1/2), Continuous (+1), Damage Shield (+3/4), Persistent (+1/2), Sticky (+1/2), Uncontrolled (+1/2) (47 Active Points), Always On Except When Wearing Special Clothes Over Applicable Portions Of Body (-1/4), STR Doesn't Add (-1/2). Real Cost: 27 Physical Limitation: Lights stuff on fire when she touches it except when wearing special clothes (Frequently, Fully) Point Bonus: 20
  14. I am currently working on a pair of villains. The villains are: a retarded warlock (mentally a child) named Theodore and a sociopathic demon summoned into the form of a small puppet who calls himself "Carrot Sticks". Regardless, I have encounterd some difficulties in the character. Most notably, how is there relationship modelled in game mechanics? Is Theodore just a character with a specific summon (who controls him)? Does Carrot Sticks have a follower with a highly specific Resurrection ability? Or are they a "team", their relationship existing outside of mechanics and Theodore wielding a highly specific Resurrection ability? What do you think?
  15. The basic idea is that the character suffers from disassociative personality disorder, but both personalities are aware of eachother (though only one has access to the other's memories). Here it is, a bit longer: The character, during most of the day, is somewhere between average to dense. He's got almost no self-confidence, he's not very bright, and he simply can't do much. However, during a few minutes (somewhere from five to thirty) each night, the other personality, who is at genius-level, reviews what he did and what's going to happen, and then writes down instructions on a clipboard for the day (or notebook or something along those lines), and then the daylight personality carries them out. Obviously, this is a disadvantage in some ways, or perhaps a limitation on Int or somesuch - I'm not quite sure how to do it. Ideas?
  16. Re: Okay Class: Make me a Fighter. The small budget made the final touches a little hard, but... 3 +5 STR 3 +1 DEX 6 +3 CON 2 +1 BODY 2 +2 PD 1 +1 ED 10 Multipower: Battle Styles 1u a) Enrage: 1d6 Aid STR, and DEX, Variable Effect: STR and DEX simultaneously (+1/2), 0 END (+1/2), Self Only (-1/2), Side Effect (2d6 Drain INT and EGO simultaneously, always; -1), 1u CSL: +2 DCV 1u c) CSL: +2 OCV, DCV or increased damage with HTH 1u d) Defensive: 5 rPD, 3 rED, Activation 13- (-1/2) 10 Multipower:Combat Maneuvers 1u a) Death Spiral: Explosion (+1/2) on melee weapons of up to 20 AP 1u Suicide Strike: +1d6 HKA on melee weapons, Side Effect (2d6 Drain CON, always; -1/2) 1u c) Club: +3d6 HTH, HTH (-1/2) 1u d) Find Weakness 11-, Any Attack, Two Defenses Only (rPD, Armor; -1/2), Extra Time: 1 Turn (-1 1/4) 4 Tough: 1 BODY Healing, Reduced Endurance (+1/2), Persistent (+1/2), Extra Time: One Hour (-3), Self Only (-1/2) 1 Toughness: +2 rPD 50 Total Cost
  17. Re: Best way to model a booming voice? Flash 1d6 Hearing, AoE: Radius (+1), No Range (-1/2), Only to make normal speech inaudible (-1/2) (3 real points), plus Transmit vs Normal Hearing, AoE: Radius (+1), No Range (3 real points). Total Cost: 6 Points
  18. Re: Youth Potions Suppose the "Youth Potion" in question doesn't stop aging, it merely reverses it. Transform at first seems okay, with the fade rate and all, but then you think: but wait, isn't he aging with the fade? Or, say it's a "restores upon natural aging period"! Isn't that double too - because you've aged to that point and you just lost the age points points? Quite confounding!
  19. How exactly does one go about building a "Fountain of Youth" or similar in Hero terms? My first thought was Transform, but there's the problem that the aging keeps coming back, while Transform has a maximum effect (though it can be quite high). Then you've got Life Support (Immunity to Aging) but that's more like a future thing than a past thing. And, of course, you can simply make it just an excuse to spend EXP buying off the Age disadvantage. But it's Hero System, we should make things that we can already do, twice over. So... ideas?
  20. Re: How can I do THIS? Clairsentience, Retrocognition, with some limitations on it to make it so he has to eat the brain of the creature he wants to retrocog off of, and a VPP for things like Combat Skill Levels, Knowledge skills, powers based off the character's knowledge, et cetera.
  21. Re: Duplication Squared Wouldn't you just duplicate a character with the exact same abilities (and therefore point cost) as you including duplication? Or am I missing something here?
  22. Re: "Hey! Look at me!" I think it might be a reference to the main use of the "Noisy" limitation, in that it is used to make some applications of magic highly detectable to all mages within a good distance. But even then, it's not exactly on topic. EDIT: Or sensical.
  23. Is there a power or build for a power in existence that has the function of shooting light or sound or other perceived signals over a long distance to alert allies of your location? The sort of power you'd stick OAF and Charges on to make a Flare Gun? I know the visible limitation kinda does this, but not really. So is there a power/build/house rule for this?
×
×
  • Create New...