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Surrealone

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Everything posted by Surrealone

  1. It doesn't help to ask a lot of the above because the character need not understand the science behind the power for it to manifest. It's a lot like mind over matter (and sometimes is, since matter is just a collection of energy/forces in relatively static forms) ... except it's mind over forces/energy. There's no roll required for use of the pool in this way, and no special perception is required aside from perceiving the target. Loved that series; it's been a LONG time since I read it, though... In this case the example I gave was a gun with charges/clips, but because a no roll, nearly cosmic VPP is at play and it's a mind-over-forces/energy application, the character could probably do the same thing to a scroll or other foci. Thanks, I'm going to dig to try to find that PDF! Hopefully the search function will turn it up fairly readily.
  2. Unfortunately Dispel is Instant ... and the expected result would be for charge after charge to go click instead of bang. Suppress could be used, but now we've gone from dissipating the potential energy ... to merely suppressing its ability to function ... and those are quite different in game terms as a scene plays out over turns.
  3. Context: A character that has control of forces/energy (a la a 60AP VPP) at all levels (i.e. particle, wave, quantum, weak force, strong force, etc.) and who can redirect it, convert energy to mass (i.e. build bonds), convert mass to energy (i.e. break bonds), change the vector of a force, etc -- wants to render the bullets in the magazine of an opponent's firearm ... inert. The simplest description of the effect would be dissipation/diffusion of the potential energy of the gunpowder and primer of the rounds (which, interestingly, would cause a malfunction when trigger was pulled -- not quite a jam, but a click instead of a bang that would require the opponent to clear the firearm -- try the next round, and also find that it only goes click). Were the rounds represented by an END battery, an END drain would make sense, but for actual charges and/or clips, I'm aware of no game mechanic that would allow one to directly drain (i.e. using Drain) charges like one would drain END. Given the SFX, I'm thinking a continuous, uncontrolled, minor transformation attack with IPE for the source/SFX makes the most sense from a mechanical angle -- to render unused charges into duds. However, I'm not sure how much body a 9mm round has... or a magazine full of rounds has. Frankly, there's not a pile of potential energy or even mass in a 9mm round, so this should be pretty trivial for an energy manipulator ... but mechanically it may be more challenging, since I haven't the foggiest idea what the BODY of a 9mm round, a magazine full of them, etc. should be. Is there a cleaner approach? Thoughts on what body total needs to be double using transform? Other ideas?
  4. The vehicle approach accounts for direct attacks and can even be made to account for ballooning up to real size as it ages. The use of shrinking on the vehicle, itself, to get the exterior size down while the interior size remains the same ... already accounts for occupants ... and more of the same approach can be used for parcel size. If you can easily model it with existing and common rules ... without introducing un-necessary complications ... why NOT do it?
  5. My own approach would be identical to Hyper-Man's regarding the Tardis -- as I feel it makes the most sense built as a vehicle with shrinking, ED movement, etc. I just think this is cleaner than building it as a base, but that's probably because I tend to think of bases as fixed location and vehicles as mobile... Regarding the Death Note -- I'd just say 'no' as a GM.
  6. Ensure that the alien world has something worth stopping for, as all stops on alien worlds entail risks. Ensure that the alien world has nothing that would prevent the ship's departure ... in orbit, on a nearby satellite/moon, or on shore. Ensure that constant contact can be maintained between those on shore and those remaining on board the ship. Ensure that adequate security remains on board the ship and that all points of ingress/egress on the ship are properly monitored and secured/protected. Ensure that good internal security protocols are in place regarding those who will return from the alien world's surface ... and the things they bring with them (knowingly or not) ... to prevent viruses/infections/diseases, alien imposters, alien impregnation, stow-aways, hitch hikers, and the like. Ensure that good external security protocols are in place regarding the exterior of the ship ... to prevent hull breaches, hitch hikers, minocs chewing on the power cables, and the like both during and after shore leave.
  7. I build powers for flavor/feel, but since any power tends to have its uses in the correct situations, I build and pay for them as expected. That said, I'm typically the weird, flexible support guy in a group because for whatever reason I like playing oddballs and I also prefer that the other characters have center stage (read: have big targets painted on them). This often means I'm playing a character with a well-defined VPP that can be readily changed in combat -- and when playing one this usually allows for the low point, pure fluff stuff (appropriate to VPP SFX, of course) to be done without me or the GM worrying over exact details, because we know that when built out, the pool involved will have more than enough points to cover the build-out for the minor, flavorful, pure fluff exhibition of power. Come to think of it, that's probably part of WHY I like playing bizarre support characters: flavor, variety. However, when doing that sort of thing with a pool, I do always have Hero Designer fired up in case it looks like it'll be close, point-wise ... in which case I'll quickly build the power out to check on cost ... in case the GM wants to verify.
  8. Yup, darn close, and mathematically, same end cost. I almost remarked on it when I posted the cross-link. Nicely played, sir.
  9. I know this feeling well. I remember the three original, thin, soft-backed books that were eventually combined into 4th Ed. I also remember the boxed off sections with tips to catch rounds at 3 and 8 -- which 4th Ed. eliminated. Despite that, I still enjoy technical accuracy when modeling powers. That's half the fun of it for me.
  10. Steve's take on it is here: http://www.herogames.com/forums/topic/92531-changing-area-of-effect-size-and-instant-powers/
  11. Good point. My old school (3rd ed. and earlier) brain thinks of Danger Sense as an orphaned talent not as pre-built unusual sense. Thanks for that reminder. I'll give it a go when I next get some free time with the book in front of me.
  12. Lucius: Thanks for the explanation. I follow that completely and think it's got substance. See my response to Tasha, below, on why I thought IPE would be required. Tasha: I own (and consulted) the UNTIL Superpowers DB I & II for 5e prior to posting. I saw Telekinetic Touch in DB I -- which was touch at range, not spatial awareness. It didn't quite fit the bill. I also saw the Psychokinetic Limbs in DB I, which was, indeed, extra limbs -- and described a physical appearance to the limbs. My extra limbs buildout is, in fact, based on DB I's Psychokinetic Limbs build -- but I added IPE to try to eliminate the need for a physical appearance for the limbs ... and I thought indirect would allow for around corners, toward the character, as well as basically affording a touch at range capability. It may be simplest to link the two, ensuring IPE, and call it a day -- or just stick to the IPE extra limbs and call it a day. Indirect just seems to add confusion... Massey: ​I'm not trying to do an AE TK in combat like Magneto did; I already have that kind of capability within a VPP if I want it. This is something purely for fun/flair/small stuff (Newton's cradle, pulling up a chair, turning the pages of a book, etc ... all at once ... for cinematic effect.
  13. Except danger sense in 5e doesn't have a discriminatory or analyze adder ... and conceptually this doesn't have any function in combat or work for anything other than intrigue/plots against the character (regardless of the impact/area affected -- which is hyper relevant for danger sense but completely irrelevant for this concept). On top of that, there's a need to take in information about that plot that isn't immediately apparent it has anything to do with the plot (i.e. hear a cover story and call BS on it, etc. due to the power.) I've toyed with Danger Sense for this but have not been able to come up with a sane write-up. Since it sounds exactly like danger sense to you, what would your 5e write-up/build look like? This is where I need the help -- not in which power to pick but what the various write-ups would look like.
  14. Hyper-man: I'll have to ponder those to see if they can be hammered into something affordable, as ideally the ability will be natural to the character (i.e. not in a framework). In a ~200pt game they just don't make any sense as added flavor/flair due to cost -- unless in a framework. However, at that point level, I may have to scrap the 'natural' aspect and use in a framework is certainly doable. Interesting stabs; I think we're getting there. I would think Full IPE would be needed on the powers so that only the manipulation of the various objects was visible. Also, I'm not 100% sure why the ranged touch would be needed if actual limbs were in use -- so I'd like to know your thinking behind that part. Last, I'm not seeing this as being any stronger than the character's base strength, so perhaps naked advantages on the base strength make the most sense instead of the +3 that you've got? Or ... is there a reason you took the approach you did that I've missed? Thinking aloud: The AE explosion is kind of interesting, as it implies a weakening in strength away from the explosion. That said, I think the second approach is probably cleaner? Also, what's the Unified Power bit? (Remember, I'm in a 5e world...)
  15. Hyper-Man: I realize all of those are ways to achieve the same thing, but I don't think any of them answers the actual question. i.e. You answered the question much as if you were a politician on debate night -- meaning you kinda dodged it. I'm now very interested in the response to the question that was posed ...just because the question's kinda quirky and cool.
  16. I think we need to know more about the kind of possession you envision in order to properly reply. i.e. Does the target vessel have to be alive/sentient/animated, or can you possess ANYTHING? (i.e. Possessed computer? Possessed car? Possessed corpse? Possessed braindead dude on life support?) If the target vessel must be alive/sentient/animated, do you destroy/consume the mind/soul/ego that's already within the vessel? Or do you temporarily supplant it? Or do you swap places with it? When you possess the target vessel, are you limited only to its capabilities or do your abilities go with you to it? (Projectile vomiting 12 feet? Telekinesis? Other Damian-like powers?) I'm sure there are questions I've failed to ask, but the above should give you some idea of why I'm asking for clarification. In case it's not clear, the answers to those questions lead in a number of directions. (Example: Obviously Mind Control is a poor mechanical fit for building your power if you envision possessing a car named Christine, causing it to drive on its own, causing the radio to play songs of your choosing, repairing fender damage at will, and placing an obsessive curse on the car's owner.)
  17. I don't have a good answer/response for you. I did, however, want to respond and say 'dang, that's an interesting question!'
  18. I didn't set out for specific answers; I asked for a sanity check. I'm open to opinions, but when I specify in the original post it's a 5e build and people quote 6e page numbers (for example), that's NOT indicative that people read the thread and are on the same page. Likewise, when I specify that avoidance of a damage shield is an issue that I hadn't attempted to consider/address and indicate that I'm fine with it however the GM would tend to call/play it -- people belaboring my interpretation versus theirs is moot AND indicative that they didn't actually read the entire threat before responding. I repeatedly indicated I wasn't using TK because it had no sense of touch associated with it. Your statement that I didn't provide a rationale for why TK wasn't used ... only underscores that you didn't actually read the whole thread before responding. I'm not resistant to using TK, at all. However, no TK-based build suggested, so far, truly captures the goal outlined in the fist bullet point in the notes section of my first post -- which entails doing many things simultaneously via the power. i.e. None of the suggested TK builds seem to allow for juggling while typing while reading braille while turning a door knob and opening a door (all at once) -- which is part of the desired effect. I know some have suggested fine manipulation ... and I'd agree that's required to do any one of the things in the list I just provided ... but I don't think it covers doing them all at once. Hyper-Man has actually posted a build (with clairsentience linked to it) that seems to make sense -- for one thing at a time. I think it still misses the mark doing multiple things. I also think it's absurdly expensive for a power intended only to add flair outside of combat -- and it's certainly MUCH more powerful (in terms of range, combat use, AND effects) than I am seeking. Again, the primary intent is to simulate a TK capability much like Magneto exhibits in the X-Men movies -- where he's typically controlling metal near him just for amusement (example: the scene with Newton's cradle) or to save himself effort (example: TK'ing Wolverine's dog tag from Sabertooth in the same scene Newton's cradle is shown). But there'd be a sense of touch involved, and per my example, multiple things being manipulated simultaneously -- in different locations/directions with a very short range.
  19. I'm in need of assistance building something in 5e... Concept: "I can smell intrigue..." Not literally, but figuratively ... as in the character is adept at determining when there's a plot afoot against him -- and somehow thinking 12 moves ahead on the chess board to determine where it's coming from and what's likely to happen next. Qualifying comments: It's not a combat ability and should have no combat function. It should be passive, not active -- meaning it should take no extra time and require no declared activity. The character doesn't need to be anywhere near the source of the plot to sense it. The intuitive leaps should only be possible when receiving new information/input that plays into the intrigue/plot being sensed. Examples that would trigger the ability include but are not limited to: reading a message scribbled on a forgotten note, overhearing a conversation, lip reading, watching a video of some relevant action, learning something in a conversation, etc. An INT (or PER) roll probably makes sense. A failed roll should mean nothing happens, but a successful roll should trigger insight a lot like making a deduction roll or sensing something when both the discriminatory and analyze modifiers are in place. Thoughts so far: Deduction with a limitation (intrigue-only? seems hinky to me, but if viable, at what value?) Danger sense with some limitations (non-combat only, requires input, etc? at what values?) A custom-built unusual sense with some limitations (non-combat only, requires input, etc? at what values?) Something else?
  20. I really wish people would read the entire thread rather than simply responding to the latest post, as I've already made it clear, above, that: Primary intent is to simulate a TK capability much like Magneto exhibits in the X-Men movies -- where he's typically controlling metal near him just for amusement (example: the scene with Newton's cradle) or to save himself effort (example: TK'ing Wolverine's dog tag from Sabertooth in the same scene Newton's cradle is shown). My goal is NOT reinvention of TK. TK has no sense of touch; this does. It's also highly limited in range although stretching with IPE would also be appropriate to extend its range. Avoidance of a damage shield, is an issue that I hadn't attempted to consider/address; I'm fine with it however the GM would tend to call/play it, regardless of whether it differs from my own very-literal interpretation of the build. I did ask one question in the original post to which no one's really provided feedback -- and I could use a second opinion: If non-combat only were added to the build (as noted in first post) as a limitation, would you give it [-1]?
  21. AE TK completely misses the mark. Spatial Awareness with some limitations is a solid idea; I need to give that some thought. I don't have a problem with feedback from damage shields and the like flowing through indirect limbs, however I think there are cases where it makes no sense. As an example, let's take electricity, which has to flow through directly through a medium of some kind; with 3/4 indirect allowing the limbs to ignore intervening barriers, it's clear there's no path through which the electricity would directly flow. So how is that resolved? (My answer: By a GM's call, most likely. Bigdamnhero: ​And if you had 3/4 indirect on your hands and you were using them through a pane of glass, a wall, etc -- I would argue that yes, your hands were touching the keyboard but the rest of you was not technically connected to them.
  22. Stretching isn't inherently indirect; you'd have to apply the Indirect advantage. As noted on the original build-out, I had placed Indirect on the Extra Limbs, not on stretching. And as for indirectly touching something with an extra limb, my point was that you're not necessarily touching that something ... the limb is ... and you can sense what it touches ... but because of the indirect advantage ... ONLY the limb is touching that something ... and the character, by definition, isn't, else it would be ... wait for it ... direct. To underscore my point, let's place 2" bullet proof glass between the character and the thing that the character's IPE, Indirect extra limb is touching. The character can feel what that limb touches ... but clearly his physical body isn't touching it because the limb is DETACHED (a la indirect) from his body, as evidenced by the ability to use that limb to touch said something despite the glass barrier being in the way. Personally, I'm not terribly worried about it, because the design had nothing to do with avoiding damage shields ... and however the GM elects to call it ... is what it is. That said, I'd call it differently than you would, because I see indirect on extra limbs as a detached limb that's still functional.
  23. And link it to TK ... but how would you lift/control multiple small things simultaneously with it?
  24. Apply the non-persistent limitation to only a portion of one's REC ... in order to avoid the danger of which Hugh Neilson warned ... so that you still have REC if unconscious (just less of it). I'm a 5e guy, so in my world (and as I presume it is in 6e) this means buying the added REC as a power, meaning it costs END like any other. So, in addition to the non-persistent limitation, apply 0 END, Uncontrolled, Triggered [0 phase auto-reset, with the trigger being experiencing a recovery (regardless of post-seg-12 or an active rec taken by the character)] advantages ... and interesting questions resurface?
  25. That's perfectly in tune with my expectation -- both on the end cost for STR usage and even on the penalties based on the number of things done at once. Certainly the character could feel his way along the wall (say in the dark, to find a door) with this. Avoidance of a damage shield, is, however, a different issue that I hadn't attempted to consider/address. Considering it now -- IPE won't change the fact that a surface can be felt. However the indirect advantage could potentially be at play since, very technically, the limb (but not the rest of the character's body) is touching the surface due to the indirect advantage ... and the character can feel the surface because of tactile transmission via said limb. In such a case, it's likely a GM call as to what happens. I could see the limb taking all of the damage (and potentially losing the limb). I could also see feedback through the limb to the character if the special effects of the damage shield are tactile/touch-based .... and the character taking the damage. I'm good with either/both, as appropriate.
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