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Cybernation

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  1. Thanks for the advise, The blaster thoroughly enjoys his teleportation SFX character. Additional advise sought: Can the lockout limitation be applied to multiform to prevent changing from one form to the next form without first returning to the "true form". If so, the player likes the idea of an extended change time with lockout and reversion. He would like that each elemental form be his original personality with exaggerated "stereotypical" personality quirks while in any given form. AKA: Stone form is stubborn and slow, etc... I like the idea I just want to get the system portion correct
  2. I'm currently GMing a 6e game with three people, a "martial artist", a fairly weak blaster, and a super brick. Another player would like to join in (starting characters are "rookie level at 400/75) but his character concept is a Hero that can Multiform into four distinct "elemental forms". His plan is to do an Earth form, a Lightning form(air), a Fire form, and an Ice(water) form. My Question Is: Is this too powerful? The versatility alone seems amazing, but I'm still a rookie GM myself. Is there anyway I can guide this characters creation without destroying his concept? Any thoughts are appreciated.
  3. Seeking some help (Again). I'm trying to design a 6th edition bad-guy with the ability to drain lifeforce (Body and Strength, or just Body) and the process increases his own characteristics. I breifly toyed around with the idea of a Drain (powers) that would effect a VPP to give him those powers, but I'm not entirely sure how to use Drain in order to enhance the drainer. Would it be a unified power Drain and then Aid linked power? And if so how would it work? Drain so many CP and then seperately roll another CP amount to see how much is Aided? Is there a way to link those values?
  4. Thanks guys, you guys are amazing. I'm looking at everything done to see what best fits for my gaming group. Thanks again!
  5. Looking for suggestions or write-ups for a rookie (400pt) Hulk
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