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  1. I'm looking to make a power that alters the base form of a person. Probably Shape Change made Inherent or Persistent, or Multiform. I'm looking for it to be caused by a focus. Think Dr Jekyll and Mr Hyde's poison/potion/drink. However, as this would be changing what they are, rather than providing a constant flow of energy to change them, I'm not certain how that would work. Working from the assumption of a pill or a gun that the character ingests or shoots themselves with to cause the change, a Focus makes sense. However, removing the focus from them doesn't stop the change that has already occurred. It just sort of locks them in their current state. So while an Accessible Focus would make sense, as it can be taken, It feels like it would be off in some way. Maybe just OAF (only to start, not to sustain) That still feels... a touch off however. Any better ideas people could provide?
  2. Skills, aside from flavor, should have some sort of pertinence to a character. Both in what one can and can't do, as RDUNeil pointed out with Stealth. Having it or not impacts one's options. What I'm seeing from the current gauntlet of skills is that they are trying to encourage that sort of thinking. That what you have and what you don't has impact. However as it has split it into so many subdivisions and minutia, it detracts from that I believe. Say you would want a smooth and suave talker? Bureaucratics, Charm, High Society, Possibly Interrogation, Oratory, Persuasion... Any one of those could be what you are looking for at any point in time. That's all just... Talking things. What about being Athletic? Acrobatics, Breakfall, Climbing, Riding, and perhaps Contortionist and Martial Arts. Even being sneaky could be covered by a few skills! Concealment, Disguise, Forgery, Shadowing, Slight of Hand, and the all powerful Stealth. Personally I'm surprised no one has brought up Invention as a skill. The skill that defines the creation of almost anything the mind can conceptualize is a single skill. All these options don't... they don't help convey the options that the Player has. It helps define the world by what they don't and aren't able to do. By defining them all as specific types, it limits the way one tends to think about a situation. Too few skills and they are often too wide and broad to specifically narrow down what one is capable of. Too many skills and each one the player doesn't have is a tool removed from their arsenal. Personally, and the rest of this and the rest is conjecturing and opinion, so feel free to disregard it, I'd try and stick with Archtype like skills. Have a dozen or so of them. Academic Learning, Street Learning, Athletic Capability, Stealth Capability, Driving, Empathetic Capability, Communicative Capability, ect... Then just define them by Skill levels in those groups. Sure you might have an 11- for Stealth stuff, but for Hiding specifically? 13-. Negative Skill levels work too there. Say a star athlete with 13- for most, can't jump to save their lives, so 8- or 7-. By defining it in broader strokes, one can grab most of what they are aiming for, and be much more likely to still specialize in areas thanks to the system already in place with Skill Levels. The only area that sort of rubs me the wrong way would be the KS, PS, SS and such. Though, if one took it more at a general idea and said "They are XXX Profession, they would know YYY because it is related, just with modifiers," then it still works just fine. Then you just sort of grab the "Professions" that define them. Club-goer, Doctor, Nature Enthusiast, Gambler, Ect... An easy way to conceptualize that is the classic question, "What is an Adult?" Understanding a touch of the tax code, property rights, food cost, local area knowledge, good grocers, places to find jobs, where the police can be found, the DMV and general Medical information, ect... All the little nuances that one could go out and specifically designate, but are more easily understood under the bow of being an Adult. Though admittedly, I use this example because nothing would be more saddening and amusing to watch a superhero fail at being an adult and take the day off, or sleep in... Long story shorter: The further down you break down skills, the more people tend to think and limit themselves to those definitions. Because I have (perhaps misplaced) faith in the Hero Community, I'd recommend parring them back, and setting it up on hunks of related skills, and defining them further with Skill Levels. Same for PS.
  3. Since you seem to be wanting to have the Main Character actually split up, Multiform with Duplication interwoven as an Always on would be more what I'm thinking for what you are saying. Otherwise you'd have Quad, two Doubles, and four Singles all at once. Interesting, but not what I think you are wanting. The problem with that is then that you are having multiple sets of Duplication and Multiform on each character. IE: Quad would be 400pts, but with 65 in Multiform. Double would be 325pts, but with 65 in Duplicate, and 50 in Multiform. Singles would just have 50 in Duplicate. Thus, without dealing with modifiers and such, you've got a 335pt Quad, 210pt Double, and 200pt Singles. Possible, but the distinctions feel... more minor than expected. Also as a question, would you want this to be possibly dispelled? If so, would you end up with a Double and two Singles, or such?
  4. Sveta

    Lycan build

    Pardon, trying to parse what you are asking there. If you are saying that their Bear Form is their Heroic ID and they can ShapeChange to a normal Human from Bear Form, yeah. That would work. Typically you'd want something other than ShapeChange, such as writing the form change as the Special Effect though, as otherwise the cost gets unwieldy. Now the issue with having the Bear be the default form is really simple actually. If Bear is the default, then Human is a Secret Identity. The reverse is also true if that is wished. If Human is the default, then Bear is a Secret Identity. It simply depends on what they are in more often. Usually this applies even if the form is distinguished via Multiform... But speak with the GM if that is the case. Heroic ID and Secret Identities technically do not intersect. One is qualifying who has the power, one is qualifying who knows. However, if the Bear is the default form, expect for Only in Heroic ID to return less benefit. It is simply reducing the overall effectiveness of the limitation.
  5. Sveta

    Lycan build

    Etymologically speaking, it would be an Ursan that is a werebear, yes. Crunch though. Both of the villains are set up to be something of a constant Shift sort of build. IE: Both are designed to be in their "werewolf" form continuously, or very nearly so. Designing a werebear, or any alternate-form really, you have to decide whether or not you want to have them be in their normal state as a default, or their shifted state as a default. If they default to a shifted state, probably just build them as you want. If they default as a "normal" human, typically build them with a Multiform. The second question with Major Shifters is if it is controllable. In other words, can they choose when they shift or no? If yes, build them just as one would expect. If the answer is Sometimes, then give them a few disadvantages relating to Accidental shifting. if the answer is No, then you will need Multiform, and then a few disadvantages for Shifting. Probably Uncontrolled too. Third big question is a set, though they is more conceptual. Were they born with it? Was it inflicted on them? Are they used to it? Depending on how long it's been going on, you can figure out how well adjusted they are to the whole shifting deal. Thematically important, if not mathematically relevant. If it is recent, mainly build them as a person, then apply the shifter on top, with about a third of your points towards it at max. If they are used to it, have them be well adjusted, and apply as many points towards it as you wish. As for how you actually build them? They are a Brick usually, and bear's especially. Whether you go with the Only in Heroic ID sort of shift, or Multiform, you're looking for a few basic things. High, if not Staggering Health Medium Regen High Strength Medium Defenses Low Enhanced Scent Medium Claws/Bite, so HA and KHA That's really the core of it. Personally I'd attach a Size/Weight template on top of the normal shifting to help simulate the effects. You're looking at Medium Defenses as opposed to high Defenses for a brick though, as mainly the pelt is preventing damage, not super-magic armor. If they were an Aussie WerePangolin, yeah, but Bear? Nah. As for what constitutes High/Med/Low levels of Strength and such? Depends on your Campaign. Hope that helps.
  6. 1. Remember, not all threats are physical ones. Trust fund kids with too much time or money on their hands could make life a living nightmare for Heros, super or no, if they can get some dirt on one of them. 2. All the shiny bitz. Steriaca said it best. Give them the best that ARGENT can give. And not just that, give them a few weird niche devices. These are punks looking for a quick buck by flashing their stuff. Something weird and unexpected is an easy way to do that. 3. As a Supplier. With the cash that these guys could float around, them hiring some actual muscle would not be too impossible. Have them run as a supplier for a few more influential gangs that couldn't get their hands on The Tornado's gear if their life depended on it. Also, Villain networking. Woo. 4. Smash and grabs. With enough numbers these lot could cover a few city blocks quick and easy. Have them spread out and use their litany of off-the-wall gear to hide. Hero's can't be everywhere at once, and certainly some of them will get away with their various stealth equipment. A threat to a reputation and feeling of safety as dangerous as a smoking gun, if handled properly.
  7. I will preface this by saying I've still not yet found a Hero's game that I've been able to join. However, a friend of mine has been kind enough to look over a few characters I threw together for concepts and build designs, so most of what I'm talking about has come from that. From what I've found, I tend to build pretty skill heavy. 40 to 50 points on skills are not uncommon on the character's I've built. Ten or twelve general skills and then blowing the rest on Area or Culture knowledge really helps flesh out how a character not only feels in an actual world, but how they would react to situations beyond the ken of normal men. Granted, a good chunk I wouldn't expect to come up very often, if at all. In which case... well, talk with your GM. I would imagine that they have a semi-decent idea of what would be useful in a game. So even once it's all fleshed out, confer with them to see what would be useful. If it is? Great, keep the points spent to take it. If not? See if they will let you keep it for free. Personal example now. I always build a character with two 0-pt skills. -7 or worse to succeed sort of skills for the rolls. Why? Because what they suck at is equally important to know as what they are good at. A Gageteer that is frustratingly bad at art and medical care. A Face with abysmal ordination, Breakfall and Athletics. A Telepath that is so used to reading minds, speaking is a trouble for them with Oratory or Persuasion. That sort of thing.
  8. I suppose an interesting concern is if you want the time travel to be an instantaneous sort of thing, or a translocation sort of thing. In other words, when they pull the giant lever, do they just *poof* away, or does it open up a temporary sort of gate in front of them, with all the lightning and pizzazz you wish. As for technobabble though, nah. Don't ask me. About all I've got is whether you'd be setting it up in a traditional "They go wherever" time clock, the theoretical "They can go anywhere into the past, up to the point where the device was made," or exploiting the "Roman Clock" style of time travel.
  9. Rather belatedly, the second blast isn't needed. I was simply uncertain whether you were wanting to do only the knockback damage of the first character flying back, or more. So, If I am understanding this right, what you want is to: Define Targets Determine angle needed to cause Primary to harm Secondary Attack to cause harm to Primary. Roll the check on how well you met the angles you figured to harm Secondary. At this point, I am confused on what you are asking. If I am understanding you right, you want to designate, determine, attack, and then roll to see if they fly off and hit the secondary. Determining target is part of the Attack normally. Indirect allows you to grasp general angle of approach for your attack, which translates to allowing you to direct the blow, and knockback where you wish. The weird point is that you want the Indirect to go, but the post-attack effect of Indirect to be based on the skill roll. This is weird because it is placing a limitation on something that could otherwise be presumed to happen as normal. Except that something isn't the attack, it's the knockback. The results of the attack. As far as I know however, you can't place raw limitations on abstract non-player base effects, like knockback or falling speed. So, the exact specifications of how it mechanically would work would likely be something determined on a GM to GM basis, if you were to directly to modify that knockback. Now, presuming that your GM allows, I'd try to get an ad hoc... Trait? Power? Adder? Honestly, this is bullet-hitting-sword-edge sort of edge case. Simply listed as targets that you inflict harm upon you may, with a skill roll, direct their knockback. Whether you'd include it as a part of the Character as a whole (such to the point all attacks would do this) or as a modifier/adder to attacks, that would be between you two. But, presuming they don't let you do that, You have a few options. Placing the ideal limitations Requires a Skill roll on the attack, as you said, doesn't make sense because the attack goes off regardless. If you are adverse to applying a limitation to the Advantage Indirect (as what this is trying to do is a limitation of Indirect's bonus), then trying to apply a -0 Requires a Skill Roll with the fact that it only causes changes after the attack's result is determined... That's the closest I can imagine. In Short Modifying how knockback is directed is under the Dramatic/Common Sense of Indirect's implications. Requiring a skill roll for that would either be modifying Indirect, or be an inherent part of the power. If you are asking about something else, I've not the foggiest.
  10. Lads, Lasses... Thank you for the information. Potential viable uses of Transformation, non-self focused mind you, may be mused about elsewhere at another time, but that will be for another time. In the meanwhile, the content that was intended for here has come about, discussed, and now has meandered elsewhere. If you wish to discuss such, I've not a problem with that being done so in a different Topic. But, this has strayed far enough for now. Let's move past this.
  11. Variable Power Pool, or a Unified Power set. Maybe a Multipower if you know exactly what you want. Let's look at what they do: Make walls. Easy enough. Barrier covers that, you just have to figure out how thick and how strong, and if you want the limitations of being connected to the earth or no Earth Surfing. Whether it is pushing the ground away from you, or tunneling through the earth. Increasing Running speed with a limitation of on the Ground, and Tunneling are easy there too. Throw Rocks. You hurtle rocks around, if there is Ground. Blast with an easy limitation. Earthsensing. This is a fun one. Slap on Range, Discriminatory, 360 Degrees, Partial Penetration, and Targeting on the Touch Sense group. Limitation, only when touching the ground. That's a theme. Burried in Rock. Drawing people down into the stone and leaving them there. Entangle, only when they are touching the ground. I am the Mountain. Knockback Resist as they dig their feet in. Geokinesis. It's just Telekinesis, only in respect to earth stuff. Bothersome Sand and Dust. Flash or Darkness for Sight group. Your pick. Hmm... That's all that comes to mind right now. Then it's just which ones you want if it is a Multipower, or just grabbing these and anything applicable with a Variable Power Pool. Unified Power is almost expected.
  12. At it's core, this smells to me of a Constant Blast type of power. I thought Uncontrolled for a moment, but then one wouldn't be able to influence it later. The fundamental ability to change the amount of power put into a, well, Power is already a fundamental part of how Powers work. (6e1 pg 131 under Full Power). So if you have a general idea of how much the maximum you want to be able to do is, take a Blast up to that point. Then simply use it at higher or lower levels as you wish. What I'm getting though is that you are wanting to be able to adjust this level of power on the fly, rather than just the start. Crunch wise, I'm not seeing anything that says you can't adjust how many points you are putting into a constant power on the fly, if you are already putting in under the maximum amount. I am however seeing it implying such. As per 6e1 pg127 under Duration: Constant Powers, it says: However, there is precedent if a GM wishes to allow one to alter the amount of power put in at a time. Just a bit below, pg128, it lists a 5pt adder for constant area effect powers to change their area without having to re-use the power. Whether they would wish to add it in as a 5pt adder, or a +1/4 is up to them. If your GM is less lenient and is more strict, I'd recommend asking about buying then around the minimum of what you would expect to be doing as a Constant Blast, then aquire Aid Blast for Self Only. It is less than ideal and technically does not change the power of abilities already in use, however one could argue that if you halved the result, it would apply to powers that are already active, as it does already with defensive powers. But, YMMV. Oh. You could also attain a low powered Blast and then simply apply the Damage over Time advantage. Increasing the damage then would still take effort (using it again), but it would go without their worry then. You just have to note that you'd have to up it eventually, else it would fade out. Also know that Damage over Time makes many people nervous, I've noticed.
  13. Oh bother. That's a lot more complicated. Alright... You're still looking at the same basic core. Some amount of blast, Double Knockback, and Indirect. In this situation, you're still at the +1/2 to change the path each time. And believe it or not, I believe that is where I'd call it quits for it. Then it's simply building what happens when it hits someone, what happens to them. So first off... Break: 5d6 blast (30), Double Knockback (+1/2), Indirect (Any Path +1/2) Active: 60 Activation Roll (Billiards -1/2), Major Side Effect (-1/2) Real: 30 Now, you have what happens when someone is hit by another person because of break. Instead of making Break horribly complicated, let's make this a linked thing. The big issue here is that, if I am to hazard a guess, you want the harm and movement to be modified off of the damage that the knockback would do. This makes it all sorts of wonky, but let's see what we can do. First off, you are wanting to redirect the knockback of the other person I presume. So another Indirect +1/2 to whatever is designed. Or heck. If your GM is nice, try and buy a raw advantage for Knockback XX meters with Indirect +1/2, Only when caused by Break -1/4. If that works for you, then you're good. If you want to add force to the sequential hits, then you need an actual Linked Power. Something simple like below. Bouncing: 2d6 Blast (10), Double Knockback (+1/2), Indirect (Different Source Point and Any Path +1) Active: 25 Activation roll (Billiards -1/2) Real: 17 Seems good, yeah? No. This would take your attack to use, and is considerably worse. So make it Linked you say! Works, yeah? No. Linked attacks have to work against the same target. So instead... We have to make this a Trigger Power. So let's define this Trigger. When someone is knocked back into someone else via Break or Bouncing. +1/4 there. Then you need it to activate instantly when this goes. Action that takes no time +1/4. Then it's a question of how many times you want it to rebound per hit. If only once? Then this works. Will take a half phase to "reload" the bounce, but it works. If you want it to be able to hit more than once on a single Break? It needs to automatically rearm. Another +1/2. So that boost Bouncing up to... Bouncing: 2d6 Blast (10), Double Knockback (+1/2), Indirect (Different Source Point and Any Path +1) Trigger Power (Complicated +1) Active: 35 Activation roll (Billiards -1/2) Real: 23 Big note here! This still uses Endurance to activate! If you want to cut that down, you'd need... Bouncing: 2d6 Blast (10), Double Knockback (+1/2), Indirect (Different Source Point and Any Path +1) Trigger Power (Complicated +1) No END (+1/2) Active: 40 Activation roll (Billiards -1/2) Real: 27 Summary: If you want to be able to modify the knockback of the person that Break hits to redirect them, try and just go for a raw Advantage on Knockback for Break and being knocked back by the knockback for Break. If you want to do more harm than just the Knockback, and keep the chain going, you need to add in a complicated Bouncing Power with Triggers.
  14. If it can be prevented or taken away, like a Power-Up watch, use OIF or similar. If is something you aren't planning on taking away, but might not be usable given extraneous situations, use Only in Secret ID. It the transport of the armor takes a moment and could be a problem, put in Extra Time to get there. If none of these, it's a Special Effect.
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