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Odraude

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  1. I'm pretty excited. I'm running a capes game in SW so I could always use more advice on running supers.
  2. Re: Immunity to Psychic Powers Huh... you guys are still here...
  3. Re: Immunity to Psychic Powers By dealing with EGO, I mean psychic based EGO drains or suppresses. Voidsoul is just what psychics would call them out of fear. Imagine them as the boogie-men of mentalists. They have souls and such but because they don't show up to a psychic, it scares them. That does bring up a good point with Telekinesis and how it interacts. I'd imagine that while a voidsoul is immune if it is used against him, you could probably still throw heavy things at him.
  4. Re: Immunity to Psychic Powers I'm going to have to ask everyone that's arguing here to sit back for a second and chill... Take a deep breath, watch a funny cat video on Youtube, etc. Giving it some thought, I'll blanket anything using OMCV, attack DMCV and Mental Defense, dealing anything with EGO (within reason of course), or simply having a psychic special effect as being covered by the immunity. I'll make exceptions where available (for example the truth serum would probably work).
  5. Re: Immunity to Psychic Powers Towards Hyper-Man's scenario, it would be a bit iffy but I'm thinking that I probably wouldn't let it work. I suppose I am more looking at this from a Psionic standpoint instead of a magical one. The goal for the character is this: The character (and some like him/her) appear as nothing to psychics that try to read them or use their powers on them. Think of something like the Tau from Warhammer 40K. The race seems impervious to the universe's psychic power source (known as the Warp) and doesn't register in the warp. Furthermore, this raises an alarm to psychics like PSI because they fear that his powers could develop more to become a natural anathema to psychic powers everywhere. Imagining what the IHA or VIPER could do with that, PSI and even Menton himself are out to find this person and kill them.
  6. Re: Immunity to Psychic Powers Yeah it has something about that in the APG. I'll definitely look at that.
  7. Re: Immunity to Psychic Powers Would that still incur the inability to attack without the Affects Physical World?
  8. Re: Immunity to Psychic Powers I thought about Damage Negation but it only affects damaging abilities. Couldn't really see it for blocking mental abilities or entangle.
  9. Re: Immunity to Psychic Powers Sounds okay. A friend had an idea of just having him labelled as Mental Class Voidsoul and have no psychic able to control him, but it didn't seem very elegant. Same with a Suppress Mental Powers with the limitation Only For Powers Targeting Himself. That'd be a weird limitation.
  10. So I've been pondering an ability for an NPC (can't imagine a PC taking this) that's sole power is an immunity to all mental powers used on him. He is essentially known to psychics in my universe as a voidsoul and to them, he is dangerous because of what anti psychic government agencies can do with him. I know I'll definitely have a Mental Invisibility, but that doesn't stop Telepathy and Mind Control (as per APG section about Invisibility) if they are staring right at him. So, what would you consider doing for powers like these?
  11. Re: how to block a teleporter Here are some power ideas for the gravity controller and the psychic, henceforth will be known as Gravitar and Menton respectively. For Menton, the idea I have is a way to essentially have someone "forget" how to use their power or equipment properly. To mutants, it means that they are unaware of their abilities. To mages, it means that they forget their spells. And to gadgeteers it means that they forget how to use their equipment. But it goes beyond simple forgetfulness and becomes a powerful mental hurdle for them to use said abilities. The special effect could be "They are too afraid to use their ability" or something similar. The following is limited to mutant powers only, but you can tailor it how you wish. Mental Block: Suppress Mutant Powers 5d6, Reduced Endurance (1/2 END; +1/4), Variable Effect (All Mutant Powers) (+1/2), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2) (112 Active Points); Costs Endurance To Maintain (-1/2) (75 Real Points) This is fairly expensive, though since it is a villain that shouldn't be a problem. I call this the sledgehammer solution to the issue because this removes any subtlety and shows that you are clearly singling out the player. That's something the PC may not appreciate and can leave a very bitter taste. If you do use this, I suggest using it after they escape the first time. That way, it would make more sense that Menton would know of their escape plan and then attempt to block it. Still, I say it's a last resort power. Now, I say you should give the kid a Mind Link to his parents. It makes sense because they are offspring, plus it allows for Menton to keep tabs on his son. Plus, Gravitar could have a wormhole ability, allowing her to travel great distances with Menton to locate the young man. Don't make it happen too fast though. Play up the drama that these two parents are getting closer and closer to having a "mental lock" on their son. Also, who is to say that the parents didn't bring help? Why should only two people come after him when there could be four? Maybe they are hired villains being paid to help, or perhaps it's more members of their family that are now taking it personal that they've "kidnapped" blood. Remember, while she can teleport everyone away, there are a lot of factors that can hinder the team. Weather and terrain unfamiliarity are both big ones. The PCs don't know the area. Blind teleporting might land them in a ravine or a cave or simply in the completely wrong direction! Furthermore, blizzards can completely white out vision. It's very difficult to tell north from south and left from Tuesday in a complete white out. This can not only hinder the team as a whole, but also allow your cryokinetic to shine. Suddenly, it's all up to him to get the team to survive the snowstorm before Gravitar and Menton crush them. Check page 145 6E2 for more effects of lowered temperature. And good luck.
  12. Re: Bring Out The Old! Currently I am working on an extensive revamp of the Conquerors. I'm thinking about focusing Neutron to be more pro-mutant/anti-human. The main difficulty I have is that the CU already has Kinematik as the titular Magneto character and admittedly, I find he has more of what it takes to lead than Neutron. So I've decided to axe Ankylosaur and Wyvern and instead add Neutron and Arc to Kinematik's band of merry man with Neutron as the lieutenant. I'll keep him power hungry and waiting for the right moment to dethrone Kinematik and become the leader of mutantkind.
  13. Re: how to block a teleporter Some softer alternatives and things to think about: 1. Sure, the teleporter can abscond away with the prisoner (or was it prisoners? You say guy but then children) and some of the PCs. But remember, they don't know the area. The Alps can be a dangerous place, what with the weather and the wildlife. So she will be blind teleporting them, possibly into danger. Now obviously, don't constantly put chasms and ravines everywhere they blink to, but play up the weather. A blizzard starts brewing and because of the white out, it's difficult for the PCs to tell up from Tuesday. I think it's fine to let the teleporter have her moment of reprieve and even turn the fight into a chase. 2. And speaking of chase, you say that there is a psychic as one of the parents. Well, it will be difficult to escape the guy if he has a lock on the child's mind. Suddenly, it's a race for their lives as the PCs book it to whatever city to deliver the prisoner before mommy and daddy get to them. The chase can come to a climactic end as the exhausted PC now have to face his parents. 3. For powers, the mentalist could have a Suppress ability that signifies his ability to get into someone's mind and make them forget they have a power. I'd suggest waiting for the climax before using it, as the teleport is a good surprise and a good reward for the player that has the ability. Only during the final battle would the psychic know of her ability and thus, make her forget she can use it. I'd also suggest using it on other people so the player doesn't feel like she is being picked on. Also how many PCs are there and what are the other's powers?
  14. Re: An Unusual Kind of Growth Power Thanks for the ideas. @ Christopher, yeah Armor (and Psimon's psychic armor) looks exactly like what I'm imagining. I feel that the floating Barrier is a good idea as someone could take advantage of the space between the barrier and himself (ie, a teleporter blinks inside the barrier). In addition, using the excerpt from Toolkitting: Creating Large Characters gave me more ideas for attaching the extra Strength to the Force Field. The Strength will probably have Reach, or I'll use Telekinesis with limited range and articulation to show that he still only has two hands to use. I'm only worried about the cost of everything combined since this may be used in a Teen Champions game, but I'll cross that bridge when I get to it. The current idea is a mutant with the codename Spriggan that, amongst the standard telekinesis abilities, will have his signature ability to armor up into a solid colossus of mental energy twice the height of a normal person. I'll have the "Spriggan Form" lock out the normal suite of telekinesis abilities to show that being in the form requires a full focus of his abilities. Here's what I have so far: Spriggan Form: Barrier 12 PD/12 ED 8 BODY, 4m Tall, 2 m Long, and 1 in thick, Non Anchored Mobile (+1/4), 77 Active Points; Restricted Shape (Human Shape, -1/4), No Range (-1/2), Self Only (-1/2), Unified Power (-1/4), Side Effects (Large Size Complications, -1/2), 26 Real Points Spriggan Form: +40 STR, 40 Active Points; Unified Power (-1/4), Linked (Barrier; Lesser Power need not be used proportionally to Power with which it is Linked; Greater Power is Constant or in use most or all of the time; Lesser Power can only be used when character uses greater Power at full value; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -0) (Real Cost: 32) plus Reach +1m (Real Cost: 1); Total Cost 33 Real Points This seems like a good build so far. What do you guys think?
  15. So I have this idea for a superhero that is a telekinetic. Amongst the standard suite of telekinetic abilities is one where he has a classic force field. However, he'll be able to expand it to become a large, humanoid shaped force field that he is inside of. It'll increase his defense and Strength. I wasn't sure of Growth would be an accurate way of doing it or not. The increase in Strength and defense make sense, as well as size. However, since his body doesn't actually get bigger, extra Con and STUN wouldn't make sense. What would you consider doing?
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