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TheChainTyrant

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  1. Re: Feather Fall If you have any sort of flight power active, then there is no downward velocity to counteract, unless there is an initial velocity, which we're not accounting for. For example, if you had even 2m of flight, you could slowly fly off the edge of a cliff, stop, and hover for a long as you want. You are not in a free fall. The only role gravity plays in this scenario is that it's harder to ascend (1m/phase) and easier to descend (4m/phase).
  2. Hey all. I've seen a few attempts to this classic effect in past threads, but I was never satisfied with the results, either because they were needlessly complicated or just overkill. For the purposes of this thread, I will define the feather fall effect as this: after one meter of free fall (uncontrolled downward movement) the effect activates and slows the decent to a safe velocity. For this effect, we will not cover the possibility of the character starting out at a non-zero initial velocity. If we are starting from rest, couldn't a mere 2m of flight save you from falling? Any amount of flight will allow you to hover, and though 2m per phase is pretty slow, even this amount would allow you land from any height you dropped from. Amulet of Feather Falling: Flight 2m, Trigger (when character falls uncontrollably more than one meter, activates as an action that takes no time, resets automatically; +1), Reduced Endurance (0 END; +1/2) (5 Active Points); OAF (-1), Only To Go Straight Down (-1). Total cost: 2 points Obviously if you wanted to fall safely a little faster, you could always buy more flight. More flight would also allow you to counteract a higher initial velocity more quickly. With 10m of flight, for example, you could counteract an initial velocity of 20m per segment in four phases. Comments or contributions?
  3. Re: How to Build This: Voodoo Defense As this was inspired by an anime character, yes, this ability may seem a little over the top. My aim here is not to build invulnerability. It is to pair the fluff with the best mechanics I can. The character itself has very little in terms of resistant defenses, and this power isn't meant to be paired with any other significant defensive ability (aside from a decent DCV). If he takes a bullet or is run through with a sword, then his proxies take the blow and the doll drops out of his body. Once those are gone he's as vulnerable as any other heroic mortal. For balance concerns I've chosen to make the charges useful only against a single attack that does BODY, rather than lasting the entire segment. An autofire attack that hits five times, then, would use up five charges. The defense does not activate against attacks that do STUN only. Taking a focus limitation really wouldn't be limiting, since the proxies are just random extras off-screen. His power is very obvious in its function though, so I added the perceivable limitation. Here's a more concrete version of what I've been thinking of: Voodoo Martyr Protection: Desolidification, 12 Recoverable Charges (+1/4) (50 Active Points), Cannot Pass Through Solid Objects (-1/2), Only To Protect Against Attacks That Do BODY Damage (-1/2), Perceivable (-1/4). Total Cost: 22 points Does this seem like an accurate representation? Since the charges advantage makes the power instant, should I include an advantage like trigger or uncontrolled? Could this be better done through the use of another base power? Thanks for the input.
  4. Hello. I have my own thoughts about this, but I wanted to see what you guys think. If any of you are familiar with the show One Piece, my initial inspiration came from the character Basil Hawkins. His ability goes something like this. If an attack were to do bodily harm to him, then that harm would be redirected to another person via a voodoo doll. If an attack were damaging enough to kill the target, then the doll would be destroyed as well. He is known to carry upwards of 10 of these with him, and possibly much more when he is prepared. The nature and magnitude of the attack is irrelevant, the only limit to his defense is the number of dolls on his person. These dolls were all connected to human extras, and he has not been seen using this ability offensively. That is, connecting a doll to an enemy and using the transfered attacks against him. My thoughts were something centering around a triggered desolidification with charges and appropriate limitations. I'm not sure how to model the advantage where if the attack is not enough to kill the connected human, then the charge is not used; that the charge is only used up if the attack could kill (20 BODY damage) or incapacitate the voodoo doll's target. The desolidification should only last for one segment, so perhaps the instant (-1/2) limitation? It should be able to apply to all attacks made against the character in a segment, like autofire, sweep, and coordinated attacks. Note that this power would in no way protect against non-lethal attacks, like flash (unless that flash did BODY or Stun). Is desolidification a good way to go for building this? Any other thoughts or considerations I'm not taking into account? I'm still trying to get used to 6e, so please bear with me if there's something I missed. Thanks!
  5. Re: Adaptive Invisibility Interesting, but isn't it lacking Invisible Power Effects (+1)? Also, a few questions. It possible to buy a 1 point transform? Is this specifically allowed by the text? There has to be some defense for an NND attack; did you have any ideas as to what this would be? I'll have to look into this more as well. Notice that I've never said I wanted absolute invisibility, I just want one that's hard to crack. With my original construction, the precognitive clairsentience and VPP invisibility, a character could sense me as long as he had more unusual senses than I could block at once. A VPP with 25 points [1 targeting sense group plus 1 targeting sense (single)] could be beaten with 3 unusual senses. Since I planned to use a 40 point VPP though, you would need 6 unusual senses.....possible but unlikely.
  6. Re: Adaptive Invisibility Below is a formidable block of responses, but I though it prudent to respond in a single post. Thank you all for lending me your ideas and opinions. You've summed up my predicament quite nicely, and even suggested an alternative I hadn't thought of. When I want to remain unseen, the default power I defer to is invisibility, but that doesn't mean there aren't other methods of achieving the same effect. Transforms, transdimensionality, mental images, images(?), mind control, suppress(?)......etc. All are viable, and if anyone has any suggestions along these lines, please, suggest away. Firstly, the sense I had in mind that would form the basis of my adaptive invisibility would detect "senses that I am not already invisible to that currently sense me", or along those lines. If it can detect me, then I would myself detect the detect used. It matters not how indirect the sense is. Secondly, I do not plan on using this power as my only defense. In fact, I don't plan on using this power in combat at all. I'm designing this character's power for infiltration and evasion purposes, and maybe for getting a surprise first strike in combat, not as the cornerstone of my combat power. As to the stealth plus invisibility combo you suggested, I was thinking along those lines as well, and if this power turns out to be more hassle than it's worth, I will fall back on that. Yes, exactly. As I said I would use a detect, functioning as a sense in its own group. Used in conjunction with precognitive clairsentience, it could scan ahead of time and block the sense before it had a chance to detect me. Like I said, I can't prepare for every unusual group sense, even in just one setting. I don't know what you mean by "meta-power", but I can assure you that mechanical legality and common sense are forefront in my mind.
  7. In a world where extraordinary beings with hosts of exotic senses are common, even a suite of invisibility powers can leave you vulnerable when you need to be absolutely stealthy. It would be impractical to plan for every possibility, so my goal was to come up with a power that allowed me to detect the senses currently sensing me, in order that I may adjust my invisibilities as needed. Is this within the means of the detect sense, to sense the senses currently sensing me? Would I be able to use it in conjunction with some sort of precognitive clairsentience with No Conscious Control, so that the power could anticipate and adapt as needed behind the scenes? I would probably place the Invisibility powers to be used with this in a Cosmic VPP, possibly also with No Conscious Control and Linked. Thanks.
  8. Re: N-ray vision based hero Like Tech said, just because he can perceive the world in great detail does not mean he automatically retains everything he sees. For that you would need the Eidetic Memory talent, coupled with a high intelligence to make use of it.
  9. Re: Fringe on Invisibility Hmm, I was hoping for a more practical solution. Perhaps, since a character has the option of not using his powers at maximum, I could just apply that to my original invisibility power: Invisibility to Sight Group, Hearing Group, and Smell/Taste Group, No Fringe. Total Cost 40 points. Maximum power, in this case, wouldn't be interpreted to mean some gradual scaling effect, but certain portions of the aggregate. That's reasonable, yes?
  10. When purchasing the No Fringe adder for invisibility, must you purchase it for every group you are invisible to, or just once? For example, does this work? Invisibility to Sight Group, Hearing Group, and Smell/Taste Group, No Fringe. Total Cost 40 points. Would I be able to turn off portions of this power, so that I am invisible to certain groups, but not others? If I were to split the various groups that the character is invisible to into distinct powers, would I need to purchase the adder for each power? Thanks.
  11. Re: Complex Sectional Armor I agree, but the only limitation I can think of to make armor sectional, activation rolls, does not take this into account.
  12. Re: Complex Sectional Armor Alright, I've worked out the math using the activation rolls provided by Outsider. This looked like a great way to go about doing it, and my original aim was to save some points by cutting down on armor where I didn't need it. Alas this didn't work out quite as I'd have liked. I separated the hit locations into three sections, each with a different armor value based on the locations vulnerability. The activation rolls and the limitation values are included for each section. Section 1: (3-5, 12, 13) Section 2: (9, 10-11) Section 3: (6, 7-8, 14, 15-16, 17-18) Section 1: (1+3+6+25+21) (56/216) (8-) Section 2: (25+27+27) (79/216) (9-) Section 3: (10+15+21+15+10+6+3+1) (81/216) (9-) Section 1: (-2) Section 2: (-1 ½) Section 3: (-1 ½) Here I work out the cost of each section of armor, Sections 1, 2, and 3 having an armor value of 25, 20, and 10 respectively. Note that I include the Double Listed Mass limitation. This will affect the real cost of the armor, but it'll still remain useful in comparisons. Armor (25 PD/25 ED) (75 Active Points); OIF (-1/2), Double Listed Mass (-1 ½), Sectional (-2). Total Cost: 15 Armor (20 PD/ 20 ED) (60 Active Points); OIF (-½), Double Listed Mass (-1 ½), Sectional (-1 ½). Total Cost: 13 Armor (10 PD/10 ED) (30 Active Points); OIF (-½), Double Listed Mass (-1 ½), Sectional (-1 ½). Total Cost: 7 Total Cost: 35 This cost seemed a bit high, so I went and did what Markdoc suggested, buying the minimum armor all over, then adding more on other sections. The first line is the overall protection, the other two being Sections 1 and 2. Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2), Double Listed Mass (-1 ½). Total Cost: 10 Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2), Double Listed Mass (-1 ½), Sectional (-2). Total Cost: 9 Armor (10 PD/10 ED) (30 Active Points); OIF (-½), Double Listed Mass (-1 ½), Sectional (-1 ½). Total Cost: 7 Total Cost: 26 This is better, but when you consider that to just buy 25 PD/25 ED all over using the same limitations costs 25 points, it just isn't worth it. Armor (25 PD/25 ED) (75 Active Points); OIF (-1/2), Double Listed Mass (-1 ½). Total Cost: 25 Like I said, I was looking to save some points by cutting off some of the excess protection, and it certainly made sense to me that some suits of armor would have less protection in some areas and more in others, but you just end up getting less for more cost.
  13. Hello. First off I'd like to say that I'll be using the hit location rules, and that the armor is intended for a heavy fighter type in a AP 75 limit super-fantasy game. I've been interested in constructing an armor power that will provide varying levels of protection based on the hit location. The head, vitals, and stomach areas possessing the greatest protection, and the hands, arms, legs, and feet possessing lighter protection. My only problem is that I don't know what limitations to apply to each part of the defenses. The armor coverage table in the core rulebook (page 488) is far from granular enough. I would need limitation values for all the hit location groups, (3-5, 6, 7-8, 10-11, so on...) Is this possible, or does another way of going about this exist? Thanks. Once I've figured this out I'll post my completed armor power if anyone's interested.
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