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TheInexplicable

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Everything posted by TheInexplicable

  1. Re: Creating avatars Bought as Resurrection as prestidigitator outlined is the easy and simple way to do it and get everything the concept requires, imo. If you buy this as a slavishly loyal summon then you have to worry about keeping it in perception range by whatever method and communicating with it by whatever method and then you still end up with something that isn't under the full control of the player. It, as a slavishly loyal summon, will attempt to do its best to follow orders but those orders are still subject to interpretation by the summon (who is technically 'played' by the GM).
  2. Re: Buying the Aid Power You can also put Aid into a multipower slot and advantage the fade rate up to 5/hour or so and have an extremely cheap way to boost your statistic(s) up...can also be extremely cheesy. Inclusion in a power framework of some sort is about the only way that it makes sense to use a self only Aid though. If you are buying outside of a framework just buying the stat with some limitations will be easier and more cost effective.
  3. Re: Vulnerability - Beyond Very Common? I agree that it sounds like this would be much better done as a Susceptibility. Susceptibility to the first instance of being affected by a specific attack in a given encounter, Beyond Very Common, Instant, 2 DC of bonus effect (20pt Disad) The reason I listed it as +2 DC of effect is it sounds like you might want it to extend to non-damaging powers such as drains and transforms and such as well. As GM I would hand wave a bit since it will be such a common occurrence and just add 2 DC to the effect roll rather than having you take a straight 2d6 Stun sans defense every time. If you just want to take an extra 2d6 Stun straight up regardless of if the actual attack gets through your existing defenses each time then I'd give you at least 30pts for that Disad...because it will really suck and really come into play multiple times a fight.
  4. Re: Lose Weakness I'm pretty sure it was covered somewhere in the FAQ or in a post by Steve that you can't buy invisibility to Find Weakness even though FW is a sensory power. The reasoning being that it falls into the "don't use powers to mimic other existing powers" rule. As in, since there is already Lack of Weakness you can't use Invisibility to FW as it is along the lines of using STR with the range advantage rather than Telekinesis. I might build the ability to "cancel" a successful Find Weakness like what you want just as limited Lack of Weakness: Lack of Weakness: Normal Defenses, 15pts, Conditional: Adaptive defense -1/2, RC:10 Lack of Weakness: Resistant Defenses, 15pts, Conditional: Adaptive defense -1/2, RC:10 With the Conditional limitation meaning that if they would have succeeded in their FW roll not taking the -15 into account then they get the defense halving for X number of attacks. The limitation value would need to scale based on what number X is and you would need to purchase for Power/Mental/Flash defenses also if you have those...which I assume a character based on super adaptive defenses would. Also, obviously if they make their FW roll even with the -15 they have found a weakness that you can't adapt out of quick enough for it to matter for the combat. This doesn't exactly do what you are looking for as it does still mean that most of the time they will have "failed" their initial FW roll and would not be able to attempt again during the same encounter. If you want them to be able to be given the opportunity to make another FW attempt after you have adapted to spot a new weakness...I guess the only way I can think to do that is to have a bunch of identical Multiforms specifically to "adapt" and cancel one FW while allowing a new one. Normally if the Multiforms are near identical like that the FW would carry over, but if that is the specific reason the Multiform is being purchased then as a GM I would be fine with it. It would be an awful lot of points to spend just to have that capability after all. -The Inexplicable
  5. Re: Lingering Teleport I generally allow a -1 for limitations like "only to determine half move distance" or even higher for something like "only to determine casual strength". If you break it down you are looking at something like: A) 20" teleport (40pts) + 20" teleport only for half move determination -1 (20pts) = 60pts vs. 30" teleport (60pts) A) has a 20" full move and a 20" half move with a 40" non combat move has a 30" full move and a 15" half move with a 60" non combat move Both of those seem pretty balanced to me for pros and cons which is why I set the limitation value at -1 typically. If set at a -1/2 you end up with something like: 1) 15" teleport (30pts) + 15" teleport only for half move determination -1/2 (20pts) = 50pts vs. 2) 25" teleport (50pts) Considering 2) has a half move of only a couple hexes less than 1) and a much better full move and non combat move, I don't see why anyone would bother at that limitation level. -The Inexplicable
  6. Re: Grappling expert and the 1/2 DCV grab penalty Superheroic genre, I am bringing my pulp hero The Grey (vigilante type hero who is possessed by the Spirit of American Justice) into the 2000s. TK grabs do not result in the 1/2 DCV penalty for the grabber, the rules do address that specifically somewhere in there. Building as TK would be a bit complex...I'll toss some numbers in and see if I can make it work and what the cost comes out to. I think for ease of record keeping and for concept I would rather do it as method 1 if the costs are even somewhat close. However, building as TK does not at all help him avoid the halving if he is the one being grabbed...so it doesn't quite fit what I am looking for. Campaign restrictions are pretty fierce due to an attempt to put limits on some players who need firmer guidelines than "build to fit campaign level". Working with a 60AP limit and limited to 1 framework (although because of the 1 framework limit we've tossed the restrictions on what can go into an EC and such, other than the Special Powers restriction). I've got the Grey built using an EC currently, previous versions were MP based but I wanted to make him less restricted this time around since he has doubled in power since the 1940s. Edit: I must say that I do find it interesting that consensus seems to be that you can't use PSLs to offset the 1/2 DCV penalty of various maneuvers (which is how I was leaning also). Yet, you can use PSLs to offset the OCV penalties from additional attacks from Autofire or Sweep and that seems much more 'powerful' to me...
  7. Okay, so I am working on a grappling expert and am trying to find the most sensible and correct way to counteract the DCV penalty from being involved in a grab. Basically, the character is fluid and adept enough at close quarters combat that he is constantly shifting his position and staying in motion even while in confined spaces or within a grab situation. Lets assume a base DCV 8, which would get lowered to a DCV 4 during a grab. Which of these do you folks think is how it needs to be done: 1) +8 DCV Combat Skill Levels with a limitation that they are only used to calculate DCV adjustments due to maneuvers (what would you give that as a limitation value?). So he is essentially at a 16 DCV only to determine the 1/2 DCV value and thus keeping him at the DCV 8 level at all times. 2) +4 Penalty Skill Levels purchased to offset the DCV halving from maneuvers (not the innate -X DCV penalty, which it specifically states you can't reduce). Basically, this would be buying 'Environmental Movement: Close quarters combat' I'm not sure which is the better method or even if method 2 is legal. I think the rules are kind of fuzzy in what penalties can be countered by PSLs. I appreciate any opinions or rules clarifications that you might be able to provide. Perhaps this is covered in the UMA or some other resource that I don't have available. -The Inexplicable
  8. Re: Free Strike Here is how I would recommend you build what you are looking for: 2d6 Hand Attack, AoE Hex x2 radius (2" radius) +3/4, Selective +1/4, Continuous +1, Invisible Power Effects fully invisible SFX only +1/2, Reduced End 0 END +1/2, HtH attack -1/2, Limited: Only affects target upon leaving area -1/2 = 40 AP, 20 RC This allows you to set up your "attack zone" and control who you hit with it and who you don't. The Invisible Power Effects is there so that there is no obvious sign that your brick has this attack zone around him until he actually socks someone with the power, it is completely invisible until he uses it and at that time the source and effect can be seen (there isn't a perceivable constant field effect of some sort around him at all times. With this construct you can reach out and strike anyone who is moving out of the area (your hex or an adjacent hex) that you want to. The "Only affects target upon leaving area -1/2" looks kind of goofy but normally with a continuous AoE like this the attack opportunity would take place upon the target entering the field, not leaving it. Just switching it from 'on entering' to 'on leaving' the area I would assign as a +0, but normally a continuous AoE would also take effect on each of the owner's phases and you didn't say anything about wanting to be able to do that...so, removing that aspect of the continuous AoE portion I'd give a -1/2. The reason that I would not build this as you have listed above using Trigger: Brick is on the street walking down the sidewalk minding his own business. On 12 - Dex 20 Arch Nemesis steps around a corner with a handful of quick on their feet Mooks a block away and shouts a challenge at Brick and punctuates said threat with some random fire into the air. Mooks fire up their rocket powered rollerblades and pull out various chains and pipes and wait for the attack command from Arch Nemesis Dex 15 Brick, knowing that the Mooks favorite tactic is to use move by and passing strike maneuvers, activates his "attack zone" power and shouts a challenge to the Mooks, takes a half phase for Defense Maneuver and declares a dodge with his remaining half action. Dex 10 Civilians between Brick and his foes respond to the scary bad guys by running away from them. Brick proceeds to hit every man, woman, child, and dog that flees past him between now and Dex 15 on segment 6 (his next action and opportunity to turn off his power) with his 12d6 strikes killing or severely injuring them all. On Arch Nemesis' next phase he takes advantage of the situation and declares a citizen's arrest of our crazy mass murdering Brick and gets himself a pardon on previous charges in return for getting such a dangerous individual off of the city streets. Goofy example, but the point is that those triggers have no way to ID good guys from bad guys. At the minimum your teammates would be at risk of getting clobbered.
  9. Re: Power Null I had mentioned both of those Sean, just hadn't written them up. I don't think you would want the +2 level of Invisible Power Effects for this. That would mean that even though you had Suppressed (or whatever) their Force Field to nothing that it would still be glowing away right? I assumed the person being affected would know it and left that at the +1 level.
  10. Re: Power Null I don't recall if it was in the FAQ or just Steve answering questions...I think it is in the FAQ though. As I recall he stated that the book was wrong to use that example (not that it was a misprint, but that it was determined later that Suppress shouldn't be eligible). Someone correct me if I am wrong on that please. It is entirely possible that my senility is showing today...It is Friday and I no longer wish to be here at work so have begun shutting off mental processes in an effort to reduce my pain and suffering.
  11. Re: Power Null That makes a more sense now. Hmmm, cumulative single command Mind Control field "turn your powers off"?
  12. Re: Power Null It was settled that Cumulative is not a valid/legal advantage for Suppress since it already has cumulative properties (just like how you can't add Cumulative to an Energy Blast because the effect of reducing Stun and Body are already cumulative). I don't think very many GMs would allow the "biological sfx" to be nearly as broad as what is desired by the concept. There are a great many ways to build the effect if the GM is willing to do some hand waving. I think that the best possible way to do this is for the GM to make a new power and define the effect and pricing and any possible adders and what advantages/limitations are legal. It will clean it up and the GM can balance it as he/she sees fit right from the start.
  13. Re: Power Null There isn't a way that I have found to do this and have it be cost effective. If you want to limit the effect to a dozen or so powers (say all the common attack powers and defense powers) you can do a Suppression field effect along the lines of: 1d6 Suppress - continuous, 0 end, persistent, AoE radius double radius, penetrating, personal immunity, always on, no range (30AP, 15RC) Throw 15 of those for powers of your choice in an EC for around 120pts. Bump it up to 2d6 and you hit 255pts. Alternatively, you can switch those Suppress powers to working on a special effect basis for another +2 advantage and you wouldn't need as many of them if the GM allows for very very broad SFX definitions (on the level of Magic, Mutant, Tech, Supernatural, etc). It is extremely slow to lower powers and can be completely negated by 6pts of hardened Power Defense. A somewhat workable alternative to do what you want is to build it as a VPP that can only be used to build Drains and build them with the Variable Effect advantage at the all powers of a given SFX level and define the SFX as "that individual's powers". It is messy and limits the Drain effect to one person at a time and requires some GM handwaving. There isn't a way to do it that is both decently fast and all encompassing and within a reasonable Active Point limit. Even building it as a Transform (no super powers) field comes out to something crazy like 75 Active Points per die...at least that is just one power though and easier to keep track of, if a bit cheesy. Still slow to take effect though and still stopped completely by very small amounts of hardened Power Defense.
  14. Re: Multiform Question You could do it that way and that would remove the capability of the character activating a form shift without having been unconscious. That would very much accomplish the desired effect. The reason I don't like that solution though is that you are basically paying more (due to the trigger advantage) to further restrict the use of a power. I think now that I would build it as NCC at the -1 level and then toss on an additional -1/2 limitation to reflect the inability to activate the power at will and keep the Accidental Change disadvantage. Thus getting to that midway point that I think is needed for this concept between NCC -1 and NCC -2.
  15. Re: Multiform Question This is how I've built The Inexplicable: (points would vary based on your campaign restrictions of course) Multiform: 350pts in the most expensive form, x8 alternate forms, No Conscious Control (-2), 85AP, 28RC and Accidental Change: Upon waking, Always (Uncommon), Random form other than the current form I'd disagree that the NCC should be the at the -1 level because you can "just go to sleep". I know that I personally can't just go to sleep when ever I feel like it and I especially wouldn't be able to do so quickly or in a stress situation. I know that there are people out there that can do this though. If you are planning on being cheesy and purposefully going to sleep to change your form then take it at the -1. If you are going to be reasonable about it and only sleep like a normal person would, so your form essentially changes every morning and everytime you wake up from a KO, take it at the -2. That said though, NCC does allow for the infrequent conscious attempt to trigger the power at a penalty determined by the GM, I'd interpret that as allowing the rare instance of something like "make an EGO roll at -5 to fall asleep" for use in dramatically appropriate situations. Word of advice: Either make the forms have the same END, STUN, and BODY or make the numbers so that it is easy to figure the percentages at a glance. -The Inexplicable
  16. Re: Help with the Regeneration Power? It is a bit of an eyesore if you write out how the new Regeneration works. I just wrote it out in the sidebar once and note it as Regeneration on the character sheet and make sure I list the correct AP and RC. The only problem I have with the new method is that our games almost always include AP caps and that means that you get half as much Regeneration now as you used to under 4th Ed. That kind of sucks. In a typical game of 60AP caps you only get 3 Body per turn instead of the old 6.
  17. Re: Weapon Design Question Last I read the British folks working on fusion reactors were having no problems containing their plasma magnetically, it was the neutron emissions from the fusion that were destroying their outer physical containment that is the stumbling block. One that would be solved with a ready access to He3 as a fuel source. They figure the "mining" of it may be profitable enough to make a moon colony fiscally viable in the near future... I'd personally write it up as a RKA, but would want some increased knockback to simulate all of that rapid expansion of not just the plasma itself, but the air it is traveling through. Would probably add a Flash component if I wanted to get into it to that depth. -TheInexplicable
  18. Re: Unique, interesting powers I've just finished up designing my first ever patriotic super soldier character. Gave him: Images: Normal Hearing, no range, +5 PER,0 End, only to create inspirational theme music Then I linked: +10 PRE and +5 EGO: UBO(8), ranged, only for defensive purposes His theme music boosts the morale of his allies, inspiring and giving them confidence. Eventually, I want to add in +1 overall csl as part of the generic effect. I also plan on adding in a small STUN heal and larger END heal with a single charge for the occasional dramatic team Rally. The name? Anthem -TheInexplicable Edit: Oh, and the Presence attack does knockback from the book is one of mine. I actually had does knockback and double knockback on it. My players STILL hate that villain and it has been years...
  19. Re: Making Powered Armor I'd have liked to know a bit more about the concept that led to you wanting your power armor to have Body and Stun. Not to criticize it, but to have a better idea of what you were aiming for. I've found that a lot of my players will come up with idea X and build it in far too literal of a fashion when there may be an easier or better way to accomplish their goal. When I read this question I thought about it in terms of what would have caused me to think I needed my power armor to have this effect. I try to build my power armor characters a bit more "realistic". So, I have an impressive but 'normal' individual in a high tech suit of combat armor. The defensive properties, weapons systems, and propulsion are always pretty easy to justify and explain via quasi-scientific principles. However, how does one even somewhat realistically explain how when Grond punches Mr. Unobtanium in the face and accelerates our 'normal on the inside' hero from 0 to 60mph in less than a second (15"KB) that his brain doesn't compact directly behind his eyes into a half inch thick pancake of confused neurons? Simple solution: ballistic/inertial gel layer inside the armor compresses and spreads the force over a long enough period of time that our squishy and delicate organs are not traumatized by the extreme acceleration or deceleration...yay airbag principle. Conveniently, this explains how he can make those high G turns while flying at supersonic speeds and not pass out too! It would make sense that any attack that makes it past the hard crunchy exterior of the power suit would be somewhat further absorbed by this gel layer. I could see thinking that such a thing would be additional Stun and Body as part of the armor. You could buy it as +X Stun and +X Body, with OIF (-1/2) and a custom limitation on how you need a workshop and some time and skill roll. Which is clunky and the character's REC would determine how fast you could repair Body damage rather than time or skill... I'd rather ask the GM if they would allow "on top" ablative armor to simulate the effect. It would have to be kept to a reasonably small amount and ablate by stun getting through but would accomplish the goal of soaking some body/stun damage in a fashion that is only repairable with effort. Depending on how your other defenses are as a GM I'd allow a small amount of "on top" ablative like this for -1/4 to -1/2. I don't like to get that granular any more, but back in my early days I would have loved detailing things down to this level. I might explain a power armor character as having this sort of thing built in as flavor, I wouldn't actually build it out like this anymore though. I've firmly grown into the 'simple is better' phase of character design. The Inexplicable
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