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Reyemile

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  1. Re: Blue Stuff Battery Why not just build the character with a normal END pool, and build the requirement for Blue Stuff as a Dependence?
  2. Re: Earthshaking stomp Falling down onto earth that's still shaking and being bounced up and down repeatedly causes heavy damage. Though Reduced Penetration would probably be appropriate, as anyone with a lick of invulnerability won't be seriously injured by mere earth.
  3. As the title says. Effects are that the character stomps on the ground, shaking the earth; enemies standing on the ground should potentially be knocked prone, taking heavy damage if they do fall.
  4. Does the Clinging power require that the surface in question be capable of supporting the character's weight? Or can a character use Clinging to cling to thin plaster walls, willow branches, power lines. etc.?
  5. Re: Areas that trigger other power's limitations? Well, change environment might work, but it's heavily campaign dependent. In a Champions game where demonologists are a rare enemy? Sure, it's low-powered, flavorful, and situational. In a 'war against the vampires' Hero Fantasy game? Trying to cheese your way out of buying a legitimate attack power is likely to draw your GMs ire.
  6. Followup to my previous question-- The Size Templates that you refer to all have knockback resistanct. However, the page I referenced, 6e2 117, distinguishes knockback resistance (which reduces distance pushed and damage from a crash) from high mass knockback reduction (which only reduces distance, but does not resist damage in event of a crash). Do the templates on 6e1 443 get additional knockback-distance reduction based upon their final mass?
  7. 6e2 117 says that creatures with a large mass get the benefit of reduced knockback distance. Do characters have to pay any points for this benefit, if they happen to be massive?
  8. Re: Poison Gas Cloud Thanks for the suggestions. It sounds like a custom adder is the way to go, since any other builds involve obnoxious rules cludges or ridiculous Damage Over Time costs. I'll report how well it works, if I can get my GM to approve it!
  9. I built a character with a toxic cloud of gas using an Area Effect Constant blast, but then noticed a hitch--constant attacks only work on my character's phases. This seems odd, because it doesn't make sense for a cloud of poison to get more effective as my character gets faster. It also kind of breaks suspension of disbelief that a character spending two or three segments in the cloud might get hit once, or might get hit twice, based solely on when those segments are in relation to my phases. On the other hand, it does make sense to me that trying to fight your way through a cloud of smoke should be damaging simply by virtue of exertion. So what I'd like to do is there a way to build a constant power that deals damage each phase the target has within the area, as opposed to each phase I have while the target is there. Is there a way to do this? And, if not, is it because there is something inherently broken about the setup, or is it simply an area the rules haven't explored?
  10. When buying a multiform (say, the ability to turn into a cat), do I have to pay for perks like Wealth in the multiform? I'm unsure because on the one hand, the character can't spend money while in the shape of an elephant, but on the other, the human form is perfectly capable of buying a howdah that the elephant could then wear. Similarly, does a multiform have to pay for the skills of the human form it can't benefit from (i.e. Combat Driving?) Last, when building the Elephant character sheet as part of the multiform, can I sell off its everyman skills, such as Transport Familiarity and Shadowing, since the elephant is physically incapable of even entering a vehicle, let alone following someone stealthily?
  11. When using the multiform power, each form has its own character-sheet, and its own complications to balance out the form's points. Should those complications factor in the existence of multi-form in their cost? For instance, an Elephant has a very frequent, highly limiting physical disadvantage "Huge". It can't go up stairs, it can't ride a car, it can't be supported by the floors of most non-industrial houses. However, a super who can turn into an elephant can ride a car, go up stairs, and hang out on the second floor; it's only the rare situation where he wants to both be an elephant and drive at the same time that he is inconvenienced. So, when building the super's elephant form, should I be costing "huge" as a frequent limitation, or an infrequent one?
  12. So, I'm trying to build a Wyvern with a paralytic poison in it's stinger. (He's really a superhero with transformation powers, but that's neither here nor there) The poison will be linked to the HKA of the stinger. First question: How much of a limitation would you rate "Requires the target to take damage from the Stinger"? (i.e. if the targets resistant defenses absorb all the damage from the stinger, the poison auto-fails) What about "Requires the target to take BODY from the stinger?" Second, the poison will be a Drain versus OCV, DCV, and maybe DEX depending on how the points work out. I don't want the drain to be versus Power Defense, but NND doesn't feel right. I'm trying to think of a good way to represent a poison that is hard to resist, but can be shaken off by tough enough characters without specific advantages or powers. Would it be balanced/reasonable to have the effect be resisted by CON? (i.e. subtract the targets CON stat from the result of the Drain roll) If so, would that constitute a Very Common, Common, or Uncommon defense for purposes of the Attack versus Alternate Defense advantage?
  13. There are a few typos in the Basic Rulebook about combat skill levels. First, both the 3-point and 5-point skill levels refer to a Small Group of attacks, a term defined differently in each paragraph. Second, 10-point skill level begin with the sentence "An 8-point skill level..." Third, I might be missing something, but 10-point skill levels seem to be in error in and of themselves. Specifically, spending 10 points for +1 to DCV or to OCV seems strictly inferior to spending 10 points on the characteristics and getting +1 to OCV and DCV. Could you please enlighten me on the intent of these rules? Thanks!
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