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Wyrm Ouroboros

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Everything posted by Wyrm Ouroboros

  1. Re: Help with A Spell That looks about what he's looking for -- and what I'd design myself. Kudos on a spot-on design.
  2. Re: Realism check: How accurate are lie detectors? Polygraph and voice stress analysis both work best if there are plenty of constant 'control' questions -- and you don't look for lies, you look for guilty knowledge. The example I was given went something like this: The 5/3 Bank on Louis St. was just robbed. You have a suspect in custody. Your questions have the pattern along these lines: "Did you rob the Bank of America on Galway Rd.?" "Did you rob the Hometown Bank on 7th St.?" "Did you rob the 5/3 Bank on 7th St.?" "Did you rob the Bank of America on Louis St.?" "Did you rob the 5/3 Bank on Louis St.?" Typically those get mixed in with other ones -- plenty of control questions, some with partial information (5/3 Bank OR Louis St.), some with full information. The polygraph reads the increase in stress (or lack thereof) when the questions with 'guilty knowledge' roll around. This, again, works best if the person isn't told the full details of who, what, etc. -- they could only know if they committed the crime. And there are few people who have the skill or the lack of conscience to totally avoid these sort of responses.
  3. Re: Building Caltrops: How would you do it? Please remember that the running (or, technically, leaping) reduction is going to happen whether the person takes damage or not; it's like running across a hex of marbles or whatever. Either you slow down and slide/kick your way through, or you don't and have to make dex checks to avoid falling -- and are thus slowed down. I think I'd add in the 'only if/when in contact with the ground', though. I'd agree that any rPD footwear should be able to avoid the whole damage problem, but they'd still have to make the Dex check to keep at full speed. And if someone falls, well, best have rPD armor on.
  4. Re: The Official Handbook of the Marvel Bunnyverse Okay, I was rolling after this one ...
  5. Re: X-Men: The Next Generation campaign on Hero Central Last post edited to put in the stats. Err, MY last post.
  6. Re: Does anyone have any idea why this is legal? Yeah. I'd look at it, look at them, and comment as I handed it back, "Didn't I say 75 Active Cap on attacks? Redo your attack slots and get back to me." On the other hand, I would allow the long-range transport thing -- though perhaps with a change or two. Let me see what you have, first ... Hm. Hmmm. Heh. Heh heh heh. Okay, require him to switch this to: This basically gives him a safe teleport -- no walls or anything -- and an idea of where he's going, so he won't go into a lava pool or whatnot, but it's essentially inaccurate -- no pin-point precision. He can get within, say, a kilometer or so of his desired target, but from there he'd have to get there in a more normal manner. Optionally: Get you there, and all your friends, too. A massive 23 END per phase, though ...
  7. Re: X-Men: The Next Generation campaign on Hero Central Moo!!
  8. Re: Who are the top 5 most powerful characters in your Campaign. Five most powerful characters in my world? Let me expand on this a little bit ... The Seven Who Fled The Seven are the ones who were known to have escaped the Purge of Mexico City, in which the vast majority of the world's superpowers were slain. This Event is one that killed every single super-hyper-omega-powered everything that was stupid enough to walk into that fight and stay. Superman. Magneto. Phoenix. Dr. Destroyer Everyone. The only ones that lived are the ones who got sent home early (like Phaeton, a PC), and there were very few of those, or people who are so in touch with the world they could feel the missiles launching. That number totals to less than a dozen. There are, note, more than Seven, but they are known as such because analysis of the Network Broadcast showed seven individuals fleeing Mexico City at approximately the time the first missiles were launched. Unless you live in a cave with no news and technology and have never heard of Powers before, you will know these names. The actual Seven include: Freedom. Magnetic Manipulator, Innate Power. Omega. (Dark Heroine.) Nimbus. Energy Manipulator, 'Transformed' Power. Psi. (Villian.) Uriel. 'Angel of Death'; flight, dread sword, high presence. Mystic Power. Phi. (Hero.) Crystalline. Mentalist, primarily telepathic. Innate Power. Tau. (Heroine). EK-623. Mechanical Intelligence. Pi. (Villian.) The Architect. Hypertechnologist, geneticist, Power dealer. Innate Power. Xi. (Dark Hero.) Void. 'Cosmic Wanderer'. Alien. Mu. (Mercenary.) Less than a handful of other Powers who were involved in the Slaughter have appeared since, and are considered part of 'the Seven': The Walker. High-end teleporter, Innate Power. Iota. (Hero.) Pele'. Previously involved in volcanic 'actions'. Upsilon. (Dark Heroine.) Rift. Dimensional technologist. Eta. (Villian). Tachyon. Light-manipulator. Alien. Xi. (Mercenary.) Technically, there are a few others who are 'as powerful' as these -- a rho/sigma level supergenius technologist who did the whole 'build an earthquake machine' sort of thing, an omicron-level electronic broadcaster and manipulator 'rainmaker' whose powers are almost exclusively non-combat. Other than these, it's the PCs, at kappa/lambda levels. The Powers are categorized by the greek alphabet and (loosely, in non-game terms) the number of points they're built on. Category: Up to X Points Alpha: 150 Beta: 175 Gamma: 200 Delta: 225 Epsilon: 250 Zeta: 275 Eta: 300 Theta: 325 Iota: 350 Kappa: 400 Lambda: 450 Mu: 500 Nu: 550 Xi: 600 Omicron: 650 Pi: 700 Rho: 750 Sigma: 800 Tau: 900 Upsilon: 1000 Phi: 1250 Chi: 1500 Psi: 2000 Omega: Unmeasureable
  9. Re: How Fast Do Rogue Planets Move? A planet finds the orbit where its speed and mass is balanced against the gravitational pull of the primary. Whether that's a natural planet evolving in a regular elliptical orbit, or a rogue planet captured by a star in whatever orbit it's captured into, as long as the planet is captured, it'll be in an orbit that will balance those three items. The balance does not have to be equal across the orbit -- it could be a regular planetary elliptical, cock-eyed like Pluto, or a further extreme ellipse akin to a cometary orbit. (Not likely, but possible.) However, the orbital 'tV * M = tG' where 'tV' is the total velocity across its orbit, 'M' is the planetary mass, and 'tG' is the total effect of gravity across its orbit. All you have to do is figure that equation out. As for the rest -- gravitational manipulation is, really, the only effective way to do it. Any 'force applied', whether that be sudden (big explosion) or minute (immense solar sails) is going to either shatter the planet (big explosion) or be either so minute or require such thorough integration with the planet (solar sails) that you'd be better off just taking the planet apart piece by piece and moving it that way. Altering the stellar 'G' changes your equation. What effect you get depends on where in the orbit you are...
  10. Re: FTL vs. Lots of Megascale Movement ... 'no re-use period'? Really?? Regeneration heals you to your max body; this is, in essence, the original 'Xd6 Aid, up to Y maximum effect above total'. Toss in 'only restores to starting value (-1/2),' and 'extra time (1 turn, -1)' and 'self only (-1/2)', and you have essentially what basic regeneration is. No, it's not 'max on your dice of Healing'. You're getting, free, 'up to Y maximum effect above max' in exchange for -2 in required, automatic disads -- 1/2 points of which you don't actually receive. Regular Healing you can use on other people, each and every phase. If you wanted, you could go with Aid, acquire the extra points to put yourself at max, then apply everything; I'm willing to bet that while it wouldn't be precise, it'd be pretty damned close ...
  11. Re: Star Wars Campaign (Ideas/Stuff/Work)
  12. Re: X-Men: The Next Generation campaign on Hero Central Freedom Real Name: Anya Tatyana Gutzu (Lensherr) Aliases: Many (primarily for economic purposes) Identity: Undisclosed Occupation: Financial Magnate, Adventurer Legal Status: Citizen of Hungary, resident in United States of America under business visa. Place of Birth: Unnamed Village, Eastern Europe Marital Status: Single Known Relatives: Magneto (father), Magda (mother), Quicksilver (brother), Scarlet Witch (sister) Group Affiliation: X-Men Base of Operations: Unknown First Appearance: X-Factor Annual #4 Origin: X-Men Annual #4 History: The first daughter of the man known to the world as Magneto was, as he would tell the history, killed in a house fire in the late 1940’s. That night, prevented by a mob from saving his daughter, the father’s mutant powers erupted violently, slaying those who had kept him from her. Little did he know that his infant daughter required no saving; the powers of the child concealed inside the burning house activated in an echo of her father’s enraged use outside. Though those powers were unable to prevent the infant from being knocked out by a falling piece of wood, they were sufficient to keep the heat and smoke from the child. That night, Magda fled Magneto, and Magneto likewise fled the town. That night, inadvertently, they made their daughter an orphan. Anya was discovered the next day, when her wailings were heard coming from the burned home; she was rescued, and within the next year, adopted by a Hungarian family and raised as their own. As she got older, the hair that grew in on the scar over the place where landed the blow that knocked her unconscious was not the same as the rest, a deep and rich ebon black; the hair from the scar grew in silver. It was, perhaps, a hint of her heritage, but even during that day and age, nobody thought anything of it, though certainly she was teased about it. It wasn’t the most notable thing, though -- the most notable thing was that she was … stunted. Her physical development rate was radically slowed; at age 10, she looked like she was six or seven. Age twenty, perhaps ten. It took her almost forty years to acquire her ‘full’ adult height of 4’10”. This, more than anything, was the cause of her early social ineptitude. However, Anya proved to have a ferocious intellect, one that greedily grasped at things that were solid, unchanging -- the logic to be found in science, books and scholarly pursuits. A similar logic, if more complex, can be found in languages; she devoured them almost as readily as she devoured the cold precision of mathematics and physics, spurning the schoolyard cruelties of her ‘current social circle’. This sort of thing did not go unnoticed by the ruling communists or their Soviet masters. At age 10, having completed full secondary schooling and already working on or above collegiate-level coursework, she was brought to Moscow to study -- and be studied. Over the next fifteen years, while she devoured scientific exploration to and beyond Ph.D. level, top scientists started to bring problems to her -- problems they were trying to crack in their own ‘race for the superman’. Many, many Soviet superhumans owe part of their origins to her apparently innocent answering of those questions. Everything was her field, from robotics to chemistry to genetics, her favorite. However, not all was well in the mind of the Soviet’s pet super-scientist ‘child’. In 1956, the Soviets brutally repressed a popular uprising in her then-home town of Budapest. The eight-year-old child was witness to Russian tanks in the streets where she played, listened to artillery and gunfire echo from the walls and crash in the neighborhood, and helped in her small way clean up the debris during the aftermath. This lesson -- that revolution and action was only worthwhile if you had the absolute ability to make it effective and permanent -- kept her dissatisfaction and rebellion against the communist philosophy from coming anywhere near the fore. She was not yet able to mount effective resistance, after all. As she turned twenty-two, Anya discovered that things were not all as they seemed with her. There was a reason she never seemed to get scrapes, or banged up too bad, even from the fall from the roof when she was seven. She’d thought she’d broken her leg in a simple fracture, but only an hour later, she’d been X-rayed, and the bone was fine. She’d even been walking without pain. As her delayed puberty came into effect, she noticed she could do things -- listen to radio shows, watch magnets align steel, and even make a difference in the latter. She was no dummy; she knew what a mutant was, and who Magneto was. These abilities she kept to herself, until she could be certain, and until she could gain sufficient control and confidence. In this, her slowed rate of physical maturity came to her help; unlike so many other mutants’ abilities, flamboyant and sudden, Anya’s control over magnetism seeped into her self, giving her time to practice subtly, giving her time to gain and keep firm control. In the meantime, over the next couple of years, she allowed herself to be turned towards a Soviet metallurgy project, in search of the next super-metal. She didn’t find it; she created it. Unfortunately for the Soviets, the metal required at least a low-grade magnetic field constantly around it to keep it intact. However, sufficient metal had been assembled for Anya’s purposes, and late on October 23, 1973, Anya Gutzu recombined the metal and encased herself in it. Scattering the bullets fired from the Soviet guards’ AK-47s, she proceeded to obliterate the majority of the base in a very deliberate manner -- communication center, then the research buildings, then (since most of the scientists and residents were watching her) forcing everyone into the motor pool an d destroying the residences. In short, she made absolutely certain that records of the metal were destroyed. That done, before flying off she said one last word to her ex-compatriots: “Freedom.” Over the next thirty years, Anya set out to discover many things -- the limits of her abilities, the way the real world works, the people who actually need help. The financial sector was an early focus for her; the proceeds from the rump sale of five 100-ounce bars of pure platinum extracted from the Ural mountains went into financing more wealth, which she took great care to conceal. While growing to understand her Powers, and watching what it did to such great people as Magneto (yes, she acquired a sample, and yes, she’s had a test done, so yes, she knows -- but no, she never told him), she developed a vast empire that surpasses almost any on Earth. More than most, she is aware of the vulnerabilities of eggs in one basket, and has never sought to create ‘AnyaCorp’. Instead, the companies she’s invested in (and often owns a majority of) doesn’t even know one person owns such a large portion. She’s long since become a master of the concealed investment, the multiple shell corporation, the false front and dead end. What’s more, she’s aware of what a company can do. Though she uses the companies for her own ends, she does her best to ensure that a company benefits the people who work for it -- and the town in which it’s located. When she starts to move into a place, she intends to stay for good, and has redefined business practices and goals and sought new markets for old products in order to ensure the security of the people who have placed their welfare in her hands. Instead of making copper wire for telephone cable, a plant makes copper wire for vehicular air bags. Instead of selling handmade furniture locally, it gets exported to a different and much more lucrative market, increasing sales and profit-per-sale for the craftsmen, her shipping conglomerate, her import/export business, and the nationwide retail store in which she owns a considerable percentage. It doesn’t mean she’s a fool, however. Through other double-blinds, she owns military advisory groups, training cadres, and weapons manufacturers -- in theory, her own private army, which includes amongst its numbers more than a few mutants with urges for destruction. She has discovered that ‘checkbook diplomacy’ actually works to a certain extent; if Mad Maxim is shattering bank vaults in Perth because he a) likes to wreck stuff, and wants to be rich, well what’s the percentage in paying him a six-figure salary to wreck stuff every couple of weeks against people who actually deserve to have their stuff wrecked?? Freedom takes her ‘name’ seriously, however. With her ability to move at extraordinary speeds, including making orbit in moments, she is unafraid of committing gross violations of ‘national airspace’. To her, the entire world is her home, and its people are her people. She has stopped massacres in Angola, rescued refugees in the Florida Straits, extracted defectors from Communist China, rooted out terrorists from Afghanistan to Zimbabwe to Argentina. She has spoken to the head of S.H.I.E.L.D., whomever it may have been at the moment, more than once; she has been threatened with sanction of the most permanent sort. Her reply to Col. Fury: “You may certainly try. But the suppression field you have on is having no affect on me at all, and unlike Magneto, I can affect things that aren’t metal. I also have a longer reach. Tell me, Colonel, can your carrier withstand multiple meteor strikes?” And how did she come to join the X-Men? Because of all the hero teams that have worked in the world, the X-Men were always those most concerned about people. The Fantastic Four were focused on scientific exploration, saving New York and the Eastern Seaboard from underground or extra-dimensional invasions. The Avengers fought aliens and enemies of the state and such. The X-Men had always been desirous of protecting people, helping people, rescuing people. As a consequence, she had opened a dialogue with Charles Xavier some time before the Westchester house had closed its doors, shutting the X-Men down; she continued to discuss the problems of mutantkind with Xavier with fair frequency, remaining a friend during his declining years. Hank knew of her, though was never privy to their discussions. Though Charles knew of her freedom-fighting activities, at her request it is something he never wrote in his notes -- only that she could get in contact with Freedom. When selecting the new X-Men, he contacted Anya in hopes of adding Freedom to the roster; within a few weeks, Freedom made contact back, and allowed herself to be convinced to join. Though being a part of the reconstituted X-Men may slow her down somewhat, it will not stop her ‘extra-curricular activities’, which remains a point of contention between herself and McCoy. Height: 4'10" Weight: 105 lbs. Eyes: Blue Hair: Black / Silver Strength Level: Freedom has the strength of a woman in her early twenties who does not work out regularly. Known Superhuman Powers: Freedom possesses the power to control all forms of magnetism. She can shape and manipulate magnetic fields that exist naturally or artificially. It is implied that she can both manipulate magnetic forces from outside herself as well as generate such forces internally; her power is primarily psionic in nature, though it does have some physiological basis. Freedom’s power has never truly been put to the test, but she has been known to accomplish tasks at extraordinary reaches from herself; she has displayed the ability to affect the solar magnetosphere for an incredible distance -- in minor ways, all the way out to the heliopause -- and can manipulate those fields to achieve a wide variety of effects. She has displayed the ability to lift over twenty tons with good control, and well over that with only gross manipulative ability. She can use her magnetic powers in more than one way simultaneously, from purifying metals from ore to assembling complicated machinery to creating magnetic force fields with a high degree of impenetrability, often specifically tuned to current threats. Although Freedom’s primary power is control over magnetism, she can also project and manipulate any form of energy that is part of the electromagnetic spectrum, or that can be affected by the electromagnetic spectrum, including visible and ultraviolet light, radio and gamma rays, x-rays, and cosmic-spectrum radiation. While she can manipulate these with equal strength as magnetism, she prefers to work with magnetism despite its limitations, since she can achieve several different effects simultaneously with pure magnetic force. She has also shown a limited ability to affect others’ minds and powers in methods that bypass their natural defenses. Known Abilities: Freedom has shown an almost uncanny ability to absorb, process, and learn to an advanced degree almost every science, language, and field of knowledge that one can write a book about. Her secret ID, Dr. Gutzu, is an acknowledged expert in the fields of biology, mutant physiology, genetics and genetic manipulation. Freedom is acknowledged expert in engineering, mechanics, metallurgy, geology, climatology, and astronomy. While Dr. Gutzu is known to speak over a dozen languages, Freedom has the ability to pick up new languages in a matter of minutes, and has no problems wherever she goes. In addition, she is an expert in the realms of finance, the stock market, investment opportunities, and running a business -- even multiple businesses -- to the height of its potential. Paraphernalia: Freedom has discovered an alloy of several metals that only can sustain coherency within a minimal magnetic field, but which is highly mutable and can magnify magnetic fields if in the proper configuration. It also typically provides a continual low level of armoring, whether in full suit configuration, or in ‘civilian clothing’. While she has never designed or built such things as her father -- magnetically-powered craft, robots, computers, generators, or other items to vastly enhance her power -- she has managed to get her hands on a few examples, and could undoubtedly replicate their results. Freedom Val Char Cost 9 STR -1 18 DEX 24 20 CON 20 10 BODY 0 29 INT 19 18 EGO 16 20 PRE 5 16 COM 3 2/18 PD 0 4/22 ED 0 3/5 SPD 2 8 REC 4 60 END 10 25/35 STUN 0 6" RUN 0 2" SWIM 0 1 1/2" LEAP 0 Characteristics Cost: 102 Cost Power 11 Life Support (Eating Character only has to eat once per week; Longevity Immortal; Safe in High Radiation; Safe in Intense Heat; Sleeping Character only has to sleep 8 hours per week) 9 Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time Regeneration- Only) 5 Minutes (-1 3/4), Self Only (-1/2) PsychoMagnetic Sensitivity 11 1) Armor (3 PD/3 ED), Hardened (Penetrating) (+1/4) (11 Active Points) 1 2) Mental Defense (10 points total) 5 3) Power Defense (5 points) 2 4) +5 PRE (5 Active Points); Defensive Only (-1) 10 5) Sense Electro-Magnetic Spectrum Fields & Signals 15- (Sight Group) 5 6) (Total: 6 Active Cost, 5 Real Cost) Sight Group Flash Defense (2 points) (Real Cost: 2) plus Sight Group Flash Defense (4 points) (4 Active Points); Only Against EM-Band Radiation (i.e. 'Light'-based flashes, however created; -1/4) (Real Cost: 3) Metalweave Magnifications, all slots IIF Unbreakable (Metallic Cloth; -1/4) 16 1) +2 SPD (20 Active Points); IIF Unbreakable (Metallic Cloth; -1/4) 8 2) +10 STUN (10 Active Points); IIF Unbreakable (Metallic Cloth; -1/4) 4 3) +5 Mental Defense (10 points total) (5 Active Points); IIF Unbreakable (Metallic Cloth; -1/4) 4 4) Power Defense (5 points) (5 Active Points); IIF Unbreakable (Metallic Cloth; -1/4) 154 Mistress of Magnetism: Variable Power Pool, 90 base + 64 control cost, 75 AP Maximum (Exceed Only w/ Special GM Permission) (+0), Penalty to Skill Roll is -1/20 Active Points (+1/2), Powers Can Be Changed As A Zero-Phase Action (+1) (202 Active Points); Limited Class Of Powers Available (Magnetic, Electro-Magnetic, Tech-Affecting) (-1/2); all slots Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) 0 1) Baseline Active Armor: Armor (5 PD/3 ED) (12 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 10 0 2) Baseline Active: Flight 5" (10 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 8 0 3) Suitwarming: Life Support (Safe in Intense Cold) (2 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 1 0 4) Life Support Bubble (Personal): Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (16 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 11 0 5) Life Support Bubble (Large): Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/ Vacuum; Self-Contained Breathing), Usable As Attack (+1), Area Of Effect (16" Radius; +1 1/2) (70 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Concentration (0 DCV; Character must Concentrate at 1/2 DCV throughout; -3/4), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Costs Endurance (Only Costs END to Activate; -1/4), Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 15 0 6) Reconfiguration: Cosmetic Transform 2d6 (Outfit Into Any Other Outfit) (10 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 8 0 7) Fine Tuning: Aid Enhanced Senses 2d6, Can Add Maximum Of 39 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Can Apply (Remove) Adders (+1) (75 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 60 0 8) Full Power: Telekinesis (50 STR) (75 Active Points); Affects Whole Object (-1/4), Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 50 0 9) Heavy Zone Work: Telekinesis (18 STR), Area Of Effect (12" Radius; +1 1/2), Selective (+1/4) (74 Active Points); Affects Whole Object (-1/4), Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 49 0 10) Precise Operation: Telekinesis (23 STR), Fine Manipulation (45 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 36 0 11) MegaLifting Single Item: Flight 6", Ranged (+1/2), Usable As Attack (x32,768 maximum weight per inanimate target; +4 3/4) (75 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 60 [Notes: 3,276,800 kg -- over 3200 metric tons.] 0 12) Lifting MegaZone: Flight 5", MegaScale Area (1" = 10 km; +1/2), Area Of Effect (4" Radius; +1), Selective (+1/4), Usable As Attack (x64 maximum weight per inanimate target; +2 1/2) (52 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 42 0 13) Long Range: Telekinesis (10 STR), Fine Manipulation, Increased Maximum Range (925"; +1/4), No Range Modifier (+1/2) (44 Active Points); No Effect Vs. Non-Magnetic Targets (-1/2), Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 25 0 14) Massive Area: Telekinesis (15 STR), Fine Manipulation, MegaScale Area of Effect (1" = 1 km; +1/4), Area Of Effect (2" radius; +3/4), Selective (+1/4) (73 Active Points); No Effect Vs. Non-Magnetic Targets (-1/2), No Range (-1/2), Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 32 0 15) MicroPrecision Work: Telekinesis (7 STR), Fine Manipulation, Invisible Power Effects (Fully Invisible; +1), Attack Versus Limited Defense (Magnetic Powers; +1 1/2) (72 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 58 0 16) Electro-Magnetic Pulse (Nuclear Scale): Energy Blast 4d6, MegaScale AoE (1" = 10 km; +1/2), Area Of Effect (2" radius; +3/4) (45 Active Points); No Effect Vs. Non-Electronic Targets (-3/4), No Range (-1/2), Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 18 0 17) Irresistable Force: Energy Blast 15d6 (75 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 60 0 18) Shred: Killing Attack - Ranged 2 1/2d6, Indirect (Any origin, any direction; +3/4) (70 Active Points); OIF (Focus (Metal of Opportunity); -1/2), Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 40 0 19) Take Apart: Major Transform 1d6+1, Invisible Power Effects, Source Only (Fully Invisible; +1/2), Partial Transform (+1/2) (40 Active Points); Limited Target Technological Foci / 'Restrainables' / Special F/X (-1/2), Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 23 0 20) Take Apart (Area): Major Transform 0 1/2d6, Invisible Power Effects, Source Only (Fully Invisible; +1/2), Partial Transform (+1/2), Area Of Effect (2" Radius; +1), Selective (+1/4) (32 Active Points); Limited Target Technological Foci / 'Restrainables' / Special Effects (-1/2), Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 18 0 21) Suppress Flow (1): Drain 2d6, One Technological Power one at a time (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Invisible to Sight Group, Source Only (+1/4), Ranged (+1/2) (45 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 36 0 22) Suppress Flow (1, Zone): Drain 1d6+1, One Technological Power at a time (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Invisible to Sight Group, Source Only (+1/4), Area Of Effect (16" Radius; +1 3/4) (45 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 36 0 23) Suppress Flow (2): Drain 2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), 2 Technological Powers simultaneously (+1/2), Ranged (+1/2) (45 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 36 0 24) Suppress Flow (4): Drain 1 1/2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2), 4 Technological powers simultaneously (+1) (41 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 33 0 25) Suppress Flow (all): Drain 1d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Invisible to Sight Group, Source Only (+1/4), Ranged (+1/2), all Technological powers simultaneously (+2) (40 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 32 0 26) Mistress of the Spectrum: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); Only Works Against EM-Spectrum Energy or Metal-Bearing Physical (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 20 0 27) Machines Do What I Tell Them: Mind Control 7d6 (Machine class of minds), Telepathic (+1/4) (44 Active Points); Does Not Provide Mental Awareness (-1/4), Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 29 0 28) Command Stream: Telepathy 9d6 (Machine class of minds), Sense Affected As Another Sense (Radio Group; +0) (45 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 36 0 29) Standard: Force Field (8 PD/12 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4), Hardened (+1/4) (45 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 36 0 30) EnDurable: Force Field (5 PD/7 ED) (Protect Carried Items), Persistent (+1/2), Reduced Endurance (0 END; +1/2) (44 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 35 0 31) Watch It Come: PD: Force Field (20 PD) (Protect Carried Items), Hardened (x2; +1/2) (45 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 36 0 32) Watch It Come: ED: Force Field (20 ED) (Protect Carried Items), Hardened (x2; +1/2) (45 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 36 0 33) Invisible: Force Field (7 PD/9 ED) (Protect Carried Items), Invisible to Sight, and Touch Groups (+3/4) (45 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 36 0 34) Balance: Force Wall (8 PD/8 ED; 3" long and 1" tall) (44 Active Points); No Range (-1/2), Restricted Shape (-1/4), Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 22 0 35) Combat Flight: Flight 12", Position Shift, combat acceleration/ deceleration (+1/4), No Turn Mode (+1/4) (43 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 34 0 36) Easy Flight: Flight 15", Reduced Endurance (0 END; +1/2) (45 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 36 0 37) Casual Flight: Flight 20", Position Shift (45 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 36 0 38) Swift Flight: Flight 6", x8 Noncombat, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (44 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 35 0 39) Rapid Flight: Flight 10", x16 Noncombat, rapid Noncombat movement (+1/4) (44 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 35 0 40) Personal MegaFlight: Flight 5", Reduced Endurance (0 END; +1/2), Noncombat acceleration/deceleration (+1), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (37 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 30 0 41) Lightspeed (Personal): Flight 5", Reduced Endurance (0 END; +1/2), MegaScale Speed (1" = 1 billion km; +2 1/2) (40 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 32 0 42) Group Flight (Slow): Flight 5", x8 Noncombat, Usable As Attack (+1), Area Of Effect (16" Radius; +1 1/2), Selective (+1/4) (75 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 60 0 43) Group MegaFlight: Flight 5", MegaScale (1" = 1 km; +1/4), Area Of Effect (24" Radius; +1 1/2), Selective (+1/4), Usable As Attack (x16,384 maximum weight per inanimate target; +4 1/2) (75 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 60 [Notes: 1,638,400 kg -- or over 1600 metric tons.] 0 44) Hyperdense Armor: Armor (20 PD/20 ED), Hardened (Armor Piercing; +1/4) (75 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 60 0 45) Hedgehog: Killing Attack - Ranged 1 1/2d6, Damage Shield (+1/2), +2 Increased STUN Multiplier (+1/2), Continuous (+1) (75 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 60 0 46) Magneto-Gravitic Lockdown: Entangle 3d6, 5 DEF, Invisible to Sight Group, SFX Only (+1/4), Takes No Damage From Attacks All Attacks (+1/2) (70 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 56 0 47) Magneto-Gravitic Enclosure: Force Wall (12 PD; 2" long and 1" tall), Reduced Endurance (1/2 END; +1/4), Uncontrolled (+1/2), Backlash (+1/2) (72 Active Points); Restricted Shape (Sphere; -1/4), Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 48 0 48) A Very Long Arm Indeed: Telekinesis (10 STR), MegaScale (1" = 10 million km; Range; +2), MegaScale (1" = 1 million km; to movement; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (75 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 60 0 49) Touch Megalift Hyperspeed: Flight 5", MegaScale Speed (1" = 10 million km; +2), Usable As Attack (x16,384 maximum weight per inanimate target; +4 1/2) (75 Active Points); Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 60 0 50) Heat Shielding: Force Field (20 ED), Usable By Other (+1/4), Ranged (+1/2), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), MegaScale (1" = 100 km; Range; +3/4) (70 Active Points); Limited Coverage [61-180] Degrees (-1/2), Only Works Against Limited Type of Attack (Heat/Fire; -1/2), Variable Limitations (requires -1/2 worth of Limitations; Focus, Concentration, 1/2 Effect vs. Non-Magnetic; -1/4) Real Cost: 31 Powers Cost: 240 Cost Martial Arts Maneuver 1 Weapon Element: Telekinesis, Unarmed 3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls 5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR Strike 5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away Martial Arts Cost: 26 Cost Skill 5 +1 with DCV 3 Acting 13- 3 Breakfall 13- 1 Bribery 8- 1 Bureaucratics 8- Everyman Skills 0 1) AK: The Solar System and Earth 8- [Notes: Freedom doesn't know any particular city very well -- at least, not any more. Instead, she knows 'where cities are' like other people know streets, and 'where the planets are right now' the way other people know local towns and suburbs.] 0 2) Climbing 8- 1 3) Concealment 15- (3 Active Points); Only to Find Magnetic-Affected / Electron-Sensitive Items (-1) 0 4) Concealment 8- 0 5) Conversation 8- 0 6) PS: ER Doctor / Combat Physician (Everyman Skill) 11- 1 7) TF: Everyman Skill, Small Motorized Ground Vehicles, X-Jet 1 High Society 8- Intelligence Skills 3 1) Computer Programming 15- 1 2) Criminology 8- 3 3) Cryptography 15- 3 4) Deduction 15- 1 5) Demolitions 8- 3 6) Electronics 15- 3 7) Forensic Medicine 15- 3 8) Instructor 15- 3 9) Inventor 15- 3 10) Mechanics 15- 2 11) Navigation (Air, Space) 8- 3 12) PS: CEO 15- 5 13) Paramedics 16- 7 14) Power: Magnetic Control 17- 3 15) Research 15- 1 16) Security Systems 8- 3 17) Shadowing 15- 3 18) Systems Operation 15- 3 19) Tactics 15- 1 Interrogation 8- 2 Lockpicking 13- (3 Active Points); w/ TK Only (-1/4) 3 Oratory 13- 3 Persuasion 13- 1 Riding 8- 3 Stealth 13- 3 Teamwork 13- 3 Trading 13- Skills Cost: 91 Cost Perk 19 International Fiscal Network: Money: Filthy Rich, Difficult To Dispel (x2 Active Points; +1/4) (19 Active Points) [Notes: Freedom has amassed a vast (i.e. 15-point level) network of companies, corporations, and other moneymaking opportunities. Unlike others, however, she has not brought them under one 'umbrella' company, but chooses instead to make her exposure much less, even if it somewhat complicates the full, easy use of her monies and access.] 30 International Business Network: Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact is slavishly loyal to character, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (45 Active Points); Extra Time (6 Hours, Only to Activate, -1/2) 16- [Notes: Dr. Gutzu's network is enormous; she can walk into almost any town and be introduced to almost anyone she wants. However, she does not, herself, know everyone in the network, and because of the lack of a 'corporate umbrella', they aren't readily identifiable, either. As a consequence, it takes a fair amount of time to call up her 'tracking hub', have them research the matter, and get back to her.] 2 Deep Cover 4 Anonymity [Notes: Freedom has witnessed some of the biggest superheros be taken down, however temporarily, by the seizing of their corporations. Her own financial network takes advantage of all of the tricks of concealing one's influence and financial worth -- holding companies, double-blinds, etc.] 10 Vehicles & Bases 2 Reputation: Freedom-Fighter (A medium-sized group) 11-, +2/+2d6 2 Reputation: Top Geneticist (A small to medium sized group) 14-, +2/+2d6 Perks Cost: 69 Cost Talent 3 Lightning Calculator 5 Eidetic Memory 20 Universal Translator 15- [Notes: Hungarian (Native), Russian, Rumanian, Ukranian, German, Polish, English, French, Italian, Greek, Latin, Ancient Greek, Arabic, Hebrew, Japanese, Mandarin, etc.] 23 Universal Scientist 18- [Notes: Anatomy, Combat Medicine, Genetics, Medicine, Neurology, Surgery, Pharmacology, Physics, Magnetics, Particle Physics, Subatomic Physics, Mathematics, Metallurgy, Geology, etc.] 21 Universal Scholar 16- [Notes: Finance, Business World, Notable Business Figures, Personal Business Empire, Mutants, Superheros, Supervillians, History of Superpowers, etc.] Talents Cost: 72 Total Character Cost: 600 Pts. Disadvantage 5 Distinctive Features: Electric Blue Eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Silver Streak in Hair (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Always Wears Primarily Black (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Dependent NPC: Executive Secretary at Genetec, Int'l 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) 15 Hunted: S.H.I.E.L.D. 14- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 10 Hunted: Magneto Fan-Boys 11- (Less Pow, Harshly Punish) [Notes: ... 'Acolyte' sorts who feel that Freedom is using Magneto's schtick.] 10 Reputation (Freedom): Rescuer of People in Distress, 11- 10 Social Limitation: Ice Queen (Frequently, Minor) 20 Social Limitation: Secret ID (Very Frequently, Major) 20 Psychological Limitation: Proud (Very Common, Strong) 15 Psychological Limitation: Rescuer (Common, Strong) 10 Psychological Limitation: Hippocratic Oath (Common, Moderate) 5 Psychological Limitation: Takes the Long View (Common, Moderate) Disadvantage Points: 150 Base Points: 450 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  13. Re: FTL vs. Lots of Megascale Movement I always considered 5" to be the minimum purchase for any move not innate (i.e. run, swim, leap). So either: Flight 5", Reduced Endurance (0 END; +1/2), MegaScale (1" = 1 billion km; +2 1/2) (40 Active Points) or: Faster-Than-Light Travel (4 Light Years/hour) (40 Active Points) The former is actually faster, since for each +1/4 you get a x10 to your speed -- instead of a x2 for every 2 AP...
  14. Re: Is this an OIF? Re: Gambit, it's been stated (officially) that he can only put so much of a charge into a low-mass object. (Why they have playing cards blowing the hell out of everything, I don't know. Still...) And if you're going to capture the cajun and put him into prison, keep him KO'd. Or Drained. Or without END; there's the trick.... Besides, it's still a GM call. I enjoy the OIF (X Object of Convenience) conversion; it means different things for different characters. My gizmoteer's OIF (OoC) isn't going to be the same as your Blaster's OIF (OoC), isn't going to be the same as Shred Magnetic guy's OIF (OoC). Besides, therein lies trying to stat to the Nth degree each and every item Gambit has thrown ...
  15. Re: FTL vs. Lots of Megascale Movement Well, hell, sign me up ...
  16. Re: Power Frameworks & Advantages Not exactly -- in part, because your phrasing as to how it's applied is a little peculiar as you put it above. Every Power in the MPow above receives a +1/2 variable advantage, but the 'cost of the slot on its own' -- without that +1/2 VarAdv (+1) -- is maxed out at 60. (This is one reason why it's better to not apply advantages to the reserve, you never know when you AREN'T going to want the damn thing.) The Real Cost of the slot is going to be based off the 'cost of the slot on its own' -- 6 in the first case, 3 in the second. But they both have that +1/2 Variable Advantage. For ECs and VPPs, the rules are somewhat different on each... ECs don't get Advantages added to them; you could, but it'd suck, because then you aren't going to get the real bonus of the EC out of it. You WOULD apply all Advantages (to both the base EC and the slot itself) to find the slot's Active Point cost. Since you're doing this anyhow, why bother doing it to the base EC? Just set your EC at, in this example, 60 points -- to accomodate 120-point powers. When applying Advantages to a VPP, you have to define whether it applies to the VPP only, or if it's a Common Modifier. The former are mostly 'time' and 'access' limitations -- when you can change the pool, and what you can change the pool into, and what you need in order to change the pool. The latter apply to everything -- pool AND slots. While you CAN apply advantages at that point, it's silly to do so -- a VPP is wonderful because you can swap out whatever advantages you want at any time. With a 120-point pool, you could have a 2d6 EB with a +12 Advantages added to it. Or whatever. And if you apply the advantages as Common Modifiers, you'll get More Cost for No Comparable Advantage. In essence, the advice of this gamer is to apply advantages only to powers, never to their base Power Framework.
  17. Re: FTL vs. Lots of Megascale Movement To get back to the original ... The difference, in part, is that one can go into a power framework and the other can't. I'm currently contemplating a character in a high-level Champions campaign who COULD conceivably achieve faster-than-light travel -- but who has all their Powers wrapped up into a VPP. Though the FTL (and other stuff, like Armor) logically could fit into the VPP, rules-wise they aren't allowed -- so I have to find other methods. I've already paid for the 60 AP VPP; why should I start paying for the FTL? Let's say I want to go to Jupiter in a reasonable amount of time. The average time for light from the Sun to reach the big planet is roughly 43.28 minutes; sounds good to me. That distance averages approximately 778,570,000 km, and the speed of light is, in game terms, 149,896,229 inches/segment. With a SPD 4 character, this means I have to move just under 600 million hexes per phase -- rounding it to 600 million sounds good to me. So! Lightspeed Flight: Flight 6", Reduced Endurance (0 END; +1/2), MegaScale (1" = 100 million km; +2 1/4) (45 Active Points) That'll achieve Jupiter orbit in something under an hour (which is reasonable). Pluto, though -- that'll take FIVE hours. Well, crap -- but wait, I still have 15 actives I can play with. 3 more active points will get me a x10 speed -- and I can reach Pluto in 33 minutes. Just right for those times when I really don't want to be bothered.
  18. Re: X-Men: The Next Generation campaign on Hero Central
  19. Re: X-Men: The Next Generation campaign on Hero Central Damn. And I wanted to offer up Freedom -- Magneto's first daughter, Anya, the one that 'died in the fire'. Sniffle. Ah, well.
  20. Re: Opens book at random... *laughs* I am amused. OTOH, I DO have a character that has an HKA AVLD Does Body weapon -- a lightsaber -- but the AVLD is 'Luck/Dodge-based resistant Defenses, or rED Force Field/Force Wall', for a +3/4 advantage, using the 'limited version of the regular defense' portion of the advantage. In a superhero campaign, no, the Brick isn't usually going to have those defenses -- but then, the Jedi isn't going to typically go against a brick, and if he does, the brick SHOULD suffer, IMO. Do I think that all AVLD Does Body attacks are good? Bloody no. But that's the way I build my lightsabers, because that's the way that makes sense to me. (And because I don't want to build an NND Does Body that Lightpoint, with his force field and AoE blast, can basically ignore me with.)
  21. Re: Megastructure Worlds Don't confuse 'hot exhaust' with 'hot intake'. Remember, the 'red-hot exhaust' is EXPELLING heat, drawing it AWAY from the 'living surface' and thrusting it into the great Beyond. Don't pay attention to the hot exterior of the window air conditioner; that isn't where the people are. Pay attention to the inside cool fan part ...
  22. Re: Missile Deflection and Skill Levels... I'd have to agree with Steve on the 'reflecting a HTH attack' thing; reflecting a HTH attack is more along the lines of 'Counterstrike/Riposte' set on a Trigger, or else Damage Shield. However, I'm not quite seeing where it says that Missile Deflection (or Reflection) does not benefit from higher-point-level CSLs. Sure, it says that +1 to your CV when Missile Deflecting can be bought as a 2-point-level CSL which doesn't apply to your Missile REflection, but that's like any other thing -- your +1 CSL to Block doesn't apply to your Triggered Counterstrike. The book is just letting you know that Reflection is one maneuver and Deflection is a different one. Heck, I bought 3-point skill levels for three specific maneuvers -- Block, Missile Deflection, and Missile Reflection. *shrugs*
  23. Re: WWYCD "super" registration I wouldn't mind seeing where you get your 'plink' data from, but I won't debate it instantly. Sure, some of them can 'plink' A nuke, and I'd expect that to be restricted to 'only a hundred kiloton' nuclear device. There are roughly ten to twelve thousand active nuclear devices in the world -- and another fourteen thousand or so that COULD be 'activated'. Those that were active, or could be made so within a day, were ALL ToT'd -- Time On Target -- so that they'd all arrive and detonate within microseconds of each other. Now, if I remember correctly, even if you can (for example) survive flying through the center of a star, the core explosion heat and radiation of a nuclear weapon is several times that of the sun -- so you're screwed. Even if you can take one hit of that, you aren't going to be able to take thousands; can't survive the blast of a supernova. I may be incorrect, but that theory is what forms the core of the argument. So no, sorry, neither Superman nor Phoenix can survive that. Ra's Al Ghul will be totally disintegrated, as will Apocalypse; no resurrection for them this time. The only people who survived the Purge just weren't there. (Okay, maybe Jean Grey will be 'resurrected' some time, some where, but she doesn't really count.)
  24. Re: Name for a Pulp Hero group? I'm surprised nobody's recommended 'The Mystery Men'. Pulp Hero crimefighters -- ordinary/trained humans with gizmos who run around wearing masks and stopping bank robberies and bomb threats -- are actually called Mystery Men. So ...
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