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Found 9 results

  1. I am creating a power that can be used to drain a mutant of all their mutant powers but I have found that it would be impossible to so as a drain. I had thought of doing it as a transform: Anti-Mutation Field: Severe Transform 3d6 (Mutant into Non-Mutant, Transform back by Getting Out of the Field), Constant (+1/2), Partial Transform (+1/2), Uncontrolled (+1/2), Area Of Effect (16m Radius; +3/4) (146 Active Points); OAF (-1), 3 Continuing Charges lasting 1 Minute each (-1/2) How does this look to you? I am using it for my villian group book for the IHA.
  2. I am building a drain/aid self character in 6th edition. He will have his Drain (END) be zero end, constant, no range, persistent, area of effect( my body), and the Aid will have trigger, zero end, expanded effects, aid self only and linked to the drain. Question 1 Do I need to buy personal immunity to the drain? Question 2 I want to make all elements of the combo invisible. Does that mean I have to buy that advantage at +1X? What about the Aid self, does that also cost +1X, it is an internal only power ? If I wanted to make the effect painless ( like sometimes they show a vampires kiss to be pleasurable, not painful...Yet clearly there is a drain going on) How would I price that out? Question 3 Part of me thinks that the cost to make an attack painless should be +1/2X more...but then I am looking at a massive increase in cost to the point of it being ether to weak to be useful, or to expensive to ever chose. Could you advise on a recommended fair cost?
  3. I see that in 6E1:217 it says: Is this already (effectively) taking into account BODY and PD / ED being Defense Powers (since an Entangle is actually an Attack Power), or does the Drain effect rolled still need to be halved, in addition to using the costs above? For instance, Dr. Deathtouch has a disintegration field (2d6 Drain BODY, AoE Personal Surface, 0 END, Persistent, No Range, Always On). Captain Gummo hits Dr. DT with his Entangle 5d6, 5 PD / 5 ED, and Gummo rolls 5 BODY. Dr. DT rolls 8 on his damage shield Drain. Does that mean he Drains 4 BODY from the Entangle, or 2 BODY?
  4. A question has come up in our group for how to use adjustment powers to drain or suppress powers with a minimum cost. In this particular case extradimensional movement in a 4th edition game. So do you need to drain/suppress 20 points of a power to prevent it from functioning? Drain 1 point of the power to prevent it from functioning? If the power is bought at 30 point version for a related group of dimensions, and drain 1 point does it prevent the related group of dimensions adder but not the 20 point version? I haven't found this explained in 4th, 5th, or 6th editions. Any help would be appreciated. Adam
  5. I've noticed a couple things can happen during Post Segment 12, but I can't find anywhere that explains in what order these things happen. Say I build a Power that Drains Recovery, and I Drain 10 points of Recovery from somebody. Post Segment 12 rolls around, Do they take their Free Recovery then Fade the Drain, or do they Fade the Drain then Take the Free Recovery? I'm sure other things can happen in Post Segment 12 also, how do you decide what order it all happens?
  6. I thought this was answered somewhere, but heck if I can find it. So my apologies in advance if my Search Fu is faulty. I know that Adjustment Powers that affect Defense Powers or defensive Characteristics (e.g. STUN) are halved However, is this halving done before or after subtracting Power Defense? For example: Leech buys a 6d6 Drain CON, and uses it on Defender. Leech rolls 20 points of effect, and Defender (luckily) just added 10 points of Power Defense to his armor. Does Leech's Drain do nothing (20 / 2 = 10 - 10 Power Defense = 0), or cause Defender to lose 5 CON (20 - 10 Power Defense = 10 / 2 = 5) Thanks!
  7. I have already got an answer from the admin about this, but the admin suggest that I would make a topic about it here, as it might make an interesting conversation. So to the point, Drain powers on non-living things? Question: -"One of my players want to make a drain, but specifically for non-living things, such as buildings, weapons, armor and more. As long it ain't a well-.. living! Since she want a sort of a "withered" effect on the stuff, but all thos things normaly doesn't have a recovery, nor any other sort of meaningful stats? (Beside PD/ED and Body) Which would make that power really powerful? Unless i give all thos kind of things recovery and power defense(Which would be absurd in my own opinion unless they are of magic or awesome alien tech?) Myself been thinking on damage over time power insteed. So I am mostly wondering that if you want to make a power specifically to wither down non-living things(Such as Vehicals, Buildings, Weapons and Armor); What sort of power should we make? Drain? Damage over Time or something different completely?" Answer: -"I don’t currently have access to all of my books and materials, which have been packed up as part of my home renovation project, so I reserve the right to edit or change this answer at a future time. Yes, it’s possible for characters to use Drain (or other Adjustment Powers) on non-living or inanimate objects. Since the recovery rate for an Adjustment Power is set by how the power’s bought and doesn’t depend on the target’s REC, the lack of REC is no obstacle. If the object has Power Defense, that of course applies to protect the object. And the GM may establish other restrictions based on common sense, dramatic sense, and game balance." Now with an answer. It is clear that it is possibal to make a drain effect on non-living things, as it would make it easier to break/destroy thos things as they "wither" away, geting lesser in PD/ED and body for example, and then they slooowly recover back. But what do you guys think of all this? Should me and my player go on with making it as a drain then to make things wither away? Or something else? Or is it possibal to even make a drain on non-living things? Or is it the most logical choice to do here? What do you guys think~? Sincerely NisseFrasse
  8. Ello'! I am back once more with more questions to ask. One of my players want to make a drain, but specifically for non-living things, such as buildings, weapons, armor and more. As long it ain't a well-.. living! Since she want a sort of a "withered" effect on the stuff, but all thos things normaly doesn't have a recovery, nor any other sort of meaningful stats? (Beside PD/ED and Body) Which would make that power really powerful? Unless i give all thos kind of things recovery and power defense(Which would be absurd in my own opinion unless they are of magic or awesome alien tech?) Myself been thinking on damage over time power insteed. So I am mostly wondering that if you want to make a power specifically to wither down non-living things(Such as Vehicals, Buildings, Weapons and Armor); What sort of power should we make? Drain? Damage over Time or something different completely? Sincerely NisseFrasse
  9. Seeking some help (Again). I'm trying to design a 6th edition bad-guy with the ability to drain lifeforce (Body and Strength, or just Body) and the process increases his own characteristics. I breifly toyed around with the idea of a Drain (powers) that would effect a VPP to give him those powers, but I'm not entirely sure how to use Drain in order to enhance the drainer. Would it be a unified power Drain and then Aid linked power? And if so how would it work? Drain so many CP and then seperately roll another CP amount to see how much is Aided? Is there a way to link those values?
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