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MBCE

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  1. Looking for a GM to help me establish The Ghost in the casino. Game of chance as well as learning infromation of the various criminal mob organizations in the area.
  2. Looking for a GM to help me establish The Ghost in the casino. Game of chance as well as learning infromation of the various criminal mob organizations in the area.
  3. Looking for a GM to help me establish The Ghost in the casino. Game of chance as well as learning infromation of the various criminal mob organizations in the area.
  4. I must say that your idea does show like just the place for my villian to get started with. I have him just arriving in the city and heading to the casinos. If you give a some time to make a name for myself in the city, then I see no problems working together. :)
  5. I must say that your idea does show like just the place for my villian to get started with. I have him just arriving in the city and heading to the casinos. If you give a some time to make a name for myself in the city, then I see no problems working together. :)
  6. I must say that your idea does show like just the place for my villian to get started with. I have him just arriving in the city and heading to the casinos. If you give a some time to make a name for myself in the city, then I see no problems working together. :)
  7. MBCE

    The Ghost

    January 2008 Sammy Cosentino got off of the Greyhound bus and took a moment to look at his new home, Freedom City. He didn't like having to take the bus halfway across the country, but he wasn't doing very well financially. He had read a lot about the great city and knew that if was going to turn his luck around, this was the city to do it. Sammy dipped his hands in his pockets to remove only a few dollars. The first thing he needed was money. And the best way of doing that was to try his luck at the casinos. Once he had a few dollars in his pocket, he could start looking for work. Having decided to try his luck at the Atlantis casino, Sammy decides to paly Craps. It isn't long before he's won a large amount of money and begins drawing attention from the various people in the casino. Sammy is able to win $30 thousand by betting on Aces. The impressive win draws the attention of Dorian Magnus, founder of Vulcan Technologies. Dorian invites Sammy to a drink and they begin to speak. The conversation ends with Sammy leaving with his money but not before the strangest events occur. The casino, not liking losing so much money to a single person, sent their guards to teach Sammy a lesson. Sammy saw them coming and using his own ability to effect the laws of probability, caused the men to suffer from highly unlikely accidents. Once outside, Sammy is approached by a man claiming to work for Dorian Magnus and is given a card with a number on it. Sammy promises to call the number after finding a place to stay. It isn't long before Sammy comes across The Paltinum Palace. He quickly procures a room on the tenth room and introduces himself to his neighbors.
  8. MBCE

    The Ghost

    January 2008 Sammy Cosentino got off of the Greyhound bus and took a moment to look at his new home, Freedom City. He didn't like having to take the bus halfway across the country, but he wasn't doing very well financially. He had read a lot about the great city and knew that if was going to turn his luck around, this was the city to do it. Sammy dipped his hands in his pockets to remove only a few dollars. The first thing he needed was money. And the best way of doing that was to try his luck at the casinos. Once he had a few dollars in his pocket, he could start looking for work. Having decided to try his luck at the Atlantis casino, Sammy decides to paly Craps. It isn't long before he's won a large amount of money and begins drawing attention from the various people in the casino. Sammy is able to win $30 thousand by betting on Aces. The impressive win draws the attention of Dorian Magnus, founder of Vulcan Technologies. Dorian invites Sammy to a drink and they begin to speak. The conversation ends with Sammy leaving with his money but not before the strangest events occur. The casino, not liking losing so much money to a single person, sent their guards to teach Sammy a lesson. Sammy saw them coming and using his own ability to effect the laws of probability, caused the men to suffer from highly unlikely accidents. Once outside, Sammy is approached by a man claiming to work for Dorian Magnus and is given a card with a number on it. Sammy promises to call the number after finding a place to stay. It isn't long before Sammy comes across The Paltinum Palace. He quickly procures a room on the tenth room and introduces himself to his neighbors.
  9. MBCE

    The Ghost

    January 2008 Sammy Cosentino got off of the Greyhound bus and took a moment to look at his new home, Freedom City. He didn't like having to take the bus halfway across the country, but he wasn't doing very well financially. He had read a lot about the great city and knew that if was going to turn his luck around, this was the city to do it. Sammy dipped his hands in his pockets to remove only a few dollars. The first thing he needed was money. And the best way of doing that was to try his luck at the casinos. Once he had a few dollars in his pocket, he could start looking for work. Having decided to try his luck at the Atlantis casino, Sammy decides to paly Craps. It isn't long before he's won a large amount of money and begins drawing attention from the various people in the casino. Sammy is able to win $30 thousand by betting on Aces. The impressive win draws the attention of Dorian Magnus, founder of Vulcan Technologies. Dorian invites Sammy to a drink and they begin to speak. The conversation ends with Sammy leaving with his money but not before the strangest events occur. The casino, not liking losing so much money to a single person, sent their guards to teach Sammy a lesson. Sammy saw them coming and using his own ability to effect the laws of probability, caused the men to suffer from highly unlikely accidents. Once outside, Sammy is approached by a man claiming to work for Dorian Magnus and is given a card with a number on it. Sammy promises to call the number after finding a place to stay. It isn't long before Sammy comes across The Paltinum Palace. He quickly procures a room on the tenth room and introduces himself to his neighbors.
  10. If the refs are in agreement, then it is simply a complication. I have no problem not gaining the points for limited Premeate. Considering that I didn't gain any points on it the way I wrote it up, shouldn't need to change anything unless you want me to write it clearer.
  11. If the refs are in agreement, then it is simply a complication. I have no problem not gaining the points for limited Premeate. Considering that I didn't gain any points on it the way I wrote it up, shouldn't need to change anything unless you want me to write it clearer.
  12. If the refs are in agreement, then it is simply a complication. I have no problem not gaining the points for limited Premeate. Considering that I didn't gain any points on it the way I wrote it up, shouldn't need to change anything unless you want me to write it clearer.
  13. In the UP, under Sense types, there is clearly a "radio" type listed. I simply took all radio typed senses which is something most machines would be able to do therefore the extra rank. Just wanted to be thorough. Premeate at half speed cost 2 ranks. Adding the extra brings the price up to 3pp/rank. I tacked on the limitation not usable through gold since his X-ray vision doesn't allow him to see through it. I didn't take any points off because of the limit though, which is why the higher cost. If it is possible to take the limitation though, I can always use the extra two pps! That is correct. The X-ray only works when he is moving through things. He can not use it any other time. Hope that helps.
  14. In the UP, under Sense types, there is clearly a "radio" type listed. I simply took all radio typed senses which is something most machines would be able to do therefore the extra rank. Just wanted to be thorough. Premeate at half speed cost 2 ranks. Adding the extra brings the price up to 3pp/rank. I tacked on the limitation not usable through gold since his X-ray vision doesn't allow him to see through it. I didn't take any points off because of the limit though, which is why the higher cost. If it is possible to take the limitation though, I can always use the extra two pps! That is correct. The X-ray only works when he is moving through things. He can not use it any other time. Hope that helps.
  15. In the UP, under Sense types, there is clearly a "radio" type listed. I simply took all radio typed senses which is something most machines would be able to do therefore the extra rank. Just wanted to be thorough. Premeate at half speed cost 2 ranks. Adding the extra brings the price up to 3pp/rank. I tacked on the limitation not usable through gold since his X-ray vision doesn't allow him to see through it. I didn't take any points off because of the limit though, which is why the higher cost. If it is possible to take the limitation though, I can always use the extra two pps! That is correct. The X-ray only works when he is moving through things. He can not use it any other time. Hope that helps.
  16. Players Name: MBCE Power Level: PL 8 (117/121 PPs) Unspent PPs: 4 Upgraded PL 12 Version Characters Name: The Ghost Alternate Identity: Sammy Cosentino Height: 5' 10" Weight: 175 lbs Hair: black Eyes: brown Description: Sammy usually wears black clothing to help in his night time pursuits. When working, he carries a black knit cap, black leather gloves, and his ever present lock picking tools. History: Sammy started life on the wrong side of the tracks. Growing up various foster homes gave him the desire to have money in his pocket. He was only 10 when he started his life of crime. Sammy had a knack with devices and he moved from job to job always looking for the big score. One day, when Sammy was 20, he was hired by a very mysterious person to break into a well guarded safe. His contractor promised Sammy a very good reward for the job. Sammy went in very quietly and barely managed to pull of the job. When he handed over the item, which turned out to be a very small amulet with strange runes about it, the new 'owner' decided to pay Sammy in a very strange manner. Sammy was expecting quite a bit of money for the job, but what he got was to be a part of a magical ritual. With the amulet in hand, the mysterious contractor spoke words of magic that imparted into Sammy his present abilities. Now, things seem to simply fall in Sammy's favor. Video cameras experience glitches that last just long enough for him to move pass. Police trailing him have the strangest events occur that help Sammy get away. He's even managed to have things simply pop up just in time to deaden the impact of bullets. Sammy's name began to spread among those in the underworld for the perfect guy to call when you needed to break into a secured area. As his exploits increased, Sammy picked up the nickname, The Ghost, which has stayed with him to this day. Now, having relocated to Freedom City, Sammy has put his name out looking for the next big score. Stats: 12pps Str: 10 (+0) Dex: 12 (+1) Con: 14 (+2) Int: 14 (+2) Wis: 12 (+1) Cha: 10 (+0) Combat: 12pps BAB: +2 Grapple: +2 BDB: +8 (+2 flat-footed) Knockback: -3, -0 without Force Field Initiative: +1 Saves: 8pps Toughness: +7 (+2 without Force Field) Fortitude: +4 (+2 Con, +2) Reflex: +4 (+1 Dex,+3) Will: +4 (+1 Wis, +3) Skills: 88r=22pp Bluff 4 (+4) Computers 9 (+11) Concentration 3 (+4) Disable Device 12 (+14) K: Art 3 (+5) K: Current events 2 (+4) K: Pop Culture 2 (+4) K: Streetwise 3 (+5) K: Technology 9 (+11) Notice 12 (+13) Search 12 (+14) Sleight of Hand 5 (+6) Stealth 12 (+13) Feats: 5pp Dodge Bonus 4 Equipment [Lock picking tools, Smoke grenade] Powers: 58 (See below for descriptors) Concealment 8 (all visual, auditory, radio; Flaw: Limited to Machines) 8pps Force Field 5 (Extra: Duration/Continuous; PF: Subtle) 11pps Probability Control 7 (PF: 1 Alternate Power) 25pps AP: Blast 6 (Extras: Penetrating, Range/Perception; PFs: Indirect, Subtle, Variable Descriptor 2 [any coincidence]) Super Movement 3 (Permeate 2 [Half speed; Extra: Affects Others], Trackless 1 [Flaw: Limited to Machines]) 7pps Super-Senses 5 (Danger Sense [mental], X-ray vision (not through gold); Flaw: Limited/Only while Permeating for X-Ray Vision) 3pps Complications: Cannot Permeate through gold Drawbacks: None Costs: Abilities (12) + Combat (12) + Saves (08) + Skills (22) + Feats (05) + Powers (58) - Drawbacks (00) = Total Cost 117 / 123 -------------------------------- Sammy's power are due to participating in a Magical ritual some five years ago. All of his powers are Magical in source. All of his subtle abilities are detectable by Detect magic or Magical Awareness. Acute versions of Magical Awareness (vision) or Detect Magic (vision) will learn the true nature of Sammy's powers. Probability Control: His probability has so far manifested as helping him being lucky. Sammy has learned to 'force' this luck outward in a manage to cause damage to those that he can perceive. Damage: Sammy causes unlikely hazards to cause damage to those that attempt to delay his escapes. He has gained enough control to determine the best method to hurt someone but is limited to what is available. For example, if a lamp is present, he can use it to cause an electric descriptor to the attack. Force Field: His force field works by changing the probability of the hits. Instead of being direct hits, most become glancing blows with most of the damaging force being dissipated. Concealment: His concealment works by causing machines to malfunction just when he gets in range. Once he has passed clear of the area, the machines work as normal. Trackless: As he is invisible to machines, Sammy's luck extends to tracking him with machines. Non mechanical tracking methods can still follow him though. Permeate: Sammy has learned to bend the laws of probability to such an extent that he is able to pass through solid objects. Unfortunately, Sammy has no means of breathing while passing through objects so he must hold his breath. For some unknown reason, gold seems to stop this ability flat. X-ray vision: Due to the magical nature of his abilities, when he adjusts the physical state of himself and anyone he touches, Sammy finds he has the ability to see through whatever substance he passes. For some unknown reason, gold seems to stop this ability flat. Danger Sense: Luck just seems to follow Sammy around. It keeps him aware of things even when he should be surprised. The mental feel is more of a hunch than anything real, almost as if someone or something is tapping him on the shoulder when danger is around. What Sammy doesn't know about his powers: Sammy's powers, which were due to the magical amulet that he stole, can be seen with acute Magical Awareness(vision) or acute Detect Magic(vision). Small creatures, known as Gremlins, travel with Sammy affecting the various outcomes about him. It is through their interaction that Sammy can cause machines to ignore his presence or damage to be dealt to people by using the available materials. The Gremlins also help lessen the damage from attacks, aka Force Field, by absorbing the blows. Effects that work against spirits, demons, or magic can affect the Gremlins, negating Sammy's powers.
  17. Players Name: MBCE Power Level: PL 8 (117/121 PPs) Unspent PPs: 4 Upgraded PL 12 Version Characters Name: The Ghost Alternate Identity: Sammy Cosentino Height: 5' 10" Weight: 175 lbs Hair: black Eyes: brown Description: Sammy usually wears black clothing to help in his night time pursuits. When working, he carries a black knit cap, black leather gloves, and his ever present lock picking tools. History: Sammy started life on the wrong side of the tracks. Growing up various foster homes gave him the desire to have money in his pocket. He was only 10 when he started his life of crime. Sammy had a knack with devices and he moved from job to job always looking for the big score. One day, when Sammy was 20, he was hired by a very mysterious person to break into a well guarded safe. His contractor promised Sammy a very good reward for the job. Sammy went in very quietly and barely managed to pull of the job. When he handed over the item, which turned out to be a very small amulet with strange runes about it, the new 'owner' decided to pay Sammy in a very strange manner. Sammy was expecting quite a bit of money for the job, but what he got was to be a part of a magical ritual. With the amulet in hand, the mysterious contractor spoke words of magic that imparted into Sammy his present abilities. Now, things seem to simply fall in Sammy's favor. Video cameras experience glitches that last just long enough for him to move pass. Police trailing him have the strangest events occur that help Sammy get away. He's even managed to have things simply pop up just in time to deaden the impact of bullets. Sammy's name began to spread among those in the underworld for the perfect guy to call when you needed to break into a secured area. As his exploits increased, Sammy picked up the nickname, The Ghost, which has stayed with him to this day. Now, having relocated to Freedom City, Sammy has put his name out looking for the next big score. Stats: 12pps Str: 10 (+0) Dex: 12 (+1) Con: 14 (+2) Int: 14 (+2) Wis: 12 (+1) Cha: 10 (+0) Combat: 12pps BAB: +2 Grapple: +2 BDB: +8 (+2 flat-footed) Knockback: -3, -0 without Force Field Initiative: +1 Saves: 8pps Toughness: +7 (+2 without Force Field) Fortitude: +4 (+2 Con, +2) Reflex: +4 (+1 Dex,+3) Will: +4 (+1 Wis, +3) Skills: 88r=22pp Bluff 4 (+4) Computers 9 (+11) Concentration 3 (+4) Disable Device 12 (+14) K: Art 3 (+5) K: Current events 2 (+4) K: Pop Culture 2 (+4) K: Streetwise 3 (+5) K: Technology 9 (+11) Notice 12 (+13) Search 12 (+14) Sleight of Hand 5 (+6) Stealth 12 (+13) Feats: 5pp Dodge Bonus 4 Equipment [Lock picking tools, Smoke grenade] Powers: 58 (See below for descriptors) Concealment 8 (all visual, auditory, radio; Flaw: Limited to Machines) 8pps Force Field 5 (Extra: Duration/Continuous; PF: Subtle) 11pps Probability Control 7 (PF: 1 Alternate Power) 25pps AP: Blast 6 (Extras: Penetrating, Range/Perception; PFs: Indirect, Subtle, Variable Descriptor 2 [any coincidence]) Super Movement 3 (Permeate 2 [Half speed; Extra: Affects Others], Trackless 1 [Flaw: Limited to Machines]) 7pps Super-Senses 5 (Danger Sense [mental], X-ray vision (not through gold); Flaw: Limited/Only while Permeating for X-Ray Vision) 3pps Complications: Cannot Permeate through gold Drawbacks: None Costs: Abilities (12) + Combat (12) + Saves (08) + Skills (22) + Feats (05) + Powers (58) - Drawbacks (00) = Total Cost 117 / 123 -------------------------------- Sammy's power are due to participating in a Magical ritual some five years ago. All of his powers are Magical in source. All of his subtle abilities are detectable by Detect magic or Magical Awareness. Acute versions of Magical Awareness (vision) or Detect Magic (vision) will learn the true nature of Sammy's powers. Probability Control: His probability has so far manifested as helping him being lucky. Sammy has learned to 'force' this luck outward in a manage to cause damage to those that he can perceive. Damage: Sammy causes unlikely hazards to cause damage to those that attempt to delay his escapes. He has gained enough control to determine the best method to hurt someone but is limited to what is available. For example, if a lamp is present, he can use it to cause an electric descriptor to the attack. Force Field: His force field works by changing the probability of the hits. Instead of being direct hits, most become glancing blows with most of the damaging force being dissipated. Concealment: His concealment works by causing machines to malfunction just when he gets in range. Once he has passed clear of the area, the machines work as normal. Trackless: As he is invisible to machines, Sammy's luck extends to tracking him with machines. Non mechanical tracking methods can still follow him though. Permeate: Sammy has learned to bend the laws of probability to such an extent that he is able to pass through solid objects. Unfortunately, Sammy has no means of breathing while passing through objects so he must hold his breath. For some unknown reason, gold seems to stop this ability flat. X-ray vision: Due to the magical nature of his abilities, when he adjusts the physical state of himself and anyone he touches, Sammy finds he has the ability to see through whatever substance he passes. For some unknown reason, gold seems to stop this ability flat. Danger Sense: Luck just seems to follow Sammy around. It keeps him aware of things even when he should be surprised. The mental feel is more of a hunch than anything real, almost as if someone or something is tapping him on the shoulder when danger is around. What Sammy doesn't know about his powers: Sammy's powers, which were due to the magical amulet that he stole, can be seen with acute Magical Awareness(vision) or acute Detect Magic(vision). Small creatures, known as Gremlins, travel with Sammy affecting the various outcomes about him. It is through their interaction that Sammy can cause machines to ignore his presence or damage to be dealt to people by using the available materials. The Gremlins also help lessen the damage from attacks, aka Force Field, by absorbing the blows. Effects that work against spirits, demons, or magic can affect the Gremlins, negating Sammy's powers.
  18. Players Name: MBCE Power Level: PL 8 (117/121 PPs) Unspent PPs: 4 Upgraded PL 12 Version Characters Name: The Ghost Alternate Identity: Sammy Cosentino Height: 5' 10" Weight: 175 lbs Hair: black Eyes: brown Description: Sammy usually wears black clothing to help in his night time pursuits. When working, he carries a black knit cap, black leather gloves, and his ever present lock picking tools. History: Sammy started life on the wrong side of the tracks. Growing up various foster homes gave him the desire to have money in his pocket. He was only 10 when he started his life of crime. Sammy had a knack with devices and he moved from job to job always looking for the big score. One day, when Sammy was 20, he was hired by a very mysterious person to break into a well guarded safe. His contractor promised Sammy a very good reward for the job. Sammy went in very quietly and barely managed to pull of the job. When he handed over the item, which turned out to be a very small amulet with strange runes about it, the new 'owner' decided to pay Sammy in a very strange manner. Sammy was expecting quite a bit of money for the job, but what he got was to be a part of a magical ritual. With the amulet in hand, the mysterious contractor spoke words of magic that imparted into Sammy his present abilities. Now, things seem to simply fall in Sammy's favor. Video cameras experience glitches that last just long enough for him to move pass. Police trailing him have the strangest events occur that help Sammy get away. He's even managed to have things simply pop up just in time to deaden the impact of bullets. Sammy's name began to spread among those in the underworld for the perfect guy to call when you needed to break into a secured area. As his exploits increased, Sammy picked up the nickname, The Ghost, which has stayed with him to this day. Now, having relocated to Freedom City, Sammy has put his name out looking for the next big score. Stats: 12pps Str: 10 (+0) Dex: 12 (+1) Con: 14 (+2) Int: 14 (+2) Wis: 12 (+1) Cha: 10 (+0) Combat: 12pps BAB: +2 Grapple: +2 BDB: +8 (+2 flat-footed) Knockback: -3, -0 without Force Field Initiative: +1 Saves: 8pps Toughness: +7 (+2 without Force Field) Fortitude: +4 (+2 Con, +2) Reflex: +4 (+1 Dex,+3) Will: +4 (+1 Wis, +3) Skills: 88r=22pp Bluff 4 (+4) Computers 9 (+11) Concentration 3 (+4) Disable Device 12 (+14) K: Art 3 (+5) K: Current events 2 (+4) K: Pop Culture 2 (+4) K: Streetwise 3 (+5) K: Technology 9 (+11) Notice 12 (+13) Search 12 (+14) Sleight of Hand 5 (+6) Stealth 12 (+13) Feats: 5pp Dodge Bonus 4 Equipment [Lock picking tools, Smoke grenade] Powers: 58 (See below for descriptors) Concealment 8 (all visual, auditory, radio; Flaw: Limited to Machines) 8pps Force Field 5 (Extra: Duration/Continuous; PF: Subtle) 11pps Probability Control 7 (PF: 1 Alternate Power) 25pps AP: Blast 6 (Extras: Penetrating, Range/Perception; PFs: Indirect, Subtle, Variable Descriptor 2 [any coincidence]) Super Movement 3 (Permeate 2 [Half speed; Extra: Affects Others], Trackless 1 [Flaw: Limited to Machines]) 7pps Super-Senses 5 (Danger Sense [mental], X-ray vision (not through gold); Flaw: Limited/Only while Permeating for X-Ray Vision) 3pps Complications: Cannot Permeate through gold Drawbacks: None Costs: Abilities (12) + Combat (12) + Saves (08) + Skills (22) + Feats (05) + Powers (58) - Drawbacks (00) = Total Cost 117 / 123 -------------------------------- Sammy's power are due to participating in a Magical ritual some five years ago. All of his powers are Magical in source. All of his subtle abilities are detectable by Detect magic or Magical Awareness. Acute versions of Magical Awareness (vision) or Detect Magic (vision) will learn the true nature of Sammy's powers. Probability Control: His probability has so far manifested as helping him being lucky. Sammy has learned to 'force' this luck outward in a manage to cause damage to those that he can perceive. Damage: Sammy causes unlikely hazards to cause damage to those that attempt to delay his escapes. He has gained enough control to determine the best method to hurt someone but is limited to what is available. For example, if a lamp is present, he can use it to cause an electric descriptor to the attack. Force Field: His force field works by changing the probability of the hits. Instead of being direct hits, most become glancing blows with most of the damaging force being dissipated. Concealment: His concealment works by causing machines to malfunction just when he gets in range. Once he has passed clear of the area, the machines work as normal. Trackless: As he is invisible to machines, Sammy's luck extends to tracking him with machines. Non mechanical tracking methods can still follow him though. Permeate: Sammy has learned to bend the laws of probability to such an extent that he is able to pass through solid objects. Unfortunately, Sammy has no means of breathing while passing through objects so he must hold his breath. For some unknown reason, gold seems to stop this ability flat. X-ray vision: Due to the magical nature of his abilities, when he adjusts the physical state of himself and anyone he touches, Sammy finds he has the ability to see through whatever substance he passes. For some unknown reason, gold seems to stop this ability flat. Danger Sense: Luck just seems to follow Sammy around. It keeps him aware of things even when he should be surprised. The mental feel is more of a hunch than anything real, almost as if someone or something is tapping him on the shoulder when danger is around. What Sammy doesn't know about his powers: Sammy's powers, which were due to the magical amulet that he stole, can be seen with acute Magical Awareness(vision) or acute Detect Magic(vision). Small creatures, known as Gremlins, travel with Sammy affecting the various outcomes about him. It is through their interaction that Sammy can cause machines to ignore his presence or damage to be dealt to people by using the available materials. The Gremlins also help lessen the damage from attacks, aka Force Field, by absorbing the blows. Effects that work against spirits, demons, or magic can affect the Gremlins, negating Sammy's powers.
  19. The problem with power control that I see, are the following: a) It can do nothing against uncontrollable powers. Tortue is able to cut those off. It gives additional saves to resist the control. With the Mind reading, I don't see that as really needed. c) Power control, in my mind allows the character to control a hero's powers. A little too much power possibly. Overall, the first problem with power control is the big problem with it. If he reads a hero has Protection, or Immunity to Fortitude saves, he should be able to turn them off. I'm not sure if Power control does that. Also, isn't it cheaper to pick up the Nullify and slap on limitations than to put the extras on Power control? I've got about most of the character done up except for this one power and how to write it up. Perhaps it would be best to put up everything else for people to look at and that might help make the final leap.
  20. The problem with power control that I see, are the following: a) It can do nothing against uncontrollable powers. Tortue is able to cut those off. It gives additional saves to resist the control. With the Mind reading, I don't see that as really needed. c) Power control, in my mind allows the character to control a hero's powers. A little too much power possibly. Overall, the first problem with power control is the big problem with it. If he reads a hero has Protection, or Immunity to Fortitude saves, he should be able to turn them off. I'm not sure if Power control does that. Also, isn't it cheaper to pick up the Nullify and slap on limitations than to put the extras on Power control? I've got about most of the character done up except for this one power and how to write it up. Perhaps it would be best to put up everything else for people to look at and that might help make the final leap.
  21. The problem with power control that I see, are the following: a) It can do nothing against uncontrollable powers. Tortue is able to cut those off. It gives additional saves to resist the control. With the Mind reading, I don't see that as really needed. c) Power control, in my mind allows the character to control a hero's powers. A little too much power possibly. Overall, the first problem with power control is the big problem with it. If he reads a hero has Protection, or Immunity to Fortitude saves, he should be able to turn them off. I'm not sure if Power control does that. Also, isn't it cheaper to pick up the Nullify and slap on limitations than to put the extras on Power control? I've got about most of the character done up except for this one power and how to write it up. Perhaps it would be best to put up everything else for people to look at and that might help make the final leap.
  22. All of the above are correct. He takes out the source, not the result. He is a villian afterall. :)
  23. All of the above are correct. He takes out the source, not the result. He is a villian afterall. :)
  24. All of the above are correct. He takes out the source, not the result. He is a villian afterall. :)
  25. The limit would be what he could pick up with the Mind read. So, the following factors would negate his ability to nullify powers. I'm not sure if I want him to be able to cut off Tech or not. I would think not. And Magic is a whole other bag of worms. Most likely, no to Magic, but I'm still out to lunch on the subject. a) He fails to read the person's powers. The character doesn't know they have a certain power. [This one is pretty touchy. If they use it in anyway, it would mean they 'know' about it.] c) Power stunting off of a known power by getting an AP. [This is one that I haven't worked out in my mind yet, but someonething I think works.] For example: Tortue reads Captain Atom's ability to produce a Force field and nullifies it. Capt. Atom after a moment realizes that he doesn't have his main defense. He sees Tortue raise his gun and Capt. decides to do something to save his butt. He spends an HP to AP Deflect off of his force field. Atom didn't know he could do it until this moment [the HP] so Torture of course couldn't block it in time for it not to work.
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