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MBCE

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Posts posted by MBCE

  1. Somehow I always manage to confuse myself with Concealment, but shouldn't this be 7 ranks/7 PPs?

    All Visual (4 ranks) + All Auditory (2 ranks) + Radio (1 rank) = 7 ranks. Are you thinking of more than one type of "Radio" sense that you want to be concealed from? I've only ever seen Blindsight (radar), but you never know.

    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.

    I only count 5 PPs here:

    Permeate 2 [Extra] is 4 PPs.

    Trackless 1 (Limited to Machines) is 1 PP.

    And for the record, I'm not sure "Limited: Not gold" is common enough to qualify for a -1 Flaw. It is more like a 1 point Power Loss drawback.

    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!

    Same concern with . . .

    If you are saying that your X-ray vision only allows you to see through the substances that you are in the process of moving through (via Permeate), then that is probably worth a 1 Flaw.

    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.

  2. Somehow I always manage to confuse myself with Concealment, but shouldn't this be 7 ranks/7 PPs?

    All Visual (4 ranks) + All Auditory (2 ranks) + Radio (1 rank) = 7 ranks. Are you thinking of more than one type of "Radio" sense that you want to be concealed from? I've only ever seen Blindsight (radar), but you never know.

    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.

    I only count 5 PPs here:

    Permeate 2 [Extra] is 4 PPs.

    Trackless 1 (Limited to Machines) is 1 PP.

    And for the record, I'm not sure "Limited: Not gold" is common enough to qualify for a -1 Flaw. It is more like a 1 point Power Loss drawback.

    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!

    Same concern with . . .

    If you are saying that your X-ray vision only allows you to see through the substances that you are in the process of moving through (via Permeate), then that is probably worth a 1 Flaw.

    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.

  3. Somehow I always manage to confuse myself with Concealment, but shouldn't this be 7 ranks/7 PPs?

    All Visual (4 ranks) + All Auditory (2 ranks) + Radio (1 rank) = 7 ranks. Are you thinking of more than one type of "Radio" sense that you want to be concealed from? I've only ever seen Blindsight (radar), but you never know.

    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.

    I only count 5 PPs here:

    Permeate 2 [Extra] is 4 PPs.

    Trackless 1 (Limited to Machines) is 1 PP.

    And for the record, I'm not sure "Limited: Not gold" is common enough to qualify for a -1 Flaw. It is more like a 1 point Power Loss drawback.

    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!

    Same concern with . . .

    If you are saying that your X-ray vision only allows you to see through the substances that you are in the process of moving through (via Permeate), then that is probably worth a 1 Flaw.

    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.

  4. 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.

  5. 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.

  6. 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.

  7. Isn't that exactly what power control does?

    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.

    B) 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.

  8. Isn't that exactly what power control does?

    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.

    B) 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.

  9. Isn't that exactly what power control does?

    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.

    B) 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.

  10. Torture also would not be able to nullify any powers generated by things that don't have minds: forcefields generated by equipment, robots, people with immunity to mental powers, etc.

    He also would not be able to nullify any existing effects that no longer had a mind connected to them.

    Ex. Trapmaster leaves a Triggered Blast trap for Torture and then leaves the area.

    Ex. Chickenman transforms Sally into a chicken with his continuous Transform power, and then is suddenly hit by a car and killed (poor Chickenman). His power continues to function, and Torture couldn't nullify it.

    Stuff like that.

    All of the above are correct. He takes out the source, not the result. He is a villian afterall. :)

  11. Torture also would not be able to nullify any powers generated by things that don't have minds: forcefields generated by equipment, robots, people with immunity to mental powers, etc.

    He also would not be able to nullify any existing effects that no longer had a mind connected to them.

    Ex. Trapmaster leaves a Triggered Blast trap for Torture and then leaves the area.

    Ex. Chickenman transforms Sally into a chicken with his continuous Transform power, and then is suddenly hit by a car and killed (poor Chickenman). His power continues to function, and Torture couldn't nullify it.

    Stuff like that.

    All of the above are correct. He takes out the source, not the result. He is a villian afterall. :)

  12. Torture also would not be able to nullify any powers generated by things that don't have minds: forcefields generated by equipment, robots, people with immunity to mental powers, etc.

    He also would not be able to nullify any existing effects that no longer had a mind connected to them.

    Ex. Trapmaster leaves a Triggered Blast trap for Torture and then leaves the area.

    Ex. Chickenman transforms Sally into a chicken with his continuous Transform power, and then is suddenly hit by a car and killed (poor Chickenman). His power continues to function, and Torture couldn't nullify it.

    Stuff like that.

    All of the above are correct. He takes out the source, not the result. He is a villian afterall. :)

  13. That's a fair point. If you use the Nullify All option, are there any sorts of powers which he could not affect, such as magic or Devices? A Power Loss drawback might make the 3 pp/rank option less overwhelming in its scope.

    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.

    B) 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.

  14. That's a fair point. If you use the Nullify All option, are there any sorts of powers which he could not affect, such as magic or Devices? A Power Loss drawback might make the 3 pp/rank option less overwhelming in its scope.

    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.

    B) 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.

  15. That's a fair point. If you use the Nullify All option, are there any sorts of powers which he could not affect, such as magic or Devices? A Power Loss drawback might make the 3 pp/rank option less overwhelming in its scope.

    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.

    B) 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.

  16. If he's a mutant hunter, then you would only need the 2 pp/rank version of Nullify, using the mutant descriptor. If the Nullify only lasts for a short while, that would be the Fades flaw as well. I'd make what you described like this (where X is whatever rank you'd want):

    That is an option, but it would greatly limit the character. He focuses on mutants, but his powers will work on anyone. Also, considering how free the board is on character description, i.e. origin, it would mean the power would be fairly useless then.

    One other thing, though - Freedom City is a PG-rated board. With a name like Torture, you could be going pretty dark. Even if you are a villain, graphic depictions of injuries and the like don't fit in here. I'd just want that understanding before you went further, in case it doesn't fit with your character concept.

    It's just a name and he isn't that dark. Besiddes, he is a villian which mean she should lose most of the time. I appreciate the warning though.

  17. If he's a mutant hunter, then you would only need the 2 pp/rank version of Nullify, using the mutant descriptor. If the Nullify only lasts for a short while, that would be the Fades flaw as well. I'd make what you described like this (where X is whatever rank you'd want):

    That is an option, but it would greatly limit the character. He focuses on mutants, but his powers will work on anyone. Also, considering how free the board is on character description, i.e. origin, it would mean the power would be fairly useless then.

    One other thing, though - Freedom City is a PG-rated board. With a name like Torture, you could be going pretty dark. Even if you are a villain, graphic depictions of injuries and the like don't fit in here. I'd just want that understanding before you went further, in case it doesn't fit with your character concept.

    It's just a name and he isn't that dark. Besiddes, he is a villian which mean she should lose most of the time. I appreciate the warning though.

  18. If he's a mutant hunter, then you would only need the 2 pp/rank version of Nullify, using the mutant descriptor. If the Nullify only lasts for a short while, that would be the Fades flaw as well. I'd make what you described like this (where X is whatever rank you'd want):

    That is an option, but it would greatly limit the character. He focuses on mutants, but his powers will work on anyone. Also, considering how free the board is on character description, i.e. origin, it would mean the power would be fairly useless then.

    One other thing, though - Freedom City is a PG-rated board. With a name like Torture, you could be going pretty dark. Even if you are a villain, graphic depictions of injuries and the like don't fit in here. I'd just want that understanding before you went further, in case it doesn't fit with your character concept.

    It's just a name and he isn't that dark. Besiddes, he is a villian which mean she should lose most of the time. I appreciate the warning though.

  19. Do you mean that your Nullify would only work after making a successful Mind Reading check? If so, then I think Power Control is just what you're looking for.

    But to answer your first question, I'd be very cautious about allowing even a limited version of the 3 PP/rank Nullify, but I wouldn't rule it out completely.

    Yes, that is correct. He would have to 'read' the character first to nullify their abilities. He would only be able to nullify the abilities that he has read which really limits him greatly.

    Perhaps I should go into more details on the concept to make things clearer.

    Torture, the character's name, is basically a mutant hunter. Threw his own hands, he gained the ability to 'read' people's powers and see their weaknesses -- think of Styler from heroes. With this knowledge, he goes about setting up traps using devices and inventions to deal with mutants. His personal arsenal gives him the ability to counter or negate the effects of others. So he could turn off powers for a short time, long enough for his inventions to do the real damage.

    I'm not sure if I want it to be innate or in a device of some kind. I was looking at Gadgets as an option, but saw that variable pools were in question here. So the best idea that I had would be nullify. I'll take a look at the power control again and see how that works out. If he's stuck with having to concentrate only then I'll have to take another look for a way around it.

    By the way, thanks a lot for all the input. It has been very helpful.

  20. Do you mean that your Nullify would only work after making a successful Mind Reading check? If so, then I think Power Control is just what you're looking for.

    But to answer your first question, I'd be very cautious about allowing even a limited version of the 3 PP/rank Nullify, but I wouldn't rule it out completely.

    Yes, that is correct. He would have to 'read' the character first to nullify their abilities. He would only be able to nullify the abilities that he has read which really limits him greatly.

    Perhaps I should go into more details on the concept to make things clearer.

    Torture, the character's name, is basically a mutant hunter. Threw his own hands, he gained the ability to 'read' people's powers and see their weaknesses -- think of Styler from heroes. With this knowledge, he goes about setting up traps using devices and inventions to deal with mutants. His personal arsenal gives him the ability to counter or negate the effects of others. So he could turn off powers for a short time, long enough for his inventions to do the real damage.

    I'm not sure if I want it to be innate or in a device of some kind. I was looking at Gadgets as an option, but saw that variable pools were in question here. So the best idea that I had would be nullify. I'll take a look at the power control again and see how that works out. If he's stuck with having to concentrate only then I'll have to take another look for a way around it.

    By the way, thanks a lot for all the input. It has been very helpful.

  21. Do you mean that your Nullify would only work after making a successful Mind Reading check? If so, then I think Power Control is just what you're looking for.

    But to answer your first question, I'd be very cautious about allowing even a limited version of the 3 PP/rank Nullify, but I wouldn't rule it out completely.

    Yes, that is correct. He would have to 'read' the character first to nullify their abilities. He would only be able to nullify the abilities that he has read which really limits him greatly.

    Perhaps I should go into more details on the concept to make things clearer.

    Torture, the character's name, is basically a mutant hunter. Threw his own hands, he gained the ability to 'read' people's powers and see their weaknesses -- think of Styler from heroes. With this knowledge, he goes about setting up traps using devices and inventions to deal with mutants. His personal arsenal gives him the ability to counter or negate the effects of others. So he could turn off powers for a short time, long enough for his inventions to do the real damage.

    I'm not sure if I want it to be innate or in a device of some kind. I was looking at Gadgets as an option, but saw that variable pools were in question here. So the best idea that I had would be nullify. I'll take a look at the power control again and see how that works out. If he's stuck with having to concentrate only then I'll have to take another look for a way around it.

    By the way, thanks a lot for all the input. It has been very helpful.

  22. Getting closer to finishing the character now that I'm back.

    Right now I have a question about Nullify. Is the three point version allowed in the game if limited to the below Mind reading ability?

    Mind Reading 9 [Flaws] - 3 PPs.

    That would limit the effectiveness of the ability drastically I would guess. I also would like to change the duration from Instant to more of a time limit. At least 2 but no more than 5 rounds I would guess. Would Power control work better?

  23. Getting closer to finishing the character now that I'm back.

    Right now I have a question about Nullify. Is the three point version allowed in the game if limited to the below Mind reading ability?

    Mind Reading 9 [Flaws] - 3 PPs.

    That would limit the effectiveness of the ability drastically I would guess. I also would like to change the duration from Instant to more of a time limit. At least 2 but no more than 5 rounds I would guess. Would Power control work better?

  24. Getting closer to finishing the character now that I'm back.

    Right now I have a question about Nullify. Is the three point version allowed in the game if limited to the below Mind reading ability?

    Mind Reading 9 [Flaws] - 3 PPs.

    That would limit the effectiveness of the ability drastically I would guess. I also would like to change the duration from Instant to more of a time limit. At least 2 but no more than 5 rounds I would guess. Would Power control work better?

  25. I'm not a big fan of using Mind Reading to gain "metagame" info (like power strength), but a limited Mind Reading effect might be what you're interested in.

    Something like Mind Reading 9 [Flaws] - 3 PPs.

    It only works on one person at a time. It has an opposed roll, and you get one bit of information per round, so the longer you concentrate, the more you know. You could probably Extra and Flaw it some more to tweak it, but that's one other way you could try to get what you want.

    This looks usable. I was looking at Mind Reading as a possibility but something about it didn't quite feel right. As for the power strength, going with the Assessment feat's way of listing information works fine for me. It would give him an idea of the strength of the person he was working with. Adding another flaw to the Mind reading that he must see the power in use before he can learn about it, could work. Still working it out in my head.

    If I was GMing, he would work out much better as I could do all of this on the fly. :(

    One of the great reasons I like the villians not being held to the same constraits in the game as the PCs.

    Sure. It would detect powers with the biological powers, and probably powers that were innate to "biological" creatures (as opposed to constructs, devices, and objects).

    That's helpful. I think I see the character forming a little better now. Thanks.

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