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Dr Archeville

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Everything posted by Dr Archeville

  1. Add another Drawback: Rank of Blast limited to no more than the rank of the firearm + (some number)?
  2. Just because it's listed as a Power doesn't mean it's a power per se. I don't think Dire's extreme skill with firearms is supposed to be due to any power, just extreme training. And I've seen more than one build of Batman done with Concealment (visual & hearing; Only in shadows) to represent his inhuman skill with stealth, though it's not a metahuman power, it's just the result of his extreme dedication to being a detective-ninja. And as for the "not be nullified" thing -- either A) tack the Innate power feat on, or know that, since the descriptor is "skill & training," the only descriptor that could nullify it is something with an appropriate (counter-)descriptor, like "amnesia gas" (so Mutant Dampening Collars won't do squat to him, no more than they would nullify a robot or mage.) I'd be fine with letting you take a "naked" Area Effect extra (an idea borrowed from the HERO System). Basically, you buy the Extra like normal, but it's not tied to a particular power. For example, say your character has a damage cap of +12 (PL 10 char trading -2 attack for +2 damage). He could get up to Blast 12 (24pp). Blast 12 (Extra: Shapeable Area) would cost 36pp. The cost of the "naked" Shapeable Area modifier would be (36-24 = ) 12pp. So you pay 12pp, and any handgun you pick up that does +12 or less damage gets the Shapeable Area extra. I've no idea what the other Judges feel about this, though (and I'll admit I've not given it a lot of thought so there may be some unbalancing factor I'm not seeing). You could do much the same effect with Boost, I suppose, with the points from Boost going towards adding the Shapeable Area extra, rather than increasing the effective rank of the power itself (since Boost can give a target traits that it doesn't normally have).
  3. 1) Take those skills as Enhanced Skills, with a Flaw "Limited to only firearms" (there's a character with that very build in the Paragons book). 2) I take it you mean some way to increase damage a firearm does? Why not just go with Boost (Blast; Personal only)? The "firearm only" part may be a drawback or full flaw, I'm not certain. 3) Takedown Attack lets you make another attack at a foe immediately after your first target drops. It can only be used once a round, unless used against Minions where it can be used as many times as you're able (i.e., as long as Minions keep dropping, you can keep attacking). I honestly cannot think of any way to do the non-Minion part, but the Minion part seems simple enough to approximate: just add Area (Radius, or maybe even Shapeable) to your Blast, Flawed so it can only be used against Minions.
  4. I believe a more proper word would be "Funky" 8-)
  5. By Jove, I think he's got it!
  6. Using a non-extra'd Boost to amp up the rank of Telelocation would be allowed.... ... BUT, keep in mind that you still have to take time to make an extended search of the area, so unless you've got Mental Quickness to make the search go a lot quicker, the Boost isn't going to be of much help. Searching a 20-mile area (Telelocation 6) takes a full day; a 2,000 mile (Telelocation 8) search takes a full month.
  7. Telekinesis 10 (PFs: 3 Alternate Powers: Flight 10, Force Field 10 [impervious], Telepathy 10). Total Cost: 20+3 = 23pp Telekinesis 10 = 20pp, since it's a 2pp/rank power. 10x2 = 20. 3 Alternate Powers = 3 Power Feats = 3pp, since each PF costs 1 pp. 20+3 = 23pp total. Each Alternate Power can be built on up to 20pp (the cost of the 'base' power, in this case the Telekinesis). Since they're Alternate Powers, though, then the only actual/real cost is the cost of the Alternate Power Power Feat, which is 1pp. Does that sufficiently clarify things?
  8. No, I'd say something more like "the possibility of creating an area that has absolutely no shadows of any size through which the PC could teleport is so unusual, and the natural (i.e., non-man-made) existence of such places so slim, that it's not worth even a drawback, it's a Complication inherent in the fact that his teleport is based on moving through shadows (no matter how minuscule)." We're talking about teleporting through shadows, presumably by magic: physics has already been tossed out the window. And, as Barnum says, we're just wanting to make sure that a Flaw actually Limits the characters powers. To quote the HERO System 5E rulebook (which has more than a few similarities to M&M 2E), "A Limitation (Flaw) that doesn't limit the character isn't worth any bonus." For example, if you have Teleportation (Flaw: Medium - only through shadows that are roughly as big as the PC), that Flaw is a flaw, since it does restrict the character's ability... unless he also has Obscure (Visual; shadows), a power that allows him to generate shadows wherever he wishes.
  9. No, nor on the Variable Power (Adaptation) one.
  10. Alternate Powers are bought as Power Feats. An example from the Archetypes: the Battlesuit Archetype has Blast 12 (PF: Alternate Power: Enhanced Strength 24). The total cost is 25pp: 24pp for Blast 12, plus 1 more for the one alternate power power feat. In any given round, the Battlesuit Guy can either blast a foe, or be superhumanly strong. Think of Alternate Powers as different "settings" for the main power. Each Alternate Power may be built on up to as many pp as are in the 'base' power.
  11. Artificer's a feat (and so not in UP). It's the magic item equivalent of Inventor.
  12. A Japanese developer & publisher of video games. They're most famous for the Breath of Fire, Final Fight, Mega Man, Resident Evil, and Street Fighter franchises.
  13. Then it's a Complication/an effect of the Descriptor. (The existence of characters with Immunity to Fire Damage is not a justification for giving Johnny Storm the drawback "only works on targets not immune to fire" on his Blast.)
  14. If it's unlimited, it doesn't get a Drawback ;)
  15. Eh, no worse than Capcom vs. Marvel.
  16. For your first thing: Power Control (Limited to Magic Items) is the closest I can think of. Or Transfer, if you mean she's actually taking the power of the item into herself. (Also, if thrown daggers instantly return after being thrown, that's Blast.) For your second: I'd do it as Gadgets... but current board rules are such that that would not be allowed. Alternatively, go with Artificer, but rather than jury-rigging the item, the time is spent rooting around in her magic bag for it.
  17. Quantity =/= Quality. But, if it's got both quality & quantity, that's awesome As for your more recent question, Warmonger's pretty much got it right. With a regular Array, you can only ever use one power in it at a time. By making the powers Dynamic, you can use more than one at a time, mixing the available points up. By taking powers out of an Array, it costs more, but you're able to use more at once. So say you've got a "Psychic Power" Array. Telekinesis 10 (PFs: 3 Alternate Powers: Flight 10, Force Field 10 [impervious], Telepathy 10). Total Cost: 20+3 = 23pp. In any given round, you can use one and only one of those powers. This doesn't cost much, but in return you are only ever able to use one power at a time. Now say you've got a "Dynamic Psychic Power" Array. Telekinesis 10 (PFs: Dynamic, and 3 Dynamic Alternate Powers: Flight 10, Force Field 10 [impervious], Telepathy 10). Total Cost: 20+7 = 27pp. In any given round, you can have 20pp of those powers active. So you could have Force Field 10 one round, then Flight 5, Force Field 5 the next round, then Flight 1, Force Field 5, Telepathy 4 the next round, and so on. Or you could take some powers out of the Array, and always have them available. Say, Flight 3, Force Field 10 (Impervious), Telekinesis 10 (PF: Alternate Power: Telepathy 10). Total Cost: 6+20+20+1 = 47pp. In any given round, you can have your full Flight and Force Field, and either your TK or your Telepathy. This costs much more, but in return you get to be able to use more of your powers at once.
  18. I'd also vote that "the shadow must be roughly as big as the person teleporting through it." If you can 'port through any shadow, no matter how small, it's not a Flaw, since small shadows are so common that it's not really a restriction.
  19. You're correct, a 2nd (and 3rd and 4th) character built on a number of points equal to (the same number of points as the 'core' character -10 [for the Evolutionary Shift]). Do keep in mind, though, that, since Evolutionary Shift is the Morph/Metamorph power, and you'd have four character sheets, it'd take four times as long to get approved. And chances aren't great that it even would be approved, based on the last character who tried to do a "Morph/Metamorph into Many Characters" concept. Also, if he automatically shifts when enraged or something, that'd be the Accidental Change drawback.
  20. *inks up stamp* *stamps Capricia's forehead* APPROVED!
  21. *inks up stamp* *stamps BLoodseeker's forehead* APPROVED!
  22. Take care of yourself, Cos. Real Life should come first; I hope things get better for you soon. We'll still be here waiting for ya. With paddles ;)
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