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Everything posted by Dr Archeville
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By Jove, I think he's got it!
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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.
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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?
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Sorry? Bah! Congrats, I say! :)
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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.
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No, nor on the Variable Power (Adaptation) one.
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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.
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Help with Character Concept: Relic Control?
Dr Archeville replied to Jack of Tales's topic in Archives
Artificer's a feat (and so not in UP). It's the magic item equivalent of Inventor. -
drip... drip... drip....
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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.
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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.)
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If it's unlimited, it doesn't get a Drawback ;)
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Eh, no worse than Capcom vs. Marvel.
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Help with Character Concept: Relic Control?
Dr Archeville replied to Jack of Tales's topic in Archives
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. -
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.
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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.
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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.
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Capricia Chill - thelazyblank - PL10 Villain
Dr Archeville replied to thelazyblank's topic in Archived Characters
*inks up stamp* *stamps Capricia's forehead* APPROVED! -
Avalon® - Bloodseeker - PL 11 - Villain
Dr Archeville replied to Avalon's topic in Archived Characters
*inks up stamp* *stamps BLoodseeker's forehead* APPROVED! -
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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Manhattan, Metropolis, same thing... ;)
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Seemingly obvious questions (about PL caps)
Dr Archeville replied to Jack of Tales's topic in Archives
I also agree completely. However, form the Mastermind's Manual: -
You'll need a really good backstory to justify having all those different power sources -- I can't think of many characters who have powers from three sources, let alone five. Shapechanging into people would be the Morph power. Shapechanging into Animals would be the Shapeshift power (Flawed to being only able to shapeshift into animals)... unless you want to only be able to shapeshift into human-sized animals (and not actually gain any of their abilities, like claws or wings/flight), in which case that can be done with Morph, too.
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How distinctive is the mask? How big is it (domino eyemask? Michael Myers full head covering?)
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Obsidian Butterfly - Jack of Tales - PL6 Villain
Dr Archeville replied to Jack of Tales's topic in Archived Characters
Well, I'm inclined to just add a Flaw "Limited: does not work on beings with no sense of smell/taste." This'd make it ineffective against most robots and basic undead... but those have Immunity (Fortitude effects) anyway, so they'd already be immune. So maybe it should just be a Drawback.