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Freedom City Campaign [M&M2] - OOC Discussion
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<blockquote data-quote="DM_Matt" data-source="post: 3308873" data-attributes="member: 1213"><p>[sblock]</p><p>Thats actually not what I did, unless I made a specific mistake. I treated them as subtractions that counterated power feats. The only drawbacks I incorporated into the pwoers themselves were full power, and i put them as part of the powers rather than listing them separately, because some were on parts of an array (for instance, the electrical array had full power for its offensive abilities, but it would be wrong to take full power on the whole array bc it was not appropriate for certain things). Regarding the 10 point max, it depends on how you interpret applying a one point drawback to the relevant aspects of an entire array. Everything else, (range, duration, action, side effect, unreliable, medium, sensense-dependant) is a flaw.</p><p></p><p>Regarding the all over the place, and I'll deal with it if i come up as an alternate, the idea is kind of like Wolverine. He started out with one significant power, but once the military discovered that an aspect of his power made it possible to add more, their scientists took advantage of it and gave him abilities suited for his job. Thus things like invisibility, intercepting radio signals, telepathic communicaton, flight, etc., but none of them especially powerful. The electrical stuff is basically all stuff that an electrical or magnetism based character can do (in fact, just about all of it includes suggested APs for electrical control in the book), and most are just a colection of ways of doing the ame thing -- three powers to cover control of everything (biologicals )whose brians work on electrical signals), computers, and non-sentient machines (by animating them to give them sentience -- he wouldnt use them to fight), and like 5 that are damage 10 with a special effect, usually modulated base don how much time or effort is invovled).</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="DM_Matt, post: 3308873, member: 1213"] [sblock] Thats actually not what I did, unless I made a specific mistake. I treated them as subtractions that counterated power feats. The only drawbacks I incorporated into the pwoers themselves were full power, and i put them as part of the powers rather than listing them separately, because some were on parts of an array (for instance, the electrical array had full power for its offensive abilities, but it would be wrong to take full power on the whole array bc it was not appropriate for certain things). Regarding the 10 point max, it depends on how you interpret applying a one point drawback to the relevant aspects of an entire array. Everything else, (range, duration, action, side effect, unreliable, medium, sensense-dependant) is a flaw. Regarding the all over the place, and I'll deal with it if i come up as an alternate, the idea is kind of like Wolverine. He started out with one significant power, but once the military discovered that an aspect of his power made it possible to add more, their scientists took advantage of it and gave him abilities suited for his job. Thus things like invisibility, intercepting radio signals, telepathic communicaton, flight, etc., but none of them especially powerful. The electrical stuff is basically all stuff that an electrical or magnetism based character can do (in fact, just about all of it includes suggested APs for electrical control in the book), and most are just a colection of ways of doing the ame thing -- three powers to cover control of everything (biologicals )whose brians work on electrical signals), computers, and non-sentient machines (by animating them to give them sentience -- he wouldnt use them to fight), and like 5 that are damage 10 with a special effect, usually modulated base don how much time or effort is invovled). [/sblock] [/QUOTE]
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