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Gaming W/Jemal: Mutant Apocalypse (Recruitment always open)
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<blockquote data-quote="Jemal" data-source="post: 5963482" data-attributes="member: 9026"><p>VR, First thing I have to say is please include costs with your Powers.</p><p>Secondly, for your 'removable' powes, I'd like descriptions of what they are, PHYSICALLY, how you wield/carry them, etc.</p><p>Also keep in mind Easily Removable means anybody can get it away from you with a disarm check (Basically for handheld items people can grab away from you).</p><p></p><p>Finally, you don't need to point out 'mutant' as a descriptor. ALL powers are mutant in this campaign.</p><p></p><p></p><p>Tough little mental patient, but 'sokay.</p><p></p><p></p><p>I'm assuming your background will explain how he went from mental institute to Millionaire? </p><p></p><p></p><p></p><p>Note that you need to buy an additional rank for comprehend to be able to READ languages. Right now you can just understand the spoken version.</p><p>I don't allow 'check required' with skills that cant fail (discounting Nat 1).</p><p></p><p></p><p>This's ok.</p><p></p><p></p><p></p><p>Mind Control is limited by PL (9)</p><p>If something requires a save, You can only do trade-offs if it also requires an attack roll, in which case you can raise the damage cap by the same amount you lower the attack bonus cap. (Maximum trade-off is determined by what 'Trait' you choose. See post#2 at start of thread.)</p><p>Mental effects (Non-physical/will targeting) do not require Affects Insubstantial, it doesn't stop them to begin with. (RE: Insubstantial)</p><p>We'll have to talk about the delayed recovery.</p><p>Triggered doesn't work on Mind Control, it's for Instant Duration effects.</p><p></p><p></p><p>I assume these are linked to each other? (You have to specify with Linked abilities what they're linked to).</p><p>First, as things that require a save, they are both limited to PL cap, like the mind control.</p><p>Secondly, Linked abilities only work in conjunction, so despite how big your illusion is, it can only affect those in the 30' radius sphere that is affected by your damage.</p><p></p><p></p><p>I assume you meant poison? </p><p>Once more, PL cap = 9.</p><p>I don't like the variable conditions, makes it too powerful.</p><p></p><p></p><p>I'd suggest upping your Will/fort. The cap on them is like the other caps. (fort + will = PLX2)</p></blockquote><p></p>
[QUOTE="Jemal, post: 5963482, member: 9026"] VR, First thing I have to say is please include costs with your Powers. Secondly, for your 'removable' powes, I'd like descriptions of what they are, PHYSICALLY, how you wield/carry them, etc. Also keep in mind Easily Removable means anybody can get it away from you with a disarm check (Basically for handheld items people can grab away from you). Finally, you don't need to point out 'mutant' as a descriptor. ALL powers are mutant in this campaign. Tough little mental patient, but 'sokay. I'm assuming your background will explain how he went from mental institute to Millionaire? Note that you need to buy an additional rank for comprehend to be able to READ languages. Right now you can just understand the spoken version. I don't allow 'check required' with skills that cant fail (discounting Nat 1). This's ok. Mind Control is limited by PL (9) If something requires a save, You can only do trade-offs if it also requires an attack roll, in which case you can raise the damage cap by the same amount you lower the attack bonus cap. (Maximum trade-off is determined by what 'Trait' you choose. See post#2 at start of thread.) Mental effects (Non-physical/will targeting) do not require Affects Insubstantial, it doesn't stop them to begin with. (RE: Insubstantial) We'll have to talk about the delayed recovery. Triggered doesn't work on Mind Control, it's for Instant Duration effects. I assume these are linked to each other? (You have to specify with Linked abilities what they're linked to). First, as things that require a save, they are both limited to PL cap, like the mind control. Secondly, Linked abilities only work in conjunction, so despite how big your illusion is, it can only affect those in the 30' radius sphere that is affected by your damage. I assume you meant poison? Once more, PL cap = 9. I don't like the variable conditions, makes it too powerful. I'd suggest upping your Will/fort. The cap on them is like the other caps. (fort + will = PLX2) [/QUOTE]
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