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Gaming W/Jemal: Mutant Rising OOC (Game has started!)
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<blockquote data-quote="Binder Fred" data-source="post: 4737995" data-attributes="member: 63746"><p>No problems at all, Shayuri. The effects will likely be completely different anyway. Nightshift's gun can't actually support objects in the air for example (unless it's light and he keeps shooting it up each time it comes down, of course <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p>Speaking of which:</p><p></p><p></p><p>Ah, but it's an instant *lasting* duration. Which, if I read it right, basically means that the effect (1) doesn't have to be maintained and (2) continues until successfully saved against with targets getting a save at cumulative +1 every round thereafter (2nd ED p70). That seemed to fit well with the FX of shouting a command and then people obeying it until they think better of it. You want to order them to do something else? You have to shout another command/use the power again. </p><p></p><p>N.B. I noted as an aside "targets remember being controlled" since that made more sense. Didn't think it was worth points either way though.</p><p></p><p></p><p>He's not a mentalist per se. All of his powers are grounded in the physical with the partial exeption of "Command voice" which is part pure presence and habit of command, and probably part mutantish ESP as well. All his other attack powers come from summoning weapons to his hands and using them.</p><p></p><p>With "Flesh wound" he shoots a bullet in a non-essential part of the target, said target being either bothered, or downright incapacitated by the shock and the pain (hence the will save). Leg shots would simulate the "rooted to the spot" bit of some Entangles.</p><p></p><p>"Infinite handcuffs" involve teleporting bounds to this hands (handcuffs, rope, etc) and physically snapping them on to a target. Note his low Attack bonus on melee attacks : this is best accomplished on a cowed/distracted/held down or unconscious target. It's the classic takedown and cuff them manoeuvre.</p><p></p><p>"C4" summons explosives to his hand, either of the C4 plastique kind or pineaple-type grenades. Set and watch go boom. </p><p></p><p></p><p>Wouldn't he have to carry the folded-up costume around then? Ideally I'd want the costume to be stashed away in his cache back home with the rest of his weapons and then teleporting around him in one go. Aged security guard one moment but then *boom* a flick of the hand and Nightshift is looking down at you, fully armored and ready to go.</p><p></p><p></p><p>The Reversible is on his attack teleport... or is tagging a villain, shifting away and then teleporting said villain next to one of the bricks only to Reverse him back to his original square just after the brick squashes him the problem? (I admit, it did cross my mind <evil grin>). Would taking a "Standard action" Reversible patch things up? I mostly put the Reversible there to match the FX of his summoned weapons popping in and out at will. </p><p></p><p>And...</p><p></p><p></p><p></p><p>"C4" has no problems that I can see : triggers there are mostly time delay-type things with a few tripwires thrown in. "To me" Teleports though... pretty much *have* to be triggered by the character if I want to match the Summoned weapon FX... Standard action activate like the Reversible? A Standard to set, a standard to activate, a standard to send back : in short, a standard to use. Could say it's the trouble of pulling another person's lifeforce through with your own : it tends to resist! </p><p></p><p>Assuming the above is OK, and with that rationalisation in mind, would it be unbalancing to say the Standard action reverts back to Free for inanimate objects?</p><p></p><p>_____________________________________________________</p><p>Binder Fred, can't blame a guy for trying. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Binder Fred, post: 4737995, member: 63746"] No problems at all, Shayuri. The effects will likely be completely different anyway. Nightshift's gun can't actually support objects in the air for example (unless it's light and he keeps shooting it up each time it comes down, of course :). Speaking of which: Ah, but it's an instant *lasting* duration. Which, if I read it right, basically means that the effect (1) doesn't have to be maintained and (2) continues until successfully saved against with targets getting a save at cumulative +1 every round thereafter (2nd ED p70). That seemed to fit well with the FX of shouting a command and then people obeying it until they think better of it. You want to order them to do something else? You have to shout another command/use the power again. N.B. I noted as an aside "targets remember being controlled" since that made more sense. Didn't think it was worth points either way though. He's not a mentalist per se. All of his powers are grounded in the physical with the partial exeption of "Command voice" which is part pure presence and habit of command, and probably part mutantish ESP as well. All his other attack powers come from summoning weapons to his hands and using them. With "Flesh wound" he shoots a bullet in a non-essential part of the target, said target being either bothered, or downright incapacitated by the shock and the pain (hence the will save). Leg shots would simulate the "rooted to the spot" bit of some Entangles. "Infinite handcuffs" involve teleporting bounds to this hands (handcuffs, rope, etc) and physically snapping them on to a target. Note his low Attack bonus on melee attacks : this is best accomplished on a cowed/distracted/held down or unconscious target. It's the classic takedown and cuff them manoeuvre. "C4" summons explosives to his hand, either of the C4 plastique kind or pineaple-type grenades. Set and watch go boom. Wouldn't he have to carry the folded-up costume around then? Ideally I'd want the costume to be stashed away in his cache back home with the rest of his weapons and then teleporting around him in one go. Aged security guard one moment but then *boom* a flick of the hand and Nightshift is looking down at you, fully armored and ready to go. The Reversible is on his attack teleport... or is tagging a villain, shifting away and then teleporting said villain next to one of the bricks only to Reverse him back to his original square just after the brick squashes him the problem? (I admit, it did cross my mind <evil grin>). Would taking a "Standard action" Reversible patch things up? I mostly put the Reversible there to match the FX of his summoned weapons popping in and out at will. And... "C4" has no problems that I can see : triggers there are mostly time delay-type things with a few tripwires thrown in. "To me" Teleports though... pretty much *have* to be triggered by the character if I want to match the Summoned weapon FX... Standard action activate like the Reversible? A Standard to set, a standard to activate, a standard to send back : in short, a standard to use. Could say it's the trouble of pulling another person's lifeforce through with your own : it tends to resist! Assuming the above is OK, and with that rationalisation in mind, would it be unbalancing to say the Standard action reverts back to Free for inanimate objects? _____________________________________________________ Binder Fred, can't blame a guy for trying. :) [/QUOTE]
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