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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: 4739468" data-attributes="member: 63746"><p>[Command Voice]</p><p></p><p>[Snip reply] What Andor said. Standard Mind Control was just too powerful for what I had in mind, you see : we're *very* far from a power that creates mind-controlled puppet soldiers here.</p><p></p><p>[Flesh wound]</p><p></p><p></p><p>Would depend on how they bought their protection power. Descriptor on "Flesh wounds" will be Bullet, Physical. So a person with Immunity to bullets would be imune to this power as well. Very few people are truly invulnerable though, i.e. there's usually a way to justify the power working on a perticular individual : What about shooting Steelskin-man in the ear for example? the eye? the crotch? Does he have a thinner achelis "heel" somewhere? A squeaky plate that gapes just a bit when he goes like <this>, a sore bolt that tends to jam when stressed? A shot in one of the above should give him pause. If you want, say Nightshift obviously has high levels of "spot weakness" built into him somewhere. <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>Might explain (part of?) his high Teamwork and Inspire feat scores actually : "Shoot him in the CROTCH, people, it's his WEAK SPOT!" </p><p></p><p>LOL </p><p></p><p>You know what I mean.</p><p></p><p>[Infinite Handcuffs]</p><p> </p><p></p><p>Uh... "Infinite handcuffs" is a straight Snare power : it *can* be escaped using a strength test or any other physical power that can be used while bound (and can beat the handcuff's toughness, of course). DM's call, but logically supergrowth would work, as well as insubstantial, elongation and some of the teleport powers. Spiderman created webs, Nightshift summons shackles.</p><p></p><p><strong><u>EDIT: See four posts below for further thoughts on this (think I finally got to where you were going).</u></strong></p><p></p><p>[C4]</p><p></p><p>This was for the "water body" or "air body" type of insubstantial (rank 1 and 2), but now that I re-read the Insubstantial power, they're *already* affected by area effects, right? Consider it gone.</p><p> </p><p></p><p>Done, though the distinction between the two versions escapes me. First time playing the system and all, you know. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p></p><p>The mechanics are the same as with C4. With the trigger extra he can infuse a target (i.e. set the power with a melee attack roll) and, at a later point, trigger it, teleporting the target to him by saying "to me".... assuming said target is still in range, of course (500' if he used a Standard action to set it, up to 5 miles if he used a full action (with Nightshift being Dazed for a round in that case; Hmm, might have to buy the Easy feat on this one after all...)). The trigger can be noticed just as with any other trigger and "disarmed" with DM's choice of skill/powers (Anything that could conceivably counter a teleport power, I imagine).</p><p></p><p><u><strong>EDIT= Ended up adding a Fixed Destination (My hands) flaw to it. i.e. not using the triggered power feat now means he can only teleport a touched target from one of his hands to the other, at most (I can see some cool applications for this, actually <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=":)" />).</strong></u></p><p></p><p></p><p>I think most of this can be solved with Bullet, Physical and Fear Descriptors and the addition of a new power drawback: </p><p><strong></strong></p><p><strong>Physical Manifestation</strong> : This power has a physical manifestation which can be attacked. Treat it as if having been created with the "Device, easy to lose" power, except that you can regenerate your physical manifestation with a Move action, teleporting the gun back to your hand for example. The previous manifestation of your power dissapears, is destroyed or otherwise doesn't function anymore. At the DM's discretion, a perticular physical manifestation can be deemed "Destroyed", dropped in a pool of lava, crushed below the feet of Galactus, etc. Treat the power as unavailable until it can heal from a Staggered condition using your Constitution score.</p><p></p><p>The Teleport descriptor will be on the "Summoned Weapon" array itself, so nullifying Teleport means he's stuck with the last weapon he used until the nulifies goes away (i.e can't change the array's settings), while the Bullet and Physical descriptors (and Fear in one case) will be on the powers in the array. Someone immune to the TK descriptor will therefore *not* be immune to his summoned weapon powers and a character immune to Teleport powers will only be immune to his "To me" power (which will have the Teleport descriptor).</p><p></p><p>On second thought, let's just add a -1 flaw "No grabs" to the "Duty revolver" power and have done. Simplifies things no end, right? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Ah, lastly : no, the "To me" attack power as I conceive it doesn't depend on knowing the present location of the target. He sets a fixed destination "to my hands" teleport on the target with a sucessful attack roll. From there on the target carries the trigger with him so there's no need to know said target,s location. In IC terms he's infusing part of his lifeforce in the target so he always knows where "he" is, so to speak. Actually, when I have more points I'm thinking of buying him ESP, only to locations that contain a part of his essence. Will have to be a power stunt for now. <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>[SBLOCK="Good-aligned DMs do not read!"]Actually, a mental or occult-based villain could do some *nasty* things to him if they ever got ahold of an infused object of his... <ouch> Think I'm going to have to put it in my Complications : TOO GOOD TO WASTE![/Sblock]</p><p></p><p>______________________________________________________</p><p>Binder Fred, modified sheet available <a href="http://www.enworld.org/forum/talking-talk/253135-gaming-w-jemal-new-mutants-ooc-discussion-recruitment-4.html#post4736862" target="_blank">here</a>.</p></blockquote><p></p>
[QUOTE="Binder Fred, post: 4739468, member: 63746"] [Command Voice] [Snip reply] What Andor said. Standard Mind Control was just too powerful for what I had in mind, you see : we're *very* far from a power that creates mind-controlled puppet soldiers here. [Flesh wound] Would depend on how they bought their protection power. Descriptor on "Flesh wounds" will be Bullet, Physical. So a person with Immunity to bullets would be imune to this power as well. Very few people are truly invulnerable though, i.e. there's usually a way to justify the power working on a perticular individual : What about shooting Steelskin-man in the ear for example? the eye? the crotch? Does he have a thinner achelis "heel" somewhere? A squeaky plate that gapes just a bit when he goes like <this>, a sore bolt that tends to jam when stressed? A shot in one of the above should give him pause. If you want, say Nightshift obviously has high levels of "spot weakness" built into him somewhere. :) Might explain (part of?) his high Teamwork and Inspire feat scores actually : "Shoot him in the CROTCH, people, it's his WEAK SPOT!" LOL You know what I mean. [Infinite Handcuffs] Uh... "Infinite handcuffs" is a straight Snare power : it *can* be escaped using a strength test or any other physical power that can be used while bound (and can beat the handcuff's toughness, of course). DM's call, but logically supergrowth would work, as well as insubstantial, elongation and some of the teleport powers. Spiderman created webs, Nightshift summons shackles. [B][U]EDIT: See four posts below for further thoughts on this (think I finally got to where you were going).[/U][/B] [C4] This was for the "water body" or "air body" type of insubstantial (rank 1 and 2), but now that I re-read the Insubstantial power, they're *already* affected by area effects, right? Consider it gone. Done, though the distinction between the two versions escapes me. First time playing the system and all, you know. :( The mechanics are the same as with C4. With the trigger extra he can infuse a target (i.e. set the power with a melee attack roll) and, at a later point, trigger it, teleporting the target to him by saying "to me".... assuming said target is still in range, of course (500' if he used a Standard action to set it, up to 5 miles if he used a full action (with Nightshift being Dazed for a round in that case; Hmm, might have to buy the Easy feat on this one after all...)). The trigger can be noticed just as with any other trigger and "disarmed" with DM's choice of skill/powers (Anything that could conceivably counter a teleport power, I imagine). [U][B]EDIT= Ended up adding a Fixed Destination (My hands) flaw to it. i.e. not using the triggered power feat now means he can only teleport a touched target from one of his hands to the other, at most (I can see some cool applications for this, actually :)).[/B][/U] I think most of this can be solved with Bullet, Physical and Fear Descriptors and the addition of a new power drawback: [B] Physical Manifestation[/B] : This power has a physical manifestation which can be attacked. Treat it as if having been created with the "Device, easy to lose" power, except that you can regenerate your physical manifestation with a Move action, teleporting the gun back to your hand for example. The previous manifestation of your power dissapears, is destroyed or otherwise doesn't function anymore. At the DM's discretion, a perticular physical manifestation can be deemed "Destroyed", dropped in a pool of lava, crushed below the feet of Galactus, etc. Treat the power as unavailable until it can heal from a Staggered condition using your Constitution score. The Teleport descriptor will be on the "Summoned Weapon" array itself, so nullifying Teleport means he's stuck with the last weapon he used until the nulifies goes away (i.e can't change the array's settings), while the Bullet and Physical descriptors (and Fear in one case) will be on the powers in the array. Someone immune to the TK descriptor will therefore *not* be immune to his summoned weapon powers and a character immune to Teleport powers will only be immune to his "To me" power (which will have the Teleport descriptor). On second thought, let's just add a -1 flaw "No grabs" to the "Duty revolver" power and have done. Simplifies things no end, right? ;) Ah, lastly : no, the "To me" attack power as I conceive it doesn't depend on knowing the present location of the target. He sets a fixed destination "to my hands" teleport on the target with a sucessful attack roll. From there on the target carries the trigger with him so there's no need to know said target,s location. In IC terms he's infusing part of his lifeforce in the target so he always knows where "he" is, so to speak. Actually, when I have more points I'm thinking of buying him ESP, only to locations that contain a part of his essence. Will have to be a power stunt for now. :) [SBLOCK="Good-aligned DMs do not read!"]Actually, a mental or occult-based villain could do some *nasty* things to him if they ever got ahold of an infused object of his... <ouch> Think I'm going to have to put it in my Complications : TOO GOOD TO WASTE![/Sblock] ______________________________________________________ Binder Fred, modified sheet available [URL="http://www.enworld.org/forum/talking-talk/253135-gaming-w-jemal-new-mutants-ooc-discussion-recruitment-4.html#post4736862"]here[/URL]. [/QUOTE]
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