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Gaming W/Jemal: Mutant Rising OOC (Game has started!)
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<blockquote data-quote="Jemal" data-source="post: 4740259" data-attributes="member: 9026"><p>I love stuff like this, so I'm gonna go through this first.</p><p></p><p>First off, throwing things up has half velocity (At least in D&D, and that's the rule I'll use for M&M as well, cuz it makes sense). SO, they would fly up 1250 feet. Falling speed is 500-600 in the first round, 1200 each round thereafter. therefore it would take a round and a half to go up, and a round and a half to come down. That's a total of 3 rounds before they hit the ground again, assuming no outside interference... like a roof. or a low flying aircraft. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p>As for power descriptors - None of you are supposed to know where your powers come from or how they work, so I suppose Mutant is a good desciptor as far as you're all concerned. </p><p></p><p></p><p><strong>Binder Fred</strong></p><p>I'd prefer if your attack teleport was reduced to short range.</p><p></p><p>Also, does your teleporting of items to you depend on knowing where they are? (Gun, suit, etc)? If not the cache doesn't matter b/c you could teleport stuff from anywhere. I presume it works similar to how teleport describes you going TO somewhere? (IE you have to either see it or know it well)</p><p></p><p></p><p>I like this. If we assume that his main 'power' is an enhanced life-force and the ability to strengthen objects with said force, it explains his increased physical stature, his teleportation, why his gun/suit/binds/etc are more powerful than normal. <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=":)" /> works for me.</p><p></p><p>Considering this, have you thought of any immunities? Specifically: Aging, Disease, and Fatigue effects would seem to fit in fairly well. He probably wouldn't even KNOW about these powers, as they blend in well with his 'renewed youth'. I'd even give you a discount if you want to take'em.</p><p></p><p></p><p><strong>Rellique</strong></p><p>Looks good mechanically, but you may have issues with your attacks and defense being so far under the limits.</p><p></p><p></p><p><strong>Arkhandus</strong></p><p>Red Impulse looks good, though I do find it amusing that a speedster has a defense-> toughness trade.</p><p></p><p><strong>Shayuri</strong></p><p>Looks good, I especially like the platform TK flight. very Psi-ops.</p><p></p><p></p><p>Allright everybody, I've got a Rogue's Gallery set up now, and I've decided on a name : <a href="http://www.enworld.org/forum/plots-places/253745-jemals-mutant-rising-cast.html#post4740255" target="_blank">Mutant Rising</a></p><p>Please post your characters in that thread so I can give'em a final look-over. </p><p>I'd like to get started the game fairly soon. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Jemal, post: 4740259, member: 9026"] I love stuff like this, so I'm gonna go through this first. First off, throwing things up has half velocity (At least in D&D, and that's the rule I'll use for M&M as well, cuz it makes sense). SO, they would fly up 1250 feet. Falling speed is 500-600 in the first round, 1200 each round thereafter. therefore it would take a round and a half to go up, and a round and a half to come down. That's a total of 3 rounds before they hit the ground again, assuming no outside interference... like a roof. or a low flying aircraft. :D As for power descriptors - None of you are supposed to know where your powers come from or how they work, so I suppose Mutant is a good desciptor as far as you're all concerned. [B]Binder Fred[/B] I'd prefer if your attack teleport was reduced to short range. Also, does your teleporting of items to you depend on knowing where they are? (Gun, suit, etc)? If not the cache doesn't matter b/c you could teleport stuff from anywhere. I presume it works similar to how teleport describes you going TO somewhere? (IE you have to either see it or know it well) I like this. If we assume that his main 'power' is an enhanced life-force and the ability to strengthen objects with said force, it explains his increased physical stature, his teleportation, why his gun/suit/binds/etc are more powerful than normal. :) works for me. Considering this, have you thought of any immunities? Specifically: Aging, Disease, and Fatigue effects would seem to fit in fairly well. He probably wouldn't even KNOW about these powers, as they blend in well with his 'renewed youth'. I'd even give you a discount if you want to take'em. [B]Rellique[/B] Looks good mechanically, but you may have issues with your attacks and defense being so far under the limits. [B]Arkhandus[/B] Red Impulse looks good, though I do find it amusing that a speedster has a defense-> toughness trade. [B]Shayuri[/B] Looks good, I especially like the platform TK flight. very Psi-ops. Allright everybody, I've got a Rogue's Gallery set up now, and I've decided on a name : [url=http://www.enworld.org/forum/plots-places/253745-jemals-mutant-rising-cast.html#post4740255]Mutant Rising[/url] Please post your characters in that thread so I can give'em a final look-over. I'd like to get started the game fairly soon. :D [/QUOTE]
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