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<blockquote data-quote="Jemal" data-source="post: 6110413" data-attributes="member: 9026"><p>Yeah, I remember people being vaguely disappointed that they kinda copped out with the big 'gay lantern' story by throwing it into earth 2.</p><p>Anyways, VR, back to the point of this thread, I went over The Singularity - first off, great name, but it makes me picture black-hole super powers (But I think someone else already said that), though I do get the reference to the computing/robotics singularity, and thus it makes sense. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>I skipped any of the invention stuff as WD's already given his ruling on that.</p><p></p><p></p><p>First off for this, I am wondering how it's removable? Is this a mechanical suit? The name makes it sound like your body itself is filled with nanites, which would seem very difficult to remove..</p><p>WD may have an issue with regen that high, but that's up to him. I am curious how that immunity works though.. I'm imagining it as he turns it on as a reaction to being hit by something, and then it stays on as long as he wants but while it's on he's distracted? Personally I wouldn't allow distracted with such low defenses to begin with, but again that's up to WD. Also, I'm not sure how long the distracted would last if he turns it off immediately..</p><p>EX: Badguy uses fort Effect, Singularity activates immunity. The distracting only lasts from then until the start of Singularity's turn, technically - so if he chooses not to keep it going on his turn, the only way he ever suffers the effects of it would be if there's a second badguy acting after the one that makes you turn on your immunity but before your turn starts. </p><p>Unless you were to say that the distracting lasts till the start of the turn AFTER you turn it off, meaning that if you were facing a single opponent, they would get one turn to take advantage of your disadvantage that they caused on their last turn.</p><p></p><p></p><p>When I first saw this my immediate thought was that psionic effects that work on objects are likely going to be fairly rare.. then I looked at Siren and realized that she's the resident psychic and only her Mind-reading and Illusion powers would be influenced by it. *NOTE: Not that I plan on using it on you, but amusingly Siren's Song is Sonic, not Psychic. <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>Also, I'm assuming that we're using psionic & psychic as just different words for the same thing?</p><p></p><p>Also, if you want to be a bit meta-gamey, the immunity itself is less useful with Siren around, b/c she has a "Nullify Mental Effects" power to free allies that get Psi-pwnd. Also, it would block Siren's telepathy as well, so she wouldn't be able to locate/communicate with you. On the other hand, having a human techie who's immune to psychic powers on the team with the Atlantean psychic royalty who dislikes humans partly because of their Technological might threatening the oceans could make for some good roleplaying. Hell, depending on your background, they could even have been enemies in the past.</p><p></p><p> </p><p>Sun Glasses or Scouter?</p><p></p><p></p><p>Why are all the alternate effects removable but the main one not? Is that just a mislabel? Also same question I had about all your other removable powers: What is it, What does it look, how is it removable? A backpack that constructs things? A handheld device?</p><p></p><p>Also, I'm not certain about this but I believe that when any non-instant power is used with alternate effects the effect only lasts while that power is active - so anything transformed or created would revert/disappear if you switch to a summon, and you could only have one of your summons active at a time.</p><p>You may wish to have these as dynamic so you can keep smaller ranks of the transform/create around at the same time, even while summoning something.</p><p>OR, this seems like an array that would make sense as a variable power. That would also segue well with your invention scheming... </p><p>If WD allows it.</p><p></p><p></p><p>I love the world conquest and deathtraps, and the rivalry with the man who's essentially our resistance-leader is amusing.</p><p>I'm not sure about the power loss though. EMP would seem to be just a form of nullifying anything that's technological/electrical, so it would be more a factor of your descriptors, unless your powers are especially susceptible to it(No check/save, they just automatically turn off when hit by an EMP)?</p><p></p><p></p><p></p><p>Overall, my impression is that it's a great and interesting character, but I'm not so much digging the 'all or nothing' defenses. Seems more like something I'd use as a boss-gimmick than a good long-term character. Seems like in any situation He'll either be invincible or instantly compromised.</p></blockquote><p></p>
[QUOTE="Jemal, post: 6110413, member: 9026"] Yeah, I remember people being vaguely disappointed that they kinda copped out with the big 'gay lantern' story by throwing it into earth 2. Anyways, VR, back to the point of this thread, I went over The Singularity - first off, great name, but it makes me picture black-hole super powers (But I think someone else already said that), though I do get the reference to the computing/robotics singularity, and thus it makes sense. :P I skipped any of the invention stuff as WD's already given his ruling on that. First off for this, I am wondering how it's removable? Is this a mechanical suit? The name makes it sound like your body itself is filled with nanites, which would seem very difficult to remove.. WD may have an issue with regen that high, but that's up to him. I am curious how that immunity works though.. I'm imagining it as he turns it on as a reaction to being hit by something, and then it stays on as long as he wants but while it's on he's distracted? Personally I wouldn't allow distracted with such low defenses to begin with, but again that's up to WD. Also, I'm not sure how long the distracted would last if he turns it off immediately.. EX: Badguy uses fort Effect, Singularity activates immunity. The distracting only lasts from then until the start of Singularity's turn, technically - so if he chooses not to keep it going on his turn, the only way he ever suffers the effects of it would be if there's a second badguy acting after the one that makes you turn on your immunity but before your turn starts. Unless you were to say that the distracting lasts till the start of the turn AFTER you turn it off, meaning that if you were facing a single opponent, they would get one turn to take advantage of your disadvantage that they caused on their last turn. When I first saw this my immediate thought was that psionic effects that work on objects are likely going to be fairly rare.. then I looked at Siren and realized that she's the resident psychic and only her Mind-reading and Illusion powers would be influenced by it. *NOTE: Not that I plan on using it on you, but amusingly Siren's Song is Sonic, not Psychic. ;) Also, I'm assuming that we're using psionic & psychic as just different words for the same thing? Also, if you want to be a bit meta-gamey, the immunity itself is less useful with Siren around, b/c she has a "Nullify Mental Effects" power to free allies that get Psi-pwnd. Also, it would block Siren's telepathy as well, so she wouldn't be able to locate/communicate with you. On the other hand, having a human techie who's immune to psychic powers on the team with the Atlantean psychic royalty who dislikes humans partly because of their Technological might threatening the oceans could make for some good roleplaying. Hell, depending on your background, they could even have been enemies in the past. Sun Glasses or Scouter? Why are all the alternate effects removable but the main one not? Is that just a mislabel? Also same question I had about all your other removable powers: What is it, What does it look, how is it removable? A backpack that constructs things? A handheld device? Also, I'm not certain about this but I believe that when any non-instant power is used with alternate effects the effect only lasts while that power is active - so anything transformed or created would revert/disappear if you switch to a summon, and you could only have one of your summons active at a time. You may wish to have these as dynamic so you can keep smaller ranks of the transform/create around at the same time, even while summoning something. OR, this seems like an array that would make sense as a variable power. That would also segue well with your invention scheming... If WD allows it. I love the world conquest and deathtraps, and the rivalry with the man who's essentially our resistance-leader is amusing. I'm not sure about the power loss though. EMP would seem to be just a form of nullifying anything that's technological/electrical, so it would be more a factor of your descriptors, unless your powers are especially susceptible to it(No check/save, they just automatically turn off when hit by an EMP)? Overall, my impression is that it's a great and interesting character, but I'm not so much digging the 'all or nothing' defenses. Seems more like something I'd use as a boss-gimmick than a good long-term character. Seems like in any situation He'll either be invincible or instantly compromised. [/QUOTE]
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