Ledded: Thanks! We'll see how it goes. It's going to be tough, in some cases, to figure out whether something is Training or Device based. I mean, should every whip be able to do that stuff, or should it just be "The Hero's Whip" that lets him do that? One way makes every whip more expensive, PP-wise, while the other way lets the hero lose his whip and get another one without trouble.
What I really want to do is encourage my group's creativity as much as possible in the coming session -- when I make the pitch to switch over. I flipped through M&M last night, and there were a few obvious Powers that would just completely work:
Amazing Save (duh)
Clinging (as I discussed above)
Leaping (as I discussed above)
Running (fleetness of foot)
Strike
Stun
Fatigue (pressure point muscle attack)
Paralyze (pressure point pain attack)
Drain (for Strength/Dex, either the use of poison or a pressure-point attack)
Force Field (as mentioned above)
Combat Sense
Super-Strength (minus lifting capacity improvement)
Super-Dexterity
Super-Constitution
Super-Intelligence
Super-Wisdom
Super-Charisma
(All the supers would be pretty limited -- I'd allow them four or so ranks at the most due to training)
With weapons and devices, I can see adding things like:
Snare (tangling)
Obscure (primitive smoke bombs, or a personal-range-only half-concealment version -- a cloak that partially obscures your location)
Clinging (the whip or a grappling hook or something like that)
Dazzle (as a weapon feature, a blinding strike or something)
Quills (as I mentioned, as an off-hand feature)
And then there are the kind of middle-ground ones, the ones that would only work if done properly under very specific circumstances:
Slick (some kind of oil or grease device)
Mind Control (as a way for very high-ranking nobility to give orders to lower-class folk, who instinctively obey out of sheer ingrained subservience)
Beyond that, I can imagine that magic will make use of almost everything, from Trolls with Regeneration (flaw:No fire or acid) to spirits with Incorporeal (except silver) to mystical wands that throw bolts of lightning...
So we'll see how it goes.
What I really want to do is encourage my group's creativity as much as possible in the coming session -- when I make the pitch to switch over. I flipped through M&M last night, and there were a few obvious Powers that would just completely work:
Amazing Save (duh)
Clinging (as I discussed above)
Leaping (as I discussed above)
Running (fleetness of foot)
Strike
Stun
Fatigue (pressure point muscle attack)
Paralyze (pressure point pain attack)
Drain (for Strength/Dex, either the use of poison or a pressure-point attack)
Force Field (as mentioned above)
Combat Sense
Super-Strength (minus lifting capacity improvement)
Super-Dexterity
Super-Constitution
Super-Intelligence
Super-Wisdom
Super-Charisma
(All the supers would be pretty limited -- I'd allow them four or so ranks at the most due to training)
With weapons and devices, I can see adding things like:
Snare (tangling)
Obscure (primitive smoke bombs, or a personal-range-only half-concealment version -- a cloak that partially obscures your location)
Clinging (the whip or a grappling hook or something like that)
Dazzle (as a weapon feature, a blinding strike or something)
Quills (as I mentioned, as an off-hand feature)
And then there are the kind of middle-ground ones, the ones that would only work if done properly under very specific circumstances:
Slick (some kind of oil or grease device)
Mind Control (as a way for very high-ranking nobility to give orders to lower-class folk, who instinctively obey out of sheer ingrained subservience)
Beyond that, I can imagine that magic will make use of almost everything, from Trolls with Regeneration (flaw:No fire or acid) to spirits with Incorporeal (except silver) to mystical wands that throw bolts of lightning...
So we'll see how it goes.
