Superheroes of The Trust OOC Thread (Accepting Alts)

Okay. I think I know what I'm gonna do.

Thanks, Elric. That Power Feat-to-make-a-new-Alternate-Power thing keeps escaping me, though this isn't the first time I've heard of it...

Two hero points down...one to get unstunned...one to put some magic hurtin' on.
 

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I was always wondering why an attack specifically designed to affect machines has not been used. You have a ice creating hero, and an optic blast hero. Water is not a very good friend of machines, and neither is steam/condensation. As for transmutation, you have large quantities of molten lava; why not animate something out of that, and let it walk right through these machines?

Just throwing out ideas, but I think there's always possibilities with so much flavor in every person's hero.
 

Fangor, you have to remember that each power is fairly specific in what it can do.

For example, transmutation can explicitly change one substance into another. A generous reading of the power also can allow it to reshape things to say, turn a block of steel into a sword. It can't animate things though. For that, there's another power called "Animate Object."

You could credibly make Animate Object an Alternate Power of Transmute, of course, but that's not an option for me, because Transmute is already an Alternate Power of my magic pool. :)

So none of us have any tech-targeted attacks, really. Though we have attacks that aren't any less effective on tech.

Anyway...just pointing out that, say, because you hit a robot with a water blast that doesn't mean you can then expect a short circuit. The GM might decide it does, but he's under no compulsion to do so unless you specifically bought an additional power for your blast that does extra damage (or causes effects on) to technology.
 

Viridian has generally seemed pretty effective to me. All the flavorful limitations on your mental powers aren't really a problem here - it's the very fact that they're mental powers and we're fighting robots. Illusion is the only

Besides using TK directly on the robots, she could use it on the environment, possibly tipping over the giant vats as an attack or scooping out some of the molten metal to drop it directly on some spider bots. She could pick up some heavy piece of machinery and squash some bugs, or toss one spider bot at another.

Also, I'm not totally sure about the situation, but Hope had super heated liquid metal dumped on her. Presumeably, it's not going to become cool and safe in a round - as long as she's in that puddle and/or has it on her skin, she might be taking damage. Pulling her rear out of the fire (literally) might be a decent play.

A ward could be used to protect against the robot minions and/or some of the environmental effects.

She could wrap up some of the minion bots (but not the Knights) with her AoE snare.

Transmute could be applied to some of the vats of metal. Create a nozzle near the bottom of the tank and aim it towards some enemies or other dangerous machines. Or fuse some of the moving parts on the manufacturing equipment to lock it in place. Even if the whole machine can't be rendered harmless, if you keep it from moving we'll be able to stay away from it (barring more evil knockback).

And that's without using Extra Effort to gain any sort of AP. Even if you just expand on her current spells, she could do an overcharged Transmutation to turn critical components of the robots into inoperative junk. An area spell that turns semiconductors into semi-sweet chocolate or fiber optics into silly string would probably be effective at stopping lots of robots. Not that transmute would be the best actual power for that special effect.
 


Shayuri said:
You could credibly make Animate Object an Alternate Power of Transmute, of course, but that's not an option for me, because Transmute is already an Alternate Power of my magic pool. :)

So none of us have any tech-targeted attacks, really. Though we have attacks that aren't any less effective on tech.

Anyway...just pointing out that, say, because you hit a robot with a water blast that doesn't mean you can then expect a short circuit. The GM might decide it does, but he's under no compulsion to do so unless you specifically bought an additional power for your blast that does extra damage (or causes effects on) to technology.

Well, you could make Animate Objects an AP off the magic array.

Making use of certain situational effects is a perfect way to justify power stunts. If you want to short out a robot with a water blast instead of just doing damage, you could make it into a Paralyze AP with extra effort to represent the extra effect of the attack attack.

Optic's Machine Control ability is a tech based attack. Shooting Star could also justify screwing with some technology by focusing on the electrical charge (and associated magnetic effects) side of her powers instead of mostly heat based attacks.
 

Yes, but my point is that you couldn't do that without using extra effort to create an Alternate Power.

As opposed to just saying, "I change my plasma ball to mess with electrical circuits instead of doing damage," and still using the Blast power. :)

DM Matt...thank you for the input.
 


Shayuri said:
Yes, but my point is that you couldn't do that without using extra effort to create an Alternate Power.

As opposed to just saying, "I change my plasma ball to mess with electrical circuits instead of doing damage," and still using the Blast power. :)

DM Matt...thank you for the input.

Yeah.

Unless the robots had a vulnerability or suspectability to certain types of attacks. But that's up to the GM.
 

Elric said:
This is why I don't play mages :)

Or it's why magic isn't all that great of a special effect without some extra considerations of style. Unless pretty much everyone is going to have a nearly univerally applicable power (which isn't necessarily bad), then magic should be no more of a do anything justification than other special effects. Just as being a mutant doesn't mean that a character has access to every possible mutation, being a spellcaster shouldn't necessarily mean that any sort of magical effect is fair game. The fact that Viridian's magic is based off witchcraft and Hope uses elemental associations should be meaningful.

A more limited view of magic also means that there can be more mage type characters without them running all over each other conceptually.
 

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