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Superheroes of The Trust OOC Thread (Accepting Alts)
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<blockquote data-quote="Victim" data-source="post: 3929610" data-attributes="member: 78"><p>In terms of pure mechanics:</p><p></p><p>Your flaw on flight (for actually needing wings) is actually a pair of 1 point drawbacks, not a full flaw. If you only want to spend 8 points, then you could get winged flight 5 - that's still incredibly fast for wings that you have to flap. Flight 8 is ~2500 mph (Mach ~3) cruising speed!</p><p></p><p>Normal Strength and move for Shrinking is an extra, not a power feat, so that power would cost 12. Granted, that extra also includes carrying capacity, but lacking that seems more like a drawback than having the other benefits be a power feat. Dimunitive size is also +12/-12 for Stealth and Grapple. And being 1 ft tall all the time might be pretty awkward.</p><p></p><p>The base power for your arrays is basically irrelevant. You can just buy a 2/pp rank dummy power to get the size right and then stick things under it.</p><p></p><p>It's not very clear what Jinxed is actually supposed to do - sounds sort of like a drain, but several other powers can also apply small penalties to most actions. You could also use some of the tricks under Luck Control for jinxing too.</p><p></p><p>When you say "Blast - Paralyze effect" do you mean a special effect on Blast, or some version of the paralyze power? Same for the Faerie dust sleep effect (which could be Fatigue).</p><p></p><p>I'm not sure what the Verdant Aura is supposed to do besides heal plants. Healing is already instant duration - the effect of it is permanent. If you mean that plants constantly heal around her regardless of her intentions, then A) it seems like a minor benefit at best since we're now short on plant people, and B) it shouldn't be in an array, since you could deactivate it by changing slots.</p><p></p><p>Since many of your powers are Area (sleep dust) or Perception (Emotion Control, illusion), your offensive tradeoff isn't especially important. Also, slotting those powers of varying ranks into the same array can be tricky. For example, you can have 11 ranks of your love song and have 2 flaws on it. On the other hand, you'll want 13 ranks of your paralysis blast thing to take advantage of your tradeoff and want an extra for it. As things stand, one power is costing you 6 points, the other is costing you 39.</p><p></p><p>Conceptually, this character seems heavily tied to Faerie - even if all her abilities could be produced via other power sources, the combination of abilities still pretty much says fairy creature. Working that into a nonmagicl background requires some hoop juming. So if the character isn't actually a magical being, then it'd seem like someone/something created or changed her to be like one. This could have happened a long time ago (ie, her origin story is basically accurate), or recently (implanted memories). I don't recall many details about the 1800s for FC stuff, but I only have the 1e FC book and the free online encyclopedia pdf. So you'd probably be on your own for ideas relating to that period. </p><p></p><p>If you're looking at option B and want a link to existing FC villains, then Mastermind or Green Man might work. Mastermind doesn't really understand mystical stuff, and has science skills/resources IIRC. Maybe he's trying to grow his own "magical" creature and releasing it into the world to see what other information it can develop. The Green Man has already transformed several people into hybridized plant creatures with weird powers, and would really want that plant healing ability. Plants don't exist in a vacuum ecologically, so he might be looking to create some supporting lifeforms. Even if he didn't have the gene modding expertise to pull off a size change, kidnapping scientists for their expertise is sort of a classic. One downside with this approach is that the Trust has very good information gathering abilities and could dig up the real story in short order.</p></blockquote><p></p>
[QUOTE="Victim, post: 3929610, member: 78"] In terms of pure mechanics: Your flaw on flight (for actually needing wings) is actually a pair of 1 point drawbacks, not a full flaw. If you only want to spend 8 points, then you could get winged flight 5 - that's still incredibly fast for wings that you have to flap. Flight 8 is ~2500 mph (Mach ~3) cruising speed! Normal Strength and move for Shrinking is an extra, not a power feat, so that power would cost 12. Granted, that extra also includes carrying capacity, but lacking that seems more like a drawback than having the other benefits be a power feat. Dimunitive size is also +12/-12 for Stealth and Grapple. And being 1 ft tall all the time might be pretty awkward. The base power for your arrays is basically irrelevant. You can just buy a 2/pp rank dummy power to get the size right and then stick things under it. It's not very clear what Jinxed is actually supposed to do - sounds sort of like a drain, but several other powers can also apply small penalties to most actions. You could also use some of the tricks under Luck Control for jinxing too. When you say "Blast - Paralyze effect" do you mean a special effect on Blast, or some version of the paralyze power? Same for the Faerie dust sleep effect (which could be Fatigue). I'm not sure what the Verdant Aura is supposed to do besides heal plants. Healing is already instant duration - the effect of it is permanent. If you mean that plants constantly heal around her regardless of her intentions, then A) it seems like a minor benefit at best since we're now short on plant people, and B) it shouldn't be in an array, since you could deactivate it by changing slots. Since many of your powers are Area (sleep dust) or Perception (Emotion Control, illusion), your offensive tradeoff isn't especially important. Also, slotting those powers of varying ranks into the same array can be tricky. For example, you can have 11 ranks of your love song and have 2 flaws on it. On the other hand, you'll want 13 ranks of your paralysis blast thing to take advantage of your tradeoff and want an extra for it. As things stand, one power is costing you 6 points, the other is costing you 39. Conceptually, this character seems heavily tied to Faerie - even if all her abilities could be produced via other power sources, the combination of abilities still pretty much says fairy creature. Working that into a nonmagicl background requires some hoop juming. So if the character isn't actually a magical being, then it'd seem like someone/something created or changed her to be like one. This could have happened a long time ago (ie, her origin story is basically accurate), or recently (implanted memories). I don't recall many details about the 1800s for FC stuff, but I only have the 1e FC book and the free online encyclopedia pdf. So you'd probably be on your own for ideas relating to that period. If you're looking at option B and want a link to existing FC villains, then Mastermind or Green Man might work. Mastermind doesn't really understand mystical stuff, and has science skills/resources IIRC. Maybe he's trying to grow his own "magical" creature and releasing it into the world to see what other information it can develop. The Green Man has already transformed several people into hybridized plant creatures with weird powers, and would really want that plant healing ability. Plants don't exist in a vacuum ecologically, so he might be looking to create some supporting lifeforms. Even if he didn't have the gene modding expertise to pull off a size change, kidnapping scientists for their expertise is sort of a classic. One downside with this approach is that the Trust has very good information gathering abilities and could dig up the real story in short order. [/QUOTE]
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