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Transcendence Now - M&M Game [Resumed!]
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 2883663" data-attributes="member: 748"><p>Samnell -> Very nice, I enjoyed the comment about how your forcefield reacts to your characters clothing Lol, I can see how that might actually give him a reason to wear super-hero-ish tights (and perhaps cause for an embarassing situation before then <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />). I also like the description of him using his hands to act out the telekinetic gestures, I think that's one of the qualities of the movie Magneto that I enjoyed most in X-men, and that it makes sense for a musician type (acting as the 'conductor'). Overall a good, clean build I think that'll work fine. If you don't mind editing it sometime later today, y'see I have minor OCD and it would be prettier to me if you edited in the Knowledge/Perform stuff before Art/Keyboard/Strings, and also stick Dodge Focus (2) before Eidetic Memory. I know, I'm a weirdo, thanks in advance!</p><p></p><p>Shalimar -> This is how you have it built currently, correct?</p><p></p><p>Healing 2 pts./rank, +1/rank for Standard Action, +1 pp for Triggered -2/rank constant Side Effect (Fatigue, +0/rank extra Alternate Saving Throw: Will).</p><p></p><p>I'll debate whether on allowing this atm, it seems slightly problematic. The way its set up currently, there already is a Tiring flaw, although it automatically fatigues you unlike the 1e version. Furthermore, the Side Effect is slightly weaker, as the base power costs 30 pp/rank, the side effect currently is 20 pp/rank along with a modifier that makes it easier for you to save (which is fine by me seeing as this is a low PL game in the first place). Also, depending on if you planned on adjusting Healing to a move action in the future like you mentioned, it could be problematic as you'd have to adjust the Side Effect as its written. That said, Healing seems to have gone up in price and gone down in value between editions, and healing others during battle is much less exciting than combat. The point you made about your character going into a hospital and clearing house is a valid one, though.</p><p></p><p>Consider keeping Side Effect as it is, but flawing your healing so it only works for Lethal statuses? (or perhaps doesn't work for nonlethal statuses, allowing you to heal ability drain as well). Also you could consider using the Unreliable flaw with 5 uses (Hero point to regenerate those uses). Alternatively, make the Side Effect slightly stronger, either attaching a Drain that only drains 1-2 ability points but lasts for an extended period of time (boosting its cost up considerably) or attaching Blast with the Sedation power feat. If the end product seems to be too weak, we'll take a look again at your power and then go from there, but perhaps entertain these ideas until then?</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 2883663, member: 748"] Samnell -> Very nice, I enjoyed the comment about how your forcefield reacts to your characters clothing Lol, I can see how that might actually give him a reason to wear super-hero-ish tights (and perhaps cause for an embarassing situation before then :]). I also like the description of him using his hands to act out the telekinetic gestures, I think that's one of the qualities of the movie Magneto that I enjoyed most in X-men, and that it makes sense for a musician type (acting as the 'conductor'). Overall a good, clean build I think that'll work fine. If you don't mind editing it sometime later today, y'see I have minor OCD and it would be prettier to me if you edited in the Knowledge/Perform stuff before Art/Keyboard/Strings, and also stick Dodge Focus (2) before Eidetic Memory. I know, I'm a weirdo, thanks in advance! Shalimar -> This is how you have it built currently, correct? Healing 2 pts./rank, +1/rank for Standard Action, +1 pp for Triggered -2/rank constant Side Effect (Fatigue, +0/rank extra Alternate Saving Throw: Will). I'll debate whether on allowing this atm, it seems slightly problematic. The way its set up currently, there already is a Tiring flaw, although it automatically fatigues you unlike the 1e version. Furthermore, the Side Effect is slightly weaker, as the base power costs 30 pp/rank, the side effect currently is 20 pp/rank along with a modifier that makes it easier for you to save (which is fine by me seeing as this is a low PL game in the first place). Also, depending on if you planned on adjusting Healing to a move action in the future like you mentioned, it could be problematic as you'd have to adjust the Side Effect as its written. That said, Healing seems to have gone up in price and gone down in value between editions, and healing others during battle is much less exciting than combat. The point you made about your character going into a hospital and clearing house is a valid one, though. Consider keeping Side Effect as it is, but flawing your healing so it only works for Lethal statuses? (or perhaps doesn't work for nonlethal statuses, allowing you to heal ability drain as well). Also you could consider using the Unreliable flaw with 5 uses (Hero point to regenerate those uses). Alternatively, make the Side Effect slightly stronger, either attaching a Drain that only drains 1-2 ability points but lasts for an extended period of time (boosting its cost up considerably) or attaching Blast with the Sedation power feat. If the end product seems to be too weak, we'll take a look again at your power and then go from there, but perhaps entertain these ideas until then? [/QUOTE]
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