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Everything posted by Nullifier

  1. Hiro spends the first part of lunch eating and studying quietly, although he takes careful note of the comings and goings of the other students. When he finishes eating, Hiro puts away his studies and takes out his palmtop computer and begins going through his e-mail, a morass of correspondence from children around the world, some he knows, some are writing to him because of his noteriety. Because it's lunch and his time is limited, Hiro just skims most of the material, highlighting certain pieces for later study, discarding spam, and watching the occasional short video clip.
  2. Hey Prof, long ime no see. I'd given up on you. Nice to see you back. BN was kind enuogh to drop me a message about yer return tho, and I still seem to have my character sheet, so I fugired I'd start posting again. Nice to see ya ::biggrin
  3. Hey, I know it's been a while, and I appologize, but I've been WoWing and seriously stressed out about things so it's understandable. Anyhow, anyone notice the paralells between Peter Patrelli and my old QZ character? I always sorta wondered what would happen if he /really/ botched a Node Spark roll.... ::nuclear
  4. The EA and EM power suites cover this issue; you want a lot of firepower, take EM:Fire, however this: I agree with for many reasons, but the simplest is logic. ::rolleyes ::cool
  5. Actually, I said that Dying for Power is a conscious decision, and you can't make those types of decisions at Incapcitated w/o spending a temp wp to make a single conscious action. Presuming this also worked at Dead, you could theoretically Die for Power, then start regening, assuming you had the temp wp left for those actions. However, I'm not sure about letting a character take any actions when they're at Dead, willpower or no willpower. ::unsure ::ultracool
  6. Gee, Alex, that's an awful lot of unwarranted assumptions you just made there from the little information I gave you. ::brick So yeah, I'd say it could be done for a lot less, you just have to get a lot more creative than that expensive and ineffective write-up. ::rolleyes ::tongue
  7. Hrm. k. Area, then. That's a broad generalization. There are certainly a few legit characters that could beat Totentanz, given the right circumstances. ::rolleyes
  8. Erm. Why exactly would he get a dodge against a ranged Q-vamp? It's not like it's something visible being shot at him, so there's nothing to dodge. Seems like as long as he's in range, it'd work. As for the Q-Bolt, once his Mega-Dex is gone, he won't be dodging very well, will he? Find Weakness doesn't work against willpower, only things, people, and systems. Read the power again, Alex. It's useless in short-term combat. Sonar goggles, or Q-Attune then. Just because he knows they're distractions doesn't mean he doesn't have to dodge them and attack them to keep them from killing him. His Q+node pool is only 7, giving an average of 2-3 success, so it's not all that impossible to overcome, especially on a powermax. Finally, I noticed you were saying that Q-Leech is resisted by Q+Node, but actually, it's resisted by willpower. Cheers. ::biggrin
  9. You're wrong, Alex. ::brick I'll try to explain why one more time. Transmit is a way of traveling up to a certain distance in a certain amount of time through a certain medium. Transmit allows you to travel at a pretty good speed, but you still have to designate the direction you're traveling in, just like any other form of fast travel. There's nothing in the power description that indicates that you can merely designate any random thing as a target and if it's within range the power will take you there. All the power allows you to do according to the description is travel quickly through some medium or another, nothing more. Your argument that there's nothing in the description that says it doesn't work the way you think it does is specious. The reason that there's no danger of missing your target with Trasmit is because with Transmit you're actually traveling through the entire distance to where ever you're going, instead of blindly jumping from one place to another, giving the character using the power time to see where they're going rather than just suddenly appearing there. Unless you can quote me some text actually saying that the power allows you to target anything and if it's within the radius the power will take you there even if you have no idea where that thing is there's no way you'll ever convince me that that's the way the power is intended to function, because that'd make it more powerful than the level 4 power Quantum Awareness, let alone a level 2 power. In fact, there's no power in the game that can do what you're claiming Transmit is capable of: targeting anything you can think of that's within the power's range without actually knowing where the target is. Telepathy is the only thing that comes close to that type of thing, and it's limited to people. Anywho, I think I've made my point. You're free to disagree with me 'bout this, but I'm done talking 'bout it, 'cause it's silly. ::brick ::tongue ::ultracool ::biggrin
  10. He's got Leech at a high level with the energy siphon extra, so leeching him hardly helps, but you can at least fight the leech, I suppose. Fortunately, his mainp+disorient dicepool is rather low (only 5 dice), so that's not a huge issue, and there are ways to detect invisble characters, or at least prevent ambush. Personally, I'd Disrupt the FF, Q-Vamp the Mega-Dex at range, and blast him with Q-bolts, while tracking him with IR goggles and having a couple of brick distract him. ::biggrin
  11. That's not strictly true, Alex. Aberrant: Project Utopia p. 142So there has to be a target, you have to know where you're going. As long as you meet the conditions for the Transmit power (depending on which, if any extras it has), you'll get there, but you do have to have a physical location, just as with Teleport. It just means you don't have to be familiar with the location, you don't have to know what it looks like or have been there in the past, or anything like that. You can't desinate non-physical locations as your target, though, just like Teleport. Also, if you look at the chart on the same page, level, not successes determines distance of transport through the substance out of combat, with the successes determining the speed of the transport, meaning that it's effectively maxed in pseed at 400,000 kilometers/turn at Q10, mastery 3, which isn't too shabby at about 44.425% of the speed of light, but it's a lot slower than the FTL velocities possible with Teleport and Warp at Q5 or even below.
  12. I'd be willing to bet that has something to do with the continual and accelerating expansion of the universe, but that's all just speculation. ::rolleyes The world is still flat, Skylion. It's space that's curved. ::tongue ::wink ::biggrin
  13. I have an idea. You could simply limit characters to 3 levels of powers (mega-attributes count as 2, Enhancements beyond the first as 1 each) unless they take aberrations. Each aberration would allow them to take another power or powers at character creation or at an appropriate and obviously rare in-game moment, with the strength of the aberration determining the strength of the power(s) gained. Using a simple point based system with 1-3 for low to high level Aberrations with the number indicating how many levels of powers may be taken. For example, a high level Alberration, worth 3 points, would allow the player to purchase a single level 3 power, a level 2 power and a level 1 power, or three level 1 powers. Also, physical Flaws may be taken as Aberrations, with point value divided by two (rounded up) determining the amount of levels of powers that may be bought with each such Flaw. Note that this system applies only to the ability to buy powers, mega-attributes, and enhancements, and has nothing to do with the amount of dots of powers and mega-attrubites that it's possible to puchase, it merely controls the variety. Just a thought. Use it, discard it, modify it, whatever. Just offering my humble opinion on the subject. ::biggrin
  14. Riiiiiight... Okay, I didn't want to get into this, because it's weird and complicated, but let's discuss the real heart of the issue here. The real question seems to be something like "Do real-world physics apply to the acceleration of novas, or are the mechanics in the books an accurate reflection of what's really going on, or is some combination in operation?" That's a pretty valid question to ask, and one I've asked on many occasions of many different GMs in many different games. In this case, as always, the final word is up to the GM, ST, etc. in question. However, there are a few things that can be said about the subject. As Skylion correctly points out, acceleration in is determined by the amount of vectored force (not thrust, but close enough) that acts upon an object, subject to an increasing curve approaching infinity as velocity nears lightspeed. Note that this holds true everywhere and that velocity is always relative to lightspeed which is a constant. These real-world physics conditions make nova flight powers problematic at best if mechanics are anything to go by. This is because nova flight powers as described in the book have an almost infinite delta-v, yet a finite velocity. Simply stated, according to the mechanics novas with Hypermovement 4 can be going 2000kmph in one direction, then suddenly be going the exact same speed in the opposite direction, yet are unable to exceed that speed in any particular direction. In real world physics, the only thing I can think of capable of even hypothetically producing such an effect would be a direct manipulation of the spatial metric, which is unlike force based acceleration, and more like sliding through space. If the nova were undergoing force-based acceleration, their almost infinite delta-v would instant kill them the first time they used the power as near-infinite g-forces squash them flat. With manipulation of the spatial metric, however, they'd just be sliding through space, not exeperiencing any g-force or acceleration. The issue with using the sliding through space metaphor, however, is that in space each activation would theoretically accelerate the nova by that amount up until and possibly even beyond lightspeed. With the force-based acceleration as a metaphor, which Skylion is advocating for, what you could do is (ignoring the weird near-infinite force turning capability) calculate the amount of force necessary to accelerate the nova to its max speed in a 1 g field at 1 atmosphere of pressure and keep it there despite atomospheric friction and gravity. Then calculate the nova's total relative velocity to the star you're trying to get to and apply Einstien's relativity equations to figure out your max velocity relative to the speed of light and how long it will take you to get there. That'll all take a lot of calculus and physics. Alternatively, you can just take the mechanics as the word of god and just ignore the physics entirely, which imho is the most practical option since there are at least three powers that allow for instantaneous (or at least relatively speedy) interstellar travel at PC power levels and the real-world physics of the flight and speed powers are problematic at best any way you look at it given the mechanics. ::brick ::biggrin ::tongue ::ultracool
  15. Only if (and given the mechanics this is manifestly not the case) the powers provided for some sort of constant acceleration. Unfortunately, unlike conventional methods of propulsion, quantum powers move the character quickly up to a constant relative velocity with almost unlimited acceleration, which then drops to nothing at max velocity, at least that's what the mechanics make it look like is happening. Personally I think it was done that way to simplify the mathematics of the situation, acceleration curves being a lot more difficult to calculate than relative velocities, since they're square quantities. To wit: without a method of constant acceleration max relative velocity remains the same even in a vaccum. If you flew into a high orbit then turned off your movement powers and allowed gravity to take hold you could actually work up quite a large relative velocity and then use your Flight and Hypermovement to tweek your delta-v. Of course, you'd have to reverse the gravity-gained relative velocity before you could ever land again, and you'd need another gravity assist to do it.
  16. Right, o.k., a more down to Earth example: A nova with Hypermovement 3, Mega Dex 3, and Enhanced Movement moves at 6000kmph, which is just a touch under mach 5, which easily outpaces every fighter jet on the planet except for the x-15. Seems pretty easily done to me. There are no instantaneous movement powers that can be bought as suite techniques. Besides whichit states movement powers gained as techniques as explicitly seperate from Teleportation, Warp, or other instantaneous modes which it wouldn't have to do unless it was referring to movement powers bought as techniques that aren't teleport, warp, or some other form of instantaneous travel. What you're suggesting makes the last part completely redundant, and therefore makes no logical sense. That's actually relatively impratical given the nature of the various types of powers. In fact, given the limitations of the d10 format, the suite powers are a remarkable elegant solution to the problem of generic power frameworks. They're even relatively steamlined in that they tend to use the same applicable techniques in the various suites, yet allow for considerable deviation from the norm and even control over whole categories whose effects are so exotic that they necessitate the formation of new rules. In fact, the Gravity Control and Weather Manipulation suites both have techniques lifted from Elemental Anima&Mastery, while Temporal Manipulation uses all its own, which makes sense since controlling gravity and the weather have many of the same physical effects as controlling elements, while controlling time generally doesn't. Trying to streamline 'em by putting them all together limits not only their uniqueness, but also the range of effects as all the suite powers have techniques available to them not available elsewhere which helps emphasize the uniqueness of the category of control. Of course the flexibility comes with a price, but so what? That just gives you even more flexibility, since you can always go buy q-bolt, flight, ff, and tk, with the added bonus of being able to choose a different special effect from your suite power. In the case of tk, ff, and q-bolt it allows for the simultaneous use of what amounts to multiples of the same power without resorting to the MIRV extra. Finally, though Gravitokinesis is half-strength and Magnetokinesis only works on metal, they're both concentration powers, allowing them to be used and maintained indefinately with a single expendiature of qps, whereas tk is a maintenence power, which means though it's 'set-and-forget' friendly it has to be kept up with a qp expenditure. That would destroy game balance in so many ways, I won't even begin. You think you don't need to dexterously aim or point your eyes in just the right direction to hit your target if beams shoot out of them? I think that's incorrect, just as a general statement, especially given bifocal vision and the lack of laser pointers in our pupils. If you want to blast someone with your mind, that's a Mental Blast by its very definition. The whole point of a Q-Bolt is that it's a physical attack, not a mental one. You're wrong about that. ::huh What, my opinion isn't good enough for you? ::tongue I'm not arguing just because I like to argue in this case. I'm arguing because I actually think you're wrong about a number of things. ::rolleyes ::tongue ::biggrin
  17. 15,000kmph is over mach 12, which easily outpaces fighter jets. According to this site, the fastest manned aircraft tops out at mach 6.72. However, as the site indicates spacecraft tend to travel much faster; Apollo 10 hit mach 37.6 on re-entry according to the site. I didn't misunderstand anything, you did. The term 'techniques' specifically refers to suite powers, which are the only powers said to have 'techniques.' Flight is a power, not a technique, even when gained through Bodymorph. Perhaps, but with the suite power you have access to all the other suite powers even with only one dot. Not only that, but with 5 dots of a suite you have five different powers at 5 dots each (and often access to many more), some of which are unavailable elsewhere in any form. For example: in the suite power Gravity Control there's a technique called Gravitational Field which could easily qualify as a level three power in and of itself. Also there's the Gravitic Shield which actually subtracts from attack successes. Actually, there are two "power framework" generic type suite powers: Elemental Anima and Elemental Mastery. Given that the Mastery allows use of all the Anima techniques, a single dot of Elemental Mastery provides access to 19 seperate techniques (including the ones in the APG and Teragen book), many of which are completely unavailable elsewhere. That's a pretty impressive bag of tricks for a single dot in a power. Also, the ability to pick different elements and known techniques allows for impressive personalization. Seems like good execution of the concept to me.... ::rolleyes ::tongue ::biggrin
  18. ...But not including movement powers gained as techniques, interestingly enough. That's APG p.62. So I guess max speed in flight is 15,000kmph at Q5 and 35,000 kmph at Q6. Not too bad, but still not particularly useful for interstellar space travel.
  19. There is a way for a character to travel at lightspeed. The Transmit power, with the Boardband Extra found on p.142-143 of the Aberrant: Project Utopia with the medium as some form of EM radiation (radio waves, visible light, IR, UV, etc.), and a weakness that the max speed is the speed of light. Could even make it part of a Bodymorph. I'm pretty sure that's what Lumen, a nova referred to in the APG section on spaceflight, has as Hypermovement obviously doesn't work for that sort of thing. FTL in Aberrant and Trinity seems limited to Warp/Teleportation type powers that provide shortcuts between two points in space. There's no hyperspace/subspace so the standard laws of physics apply and nothing but neutrinos go FTL, nothing but light goes lightspeed, and relativitistic velocities require huge, exponentially increasing amounts of energy to reach. Those are just my thoughts on the subject, though, I suppose others have a different take on the situation. Edit: Oh, and yes, Enhanced Movement multiplies after applying Hypermovement, works out of combat, and can be activated for entire scenes. Unfortunately, it doesn't work on the Flight power, only on walking, running, sprinting, or swimming, making it useless for space travel. However, on land or water, with Mastery 1, and Mega-Dex 6, it maxes out at 35,000kmph, which isn't too shabby.
  20. Because in the classical sense water is a form of matter, not energy. You could make heat, light, electricity, magnetism, gravity, kinetic force, fire, plasma, various EM spectra (uv, x-rays, radio, infrared, etc.), radiation (gamma rays, quantum), strong and weak nuclear forces, etc. But not wood, metal, water, air, biomass, etc. 'cause all that stuff is in the classical sense matter, and the power does only create energy according to the book.
  21. Yeah, the whole show strums out strong Aberrant resonances for me. What with the competing agencies, 4400 arms race, the so-called 'nova' group, the inhibitor program, etc.
  22. Again, the extra doesn't allow her to Vamp everything. It merely allows her to vamp Mega-Attribs, Powers, and HLs. That's all. No regular attribs, no abilities, and nothing but HLs from baselines. Once again, I would point out that her powers are portrayed as being fatal in the movies as well as in the cartoon. I really don't know about the comic book Rogue, since I never read any comic books, ever. 5 dots of Q-Imprint doesn't necessarily copy all of another nova's powers, just 5 of them, and in fact can be used to copy regular abilities and/or attribs from both baselines and novas, which Rogue doesn't seem able to do. Moreover I've seen Rogue copy many, many, many mutants' powers without those mutants passing out at all. In fact, they seem weakened and and their powers don't work, but they're fully conscious. My Q-6min extra covers this effect while allowing for more severe effects the longer she holds on, which is more consistent with what I've seen than her instantly getting (some) of their powers while they suddenly pass out, which is what you're proposing. ::huh ::brick ::rolleyes I'd really appreciate it if you'd actually read the Extra I wrote up again, Alex. Your example of Thor ignores not that the drain is concurrent, i.e. the powers, mega-attribs, and HLs are all drained at once, that no roll is required, and that the drain occurs at a steady rate each round. In fact, pretty much the entire extra I wrote up. Your example is therefore entirely moot. Same with your objection that it allows her to drain everything. Things you'd know if you'd actually bothered to read what I wrote. ::brick ::rolleyes ::tongue That being the case, I think I'm done arguing over this with you. ::tongue ::rolleyes
  23. I'd imagine the arcology thing is because Aberrant came out after Trinity. Interestingly, IRL it looks like the Russians will be the first to build an actual arcology.
  24. Um. k. In answer to all your objections to Quantum Vampire: that's why I made up a new, Q6 minimum extra for Q-Vampire (see previous post). And yes, Rogue can, as far as I've been able to tell, kill someone if she touches them long enough. Certainly that's the case in the movies, Xavier says as much in the first one. Unless the comic book versions are significantly different from the movie and cartoon versions, she's definately lethal. Also, draining HLs doesn't heal, as per the book it just adds bruised HLs, which makes a certain amount of sense, imho. As for the extra, on further review I might modify it so that the HL drain on novas doesn't happen until after mega-attribs and powers are drained, up the HL drain on baselines to 3HLs per round, and limit the duration; it's not a sure thing, just a suggestion. Rogue's mutant victims rarely fall unconscious, unless she holds on for too long they just lose their powers. Imprint just doesn't cut it for that, but Q-Vampire does, with a little modification. Unless you modify Q-Vampire with a new extra, like I did, Rogue is pretty much impossible to do using Aberrant mechanics, which I believe I stated before, though perhaps not so bluntly. The draining isn't just a theme, Alex, it's what's actually going on. As for the fatal effects of Rogue's powers: Ms. Marvel was killed/absorbed by Rogue, QED Rogue's powers are fatal.
  25. No Imprint. Imprint only copies powers. Rogue actually drains them such that as she gets their powers, they lose them in direct proportion. That's Q-Vampire all the way. And yeah, a permanent drain as in the case of Ms. Marvel requires her to buy the powers/mega-attribs, but those are relatively simple to add on and account for, which is why I didn't list them.
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