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Aberrant RPG - Mastery on Attributes???


Asche

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I cannot recall where I first saw the site or came up with the idea but I wanted to roll it around in here for a few to see what some of you thought.

What about allowing Mastery on the Mega Attributes? I mean Mastery is merely the Novas super efficiently channeling the Quantum energies right? Why not efficiently allow it on attributes? The mastery could affect the successes on mega dice (instead of 2,3 successes it would be 4,6.mastery 1)and would also multiply the dice addds for various enhancements. Oh, and it could also multiply the auto succ for Mega strength. That leads to a small problem but how rare is mastery and look at the Mastery on Q-bolt. eek

For those of you who like the idea or think it could work with some tweaking(twinking

:P ) give me some ideas as to how much you would charge exp-wise and what prerequisites you might need.

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Ehn, I, as an ST, wouldn't allow it. But as an ST I would also put a couple other limitations on Mastery.

Basically, MegaAtts don't have the ability to have Extras slapped on, Mastery is an extra and I don't see any reason to allow for that particular Extra and none other.

However, I will admit, as an ST it is my general tendency to limit the scope of the game as opposed to throw off all restraints. Personal tendencies, that's all.

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In my game, you can actually buy an enhancement several times. The results of the enhancement are cumulative, but the max number of times you can an enhancement equals half your Quantum (rnd down). This can produce some nasty results like having a Nova with mega-dexterity and the Physical Prodigy spend a quantum and getting 6 extra dice in his non-combative Athletics rolls. There are some exceptions to this rule, like the Resiliency enh. that can only be bought two times.

The most powerfull char in my game has bought the Artistic Genious enhancement three times and he managed to get more than 20 success in a single perform roll. I ruled that 10 succesess, being the "Baseline" top of perfection, and 20 being the nova limit, So when anyone got more than 20 successes in a sigle roll, he got a point of temporary taint for each succ over 20, to a maximum of 3 temporary taint points.

So, back to the mastery in attributes. Maybe you can use an enhancement called "Attribute Mastery" that does for an attribute what mastery does for powers. Also, check the APG, fr the part that says that you can buy a power/mega-attribute higher than five dots.

,,

I hope this helps.

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Why dont u just use the boost power with no limit, i mean like adding mega attributes over 5 or over 15? why think of something as dumb as adding mastery to attributes?. confused

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Because to follow the power precedents already in the game you'd have to make it your new 'Boost' power level 4 to get attributes over five. I'm assuming you're talking about mega-attributes. If you're not then I wonder what the point is in a game that uses mega-attributes.

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Mastery on Mega-Attributes would do several things, I think. I would double your successes on your Mega-dice. You could prolly drop a mega die to lower the difficulty by 2 (instead of 1). It would also reduce the cost of enhancements in addition to possiably doubling the effect.

Cin

[ 06-17-2002: Message edited by: Cin ]

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  • 2 weeks later...

I myself have never run an aberrant game but i am about to start one. For that game you could pretty much think of me as Mills Lane with his popular catch phrase: "I'll Allow it". But A mega attribute mastery is something i would probably not allow. IT just doesn't make sense in my head. The Player's Guide for Abberant does give rules for Mega Att's above 5 which are pretty decent. And since the fellas at white wolf created stats fo Mega Atts up to 10, i don't think you should allow a mastery after Mega Att of 5 since it would probably end up giving more power than the stats for Mega Att of 10! Still if you want more power in the game than that, i would suggest tinkering with the stats of Mega Atts after 5 until you're sattisfied with power level

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All the replies here are graciously accepted and I am thankful for them.

What I am looking for is this: I have read somewhere in this forum that Aberrant is NOT a good medium for ALL superhero Genre's. I beg to differ. A friend and I have done a wee bit O'thinking on this matter and have nearly come to the conclusion that Aberrant is great for ALL of it. The only thing it is lacking in my observations is the ability to handle the BEYOND Kal El's of the universe.

I'm talking about the characters that everyone wants to give mastery to on powers to simulate an ability they have. (Names escape me presently mad ) But by adding mastery to attributes it would allow me to open up the door that I was having a hard time with. It would present, from my point of view, infinite possibilities with varying power levels.

For instance: Does Flash really need a quantum 8 to have mastery 2 on his hypermovement? In some of the DC books about the future (kingdom Come, etc) it shows some of our hero's with power we cannot believe or comprehend. In the city that Flash lives in, he is literally everywhere at once. Why not just allow mastery 1 on Dex and Wits and make adjustments on some enhancements?

I am pretty concerned with what you all have to say here, but I really believe I have found the answer I was looking for. Perhaps I will post the mechanics I was thinking of using and let you all take that apart. :P

Let me say however, Mastery on attributes will be so rare and hard to get that it might have to be something you buy only at character development. Although there is In-game ways to do it; it is really difficult.

[ 06-27-2002: Message edited by: Asche Lonn ]

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I curious as to why you would make a claim that Aberrant is adequate for every type of super hero genre.

You are talking about putting extras on MegaAttributes and allowing Mastery and so forth. That isn't allowed under the rules.

So, your argument is that, if changed sufficiently, that Aberrant is possibly universal?

Lets take your example, Flash in Kingdom Come. As you point out, he is everywhere are once. He is effectively constantly moving at a speed greater than light. So, how do we get to that speed? Dex 5, Mega Dex 4 and HyperMovement 5 moves at 1585 meters per second. Light moves at 299,792,458 meters per second, approximately 189,000 times faster.

Now, Flash, even outside of Kingdom Come is capable of moving at faster than light speeds, so, how do we get Flash to move faster by a factor of six figures? Even if you give him Master 3 on Hypermovement that's only, what, twenty times faster? If you bend the rules and give him Mastery 3 on his MegaDex, again, thats only another 20 times faster. You're kind of short there.

Hey, I love Aberrant, I just think its got its limitations. I am anxious to see the mechanics you and your buddy came up with.

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Well, at that point the Flash just got a new Quantum Power laugh. Actually, possibly several.

OK, he can move faster than light. For all intents and purposes, he's got instantaneous travel. What power gives instantaneous travel? Why, Teleport of course!

As a result of this, he can be in many different places at once, and do multiple actions with each one. Again, what power does this quite well? Clone is your man!

Remember, Aberrant is Effect based when it comes to powers. If Hypermovement is no longer doing it for The Flash, he must have new quantum powers working for him.

It is, with a large serving of imagination, possible to emulate most super's powers using the Aberrant Rules. The main problem is that, of course, you need to apply a lot of work-arounds. Most supers with "Singular" powers in comics, are likely in Aberrant to have to use multiple powers and enhancements to cover them all (And while it's a lot, 30 nova points tend to disappear surprisingly quickly in Character Creation, so you'll probably have to miss a few).

"Specialists" tend to be anything but in Aberrant.

EDIT: Oh! Almost forgot. Remember, as of APG, past Q5, Q-Powers and M-Atts can raise above 5. This doesn't make much difference in the Flash Example above, but it's a point to consider

[ 06-28-2002: Message edited by: Kirby1024 ]

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Quote:
Originally posted by Kirby1024:
Well, at that point the Flash just got a new Quantum Power laugh. Actually, possibly several.


Maybe a high level power could allow for simultaneous existance. I mean, you can create a universe, cut a planet in half, and mess with entire ecologies. It's not inconceivable.

MAstery of Megas? Not in my game. NOt saying it's a bad way to go or anything like that, but I wouldn't go for it.

It could be rather interesting, though.
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Kane Knight, A simple Level 4 power will get you that:

Clone + Telepathic Communication Extra.

OK, it's not technically simultaneous existance as written, but why couldn't it? That combination effectively allows all Clones to know what all the other Clones are doing at any given time - Much like someone who was simultaneously existing in multiple places at once would. And, if you were a little creative in the interpretation of the rules, A starting character could have this (Well, If you follow the curve, a Level 4 power would cost 7 nova points at Character creation, and I'd certainly allow starting novas to take L3 powers with Extras at CharGen).

When making up these capabilities, you have to ask, "Is this power/power-extra combo going to give me what I want, more or less?" If the answer is yes, then why are we complaining?

In short, the Flash can be made up as a nova, even with his incredible speed. It just means you have to stop looking at Power names and look at Power Effects...

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Quote:
Originally posted by Kirby1024:
Kane Knight, A simple Level 4 power will get you that:

Clone + Telepathic Communication Extra.

OK, it's not technically simultaneous existance as written, but why couldn't it? That combination effectively allows all Clones to know what all the other Clones are doing at any given time - Much like someone who was simultaneously existing in multiple places at once would. And, if you were a little creative in the interpretation of the rules, A starting character could have this (Well, If you follow the curve, a Level 4 power would cost 7 nova points at Character creation, and I'd certainly allow starting novas to take L3 powers with Extras at CharGen).

When making up these capabilities, you have to ask, "Is this power/power-extra combo going to give me what I want, more or less?" If the answer is yes, then why are we complaining?

In short, the Flash can be made up as a nova, even with his incredible speed. It just means you have to stop looking at Power names and look at Power Effects...


It's an interpretation. That Flash was pretty powerful, IIRC. Making a L5 or 6 power where he could truly exist everywhere isn't that far out of perspective.

Meanwhile, for FTL travel, Teleport works just fine, and can be done as a starting character, if you want it. No-one says the comic book flash has to be perfectly interpreted into the Aberrant setting though. You can work with other powers, Mega Dex and Hypermovement, etc., to make an incredibly fast starting character, one that travels significantly faster than sound at chargen. It all depends on how you want to build him up, and how close to the final form you want him to be at.

I think most heroes, even Flash (I may be wrong, I didn't read early Flash comics), can have early incarnations of them made up very well with starting points and existing rules, even if they can't be made in their entirety.

The Clone thing can be fine. If you like it, run with it. Additionally, slapping the permanent power Aberration on Teleport could accomplish the everywhere at once bit. That brings up balance questions, ut if you sat down and determined exactly what the effects of it would be, I think it's quite manageable.

~EDIT~ This is based on the assumption, form previous statements that the KC Flash was everywhere at once, not just one, two, or ten places. I could be wrong, it's been ages since I flipped through the GN (Which I borrowwed in the first place), so I'm more or less going off of someone else's memory here.

If that's not the case, the Clone concept is even better (Thought I wouldn't allow it for a starting character, but that's my choice, and yours is obviously different). If it is the case, looking for a new and unique power to reflect simultaneous existance in all points of the universe isn't all that bad an idea, because Clone establishes a limited number of producable clones. Not that it isn't serviceable still, but it's far from horrile to look for full fidelity.

[ 06-28-2002: Message edited by: Kane Knight ]
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I've had some experienced RPers tell me that Aberrant has the best superpower system around. Now that I have some experience, I agree. But it takes some work to get around the fact that Aberrant was only made for its own little world.

A guy I know online (Aaron 'Epsilon' Peori, credit where it's due) came up with a bunch of additions to make Aberrant compatible with just about anything, like the Cybernetics Background: each dot of it replaces a dot of Taint, but makes 20% of your body mechanical, and one Health Level turns into a Structural Level, which never heals on its own.

Anybody else have mechanics modifications that make the system more universal?

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Quote:
Originally posted by NeoVid:
Anybody else have mechanics modifications that make the system more universal?


Which universe? Or more to the point, what do you feel is lacking?

Cyborgs? Taint rules & q-flaws work pretty well.

Ironman types? More problematic & too long to go into.

General Magic? Maybe node spark. But even Doc. Strange could be built. The difficulty with magic types is nailing down what they can do. Even Doc has his limits, its just that *we* don't know what they are (and they change from writer to writer).
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Kane,

The Clone thought also has another fun benefit - all the clones can use Quantum Powers as well. Once a clone has finished one task, he teleports over to the next task, finish there, rinse, lather, repeat.

The only problem, however, is that in the Aberrant System this really sucks up the Quantum Points. If this jury -rigged system was pumped up to it's limits, It's quite conceivable that the Flash would run out of Quantum before the end of his first turn, with all the Power activation and Teleporting he's doing. In fact, the only thing that'd stop him is the fact that even at Node 5 he can only spend 20 nova points a turn!

David,

I actually made a serviceable Battle suit a while back using the Aberrant Gadgeteering Rules (which are somewhat ill-thought out, BTW). It took in excess of 300 successes on the extended roll for it to complete, but there you go. It's quite possible to do.

If you want to see it, it's at:

http://kirby1024.tripod.com/rpgaming/XA-1037.html

Although admittedly, it's not a particularly powerful machine (Iron man could whup it's ass three ways to Sunday), but it's serviceable. And, Baseline Usable...

[ 06-29-2002: Message edited by: Kirby1024 ]

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I was rambling when I mentioned the KC Flash reference, I dont know what I was thinking. Perhaps that Mastery on attributes would just open the doors to higher power without having the god-killing power of level 5-6 powers.

I will get the mechanics together as my friend and I are getting together later this weekend. Then I may post here for all to peruse and critique.

Thanks for all the input. One question: Anyone have anyidea how to write-up Mr. El from the Kingdom Come series? I mean, it says he can basically drill through the earth in under 5 seconds with his strength and speed and is now immune to Kryptonite. I's be interested to see how you would do it, I know he woould have more that 5's in some of his megas. Perhaps you can post in under the area Characters are at so I can stay on topic here. laugh ::drops the glove::

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Quote:
Originally posted by David Smith:

General Magic? Maybe node spark. But even Doc. Strange could be built. The difficulty with magic types is nailing down what they can do. Even Doc has his limits, its just that *we* don't know what they are (and they change from writer to writer).


That's the toughest one I've seen so far. The best possible solution I've seen to that one is creating a Multipower: Something that works a lot like Shapeshift's ability to copy physical powers, but for energy. Pretty abusable, though.
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several thoughts here

the flash:

number one you guys keep forgetting the incredibly high megawits, and i would go for creating a level five power (or maybe just level four.. nah too powerful) of simultaneous existence. that simple.

number two kingdom come is set in the future. the flash has been the flash for well over fifty years and all he develops is speed related abilities.

hypermovement masteries, density decrease masteries (vibrate through objects? the silver age flash could do that, i don't know if wally can, i only know of one time that he did it (with the help of someone who technically had attunement), but i haven't read flash in a couple of years so who knows, maybe wally finally left the shadow of barry.

holo because he can make molecules vibrate to bend light in certain ways from far away (or is he right there multiple times...)

high levels of quantum so he could get high levels of mwits and mdex. high quantum being his oneness with the speed force...

number three wally has been a nova for sixty years, he has high levels of taint. does he never slow down because he so guilt-riddenly chooses not to, or because he can't stop?

ironman:

i'm so tired of everyone trying to create ironman as a gadget armor. why? sometimes a robotic power suit is just that. tony stark is an inventor, you don't think he can't design a working pair of rocket boots or a type of metal that has a high tensile strength without being godawfully heavy?

300 successes for a suit? how long till it explodes? and how good are your rolls?

a max die pool of int 5 mega int 5 engineering 5 with +3 quantum engineering specialty gives you a max die pool of 13/5 a day, in which you do nothing else since it is every twenty four hour period. so now you need adaptability too. assuming all successes of doing nothing else you could conceivably do it in nine days getting a full 33 successes a day and that's not including your research time and minimum amount of time you need to just build it. chances are it's going to take a lot longer.

if your hell bent on gadgetteering your way through it, just make a kick ass suit and then place gadgets on it, i have a gadgeteer who has a pair of hyperflight boots that only took about ninety three hours to make. and i did it in a week since i was busy doing other things. this also allows you to stagger the exploding quantum bombs that all gadgets turn into.

gm won't let you build the suit normally? here's what the mega int inventor does- creates a new device, nothing earth shattering- and patents/sells it in return for a team of monkeys to execute his well thought out BLUEPRINTS. blow five xp on financial prodigy and just make your own company. build battle mechs for the american gov in return for all the crap you can't afford for your own suit.

In my group three of us were mega int. one was a financial prodigy and just made company after company, one was a super engineer and the other a scary scientist. Later on, we hired a couple of medical geniuses when we started a eugenics program but that's not the point. In the end we mass produced a line of mechs that we trained baselines to use led by our scary asskicker military genius.

remember tony is just super smart- the original suit was a clunky armor that only protected him from bullets and kept his heart beating (sidenote: why hasn't a single person been able to heal tony stark's heart? it's ridiculous that NOT ONE PERSON can heal a bullet to the heart when everyone and their dog can resurrect somebody), only as time passed did he add on to his suit.

okay i'm going to stop now. you get the idea.

(don't forget war machine, he was a baseline...)

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Quote:
Originally posted by SpartanClear:
several thoughts here

the flash:
number one you guys keep forgetting the incredibly high megawits, and i would go for creating a level five power (or maybe just level four.. nah too powerful) of simultaneous existence. that simple.

number two kingdom come is set in the future. the flash has been the flash for well over fifty years and all he develops is speed related abilities.
hypermovement masteries, density decrease masteries (vibrate through objects? the silver age flash could do that, i don't know if wally can, i only know of one time that he did it (with the help of someone who technically had attunement), but i haven't read flash in a couple of years so who knows, maybe wally finally left the shadow of barry.
holo because he can make molecules vibrate to bend light in certain ways from far away (or is he right there multiple times...)
high levels of quantum so he could get high levels of mwits and mdex. high quantum being his oneness with the speed force...

number three wally has been a nova for sixty years, he has high levels of taint. does he never slow down because he so guilt-riddenly chooses not to, or because he can't stop?

ironman:
i'm so tired of everyone trying to create ironman as a gadget armor. why? sometimes a robotic power suit is just that. tony stark is an inventor, you don't think he can't design a working pair of rocket boots or a type of metal that has a high tensile strength without being godawfully heavy?

300 successes for a suit? how long till it explodes? and how good are your rolls?

a max die pool of int 5 mega int 5 engineering 5 with +3 quantum engineering specialty gives you a max die pool of 13/5 a day, in which you do nothing else since it is every twenty four hour period. so now you need adaptability too. assuming all successes of doing nothing else you could conceivably do it in nine days getting a full 33 successes a day and that's not including your research time and minimum amount of time you need to just build it. chances are it's going to take a lot longer.

if your hell bent on gadgetteering your way through it, just make a kick ass suit and then place gadgets on it, i have a gadgeteer who has a pair of hyperflight boots that only took about ninety three hours to make. and i did it in a week since i was busy doing other things. this also allows you to stagger the exploding quantum bombs that all gadgets turn into.

gm won't let you build the suit normally? here's what the mega int inventor does- creates a new device, nothing earth shattering- and patents/sells it in return for a team of monkeys to execute his well thought out BLUEPRINTS. blow five xp on financial prodigy and just make your own company. build battle mechs for the american gov in return for all the crap you can't afford for your own suit.

In my group three of us were mega int. one was a financial prodigy and just made company after company, one was a super engineer and the other a scary scientist. Later on, we hired a couple of medical geniuses when we started a eugenics program but that's not the point. In the end we mass produced a line of mechs that we trained baselines to use led by our scary asskicker military genius.

remember tony is just super smart- the original suit was a clunky armor that only protected him from bullets and kept his heart beating (sidenote: why hasn't a single person been able to heal tony stark's heart? it's ridiculous that NOT ONE PERSON can heal shrapnel to the heart when everyone and their dog can resurrect somebody), only as time passed did he add on to his suit.

okay i'm going to stop now. you get the idea.
(don't forget war machine, he was a baseline...)
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Quote:
Originally posted by SpartanClear:
ironman:
i'm so tired of everyone trying to create ironman as a gadget armor. why? sometimes a robotic power suit is just that. tony stark is an inventor, you don't think he can't design a working pair of rocket boots or a type of metal that has a high tensile strength without being godawfully heavy?


You see, that's where knowing Molecular Authorities can come in handy. The hardness of Diamond, with the lightness of silk. In addition, adding a little Mega-Dex to your gadgets avoids all those niggles with stuff like Physics...

Quote:
300 successes for a suit? how long till it explodes? and how good are your rolls?

a max die pool of int 5 mega int 5 engineering 5 with +3 quantum engineering specialty gives you a max die pool of 13/5 a day, in which you do nothing else since it is every twenty four hour period. so now you need adaptability too. assuming all successes of doing nothing else you could conceivably do it in nine days getting a full 33 successes a day and that's not including your research time and minimum amount of time you need to just build it. chances are it's going to take a lot longer.


The thing is, The XA-1037 is not the kind of thing you work on all the time. It's sort of an incentive to work your downtime on. Like building a car over several months, if you will. At 300+ successes, you'd have to be mad to spend all your time on it. Think of it as a side project for a few years or so.

Do you really think any sane inventor would spend 3 solid months working on a single invention? No, he'd put in the odd hour or two every so often, until the work was done. Eventually, the job is done. Big inventions are bits and pieces jobs.

Quote:
if your hell bent on gadgetteering your way through it, just make a kick ass suit and then place gadgets on it, i have a gadgeteer who has a pair of hyperflight boots that only took about ninety three hours to make. and i did it in a week since i was busy doing other things. this also allows you to stagger the exploding quantum bombs that all gadgets turn into.


Interestingly, It takes more successes to do it this way. Gadgets have certain Quantum totals that tend to be required. By combining it all in one big suit, you can consolidate all those totals into one smaller one. And, there's the added bonus that later, you can get to work adding additional designs, without having to worry about the running "Gadget Total" total.

Quote:
gm won't let you build the suit normally? here's what the mega int inventor does- creates a new device, nothing earth shattering- and patents/sells it in return for a team of monkeys to execute his well thought out BLUEPRINTS. blow five xp on financial prodigy and just make your own company. build battle mechs for the american gov in return for all the crap you can't afford for your own suit.


...And then Utopia S&T comes crashing down on you for propogating dangerous technology (which is exactly what a battlesuit is). It's far better to make one in secret, that you can then keep as an ace in the hole.

Quote:
In my group three of us were mega int. one was a financial prodigy and just made company after company, one was a super engineer and the other a scary scientist. Later on, we hired a couple of medical geniuses when we started a eugenics program but that’s not the point. In the end we mass produced a line of mechs that we trained baselines to use led by our scary asskicker military genius.


Obviously your ST isn't as hard with S&T as other's STs are. In any game I'd run, the instant Utopia saw those mechs they'd come running with the Big Guns...

Quote:
remember tony is just super smart- the original suit was a clunky armor that only protected him from bullets and kept his heart beating (sidenote: why hasn't a single person been able to heal tony stark's heart? it's ridiculous that NOT ONE PERSON can heal a bullet to the heart when everyone and their dog can resurrect somebody), only as time passed did he add on to his suit.


Well, Stark was only super-smart, but then, that's all any Nova needs to be to start Building. You don't really need Engineering Prodigy to build a battlesuit, just Mega-Intelligence.
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UBB fora never tend to like quoting text which mingles with quotes, so I'm going to forgo the quote process, and just address what Kirby1024 said.

Indeed. Especially the Utopia S&T dept cracking down on you. This is some pretty questionable tech, and mass producing it for war machines is definitely going to flag down the Utopia crew.

Having a unique peice probably won't attract the level of attention of Megacorp producing a line of killer mechs or powersuits. It's hard enough keeping an eye on Novas, much less anyone who might get ahold of these suckers.

As a sidenote, if you want to go for an Iron Man faithful character, you'll prolly want seperate gadgets, extra successes needed be damned. While not a huge Iron Man reader, I've got a small stack of comics, many of which involve him using aspects of his armor without the whole thing (Repulsor boots, firing his gauntlets, etc).

Of course, it's invariably harder to make these toys in the Aberrant world. Many Marvel characters have cool toys, because that's acceptable in the Marvel Universe. For Aberrant, it makes more sense to throw it all together. That's the way the mechanics end up working.

If someone really wants to create Iron Man with the ease of which Stark makes it look, perhaps a "marvel patch" is in order for any such game. That's fine, and should SpartanClear be playing in that kinda environment, cool, but it's not canon, so it's not "as easy as that," yeh?

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I think a lot of you are missing the obvious in regards as to what powers to give the Flash to account for his “everywhere at once” speed. High dex & wits. High mega-Dex & wits, hypermovement and some temporal and/or spatial control/mastery with some limits on it.

Cin

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Quote:
Originally posted by Cin:
I think a lot of you are missing the obvious in regards as to what powers to give the Flash to account for his “everywhere at once” speed. High dex & wits. High mega-Dex & wits, hypermovement and some temporal and/or spatial control/mastery with some limits on it.

Cin


If it is obvious, how about you stat it out for us. I believe its been stated that maxed out MegaDex, Hypermovement, and Enhanced movement is sorely lacking. How does adding Megawits to the mix handle things. I don't think Spatial Control has any powers that could fill in the holes. If you've figured it out I'd like to see it.
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