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Aberrant RPG - Post your Quantum Powers and Enh. here


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Re: Doom's ritualistic magic-

I remember one writeup for Doom on the White Wolf Aeon forum that had his "magical" abilities statted out as ordinary quantum powers, with a limitation (kind of like the Dumbo Syndrome aberration) that required him to perform mystic gestures/chants/rituals to use those powers. That seemed pretty elegant at the time. ::smile

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RE: Doom and Mega-Int

I wouldn't give him Mega-Int 5. Doom goes off for a year, and comes back with a gadget, and everyone oh’s and ah’s at it. To make this gadget he had the resources of a country.

To put that into perspective…

Forge gets stuck on a planet without industry or people and, armed only with his bionic leg for parts, recreates 21st century technology including solar panels and the like, and has recreated and improved upon a state of the art gadget that he built.

Thanos gets stuck on a planet without industry or people and, armed with nothing but his clothing, builds a stellar battleship and duplicates someone else’s gadget that he was briefly exposed to once.

Doom has a lot going for him, including access to the gadget creation tables, but the “Brilliance of Doom” is mostly hype to make Mr Fantastic look good. Doom is impressive for his willpower, and the shear variety of things he can bring into play. Magic, Robots, Armies, Mega-Manip, Mega-Chr, Mega-Physicals, Domination + Body Swapping, Mega-Mentals, etc.

Giving him a Mega-Int of 3 would be a lot. He only really needs 1 or 2. Doom spends a year building a time machine, Mr. F spends 5 mintutes figuring out how it works and how to run it.

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Actually I have the Marvel RPG....Richards is THE smartest superhero on the planet and Doom is EQUAL in ranking...both are smarter than the gods Hela and Odin. The only beings that have a higher Reason Stat are God-Entities like Eternity, Death, Mephisto, The Celestials, Galactus etc...

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And Doom doesn't come back with 'one gadget,' except in the sense that you ignore all the other stuff he's built. His armor, armies of doombots, time machines that break the normal rules of time travel, cosmic energy siphons, antimatter superweapons capable of nuking cities through hyperspace at the speed of light, fortresses with weapons enough to kill Thor, screens that can block detection by cosmic entities. . .

Btw, Forge? Bad example. Forge cheats in the sense that he's not actually hugely intelligent, he has a mutant power enhancing his technical skills. And IIRC, the absolute most extreme gadget he ever built ( the power neutralizer ) was both:

1. Based off of Rom's neutralizer, preexisting tech

2. Was comprehensible and modifiable by, IIRC, Tony Stark

Oh, and btw, Doom has a mutant power negator of his own, capable of shutting down a mutant on the order of Magneto. And he has it in his suit along side tons of other things.

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That is the theory.

But the comic reality doesn't match that. Mostly the problem is that Doom has far more money and resources than Mr F, and Magic, and he’s physically stronger, and far more ruthless, etc. If the comics actually portrayed him as being as smart as Richards then he'd win. Richards has money problems (sometimes) and certainly has resource limitations, Doom basically doesn’t. If they were truly equal, then for every wiz bang gadget that Richards can make by himself, Doom could create 20 with his Doom bots (etc). If Doom needed to spend a year thinking up a gadget then Richards should take longer than a few minutes to figure it out.

Nor is Doom’s intelligence supposedly “enhanced” like the Leader’s (or Richards for that matter). Nor does it seem likely that you could drop him in the middle of a Jungle and have him re-create the space age inside a year. Forge (just to trot out an example) appears to be able to make his own wiz-bang stuff much quicker than Doom. Granted, Forge is a specialist, and Doom is a generalist, but how many specialists who are better do we have to present before it gets absurd?

To represent what we actually see Doom do, you could give him Mega-Int 2 with a large number of enhancements and skills at 5.

To put that into perspective, the typical Marvel Mega-Int just has one enhancement and only rarely has access to the gadget creation table.

Example #1

Spiderman, who although supposedly invented his webbing, we almost never actually see him use Mega-Int.

Solution: Give Spiderman about 3 dots in the “gadget” background and don’t give him mega-int. Note this works very well for the various “mad inventor” types who only appear able to create one gadget (the Melter, etc).

Example #2

Doug Ramsey can speak and learn any language (that’s his New Mutant Power).

Solution: Give him Mega-Int 1 with Linguistic Genius and 5 dots of Linguistics which he can spend to “learn” languages he doesn’t know.

Example #3

Kitty Pride is supposedly very smart, but we never see her create weird stuff.

Solution: Give her 5 dots in Int.

Basic Mega-Int 1 in combo with Science & Engineering 5 and the Science & Engineering Prodigies should allow you to create anything that Doom has created. Doom needs a Mega-Int 2 just so he can stand an order of magnitude over the various one shot wonders and even the occasional mega-int one “lesser inventor” who also has access to the gadget table.

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Um, the problem with your argument there, is that Doom's technological feats are nonetheless equal to ( at worst ) all the other top tier science geniuses in the setting. Or are you really going to say the Leader could out tech Doom, despite only approaching the higher end tech feats in the scantest ways?

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Btw, Forge? Bad example. Forge cheats in the sense that he's not actually hugely intelligent, he has a mutant power enhancing his technical skills.

Technobabble. We don't care how he does it.

And IIRC, the absolute most extreme gadget he ever built ( the power neutralizer ) was both:

1. Based off of Rom's neutralizer, preexisting tech

2. Was comprehensible and modifiable by, IIRC, Tony Stark

Forge has modified Nimrod, done that whole "space age in a year" thing, built various death ray type things that appeared to ignore big defenses, etc. Building a gadget based off someone else's powers is the vary definition of the gadgeteering table.

...Doom doesn't come back with 'one gadget,' except in the sense that you ignore all the other stuff he's built. His armor, armies of doombots, time machines that break the normal rules of time travel, cosmic energy siphons, antimatter superweapons capable of nuking cities through hyperspace at the speed of light, fortresses with weapons enough to kill Thor, screens that can block detection by cosmic entities. . .

Even ignoring that much of this is "plot device" stuff that should (but doesn't) come up again and again...

Is that all? The guy has dozens of clones, the resources of a country, and has been doing this for 20-ish years. Why hasn't his output been 20x times Richards who has money issues and a family to distract him?

And granted, some of what we are talking about here requires Q6 gadgets... but that just means he has Q5. The Time Travel thing is really "Cross Time Travel" by how Marvel and Abby define these things. The super weapons require Mastery, etc. But again, nothing here requires a Mega-Int of more than 2, and some of it implies he's not the best of the best.

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If the comics actually portrayed him as being as smart as Richards then he'd win.
,,

*Gets on soapbox*

,,

Ahem!

,,

Actually...Doom HAS conquered the world several times. Most notoriously was when during the secret wars he stole the power of the beyonder for himself.

,,

Every time he gets bored...no more challenge...and he gives the world back...

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Actually...Doom HAS conquered the world several times. Most notoriously was when during the secret wars he stole the power of the beyonder for himself.
And for all that he's still never defeated Richards. ::tongue

A little more seriously, supposedly when he loses his powers, Richards gets dumber (his flexibility extends to his mind). The Leader supposedly plays dozens of chess games with himself mentally when he's waiting for other people to speak (although that could be Mega-Wits as well) and also has greatly expanded Intelligence. Thanos acts on a scale way beyond those of lesser mortals, but he does have Q6+ and might have Mega-Int 6. What is it about Doom that is supposed to make him as smart as Richards? The character simply doesn't need it, nor is it evendent.

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The problem here is apples and oranges...Marvel U is not nova quantum land. In the official marvel rpg, they both have amazing intelligence.

,,

And so far as I know Richards was a genius before he became Mr. Fantastic...it was his experiment that brought them into space in the first place.

,,

as for what it is that makes Doom as smart as Reed...they have always been arch-enemies...Richard ha always traditionally won by playing to Dooms pride and Vanity...his classic weaknesses...

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Reed's intelligence doesn't come from his powers. Like Doom, he was just plain always that smart. Points in support of this:

1. The two were portrayed as peers before the incident, so if his intelligence was power-based, he should have either been notably stupider before, or notably smarter after

2. Every single alternate universe Reed Richards I've ever seen or heard of, including all the ones without superhuman powers, are all still just as big of geniuses

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Reed also appears to have a degree of immunity to psychic attacks; his mind is as pliable and resilient as his body. (Some comic writers have shown that Reed's intelligence was increased by the Cosmic Rays that gave him his elastic powers, and that, when his powers are nullified, he is not as hyper-intelligent [though still a genius by most standards].) Mind control is rarely effective on him; when it does work, it wears off sooner than it would a normal person.

http://en.wikipedia.org/wiki/Reed_Richards

if his intelligence was power-based, he should have either been notably stupider before, or notably smarter after

Before his accident he was building rockets that barely worked with grossly bad radiation shielding.

After his accident he was building portals to the negative zone.

And again, I don't consider Doom and Richards to be equals.

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Then your contradicting canon. In particular, the "Reed in Doom's Armor" arc showed that, if you trade out their relative advantages, Doom comes out ahead.

Also of note, the time Doom got dumped buck naked on Counter Earth, and proceeded to conquer the place. No infrastructure advantage there.

You can argue which is technically smarter, but if you try and claim one is superior to the other to a major extent ( ie, equivalent of a mega dot difference ), your going to have to come up with evidence that just isn't there.

Oh, and prior to the accident, Reed was also pointing out flaws in Doom's machines, and defeating alien invaders. And there's still how all the unpowered alternate Reed's are still supergeniuses.

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::blink Wow, quite the firestorm is going on here... ::laugh

Re: My latest enhancement idea...-

...has been abandoned. There are already enhancements in the Mega-WP document that could allow Doom to pull off that "remain conscious & act whilst being vivisected" feat. ::cool

Re: Mega-WP v1.6-

Assuming that the debate over the Solitaire & Crucible enhancements is over with, here's the latest version of the full Mega-WP document. Now that the major problems have been dealt with, I anticipate that any future problems (I think there won't be more than a very few) will be with individual enhancements. ::smile

[attachmentid=72]

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As an aside, the idea of Reed getting his intelligence via his plasticity. . .

-Fantastic Four 1234 ( IIRC ): the only time 616 Reed does anything where the two are linked. He enhances his intellect by stretching his brain, while inside a special sensory suppression chamber. Context pretty clearly implies this is an extraordinary feat, unrelated to anything he normally does.

-Ultimate Fantastic Four: his intelligence is enhanced by his powers, but so was Doom's, IIRC. Also, its an explicit plot point ( not just that it got boosted, but that its continuing to rise )

-Marvel Mangaverse: IIRC, Gendo Richards intelligence is power enhanced, though I don't know the details.

OTOH, all the more "mainstream" alternates I know of have his intelligence and powers unrelated, like the various Exiles Reed Richards, the "What If the FF Didn't Get Powers" Richards, and Marvel Next Reed who is nothing but a brain, and any time he's had his powers temporarily nullified.

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It's a DBZ rip on the Spirit Bomb!

Quantum Bomb

::laugh I just watched a DBZ movie on the toon network last night and it reminded me of this power suggestion. So, I looked it up and thought I'd add some thoughts to it. Necromancy lives! (er... un-lives?)

I would suggest that to keep it in line with DBZ a little more you'd have to limit the QP input to Quantum Bomb dots X2 per round. It does take a while to build one in DBZ. The nova can choose to charge the bomb with less than maximum points per round.

I would say that on each successive round after the first you have to make another power roll. A single success would allow you to continue building your bomb, successes after the first each round would indicate extra points added to the bomb free of charge (drawing in ambient energies), and a failure would indicate that the bomb could no longer be increased in power. A botch would duplicate the effects of a failure and harmlessly disperse quantum points equal to [(Quantum Bomb + Quantum) x rounds of atcivation] in addition to the creating nova taking levels of bashing damage equal to all points charged into the bomb that round. Should a botch result in the loss of more points than is actually contained in the bomb, then excess points are taken as bashing damage by the creating nova.

I would also say that if the nova failed to achieve any success then any donated power for that round would be lost. On a botch, in addition to the effects of a failure, each donator for that round would take a level of bashing damage from backlash.

I would allow any amount of novas to donate power provided they are touching the bomb maker . This in addition to the originally posted donation rules at range. I would limit the donation to 1 point per donator per round. I would insist that the channelling of the donated power be less than perfect, meaning that 2 points must be spent to donate 1 point to the bomb. The bomb maker cannot use the donated quantum points for anything but the bomb.

The bomb maker could only charge a bomb for rounds equal to [(Quantum Bomb x Qauntum) + (1 x each additional donator)]. So a Q4 nova with Q-Bomb 3 and two donators could charge a bomb for 14 rounds; total maximum charge (without bonus points from additional successes) would be 84 points. ::blink

I would allow the nova to "hold" a bomb for (Q-Bomb x 2) rounds after charging is complete (normally or through failure or botch). However, I would suggest that each round the bomb is held after completion would automatically disperse 1 point of its charge.

After firing his bomb, I would suggest that the bomb maker be stunned for rounds equal to [(rounds of charging / 2) - mega-stamina]. To continue the above example our nova (M-STA 2)would be stunned after unleashing his bomb for 5 rounds [(14 / 2) - 2].

I would change the power discripition of energy type; I would make the damage pure quantum disruption for all novas instead of fire for a fire using nova and so on.

--------------

Just for fun!

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Don't we already have "delay" in the APG for weaknesses? <Shuffles through book> Interesting, we don't. It must be Champions.

OK, let's say that you can have a -1 point of weakness for every extra turn you need to spend activating the power.

Spirit Bomb (Q-Bolt):

-5 Weakness: 5 Turns needed to use. Must do nothing else but try to activate power.

+5 Strength: (Reduced Level -1)

+5 Strength(Extra: Quantum is effectively +1 for all effects and purposes for this power).

+5 Strength(Extra: Mastery) (Requires a Q of 5)

Level of power: 3

Min Quantum Required: 5

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Don't we already have "delay" in the APG for weaknesses?

???

I never suggested that you HAVE to delay firing the bomb. I only suggested limiting the amount of quantum points that could be channeled into the bomb per round.

So you can fire a weak bomb on the first round, or spend some time to really build up the power. Just like in DBZ. ...er not that I used to watch it... ::unsure

Or did you just mean to add in weaknesses?

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As far as I can tell, the Bomb can only be used after a very long delay.

Sorry Alex, but I just don't see where you're getting that. Could you point it out for me?

The way I'm reading it (original and with my suggestions) you could fire a bomb after a single round. The bomb would be limited to (Q-Bomb x 2) points of charge, and only the creator could input energy, but it could certainly be done. The absolute minimum power for the bomb is a single quantum point.

Now, having even a single additional nova donate points would increase the minimum firing time to 2 rounds, but thats still not a very long delay. Actually, with the other limiters I suggested I'd remove the "additional round per additional donator" rule. So, a weak bomb could be fired in a single round.

Now if you want a really powerful bomb... then you get into some real delay times. However I see that as a good thing to help balance the extreme power a really highly charged bomb would have.

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  • 3 weeks later...

Ok, here's my first attempt at making a power. I need some feedback on these suite powers and suggestions on other abilities for the suite. Some sort of healing power perhaps?

Thanks in advance, and I look forward to your comments. ::biggrin

Blood Mastery

Level: 3

Quantum Minimum: 5

Dice Pool: Variable

Range: Variable

Duration: Variable

Area: Variable

This disturbing power gives its wielder the power to manipulate and control the most precious of fluids: blood.

Bloodrush:

Dice Pool: Intelligence + Blood Mastery

Range: (Quantum + power rating) x 3 meters

Duration: Special

By making an opponent's blood rush to his/her head, the nova can knock his opponent into unconsciousness or at the very least, make him disoriented. The nova pays the required quantum and rolls Intelligence + Blood Mastery in a resisted roll against the target's Stamina. Each success reduces the opponent's dice pool by one. If the net successes of the nova exceed the target's stamina, the opponent falls unconscious for 1 round for every 2 net successes (round down)

Hematokinesis

Dice Pool: Dex + Blood Mastery

Range: (Quantum + power rating) x 10 meters

Duration: Maintenance

The nova can manipulate any creature or vessel filled with blood as a nova with Telekinesis.

Devastation

Dice Pool: Manipulation + Blood Mastery

Range: (Quantum + power rating) x 10 meters

Duration: Instant

This horrifying ability makes blood shoot out of all the target's orifices. Doing so causes Quantum + Power rating levels of bashing damage to the target.

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Ok, here's my first attempt at making a power. I need some feedback on these suite powers and suggestions on other abilities for the suite. Some sort of healing power perhaps?

Thanks in advance, and I look forward to your commentst. ::biggrin

Blood Mastery

IMO you're better off going with Elemental Anima/Mastery: Blood. Also, a lot of these things should provide a resistance roll, especially the Kinesis one.
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IMO you're better off going with Elemental Anima/Mastery: Blood. Also, a lot of these things should provide a resistance roll, especially the Kinesis one.

My only qualm about using EA/M: Blood is that almost all of the techniques are made out that you're "shooting" (for lack of a better term) the substance out of you or conjuring it from nowhere rather than manipulating something within a target.

I can't see traveling on a spray of blood as making any sense, nor deflecting incoming blood with an elemental shield. ::tongue

I keed, I keed. I appreciate the feedback.

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Blood Mastery

Level: 3

Quantum Minimum: 5

The Q for this should be 4 since it's probably an Anima effect (i.e. you manipulate what already exists).

RE: Bloodrush

You're combining effects into a mess. Every succ reduces die pool with no defense (much stronger than disorient), and you have a Stun effect as well. Level 3 effects are supposed to be (mostly) weaker than their level 2 effects. I suggest you simply use "Stun Attack" rules and make your die pool (half succ rolled on) (Int+Power) + Q auto succ.

If you also want a Disorient effect then do the same thing with a different technique.

RE: Hematokinesis

Good. This is basically TK that only effects blood, which is good and an acceptable limit on TK (see also Magno-TK)

RE: Devastation

Also good, but weak. I suggest you go to the normal 'bolt damage since soak is going to apply.

IMO you're better off going with Elemental Anima/Mastery: Blood. Also, a lot of these things should provide a resistance roll, especially the Kinesis one.
It's a normal TK attack, so the usual TK rolls and resistance apply.
My only qualm about using EA/M: Blood is that almost all of the techniques are made out that you're "shooting" (for lack of a better term) the substance out of you or conjuring it from nowhere rather than manipulating something within a target.

I can't see traveling on a spray of blood as making any sense, nor deflecting incoming blood with an elemental shield. ::tongue

Shooting out is only a special effect, no reason it has to be defined that way.

And again, from the techniques you have here I see no reason you need Mastery and Q5. Anima is good.

I also suggest you adapt Gravity Shield from Gravity Manip. Since you won't be defending against ranged attacks with this, probably a -1 per dot would work (only for attacks involving objects that have blood in them).

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Okay, I revised it and added some new stuff. The wording is a little wonky on Analysis, so if you have any suggestions, that'd be cool.

Blood Control

Level: 3

Quantum Minimum: 4

Dice Pool: Variable

Range: Variable

Duration: Variable

Area: Variable

This disturbing power gives its wielder the power to manipulate and control the most precious of fluids: blood.

Bloodrush:

Dice Pool: Intelligence + Blood Control

Range: (Quantum + power rating) x 3 meters

Duration: Special

By making an opponent's blood rush to his/her head, the nova can knock his opponent into unconsciousness or at the very least, give him a bad headache. The nova pays the required quantum and rolls Intelligence + Blood Mastery in a resisted roll against the target's Stamina. If the net successes of the nova exceed the target's stamina by 1, the target is Dazed. If by 2 or more the opponent falls unconscious for 2 rounds for every 1 net success.

Hematokinesis

Dice Pool: Dex + Blood Control

Range: (Quantum + power rating) x 10 meters

Duration: Maintenance

The nova can manipulate any creature or vessel filled with blood as a nova with Telekinesis. This funtions as TK, but only affects creatures with blood or something containing blood (jar, blood bag, etc).

Blood Boil

Dice Pool: Manipulation + Blood Control

Range: (Quantum + power rating) x 10 meters

Duration: Instant

This horrifying ability literally makes their "blood boil" and causes it to shoot out of all the target's orifices. Doing so causes [Quantum x 2] + (Power rating x 2 ) levels of lethal damage to the target. The target soaks normally with his/her stamina.

Healing

Dice Pool: N/A

Range: Self

Duration: Instant

The nova can spontaneously create new blood in herself and can send it to rapidly heal wounds she has received. By spending the required nova points, she may heal Quantum levels of damage.

Blood Shield

Dice Pool: N/A

Range: Self

Duration: Maintenance

The nova can deflect incoming hand-to-hand attacks by shunting the target's blood away from the striking limb. Each turn, the character can subtract his power rating in BC from the attack successes of any H-T-H attack. The shield also "softens" the blow by providing 2 soak for every dot in BC the user has

Analysis

Dice Pool: Intelligence + Blood Control

Range: Touch

Duration: Instant

The nova puts any forensics team to shame. By touching a sample of blood and making an Intelligence + BC roll, he is able to make astute observations about the nature of the blood, almost to the point of psychic ability.

One-two successes: Can determine what kind of blood it is (what bled it, blood type, etc) and can determine how long the blood has been there.

Three-four successes: Can detect any diseases, poisons, or drugs that were in the person's system as well as the creature's age and gender.

Five+ successes: Can tell what took place when the blood was shed from the bleeder's perspective.

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Better.

RE: Bloodrush

If by 2 or more the opponent falls unconscious for 2 rounds for every 1 net success.

I'm not sure, but a KO might be per scene.

RE: Hematokinesis

Good.

RE: Blood Boil

The target soaks normally with his/her stamina.

I think you mean, The target soaks normally, but artifical armor may not be applied.

RE: Healing

This is a ticklish issue. This is a Q4 power, Healing is also a level 3, Q4 power. The only example of a suite power providing Healing is Q6. You do have a case for it by limiting it to yourself (although you'd need to limit the healing to once per scene and incorporate the other limitations that Healing has, dots of power in lethal damage or twice that in bashing, etc).

My inclination is it isn't possible, especially since with Attune you could still apply this power to other people.

RE: Analysis

Interesting, and good.

RE: Blood Shield

Strong, but good.

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On a side note, you might be missing an important "free" technique.

The Anima/Mastery powers generally let you "detect" your "element" for free (see also Temporal Manip, Molecular Manip, Magnetic Mastery) at a distance of Dots+Q x 20m.

You should be able to do this as well, detecting how much blood is within that range. You won't be able to tell the difference between a child and a dog, but you'd know *something* was there and roughly where it is.

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Revised

Blood Control

Level: 3

Quantum Minimum: 4

Dice Pool: Variable

Range: Variable

Duration: Variable

Area: Variable

This disturbing power gives its wielder the power to manipulate and control the most precious of fluids: blood. The nova may roll Perception + Blood Control at any time to locate and determine the amount of blood in a creature or object in a (Quantum + BC) x 20 meter radius.

Bloodrush:

Dice Pool: Intelligence + Blood Control

Range: (Quantum + power rating) x 3 meters

Duration: Special

By making an opponent's blood rush to his/her head, the nova can knock his opponent into unconsciousness or at the very least, give him a bad headache. The nova pays the required quantum and rolls Intelligence + Blood Mastery in a resisted roll against the target's Stamina. If the net successes of the nova exceed the target's stamina by 1, the target is Dazed. If by 2 or more the opponent falls unconscious for 2 rounds for every 1 net success.

Hematokinesis

Dice Pool: Dex + Blood Control

Range: (Quantum + power rating) x 10 meters

Duration: Maintenance

The nova can manipulate any creature or vessel filled with blood as a nova with Telekinesis. This funtions as TK, but only affects creatures with blood or something containing blood (jar, blood bag, etc).

Blood Boil

Dice Pool: Manipulation + Blood Control

Range: (Quantum + power rating) x 10 meters

Duration: Instant

This horrifying ability literally makes their "blood boil" and causes it to shoot out of all the target's orifices. Doing so causes [Quantum x 2] + (Power rating x 2 ) levels of lethal damage to the target. The target soaks normally with his/her stamina, but may not apply bonuses from wearable armor or the Armor or Force Field powers.

Healing

Dice Pool: N/A

Range: Self

Duration: Instant

The nova can spontaneously create new blood in herself and can send it to rapidly heal wounds she has received. By spending the required nova points, she may heal Quantum levels of damage. This power cannot be attuned to affect others.

Blood Shield

Dice Pool: N/A

Range: Self

Duration: Maintenance

The nova can deflect incoming hand-to-hand attacks by shunting the target's blood away from the striking limb. Each turn, the character can subtract his power rating in BC from the attack successes of any H-T-H attack. The shield also "softens" the blow by providing 2 soak for every dot in BC the user has.

Analysis

Dice Pool: Intelligence + Blood Control

Range: Touch

Duration: Instant

The nova puts any forensics team to shame. By touching a sample of blood and making an Intelligence + BC roll, he is able to make astute observations about the nature of the blood, almost to the point of psychic ability.

One-two successes: Can determine what kind of blood it is (what bled it, blood type, etc) and can determine how long the blood has been there.

Three-four successes: Can detect any diseases, poisons, or drugs that were in the person's system as well as the creature's age and gender.

Five+ successes: Can tell what took place when the blood was shed from the bleeder's perspective.

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I changed it above. I basically mean that Armor nor Force Field nor body armor could be used. Just Stamina and Mega Stamina.
This is both a totally new game mechanic and insanely broken. You could be tossing out 10[10] damage, and with a Q of 5 you will be doing at least 2[10]. Our favorite brick Totentanz has a lethal soak of 3 by those rules and probably dies outright.

Aggravated attacks are as bad as it gets in abby, and so far this is not an aggravated attack and as such shouldn't be much harder to soak than anti-matter, or black holes, or even Aggravated Telepathic attacks. Nor can you say "The target soaks normally", when what you mean is "He doesn't soak normally" (and there are FAR more sources of soak than just Armor and Forcefield, INV, other Suite powers, Eufiber, etc).

If you feel the need to make an effect that is close to aggravated, I suggest you adapt the Bio-Storm effect and just limit it to one person. That I think gives you something close to what you are looking for, i.e. resisted by Stamina and pretty much unsoakable, especially by Forcefield and Armor.

Oh, and it has to be a Dex based attack, for some reason WW says all of these sorts of things are.

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This is both a totally new game mechanic and insanely broken. You could be tossing out 10[10] damage, and with a Q of 5 you will be doing at least 2[10]. Our favorite brick Totentanz has a lethal soak of 3 by those rules and probably dies outright.

Aggravated attacks are as bad as it gets in abby, and so far this is not an aggravated attack and as such shouldn't be much harder to soak than anti-matter, or black holes, or even Aggravated Telepathic attacks. Nor can you say "The target soaks normally", when what you mean is "He doesn't soak normally" (and there are FAR more sources of soak than just Armor and Forcefield, INV, other Suite powers, Eufiber, etc).

If you feel the need to make an effect that is close to aggravated, I suggest you adapt the Bio-Storm effect and just limit it to one person. That I think gives you something close to what you are looking for, i.e. resisted by Stamina and pretty much unsoakable, especially by Forcefield and Armor.

Oh, and it has to be a Dex based attack, for some reason WW says all of these sorts of things are.

I see what you are saying, and I agree (I consistently forget about EC despite the cool picture ::happy ). The point I was trying to make is that the damage is being generated from the inside out. If a person is wearing full body armor, and a grenade goes off nearby, he's soaking with his personal body plus that outer armor. If (bear with me), someone has a bomb inside them that goes off, the body armor isn't going to do a lot against his chewy nougat center. That's really all I was getting at.

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Revised again:

Blood Control

Level: 3

Quantum Minimum: 4

Dice Pool: Variable

Range: Variable

Duration: Variable

Area: Variable

This disturbing power gives its wielder the power to manipulate and control the most precious of fluids: blood. The nova may roll Perception + Blood Control at any time to locate and determine the amount of blood in a creature or object in a (Quantum + BC) x 20 meter radius.

Bloodrush:

Dice Pool: Intelligence + Blood Control

Range: (Quantum + power rating) x 3 meters

Duration: Special

By making an opponent's blood rush to his/her head, the nova can knock his opponent into unconsciousness or at the very least, give him a bad headache. The nova pays the required quantum and rolls Intelligence + Blood Mastery in a resisted roll against the target's Stamina. If the net successes of the nova exceed the target's stamina by 1, the target is Dazed. If by 2 or more the opponent falls unconscious for 2 rounds for every 1 net success.

Hematokinesis

Dice Pool: Dex + Blood Control

Range: (Quantum + power rating) x 10 meters

Duration: Maintenance

The nova can manipulate any creature or vessel filled with blood as a nova with Telekinesis. This funtions as TK, but only affects creatures with blood or something containing blood (jar, blood bag, etc).

Blood Boil

Dice Pool: Dex + Blood Control

Range: (Quantum + power rating) x 10 meters

Duration: Instant

This horrifying ability literally makes their "blood boil" and causes it to shoot out of all the target's orifices. The nova rolls Dex + BC against the target's Stamina. Each net success does one health level of lethal damage to the target. Victims cannot soak this damage unless the victim has Hardbody or if the victim also has Blood Control.

Healing

Dice Pool: N/A

Range: Self

Duration: Instant

The nova can spontaneously create new blood in herself and can send it to rapidly heal wounds she has received. By spending the required nova points, she may heal [Quantum rating] levels of damage. This power cannot be Attuned to affect others.

Blood Shield

Dice Pool: N/A

Range: Self

Duration: Maintenance

The nova can deflect incoming hand-to-hand attacks by shunting the target's blood away from the striking limb. Each turn, the character can subtract his power rating in BC from the attack successes of any H-T-H attack. The shield also "softens" the blow by providing 2 soak for every dot in BC the user has.

Analysis

Dice Pool: Intelligence + Blood Control

Range: Touch

Duration: Instant

The nova puts any forensics team to shame. By touching a sample of blood and making an Intelligence + BC roll, he is able to make astute observations about the nature of the blood, almost to the point of psychic ability.

One-two successes: Can determine what kind of blood it is (what bled it, blood type, etc) and can determine how long the blood has been there.

Three-four successes: Can detect any diseases, poisons, or drugs that were in the person's system as well as the creature's age and gender.

Five+ successes: Can tell what took place when the blood was shed from the bleeder's perspective.

Is this board a ghost town or what? ::tongue Feels like PM tag between me and Alex Green. ::happy

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This is both a totally new game mechanic and insanely broken. You could be tossing out 10[10] damage, and with a Q of 5 you will be doing at least 2[10]. Our favorite brick Totentanz has a lethal soak of 3 by those rules and probably dies outright.

Aggravated attacks are as bad as it gets in abby, and so far this is not an aggravated attack and as such shouldn't be much harder to soak than anti-matter, or black holes, or even Aggravated Telepathic attacks. Nor can you say "The target soaks normally", when what you mean is "He doesn't soak normally" (and there are FAR more sources of soak than just Armor and Forcefield, INV, other Suite powers, Eufiber, etc).

If you feel the need to make an effect that is close to aggravated, I suggest you adapt the Bio-Storm effect and just limit it to one person. That I think gives you something close to what you are looking for, i.e. resisted by Stamina and pretty much unsoakable, especially by Forcefield and Armor.

Oh, and it has to be a Dex based attack, for some reason WW says all of these sorts of things are.

Also, it should be noted that the exception, Bio Entropic Storm, is done as a resisted power roll, not a damage roll. Thus, even without any Stamina at all ( which never happens ) and maxed Entropy Control + Controlling Attribute ( which is expensive ), your only getting about 9-10 levels lethal. . . and in practice, your going to get 1-2 levels less than that even against baselines. Against equally maxed Mega Stamina, your getting, oh, 2-3 levels on average.

I see what you are saying, and I agree (I consistently forget about EC despite the cool picture ::happy ). The point I was trying to make is that the damage is being generated from the inside out. If a person is wearing full body armor, and a grenade goes off nearby, he's soaking with his personal body plus that outer armor. If (bear with me), someone has a bomb inside them that goes off, the body armor isn't going to do a lot against his chewy nougat center. That's really all I was getting at.

That would logically negate body armor, Eufiber, and maybe Force Field, at most. Armor and Invulnerability should still be applicable, unless its not so much "cause damage using the blood inside them" as "mess with their blood's ability to do what its supposed to do." In the latter case, it should be a resisted roll against stamina, not a damage roll of any kind.

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I would assume so, as they no longer have any blood. Unless the particular attack is a "bolt of boiling blood" type deallie, in which case, its just an ordinary Blast or Lethal Blast.

( don't laugh, there's a character in my current campaign who has exactly that, quote: "bolts of boiling blood and other such grotesqueries" )

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If someone is Bodymorphed into metal or wind, would that make them immune to blood attacks...?

Unclear. A Bodymorphed nova only gets some of the properties of his element.

IMHO, a 'Bolt Technique would work, but Increase/Decrease would not.

This horrifying ability literally makes their "blood boil" and causes it to shoot out of all the target's orifices. The nova rolls Dex + BC against the target's Stamina.

My book isn't here. Is Bio-Storm resisted by "Stamina" or is it "Resistance"?

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  • 4 months later...

A new power. Critique.

Agony

Level: 2

Quantum minimum: 2

Duration: Maintenance

Range: (power rating) x5 meters

Dice pool: Manipulation + Agony

Effect: A nova with this power is capable of inflicting debilitating, though illusory, pain upon her target. Many combat novas find it a great surprise when they can start to feel their injuries again.

System: The nova rolls (Manipulation + Agony), and the target rolls Resistance. If the attacking nova gets more successes, then for each success, increase the target's wound penalties by 1. If the target is pushed up to having a Bruised wound penalty of -2 or greater, they also suffer a -1 die penalty to all actions due to the crippling pain.

Example 1: Leiko is defending herself from a Kabal assassin, who's obviously a combat junkie with Mega-Stamina 2. She uses Agony against him, scoring 7 successes against his 5. The Kabal member has his wound penalties increased by 2, thus giving him the same penalties as if he did not possess Mega-Stamina.

Example 2: Leiko needs to make an example out of one of her cult members for a mistake, and inflicts Agony on him. She rolls 6 successes to his 1. The unfortunate baseline then has a Bruised wound penalty of -5 dice, scaling up to a Crippled wound penalty of -9 dice, and suffers -1 dice to all actions when at full health.

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