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Post by samus on Apr 29, 2006 1:03:07 GMT -5
Hey there, I was wondering about the LIMIT of metamorphosis. It saids you can enhance your abilities, actions, mods at the cost of 1r/point. But there are a few things I need to know before I make my GM pull his/her hair out telling me no.
What I do know: Abilities up cost 1stone/level, except dur as it cost 3. Actions and mods up cost 1stone/level. Can modify appearance at GM discretion.
What I would like to know: What kind of actions can I get from it? Could I gain force blast, flight etc? What kind of mods can I get from it? In the example Husk gains weight, size, toughness and str. Could I gain mods like healing factor, prescience, sense mutants, cancel mutant powers? As for the options on actions/mods, like let say No AP for toughness, it cost just 1R ?
For the options I was thinking something like a +1 to double each stone for purposes of options only. Any ideas?
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Post by shigoki on Apr 29, 2006 1:22:33 GMT -5
I have seen husk turn to:
- Stone (gain weight) - Metal (toughness) - Blue (steal or some kind of thieving/black ops skill, maybe just enhanced her agi to do that) - Hands to acid (AoA)
Maybe she can grow winds or something. This power is what Morpho / Mystic could have on the animated series. I mean on the movie and the series when she copies Wolverine, he can break her claws, I thing that in my belief, means that she couldn't add the AP option or unbreakable to her metal.
Haven't read much after the 349 X-men issue, so cant say what else to add.
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Post by Ricochet on Apr 29, 2006 2:18:19 GMT -5
Check out Morph (Exiles) and Hulkling (Young Avengers). They can fly, form claws (or spikes covering their entire bodies) and Morph used some sort of bug-spray once (heh, probably just methane). They might be able to shoot quills (which should be limited, because this comes out of your own body-mass) but a full force blast wouldn't be an option. Also psychic actions/modifiers are a certified no for both Morph and Hulkling. they also don't seem to be able to turn to steel or something like that.
Ofcourse, It's up to the player and the GM to determine the limits. My advice is to determine a flavor for metamorphosis. You could choose the Husk/Absorbing man way, or the Morph/Hulkling way. Now if you want something special, You can say your characters metamorphosis is limited to energy or psionics. (Maybe you need to change the name, but you can base actions on metamorphosis).
Just one more idea, metamorphosis for powered armor. It would only be limited by what's technologically possible and what is programmed in your PA.
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Post by chip on Apr 29, 2006 10:52:43 GMT -5
Do you have some cost suggestion (in term of red stones) for:
1. Suitable modifiers with a fix cost (for instance, Immovability).
2. Actions/Modifiers with options (for instance, Toughness with no AP).
?
I was thinking of a cost of 1 red stone for white stone in the first case, one more r stone each +1 in the second, but I don't find this solution so balanced. Ideas?
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Post by Ricochet on Apr 29, 2006 12:14:13 GMT -5
Well the first ones tricky. To be honest, I have no idea. The second one, just add the extra levels to the cost. If you want a +2 option pay 2 extra red stones.
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Post by samus on Apr 29, 2006 12:23:11 GMT -5
Do you have some cost suggestion (in term of red stones) for: 1. Suitable modifiers with a fix cost (for instance, Immovability). 2. Actions/Modifiers with options (for instance, Toughness with no AP). ? I was thinking of a cost of 1 red stone for white stone in the first case, one more r stone each +1 in the second, but I don't find this solution so balanced. Ideas? Well I got a page with Husks changes of skin form and can say she is one tough cookie. husk.insanitysandwich.com/trans.phpFor what I have gathered on this I can say that: She can turn in most materials up to her AN, gaining any physical (outer) modifier that she wants, like let say toughness. She can alter her physical stats to me more powerful. Like let say strength or as I have seen, turn in to a friction less rubber to gain speed (Just add to sped, its not a mod) or a very agile gal. Maybe enhance her sight to let say see in darkness. I have the idea that she has to have an idea of what she is coping, to be that, her power could be psyonical in that she just appears to be 'that' element / material, when in reality could be a projection of that energy and how much energy she uses on it. As for the mods, well I was thinking that I was thinking something like life guards power. It could be metamorphosis (+6) with extraordinary power (+8) and up to GM to fix effect (-1) 6 + 8 - 1 = 13 Now Meta already affects abilities and any action you have. So the +8 could be from any action and any mod. If we split it like that it goes to +4 for each, like this: Meta +6 Any ability +0 Any action +4 Any mod +4 Any ideas new?
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Post by Ricochet on Apr 30, 2006 5:43:32 GMT -5
Well first of all. Lifesaving has the disadvantages: ''Can't be improved by adding lines'' and ''Can only be used to save lives''. However I don't know if Lifeguard chose those disadvantages (and brought down lifesaving to AN+9) or if they're standard.
Second: Lifesaving is ''spontaneously'' (was this the exact phrasing they used? I don't know for sure), so it doesn't work like metamorphosis. You can shift your energy into defense, and keep them there (1 stone per panel), but you can also shift stones to actions you don't have (Power Cosmic has this too). So instead of spending stones on transforming you spend stones on what you want to do directly. Anyway, that's how I interpret Livesaving.
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Post by samus on May 2, 2006 19:08:47 GMT -5
Well that sure is a handicap. :/ Then it would be more like: FULL Meta cost = +17 Any ability <and some mods and all actions you have>+6 Any action you dont have +5 Any mod you dont have +6 But you know, thats some nasty action. 55w just for 1 level.
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