Post by dorkknight23 on Dec 30, 2008 2:25:19 GMT -5
Slightly Modified, Originally Posted here
Options for Copy Ability/Action/Modifier
1. For five stones less, the character can only copy powers, and not skills like Close Combat, Social Skills, or General Knowledge, unless the "skill" is part of a mutant power (for example, Forge's talents with machinery.) He may increase his own Abilities, Actions, or Modifiers, per normal. Can't be used with Option 2.
2. For five stones less, the character cannot copy any ability, any modifier above 2, or superpowered action (any action that could only be purchased outside of creation with Challenge Stones.) Can't be used with Option 1.
3. For ten stones less, the character only can copy "skills" (like Close Combat, Social Skills, General Knowledge, or anything else that requires training.) Can't be used with Option 1.
4. For ten stones more, the character can hold retain any and all abilities, actions, or modifiers copied, at -1 their Ability Number, Action Number, or Modifier Number of up to 5 characters. For Healing Factors, they become one step lower (Instant becomes Enhanced, Enhanced becomes Accelerated, Accelerated normal, and normal into a 2x healing rate. 2x healing rates can be retained without loss.) Other singular modifiers must be adjucated on a case-by-case basis by the GM (Cosmic Awareness might be retained as Prescience and Precognitive Flashes, for example, or Invulnerability might be replaced with Toughness [+6, no AP,] for example.) If the character selects to permanently copy a sixth target, he must forgo copying one of his other targets. He may improve permanent actions copied with Lines of Experience.
5. For fifteen additional stones, the character may retain any and all abilities, actions, or modifiers at full Ability Number, Action Number, or Modifier Number of up to 5 characters. If the character selects to permanently copy a sixth target, he must forgo copying one of his other targets. He may not improve permanent actions copied with Lines of Experience.
Example #1: The Mimic has purchased the first and fourth options, making his modifier 35 stones. He current has the abilities of the original five X-Men permanently retained. He also was able to learn to control Cyclops’ optic blast (by dedicating 20 lines of experience to the affair.) If he were to permanently copy another mutant (say Wolverine for his claws at +2, Animal Senses at AN 5, and a Healing factor) he would have to remove one of the five X-men's powers he has retained.
Example #2: Prodigy II has purchased the third option, making his modifier 20 stones. Within the confines of the school, he is able to modify his own skills by copying Wolverine's Close Combat of 7, The Beast's General Knowledge, Technology, and Medical Healing of 6, and Nightcrawler's Acrobatics 6. As he gains lines of experience, he might start taking specialties in his own actions reflecting this (such as certain Wolverine or Cyclops specific specialties to Close Combat after repeatedly copying their styles, or "Copying the Style of Cyclops/Wolverine/etc.") However, in any event, he could not fire an optic blast, heal faster like Wolverine, or even get Nightcrawler's (+3) Reflexive Dodge. However, should any of those X-Men be further than a mile away, he suddenly has to rely on his decidedly less than 6-7 AN (if he has them at all.)
Example #3: Sync has Option 1, for a 25 stone modifier. Sense Superpowered Beings (like Sense Mutants, with +1 for broader use,) and “Innate Skill” (a renamed Good Luck) with a -1 disadvantage that applies only to powers copied.
Example #4: Rogue has taken Option #5, along with “Only Usable in Conjunction with Action” linked to her combined action “Improved Drain Energy/Read Memories By Touch” (which itself has “Power out of Control.”) She also took a modifier “Might Be Overwhelmed by Strong Personalities” for -1, and “Does not work on Gods, Synthezoids, and beings of ionic energy” for an additional -1, maybe the total cost for the modifier 35 white.
Options for Copy Ability/Action/Modifier
1. For five stones less, the character can only copy powers, and not skills like Close Combat, Social Skills, or General Knowledge, unless the "skill" is part of a mutant power (for example, Forge's talents with machinery.) He may increase his own Abilities, Actions, or Modifiers, per normal. Can't be used with Option 2.
2. For five stones less, the character cannot copy any ability, any modifier above 2, or superpowered action (any action that could only be purchased outside of creation with Challenge Stones.) Can't be used with Option 1.
3. For ten stones less, the character only can copy "skills" (like Close Combat, Social Skills, General Knowledge, or anything else that requires training.) Can't be used with Option 1.
4. For ten stones more, the character can hold retain any and all abilities, actions, or modifiers copied, at -1 their Ability Number, Action Number, or Modifier Number of up to 5 characters. For Healing Factors, they become one step lower (Instant becomes Enhanced, Enhanced becomes Accelerated, Accelerated normal, and normal into a 2x healing rate. 2x healing rates can be retained without loss.) Other singular modifiers must be adjucated on a case-by-case basis by the GM (Cosmic Awareness might be retained as Prescience and Precognitive Flashes, for example, or Invulnerability might be replaced with Toughness [+6, no AP,] for example.) If the character selects to permanently copy a sixth target, he must forgo copying one of his other targets. He may improve permanent actions copied with Lines of Experience.
5. For fifteen additional stones, the character may retain any and all abilities, actions, or modifiers at full Ability Number, Action Number, or Modifier Number of up to 5 characters. If the character selects to permanently copy a sixth target, he must forgo copying one of his other targets. He may not improve permanent actions copied with Lines of Experience.
Example #1: The Mimic has purchased the first and fourth options, making his modifier 35 stones. He current has the abilities of the original five X-Men permanently retained. He also was able to learn to control Cyclops’ optic blast (by dedicating 20 lines of experience to the affair.) If he were to permanently copy another mutant (say Wolverine for his claws at +2, Animal Senses at AN 5, and a Healing factor) he would have to remove one of the five X-men's powers he has retained.
Example #2: Prodigy II has purchased the third option, making his modifier 20 stones. Within the confines of the school, he is able to modify his own skills by copying Wolverine's Close Combat of 7, The Beast's General Knowledge, Technology, and Medical Healing of 6, and Nightcrawler's Acrobatics 6. As he gains lines of experience, he might start taking specialties in his own actions reflecting this (such as certain Wolverine or Cyclops specific specialties to Close Combat after repeatedly copying their styles, or "Copying the Style of Cyclops/Wolverine/etc.") However, in any event, he could not fire an optic blast, heal faster like Wolverine, or even get Nightcrawler's (+3) Reflexive Dodge. However, should any of those X-Men be further than a mile away, he suddenly has to rely on his decidedly less than 6-7 AN (if he has them at all.)
Example #3: Sync has Option 1, for a 25 stone modifier. Sense Superpowered Beings (like Sense Mutants, with +1 for broader use,) and “Innate Skill” (a renamed Good Luck) with a -1 disadvantage that applies only to powers copied.
Example #4: Rogue has taken Option #5, along with “Only Usable in Conjunction with Action” linked to her combined action “Improved Drain Energy/Read Memories By Touch” (which itself has “Power out of Control.”) She also took a modifier “Might Be Overwhelmed by Strong Personalities” for -1, and “Does not work on Gods, Synthezoids, and beings of ionic energy” for an additional -1, maybe the total cost for the modifier 35 white.