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Post by takewithfood on Aug 27, 2012 9:12:30 GMT -5
Oo, that's fun; I once built a character with a similar power, but wound up submitting a different concept instead.
I can't quite remember how I had it, but it was something along the lines of Mutant Healing with the limitation "suffers any damage healed" for -1 or maybe -2 CL or something like that. Looking back, I think at least -2 CL is fair. He also had an enhanced healing factor, which helped him recover any damage he healed. Oh, and I took the "power painful to use" challenge as well.
~TWF
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Post by leska on Aug 27, 2012 18:52:10 GMT -5
thanks, i thought it would be like +1 or something but this works perfectly :3
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Post by takewithfood on Aug 28, 2012 0:14:22 GMT -5
For clarity's sake, when I say "for -2 CL" I mean an alteration of the base cost. For example, Mutant Healing is normally AN+1CL, but with the disadvantage that you suffer any damage you heal, I would add in a -2 CL discount, leaving the modified price at AN-1 CL. I hope that makes sense. lol
I don't know why, but I really dig altruistic powers like that.
~TWF
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Post by leska on Aug 30, 2012 0:42:08 GMT -5
Kinda, lol I'm building a empath character who has it and im adding it onto their empath ability that im just building as one whole thing, kinda like telepathy but emotional based
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Post by leska on Aug 30, 2012 4:10:40 GMT -5
For invulnerability its 20 white stones, so is it safe to assume that nullifying those invulnerabilities would cost 20 as well?
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Post by Dionon on Aug 30, 2012 10:47:44 GMT -5
Depends on the Invulnerability An Invulnerability to Kitten Claws would be 3 stones An Invulnerability to Bullets might be 10-15 stones
Really it depends on the Invulnerability's power. What kind of Invulnerability are you looking to nullify?
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Post by leska on Aug 30, 2012 16:34:35 GMT -5
Mental invulerability
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Post by Dionon on Aug 30, 2012 16:42:22 GMT -5
Yeah, I'd say that's a 20 stone thing right there... You're overcoming something someone paid a pretty penny for, so yeah, it would cost the same if not more.
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Post by leska on Aug 30, 2012 16:59:44 GMT -5
Hmm... okay, well lol now i got a telelpath who is ready for my friends now being a telelpath who sits on the side lines because all enemies have mental invulnerability kinda blows -,-
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Post by Dionon on Aug 30, 2012 17:20:40 GMT -5
Why would all the enemies have mental invulnerability?
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Post by leska on Aug 30, 2012 18:45:56 GMT -5
it seems that they think telepaths are too cheap and decded to make all enemies immnume to mental manipulations
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Post by donmonte on Aug 30, 2012 18:49:49 GMT -5
[sarcasm]'cause that's not cheap at all.[/sarcasm]
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Post by leska on Aug 30, 2012 20:25:09 GMT -5
there is much worse than a telepath tho o,o
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Post by Dionon on Aug 31, 2012 5:54:43 GMT -5
Whoever your GM is... is an asshole... and I mean that in all kindness. Having all the enemies have mental immunity... Unless you're fighting an army of robots... is indefensible. That takes out so much of the game it's not funny.
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Post by takewithfood on Aug 31, 2012 6:11:31 GMT -5
Well, you do have to be cautious with telepathy, as it's no fun to pit the team up against The Big Bad Guy, only to have the team telepath turn his brain into jelly on the first page. But total immunity is no fun, either - then the telepath has to basically sit out the fight.
I've always wanted to give characters a form of mental health, too, like "Willpower" or something, that functions in much the same way as health stones do, but which are only affected by purely mental or emotional actions. This would require a pretty severe re-writing and re-balancing of the rules, but it's doable.
I think in the meantime, don't specialize in being a telepath; have some other talents and combat abilities. The most classic is telepathy, but there's nothing stopping you from being good at close or ranged combat, or something like that. If you only dabble in telepathy and pull it out when it suits you, the GM should be less inclined to make every opponent immune.
~TWF
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