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Post by thebrokenmind on Oct 29, 2015 0:22:17 GMT -5
So if I have a character who has a speed of 10, then I use the power boost ability with the modifier of limit breaker, from the 2.0 project ;and my character has inertia manipulation.
What exactly would happen at each point above ten, I get in the book at 10 it says quicksilver. Was wondering if I could get stats for this. distance . time how long things like that.
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Post by lilithsboy on Oct 29, 2015 1:31:43 GMT -5
Characters can break time at that point, we have seen quicksilver do this in the comics.
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Post by dorkknight23 on Oct 29, 2015 14:36:19 GMT -5
So if I have a character who has a speed of 10, then I use the power boost ability with the modifier of limit breaker, from the 2.0 project ;and my character has inertia manipulation. What exactly would happen at each point above ten, I get in the book at 10 it says quicksilver. Was wondering if I could get stats for this. distance . time how long things like that. There's no official answer to this, so it's entirely up to the GM. One solution I came up with was to simply double the upper limit for each AN above 10. For example, Speed 11 would cover up to Mach 40, 12 Mach 80, so on and so forth, if I remember right you'd actually break lightspeed somewhere around Speed 23 or so. (Remembering to scale up the Resistance as well means it'd take 12 stones of effect to break the light barrier in such a manner.) I haven't playtested it much outside of a DCU RP some years ago, so your mileage may vary on it. Another solution would simply to use numbers above 10 to help mitigate ties between equal expenditures of energy/provide a sit mod in the event they "break even" for whatever reason. Let's say Quicksilver is racing Speed from the Young Avengers (because I'm struggling to think of other Marvel speedsters and don't want to use DC characters for the example), and for our example let's say Quicksilver has Speed AN 11 and Speed AN 10, if both of them were to put the same amount stones into running (this number's immaterial, minimum would be 5, let's say they each put 10 stones into it), Quicksilver's higher AN would let him win the tie and bolt ahead for the win. This example has less hard material advantages to it, but also would come up less frequently. Again, just suggestions, there's no real "rules as written" to dictate this, your GM has the final say.
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Post by thebrokenmind on Oct 29, 2015 16:53:19 GMT -5
so dorkknight if you don't mind me asking i have read a lot of your right ups and your builds and i love the way you build stuff. I was wondering if you wouldnt mind helping me build inertia manipulation. I found the power by googling it and am having trouble finishing out. i made it with a An+options. Do you think I could get a hand with it if you didn't mind?
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Post by thebrokenmind on Oct 29, 2015 17:29:38 GMT -5
sorry for spamming the biggest thing is absolute constant velocity.
i have it as such
Inertia Manipulation ( cost is AN=Options) The user can manipulate inertia, the amount of resistance matter has to a change in motion or rest, increasing, decreasing and/or maintaining it. They can increase object’s inertia, to make an immobile object immovable, or to make a mobile object unstoppable. They can also reduce an object’s inertia, making an object easier to accelerate, decelerate or change direction.
Absolute constant velocity (+3 cl)
Capabilities
User can make anything move at a constant speed regardless of any force that acts on it, they could take any item and make them pierce through objects regardless of the relative speed. It doesn't matter if the target is moving at an extremely slow pace or if the target isn't even moving at all, so long as some part of them is physically moved, like poking their cheek (moving the face). This power only works in accordance to the user's own relative location, meaning that even though the Earth is spinning at high speeds, along with all of its inhabitants, it doesn't count as moving.
If the user cancels their power on the target object, it will come to a complete stop, regardless of how fast it was going. Because of this using this power on oncoming attacks and quickly canceling it will make any force halt.
Applications
Air Dashing
Attraction & Repulsion (only if target is moving toward or away)
Flight
Enhanced Jump by means of maintaining jump velocity.
Items are immune to the effects gravity and magnetism etc.
Appear to have Enhanced Strength
Appear to have Supernatural Strength if the user has Enhanced Strength.
Infinite range and higher power for all projectiles like bullets, throwing knives, and energy blasts.
Advanced users can cause planetary devastation by making the Earth move out of its orbit.
Users of a higher level can bypass Vector Manipulation.
Crush targets body by utilizing multiple conflicting forces.
Make users of Enhanced Speed/Supernatural Speed crash into obstacles.
Inertia Absorption by cancelling your power on affected objects.
(i have this working giving x2 damage as well)
immobility( +1 cl)
works as immovable
inertial absorbtion ( + 2 cl)
Capabilities
The user is able to absorb inertia, the amount of resistance to change in velocity, and use it for a variety of means.
inertial negation (+2 cl)
The ability to ignore inertia, the resistance of matter to change in motion or rest. Sub-Power of Inertia Manipulation. Capabilities
The user can negate inertia, allowing extraordinary feats of agility, including turning on a dime and moving around tight corners even at high speed without losing speed or acceleration and/or deceleration to top speed or at zero speed instantly.
Applications
Acceleration Resistance
Enhanced Agility
Enhanced Athleticism
Enhanced Jump
Enhanced Reflexes
inertialess body(+2 cl)
The ability to have no inertia. Sub-Power of Inertia Manipulation. Capabilities
The user has little or no inertia which allows for a variety of feats, they have incredible ability to maneuver, accelerate instantly, cannot be moved by outside forces unless constant force is applied and are semi-invulnerable, since attacks will stop as soon as they touch the user unless constant force is applied.
Applications
Acceleration Resistance
Inertia Negation
Invulnerability (Limited)
Pushback Resistance
mobile invunerability(+1 cl)
Power to become unstoppable while moving. Variation of Invulnerability.
works as unstoppable.
Sorry for any grammatical errors. was a lot of copy pasting and typing fast.
What im needing help with is converting this power in to the mechanics of the game. any and all help would be great!!!!!! If you dont mind,
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Post by kito on Oct 29, 2015 20:58:08 GMT -5
do you not have the guides? or are u just new to the game mechanics?
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Post by Manah on Oct 29, 2015 21:24:44 GMT -5
My way to do things as well, tested it extensively, works fine to me. ^_^
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Post by RidiculousNinja on Jul 24, 2016 22:17:42 GMT -5
Don't know if this is applicable but I created a speed force character and I made it so he has the option to use the flight rules for speed instead of normal speed chart
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Post by Manah on Jul 24, 2016 23:01:02 GMT -5
Definitely logical for a Speed Force character. Did the same as well myself.
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Post by Dionon on Jul 26, 2016 19:32:57 GMT -5
Honestly, I made the time barrier break at 18 speed in one of my games where a player actually got there....
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Post by Dionon on Jul 26, 2016 19:34:17 GMT -5
Note: It was a total accident that he did too... He and his evil doppleganger were fighting, but they both had Kinetic Absorption... And kept putting their stones into speed! Eventually they ran so fast they went back in time... literally.
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Post by RidiculousNinja on Jul 26, 2016 22:07:03 GMT -5
You know that is awesome for some reason bu I wouldn't want it to happen to me unless I was immortal
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