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 Post subject: Unnoticeability Power
PostPosted: Tue Jan 31, 2017 1:24 pm 
Shelled Plebeian

Joined: Sat Jan 28, 2017 5:45 pm
Posts: 6
I'm going to run a supers type game and I want to do a power like this. It needs to be always on and require special consideration on the character's part to turn off.
Level 4 Invisibility feels like a fit, with a lot of flaws and some perks. But I'm not sure about it.
Can anyone help with how to do this?


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 Post subject: Re: Unnoticeability Power
PostPosted: Tue Jan 31, 2017 6:40 pm 
Exalted Amphibian

Joined: Sun Aug 21, 2016 11:40 pm
Posts: 204
You could make a unique weakness: "Always on" and then make so your players has to do whatever to you want to turn it off. A 1pt weakness might be it takes one round to turn off 2 make need 2 and 3 would need 3 rounds? And then you could add what ever flavor you want to how it is turned off.

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 Post subject: Re: Unnoticeability Power
PostPosted: Wed Feb 01, 2017 12:12 am 
Shelled Plebeian

Joined: Sat Jan 28, 2017 5:45 pm
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Blobathehutt wrote:
You could make a unique weakness: "Always on" and then make so your players has to do whatever to you want to turn it off. A 1pt weakness might be it takes one round to turn off 2 make need 2 and 3 would need 3 rounds? And then you could add what ever flavor you want to how it is turned off.


So my choosing Invisibility level 4/5 is about right for how the power functions? Cool. Thanks.

Hijacking my own thread for another question: there is no direct support for this. The different functions that can be associated with this power are composed of several advantages.
Could I get help with turning increase/decrease gravity?


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 Post subject: Re: Unnoticeability Power
PostPosted: Wed Feb 01, 2017 2:28 am 
Exalted Amphibian

Joined: Sun Aug 21, 2016 11:40 pm
Posts: 204
Anaxim wrote:
Blobathehutt wrote:
You could make a unique weakness: "Always on" and then make so your players has to do whatever to you want to turn it off. A 1pt weakness might be it takes one round to turn off 2 make need 2 and 3 would need 3 rounds? And then you could add what ever flavor you want to how it is turned off.


So my choosing Invisibility level 4/5 is about right for how the power functions? Cool. Thanks.

Hijacking my own thread for another question: there is no direct support for this. The different functions that can be associated with this power are composed of several advantages.
Could I get help with turning increase/decrease gravity?


You could make it so that they can give 3 people per 10 end spent fly to represent lowering gravity to 0 g and maybe spend the same END cost to give 3 people 1 rank of slow to represent rising the gravity. Im basing this on the Area of effect perk by the way.

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 Post subject: Re: Unnoticeability Power
PostPosted: Wed Feb 01, 2017 2:30 am 
Exalted Amphibian

Joined: Sun Aug 21, 2016 11:40 pm
Posts: 204
Also you could have them pay 10 more END to rise how many ranks of fly/slow they give people.

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 Post subject: Re: Unnoticeability Power
PostPosted: Tue Apr 25, 2017 12:38 pm 
Dangerously Sane
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Generally, if you have a power that can be abused to recreate a myriad of effects, you should consider taking Magic, Arcane and reskinning it. For example, for gravity control can include Flight, Telekinesis, and so on. You could include Magic, Witchcraft too, for inflicting things like Slow or Weak from increased gravity.

Never be afraid to take an existing Ability, think about what it actually does in the context of the game, and revising the fluff to fit what you want to do.


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