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Power design clearinghouse
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TOPIC: Power design clearinghouse

Power design clearinghouse 3 months, 3 weeks ago #1101

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This is the place to go if you have designed a power for ASE or EABA v2 and want to post it. As I go through the list of possible powers on my own, I'll be posting some of them here to be a reference for others.
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Re: Power design clearinghouse 3 months, 2 weeks ago #1104

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Wiring (modifier total as designed: +8 )
Wiring is sort of like teleportation, except you can only do it through a conduit of some kind. Being able to travel through electric wires or water pipes or veins of a particular mineral would be an example. The main difference from teleportation is that you can maintain the movement for as long as your stamina holds out, so you could conceivably wire yourself across the country in one use of the power. It might take a while, but you would stay in the wires for the whole time. The other difference is that there has to be a conceptual ‘exit’ for you to leave the conduit. A water pipe needs an open faucet, an electrical wire needs an active outlet, and so on. If there is no exit, then you are stuck until one becomes available. In a worst-case scenario, failing to find an exit means you could run out of stamina, take injuries, pass out and die. The defense to block the movement is simple: put a block in the conduit. Disconnect the wire, put a closed valve in the water pipe, etc.

The power only lasts for an action, but you can spend part or all of the turn on just that action for a distance bonus and chain actions from turn to turn for a continuous effect.

While in the conduit you cease to exist for purposes of being interacted with, much as you are during the instant in which you are teleporting (as per the nature of the "extradimensional movement" modifier. So, you do not affect and are not affected by the outside world except to the extent of conduit exits being opened or closed.

The normal "special effect" of the power is that you disrupt the normal flow of whatever goes through that conduit, possibly causing minor damage or disruption to whatever you pass through. So, if you pass through an electrical substation, you might blow out a transformer or set off some overload alarms.

Within the ASE setting, this power cannot be duplicated with pre-Chaos gadgets.

modifiers				amount
base modifier				+10
framework: single power only		+0
framework: no mutability		+0
effect: increase			-3
effect: extradimensional movement	-8
defense: easy mundane			+4
conditional: requires exit to turn off	+3
+8 non-combat effect	 		-1
range: aura				+2
special effect				+1
adjustment: power is obvious		+0
duration: an action			+0
drain: +1 per +6 power level		+0
modifier total (as a quantity)		x8
power efficiency			+6

If you spent 1P on the power as described, you would have a movement rate of +6 in combat (11kph) and +14 out of combat (161kph). If you spent 5P on on the power you would have a movement rate of +12 in combat (83kph) and +20 out of combat (1260kph).
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Last Edit: 3 months, 2 weeks ago by admin.

Re: Power design clearinghouse 3 months, 2 weeks ago #1105

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Phasing (modifier total as designed: +8 )
(note for the forum: this is an example of one power that does multiple things at the same time)

Phasing is like an advanced form of tunnelling. Instead of digging through something and leaving either a hole or a filled hole behind you, you simply pass through a barrier with no visible traces. It is for most purposes the same as tunnelling but with does not leave a hole. One significant difference is that since you are able to pass through matter without harm, matter can pass through you without harming you. The level of the power also acts as armor, but only against attacks whose special effect is a physical form of damage. The special effect of phasing is that such attacks pass through you and are only slowed down to the extent that they exceed your protection (if you got hit with a 5d+0 attack and were intangible to 4d+0 of it, then whatever is on the other side of you could get hit with that 4d+0).

Phasing covers you and your aura, so you can phase your hand through a wall, grab something that does not cause an encumbrance penalty and pull it back through the wall with your hand. You can phase through living things without harming you or them, though you could limit the power so that you can only phase through a class of material (earth, metals, non-living objects, man-made objects, etc.).

If the power fails for any reason while you are in the middle of another object, you are immediately ejected to the nearest open area and suffer damage of 1 non-lethal hit per +3 in the power level at the time it failed.

The normal special effect of the power is that objects that would normally bounce off an ‘armor’ instead simply pass through you. Whatever caused the damage is reduced in effect by any hits it did to you by penetrating the armor. So if the source of damage did 2d+1 and you had a 2d+0 armor, you would take 1 hit and something immediately behind you would take 2d+0. Note that your armor effect acts like armor and you can still take blunt trauma from things that do not penetrate it (EABA, page 4.XX).

Within the ASE setting, this power cannot be duplicated with pre-Chaos gadgets.

modifiers			amount
base modifier			+10
framework: single power only	+0
framework: no mutability	+0
effect: increase	 	-3
target: supernatural movement	-6
defense: armor			+3
defense: hits			+0
defense: additive		+1
effect: armor	 		-1
target: hits			+0
range: aura			+2
special effect			+1
failure side effect		+2
adjustment: power is obvious	+0
duration: an action		+0
drain: +1 per +6 power level	+0
modifier total (as a quantity)	x8
power efficiency		+6

If you spent 1P on the power as described, you would have a movement rate of +6, minus the armor+hits of what you were trying to phase through, and you would have an armor of 2d+0 for stopping damage. If you spent 5P on the power you would have a movement rate of +12, minus the armor+hits of whatever you were trying to phase through, and you would have an armor of 4d+0 for stopping damage. With the power as designed, you could phase through very tough objects very slowly if you kept renewing it as your action every time you could act.
It burns! It burns like hygiene!
Last Edit: 3 months, 2 weeks ago by admin.
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