2 Majors, 3 Minors - Your Choice
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- Glistam
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Re: 2 Majors, 3 Minors - Your Choice
Keep in mind though that Bend Light isn't perfect invisibility... anyone quick enough (having an initiative roll of 18+) can see the distortions/warping which cloaks you and spot you that way.
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Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
- Severus Snape
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Re: 2 Majors, 3 Minors - Your Choice
I'm aware of that. But it's still a cool effect.
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Re: 2 Majors, 3 Minors - Your Choice
Glistam wrote:Keep in mind though that Bend Light isn't perfect invisibility... anyone quick enough (having an initiative roll of 18+) can see the distortions/warping which cloaks you and spot you that way.
Yes I was going to mention that chance. It starts at 15% and goes up from there as people in the vicinity with initiative bonuses get a roll. The only way this is a useful ability is if the GM says that until other circumstances dictate an initiative roll there is 0% chance of being seen and only once combat is engaged for other reasons that the tell tails of the power can be seen.
EDIT: I was a bit harsh there. Its not useless but the more often a person gets to roll to check the more likely there is of one of them succeeding. But its still a great character concept. I would like to have all those powers in real life!
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"If we let technical problems scare us away from doing anything, humanity would still be in the trees flinging poo at each other."~~Killer Cyborg
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Re: 2 Majors, 3 Minors - Your Choice
My 2 major and three minor, if I choose them?
If I can include something from Armageddon Unlimited then I would say:
APS: Silver
Matter Expulsion: Wood
Abnormal Energy Sense
Extraordinary Mental Affinity
Flight: Winged
A semi-angelic supernatural creature wrecking machine.
If I can include something from Armageddon Unlimited then I would say:
APS: Silver
Matter Expulsion: Wood
Abnormal Energy Sense
Extraordinary Mental Affinity
Flight: Winged
A semi-angelic supernatural creature wrecking machine.
Re: 2 Majors, 3 Minors - Your Choice
NMI wrote:2 MAJORS: Machine Merge and Weapon Melding
3 minors: E.O. IQ, Frequency Absorption, & Mechanical Awareness
This is similar to a character I'm doing now as a thought experiment:
Alien (Humanoid Wildebeest/High Grav World)
Information Broker (AU:GG)
Mechano-Link
Extraordinary IQ
Energy Expulsion: EMP
Mechanical Awareness
-All your machines are either belong to him or useless against him...
- Sir_Spirit
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Re: 2 Majors, 3 Minors - Your Choice
fbdaury wrote:NMI wrote:2 MAJORS: Machine Merge and Weapon Melding
3 minors: E.O. IQ, Frequency Absorption, & Mechanical Awareness
This is similar to a character I'm doing now as a thought experiment:
Alien (Humanoid Wildebeest/High Grav World)
Information Broker (AU:GG)
Mechano-Link
Extraordinary IQ
Energy Expulsion: EMP
Mechanical Awareness
-All your machines are either belong to him or useless against him...
Actually it's common for PB to claim all the stuff in the books is shielded against EMP. Just take Conduct Electricity, gives you a similar effect....
Damn ICE/BCP/BorderPatrol! Damn everyone who won’t damn ICE/BCP/Border Patrol!! Damn everyone that won’t put lights in his windows and sit up all night damning CE/BCP/BorderPatrol!!!
If you support ICE/BCP/BorderPatrol at this point, you would have called the Gestapo on the people surreptitiously moving into your neighbor's attic and huffed that you were only following the law.
If you support ICE/BCP/BorderPatrol at this point, you would have called the Gestapo on the people surreptitiously moving into your neighbor's attic and huffed that you were only following the law.
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Re: 2 Majors, 3 Minors - Your Choice
Sir_Spirit wrote:fbdaury wrote:NMI wrote:2 MAJORS: Machine Merge and Weapon Melding
3 minors: E.O. IQ, Frequency Absorption, & Mechanical Awareness
This is similar to a character I'm doing now as a thought experiment:
Alien (Humanoid Wildebeest/High Grav World)
Information Broker (AU:GG)
Mechano-Link
Extraordinary IQ
Energy Expulsion: EMP
Mechanical Awareness
-All your machines are either belong to him or useless against him...
Actually it's common for PB to claim all the stuff in the books is shielded against EMP. Just take Conduct Electricity, gives you a similar effect....
Or take Clock Manipulation. Almost every machine in the modern age has a computer chip. And all computer chips rely on an internal clock.
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Re: 2 Majors, 3 Minors - Your Choice
New Idea for Real Life: Power Touch as an extremely efficient way of healing people, Ex PE & Healing Factor to keep me rolling in power points (not to mention having perfect health would be nice for a change). The other powers are just gravy.
Major: Power Touch
Minor: Extraordinary PE
Minor: Healing Factor
However it's a combination that has always had my interest.
Major: Transmution
Minor: Extraordinary IQ (expertise in chemistry)
Major: Power Touch
Minor: Extraordinary PE
Minor: Healing Factor
However it's a combination that has always had my interest.
Major: Transmution
Minor: Extraordinary IQ (expertise in chemistry)
Re: 2 Majors, 3 Minors - Your Choice
Major1:Divine healing,major2:Stretch time,minor1:linguistics,minor2:physical perfection and minor3:energy expulsion,force blast