<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=347850.msg16372957#msg16372957">Quote from: TFcommando on 05-01-2023, 07:29:49</a></div></div><blockquote class="bbc_standard_quote">Leaping is just 1 point per rank, you can have it electrically-themed or electromagnetic repulsion.  A short-range teleport, turning into lightning and zapping somewhere is another possibility, or a longer-range teleport with Medium (electrical wires).  Speed with Medium (power lines or metal) could let you skate along power lines or railroad tracks.  <br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>I played a version of her in a Sonic RP that could turn into lightning as an ultimate attack.  She had to have a Chaos Emerald to do it, though.<br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=347850.msg16373109#msg16373109">Quote from: Outcast on 05-01-2023, 16:44:41</a></div></div><blockquote class="bbc_standard_quote">@Avernale: not ignoring you... just slowly trying to work through things in order, and read up on the detail of what the heck your powers do.  And it looks as if TFCommando is doing a good job of providing options!  :-[<br/><br/>There're some fascinating little elements in there: e.g. the <strong>Energy Aura</strong> is 'just' the Damage power with a 3-points-per-rank 'Reaction' Extra on it.  But for that Extra, you need to declare what will trigger it as an instant reaction; since it's an automatic response, it can only be suppressed if you choose to turn the power off entirely - it happens too quickly to make a judgement call, otherwise.  It's only Damage 3... but even tough supers might receive appreciable impact from that, from time to time.<br/><br/>An obvious trigger for the Aura could be "physical trauma that hurts me" - so that if someone hits or kicks you, there's a burst of electricity.  The same'd apply to falling, getting shot, winding up in a car accident, or anything else that manages to challenge your Toughness enough to cause pain / bruising / whatever the threshold is that you pick.  Of course, the power can be turned off for everyday life, so that you don't risk 'outing' yourself by spilling hot coffee or the like.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>...I was wondering why "Reaction" was on there.  I just copied it from the template.  The Sample Power didn't really explain.  Part of me thinks I ought to remove it.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Or it might just be "whenever I turn the power on, I'm wreathed in crackling electricity that affects everyone and everything that comes into contact with me" - which would certainly fit with the Thunder Punch alternate effect.  As an option, I could perhaps allow the 'normal' Aura to have one trigger, and the Thunder Punch to alter that: so that the 'standard' Aura might be defensive, but when Amber switches on Thunder Punch she is pre-emptively wreathed in electricity, and her own strikes gain the extra damage.  Up to you, either way!</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Although, I do like that idea...<br/><br/>Alright, making the following changes:<br/>- Reduced Deception skill to 2 to increase Close Combat: Unarmed to 5.<br/>- Clarified Electric Aura reacts to physical impacts<br/>- Clarified Thunder Punch applies to melee attacks<br/>- Added Close Area 3 to Magnetism, but I'm not sure how to calculate its cost now.  I'm assuming 16 points.<br/>- Removed Electricity Absorption and Quick Change to add Thunder Jump (Leaping 10 w/Acrobatics check) and Close Area Burst to Force Field (which is now Thunderdome).<br/><br/>Powers now look like this:<br/><br/>Electric Aura: Deals 3 Damage on contact as a Reaction to physical impacts. [12 points]<br/>Electricity Control: Ranged Damage 12 [24 points] with 3 Alternate Effects [3 points]<br/>- Alternate Effect - Taser:  Close, Cumulatively Afflicts Impaired > Stunned > Incapacitated 10 [20 points], Resisted by Parry, overcome by Fortitude<br/>- Alternate Effect - Magnetism: Moves Objects made of ferrous metal towards or away 8 in a Close Area 3 [16 points?]<br/>- Alternate Effect - Thunder Punch: Enhances Electric Aura by 6, applies to melee strikes [24 points]<br/>Electricity Immunity 5 (Damage only) [5 points]<br/>Thunder Jump: Leaping 10, requires Acrobatics check [5 points]<br/>Thunderdome (Force Field): Protection 10, Impervious, Close Area Burst, Sustained [30 points]<br/>