<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=347850.msg16372244#msg16372244">Quote from: TFcommando on 04-01-2023, 07:13:44</a></div></div><blockquote class="bbc_standard_quote">The power you get from the Absorption is still limited by the Power Level cap, so it's not really useful for powers you already have.  The main use is for powers you don't have and only get when powered up, like, say super strength.  Or flight, since you switched it.  But I think you might find Flight much more useful.  It doesn't protect you either, your Immunity does that.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>I replaced Flight because I don't really see Amber flying.  I do imagine her super-jumping with lightning somehow, but I couldn't figure out how to do that with the options available.<br/><br/>Also, I kinda wanted to be a Fairy Tail-style Dragon Slayer.  Heh.  And the description the Energy Absorption sample power says it can come with Protection or Immunity, but didn't list a cost for it.  I was confused, so I just left Electricity Immunity on the sheet as is.  Otherwise, I would might have replaced that instead (or also).<br/><br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Fun possibility... take more Energy Aura as an alternate effect for Electricity Control... you can really turn it up when you need to, getting it up to 9 total.  <br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>That does sound pretty neat, actually.  It lets me do electric melee attacks, right?<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=347850.msg16372263#msg16372263">Quote from: Muse on 04-01-2023, 08:10:02</a></div></div><blockquote class="bbc_standard_quote"><br/><em>Electricity Control: Ranged Damage 12 [24 points] with 3 Alternate Effects [3 points]</em><br/><br/>So ranged damage 12.  Your basic, "I shoot one guy wiht a bolt of lighting."  Since this effect is power level 12 (quite a kick!) you need to make the attack roll d20+8 or less.  (go all the way for +8!)  </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>It's what's on the Energy Controller template.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><em>- Alternate Effect - Taser:  Close, Afflicts Impaired &gt; Stunned &gt; Incapacitated 20 [20 points], Fortitude negates</em><br/><br/>In order for this effect to be legal it would be d20+0 or less to hit.  By close you mean hand to hand combat, right?  A melee attack?  What you have here, you'll have to hit them with no attack roll bonus and they'll have to fail by 11- to be incapacitated.  It doesn't matter how many times you hit them, they won't be incapacitated 'til they fail by 11-.  </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Ah.  I had forgotten what was stopping me from just pumping it up to max rank.  I imagine just lowering the rank won't solve this.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">I have a better suggestion:  <br/><br/><em>- Alternate Effect - Taser:  Close, Cumulative Affliction 10; Impaired &gt; Stunned &gt; Incapacitated.  [20 points], Resisted by Parry, overcome by Fortitude.  </em><br/><br/>This you can deliver with a hand to hand attack of d20+10.  you can do so repeatedly and each time the enemy fails it will be a step closer to incapacitated.   </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Sounds good to me.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><em>- Alternate Effect - EMP: Burst Area, Nullifies Electronics 12 [24 points]</em><br/><br/>  This effect is illegal.  The reflex save for partial effect is 10+12=22 and the save dificutly is also 10+12=22.  the highest you can legally do at this power level is +10 to both of these effects.  you need to either shift 4 points somewhere else so that this is a level 10 effect, or shift 8 away to make it ranged, thus:  <br/><br/><em>- Alternate Effect - EMP: Ranged, Burst Area, Nullifies Electronics 8 [24 points]</em><br/><br/>Otherwise, the effect nessecairly radiates out from you.  (That's cool!  keep it if you want, just drop it to 10!)  </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Now that I think about it, I don't see myself using this much, if only because it seems like a good way to ruin a cell phone.  Maybe as a power stunt?  Maybe I'll just replace this with Enhanced Aura.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><em>- Alternate Effect - Magnetism: Moves Objects made of metal towards or away 8 [4 points] as thrown weapons 12 [12 point]</em><br/><br/>I'm not totally clear on this one, TF, can you address it?  Something like...  <br/><br/><em>- Alternate Effect - "Magnetokinisis": Ranged Damaging Move Objects 10; Limited to objects made of metal.</em>  <br/><br/>(Ranged 1/, Damaging 1/, Move Object 1/, Limited to ferrous metals -1/, but I think I'm doing thrown weapons wrong.)</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><em>Ferrous</em>metals!  That's the term I was trying to remember!<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Handy!<br/><br/><em>Quick Change: Feature 1 (transform into costume as a free action) [1 point]</em><br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>It was already on the template ^_^;  I'm considering dropping it if I need the extra point for something.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=347850.msg16372285#msg16372285">Quote from: TFcommando on 04-01-2023, 09:10:15</a></div></div><blockquote class="bbc_standard_quote">Move Object is Ranged to start, so that's just two ways of expressing it.  Move Object 8, Metal Only -1, Towards or Away only, -1, then Enhanced Skill 12 (thrown weapons)?  Damage will be limited to the weight rank of the object you pick up, barring Throwing Mastery.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Yeah, Throwing Mastery.  I was trying to make the description sound as much like a natural sentence as possible, but I suppose it wasn't as obvious what I meant as I thought.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">One thing to make things a bit simpler is to take Variable Descriptor on your basic ranged attack, a 1 point flat feature that lets you put on different descriptors, mentioned earlier... so in this case, it could be you shooting your choice of electricity, magnetism or small magnetically thrown metal objects (bludgeoning, piercing or both).  Then just have the Move Object without throwing... to do damage with it, you can just huck a large thing like a car or dumpster that counts as an area effect attack.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>I think "Throwing Mastery" is only on there at all because I misunderstood why it was listed as an option for the effect.  It was a little confusing, since I already knew heavy objects were effectively AoE attacks when dropped.  Also, I initially assumed the flaws I added would let me have it for free, and I felt I should add something to actually pay for.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">True, though there aren't a ton of them, outside of tasers, but either way could work.  Immunity has a Reflect option too, you can bounce an attack you're immune to back at them, that could represent absorbing an attack and zapping the enemy with it.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Revised power set: (Taser is no cumulative, throwing master removed from Magnetism, Thunder Punch replaces EMP, Electricity Absorption now enhances Strength.  I might change that later)<br/><br/>Electric Aura: Damage 3, Reaction [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 [4 points]<br/>- Alternate Effect - Thunder Punch: Enhances Electric Aura 6 [24 points]<br/>Electricity Immunity 5 (Damage only) [5 points]<br/>Electricity Absorption 7: Enhances Strength by +7 as a Reaction to being hit with Electricity attacks, Fading at a rate of 1 point per turn. [14 points]<br/>Force Field: Protection 10, Impervious, Sustained [20 points]<br/>Quick Change: Feature 1 (transform into costume as a free action) [1 point]<br/><br/>Also adding an "Offense" section to the sheet to show what I have to roll.<br/>