Least Powerful Super Power Combinations

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Least Powerful Super Power Combinations

Unread post by flatline »

What's the least impressive super powered character you can make with 3 Major + 2 Minor or 2 Major + 3 Minor?

--flatline
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Re: Least Powerful Super Power Combinations

Unread post by say652 »

Divine aura.
Control darkness.
Night stalking.
Power channeling.
Manipulate kinetic energy.

A solid playable character but not exceedingly over powered.

And since I could get an occ, I choose Bodyfixer.


.Name. Dr Night.
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Re: Least Powerful Super Power Combinations

Unread post by Killer Cyborg »

Awesome thread.
:ok:
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Re: Least Powerful Super Power Combinations

Unread post by Killer Cyborg »

Any class restrictions?
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Re: Least Powerful Super Power Combinations

Unread post by say652 »

I followed the cb1 scholar adventurer restrictions.
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Re: Least Powerful Super Power Combinations

Unread post by flatline »

Killer Cyborg wrote:Any class restrictions?


I'm mostly just curious what power combinations will be chosen, but if you have a particular class in mind, go ahead and share it.

--flatline
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Re: Least Powerful Super Power Combinations

Unread post by say652 »

Shapeshifter.
Control Elemental Force:Air.
Underwater abilities.
Extraordinary Mental Affinity.
Flight:wingless.

Occ. Saloon Girl.

Beatrice.
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Re: Least Powerful Super Power Combinations

Unread post by flatline »

So here's a guy who might not even realize he has super powers until he starts outliving the people around him:

Major: Immortality, Karmic Power

Minor: Heightened Sense of Touch, Heightened Sense of Smell, Heightened Sense of Taste

--flatline
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Re: Least Powerful Super Power Combinations

Unread post by say652 »

Karmic power is a good power. Crazy bonuses.

I like this one :)
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Re: Least Powerful Super Power Combinations

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Technically a super.

Physical traing power catergory.

I used a pt character for a while. Pretty cool. In mdc armor deal md punches n kicks. Sdc and pretty good in a fight.
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Re: Least Powerful Super Power Combinations

Unread post by say652 »

This one is an experiment.
Side effect. Increased mass.

Superhuman Strength.
Underwater abilities.
Flight:wingless.
Heightened Sense of Hearing.
Radar.
Extraordinary physical endurance.
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Re: Least Powerful Super Power Combinations

Unread post by Incriptus »

Well if you play in a game where super beings are non-existant to very rare

Immune to Super Abilities + Negate Super Abilities + Borrow Super Abilities
Ex Sense of Touch & Ex Sense of Time
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Re: Least Powerful Super Power Combinations

Unread post by Fermat »

Major 1: Animal Metamorphosis: Sloth
Major 2: Immortality
Minor 1: Heightened Sense of Taste
Minor 2: Heightened Sense of Time
Minor 3: Bio-aura
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Re: Least Powerful Super Power Combinations

Unread post by taalismn »

Fermat wrote:Major 1: Animal Metamorphosis: Sloth
Major 2: Immortality
Minor 1: Heightened Sense of Taste
Minor 2: Heightened Sense of Time
Minor 3: Bio-aura


Wow...either you don't MIND just hanging around for a LONG time chewing leaves, or you go MAD just hanging around for a LONG time chewing leaves.
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Re: Least Powerful Super Power Combinations

Unread post by flatline »

Here's a more subtle super powered character. He knows he has super powers, but if he's careful, those around him might not have any idea.

Minor: Bend Light, Supervision: X-Ray, Heightened Sense of Hearing
Major: Control(Others), Item Reduction

--flatline
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Re: Least Powerful Super Power Combinations

Unread post by flatline »

Man, I totally need to get PU1-3. All I have to work with is HU:R anad HU2...

--flatline
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Re: Least Powerful Super Power Combinations

Unread post by Killer Cyborg »

flatline wrote:Man, I totally need to get PU1-3. All I have to work with is HU:R anad HU2...

--flatline


Pretty much the same boat here.
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Re: Least Powerful Super Power Combinations

Unread post by kaid »

taalismn wrote:
Fermat wrote:Major 1: Animal Metamorphosis: Sloth
Major 2: Immortality
Minor 1: Heightened Sense of Taste
Minor 2: Heightened Sense of Time
Minor 3: Bio-aura


Wow...either you don't MIND just hanging around for a LONG time chewing leaves, or you go MAD just hanging around for a LONG time chewing leaves.



He SAVORS those leaves pretty much forever. That is a very slothy power set.
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Re: Least Powerful Super Power Combinations

Unread post by taalismn »

kaid wrote:[


He SAVORS those leaves pretty much forever. That is a very slothy power set.


Villains don't bother him because there's no prestige in beating up a sloth?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Least Powerful Super Power Combinations

Unread post by Killer Cyborg »

flatline wrote:What's the least impressive super powered character you can make with 3 Major + 2 Minor or 2 Major + 3 Minor?

--flatline


Major:
Super Consumption
Dimensional Room (PU1)

Minor:
Clock Manipulation
Heightened Sense of Time (PU1)
Sleeplessness (PU1)

I tried to get powers that either overlap or conflict, but most of those were still pretty useful.
Clock Manipulation, for example, already includes a keen sense of timing similar to the Heightened Sense of Time power.

Overall, this guy doesn't need to sleep much, he has a dimensional room he can go to, he can eat anything, and he can control clocks.
I could build around this to make for a pretty cool character... BUT overall, it's a pretty lame set of powers.
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Re: Least Powerful Super Power Combinations

Unread post by Killer Cyborg »

Animal Metamorphosis has odd wording, so I don't know if it can actually be as specific as "Sloth."

The text states:
"The character can completely transform into a particular type of animal, such as canine, feline, etc."
This makes it seem like you couldn't pick "Animal Metamorphosis: House Cat," but would be stuck with the broader power of being able to turn into any kind of feline you desired, from a house cat to a sabretooth tiger.
Also, the selection of kinds of animals seems to be technically limited to the specific categories on the list.

All of which is a shame, because for a while I was thinking of having the major power of "Animal Metamorphosis: Sea Cucumber."
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Re: Least Powerful Super Power Combinations

Unread post by glitterboy2098 »

Killer Cyborg wrote:Animal Metamorphosis has odd wording, so I don't know if it can actually be as specific as "Sloth."

The text states:
"The character can completely transform into a particular type of animal, such as canine, feline, etc."
This makes it seem like you couldn't pick "Animal Metamorphosis: House Cat," but would be stuck with the broader power of being able to turn into any kind of feline you desired, from a house cat to a sabretooth tiger.
Also, the selection of kinds of animals seems to be technically limited to the specific categories on the list.

All of which is a shame, because for a while I was thinking of having the major power of "Animal Metamorphosis: Sea Cucumber."

So if you took metamorph sloth you could turn into a megatherium? Awesome!
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Re: Least Powerful Super Power Combinations

Unread post by wyrmraker »

Killer Cyborg wrote:
flatline wrote:What's the least impressive super powered character you can make with 3 Major + 2 Minor or 2 Major + 3 Minor?

--flatline


Major:
Super Consumption
Dimensional Room (PU1)

Minor:
Clock Manipulation
Heightened Sense of Time (PU1)
Sleeplessness (PU1)

I tried to get powers that either overlap or conflict, but most of those were still pretty useful.
Clock Manipulation, for example, already includes a keen sense of timing similar to the Heightened Sense of Time power.

Overall, this guy doesn't need to sleep much, he has a dimensional room he can go to, he can eat anything, and he can control clocks.
I could build around this to make for a pretty cool character... BUT overall, it's a pretty lame set of powers.

I only have to disagree with the 'low power' on one point on this one. Clock Manipulation in a high-tech setting can be devastating against technology. Since all computer chipsets are based on clocks, the character can easily overclock a robot or powered armor's chipset, burning it out or shutting it down. Also I saw that the power doesn't have a range listed, so I would guess the range to be Line of Sight of the Unit you're targeting. After all, a bank vault's time lock wouldn't be within view, but I would guess you'd still have to see the vault itself.

Apart from that, yeah, a low-powered build.
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Re: Least Powerful Super Power Combinations

Unread post by flatline »

wyrmraker wrote:
Killer Cyborg wrote:
flatline wrote:What's the least impressive super powered character you can make with 3 Major + 2 Minor or 2 Major + 3 Minor?

--flatline


Major:
Super Consumption
Dimensional Room (PU1)

Minor:
Clock Manipulation
Heightened Sense of Time (PU1)
Sleeplessness (PU1)

I tried to get powers that either overlap or conflict, but most of those were still pretty useful.
Clock Manipulation, for example, already includes a keen sense of timing similar to the Heightened Sense of Time power.

Overall, this guy doesn't need to sleep much, he has a dimensional room he can go to, he can eat anything, and he can control clocks.
I could build around this to make for a pretty cool character... BUT overall, it's a pretty lame set of powers.

I only have to disagree with the 'low power' on one point on this one. Clock Manipulation in a high-tech setting can be devastating against technology. Since all computer chipsets are based on clocks, the character can easily overclock a robot or powered armor's chipset, burning it out or shutting it down. Also I saw that the power doesn't have a range listed, so I would guess the range to be Line of Sight of the Unit you're targeting. After all, a bank vault's time lock wouldn't be within view, but I would guess you'd still have to see the vault itself.

Apart from that, yeah, a low-powered build.


The lack of range has always seemed strange. With the most generous interpretation of that power, a super with Clock Manipulation could "turn of" or change the frequency of a Quasar in another galaxy.

--flatline
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If I don't provide a book and page number, then don't assume that I'm describing canon. I'll tell you if I'm describing canon.
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Re: Least Powerful Super Power Combinations

Unread post by wyrmraker »

flatline wrote:
wyrmraker wrote:
Killer Cyborg wrote:
flatline wrote:What's the least impressive super powered character you can make with 3 Major + 2 Minor or 2 Major + 3 Minor?

--flatline


Major:
Super Consumption
Dimensional Room (PU1)

Minor:
Clock Manipulation
Heightened Sense of Time (PU1)
Sleeplessness (PU1)

I tried to get powers that either overlap or conflict, but most of those were still pretty useful.
Clock Manipulation, for example, already includes a keen sense of timing similar to the Heightened Sense of Time power.

Overall, this guy doesn't need to sleep much, he has a dimensional room he can go to, he can eat anything, and he can control clocks.
I could build around this to make for a pretty cool character... BUT overall, it's a pretty lame set of powers.

I only have to disagree with the 'low power' on one point on this one. Clock Manipulation in a high-tech setting can be devastating against technology. Since all computer chipsets are based on clocks, the character can easily overclock a robot or powered armor's chipset, burning it out or shutting it down. Also I saw that the power doesn't have a range listed, so I would guess the range to be Line of Sight of the Unit you're targeting. After all, a bank vault's time lock wouldn't be within view, but I would guess you'd still have to see the vault itself.

Apart from that, yeah, a low-powered build.


The lack of range has always seemed strange. With the most generous interpretation of that power, a super with Clock Manipulation could "turn of" or change the frequency of a Quasar in another galaxy.

--flatline

That's why I would run with a conventional Line of Sight kind of range. Keeps things from getting ridiculous.
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Re: Least Powerful Super Power Combinations

Unread post by Giant2005 »

Incriptus wrote:Well if you play in a game where super beings are non-existant to very rare

Immune to Super Abilities + Negate Super Abilities + Borrow Super Abilities
Ex Sense of Touch & Ex Sense of Time

I think we have already found the winner!
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Re: Least Powerful Super Power Combinations

Unread post by say652 »

Control plants.
Animal abilities:Hooved.
Alter features.
Adhesion.
Flight:Glide.
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Re: Least Powerful Super Power Combinations

Unread post by Killer Cyborg »

flatline wrote:
wyrmraker wrote:I only have to disagree with the 'low power' on one point on this one. Clock Manipulation in a high-tech setting can be devastating against technology. Since all computer chipsets are based on clocks, the character can easily overclock a robot or powered armor's chipset, burning it out or shutting it down. Also I saw that the power doesn't have a range listed, so I would guess the range to be Line of Sight of the Unit you're targeting. After all, a bank vault's time lock wouldn't be within view, but I would guess you'd still have to see the vault itself.

Apart from that, yeah, a low-powered build.


The lack of range has always seemed strange. With the most generous interpretation of that power, a super with Clock Manipulation could "turn of" or change the frequency of a Quasar in another galaxy.

--flatline


It's a Minor power.
Line of sight seems to make the most sense.
And I think that it's pretty clear that the power wasn't intended to work on all clocks, despite what a liberal interpretation of the text might allow.
So no, no shutting down robots or power armor.
And no re-arranging the stars by manipulating stonehenge.
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Re: Least Powerful Super Power Combinations

Unread post by Killer Cyborg »

say652 wrote:Control plants.
Animal abilities:Hooved.
Alter features.
Adhesion.
Flight:Glide.


What's not useful about that...?

I mean, Glide isn't all that great, but the rest are all valuable powers.
And even Glide can be pretty useful.
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Re: Least Powerful Super Power Combinations

Unread post by Killer Cyborg »

glitterboy2098 wrote:
Killer Cyborg wrote:Animal Metamorphosis has odd wording, so I don't know if it can actually be as specific as "Sloth."

The text states:
"The character can completely transform into a particular type of animal, such as canine, feline, etc."
This makes it seem like you couldn't pick "Animal Metamorphosis: House Cat," but would be stuck with the broader power of being able to turn into any kind of feline you desired, from a house cat to a sabretooth tiger.
Also, the selection of kinds of animals seems to be technically limited to the specific categories on the list.

All of which is a shame, because for a while I was thinking of having the major power of "Animal Metamorphosis: Sea Cucumber."

So if you took metamorph sloth you could turn into a megatherium? Awesome!


Well, if there WAS a "Metomorphosis: Sloth" power, yeah.
But it isn't listed, not in HU2 anyway.

There IS an "Any and ALL animals" option, though, which would let you turn into a mega-sloth, or a T-Rex, or a Giant Squid.
On Rifts Earth... man, there would be even more options.
Of course, just the T-Rex would be pretty significant.
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Re: Least Powerful Super Power Combinations

Unread post by say652 »

It said least powerful not useless.

My Goat man is a jungle dweller. And always gets the best fruits.
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Re: Least Powerful Super Power Combinations

Unread post by Killer Cyborg »

say652 wrote:It said least powerful not useless.


Useless IS least powerful.
You can't get less powerful than useless.
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Re: Least Powerful Super Power Combinations

Unread post by flatline »

I did say "Least powerful", but any low power build is fine.

--flatline
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If I don't provide a book and page number, then don't assume that I'm describing canon. I'll tell you if I'm describing canon.
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Re: Least Powerful Super Power Combinations

Unread post by say652 »

Underwater abilities.
X-ray vision.
Heightened Sense of Taste.

Sonic power.
Mechano link.
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Re: Least Powerful Super Power Combinations

Unread post by wyrmraker »

Killer Cyborg wrote:
flatline wrote:
wyrmraker wrote:I only have to disagree with the 'low power' on one point on this one. Clock Manipulation in a high-tech setting can be devastating against technology. Since all computer chipsets are based on clocks, the character can easily overclock a robot or powered armor's chipset, burning it out or shutting it down. Also I saw that the power doesn't have a range listed, so I would guess the range to be Line of Sight of the Unit you're targeting. After all, a bank vault's time lock wouldn't be within view, but I would guess you'd still have to see the vault itself.

Apart from that, yeah, a low-powered build.


The lack of range has always seemed strange. With the most generous interpretation of that power, a super with Clock Manipulation could "turn of" or change the frequency of a Quasar in another galaxy.

--flatline


It's a Minor power.
Line of sight seems to make the most sense.
And I think that it's pretty clear that the power wasn't intended to work on all clocks, despite what a liberal interpretation of the text might allow.
So no, no shutting down robots or power armor.
And no re-arranging the stars by manipulating stonehenge.

I understand what you're saying, and actually I would use pretty much the same ruling. But using the Rules As Written, the power does clearly state "any timekeeping device". I would heckly my GM with it, and we would laugh about it.
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Re: Least Powerful Super Power Combinations

Unread post by say652 »

I know slow motion control can stop or slow down detonators.
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Re: Least Powerful Super Power Combinations

Unread post by wyrmraker »

say652 wrote:I know slow motion control can stop or slow down detonators.

Using strictly the Rules as Written, Clock Control can easily become devastating against technology. If a person overclocks the main processor of a computer's chipset (makes it run way too fast), it will over heat withing seconds, either shutting down as a safety feature or burning out.

Today's average cellular phone uses about 8 clock co-processors, plus the main clock display. You'd only need to hit the core processor's chips. It's much the same for every piece of electronics out there. ARCHIE-3? Oh yeah. Easy. Plus you don't actually need to see the clock itself, going by the power description.

Is that overpowered? Definitely, which is why most GMs wouldn't allow it to be used in such a manner. But it's good for a laugh.
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Re: Least Powerful Super Power Combinations

Unread post by say652 »

No its not.

Control kinetic energy.
Multiple lives.
Natural combat ability.
Extraordinary Physical Prowess.
Extraordinary Speed.

Awesome in an sdc world. Eh since the character cant deal md but it can use any weapon. Hehehe.
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Re: Least Powerful Super Power Combinations

Unread post by Shark_Force »

wyrmraker wrote:
say652 wrote:I know slow motion control can stop or slow down detonators.

Using strictly the Rules as Written, Clock Control can easily become devastating against technology. If a person overclocks the main processor of a computer's chipset (makes it run way too fast), it will over heat withing seconds, either shutting down as a safety feature or burning out.

Today's average cellular phone uses about 8 clock co-processors, plus the main clock display. You'd only need to hit the core processor's chips. It's much the same for every piece of electronics out there. ARCHIE-3? Oh yeah. Easy. Plus you don't actually need to see the clock itself, going by the power description.

Is that overpowered? Definitely, which is why most GMs wouldn't allow it to be used in such a manner. But it's good for a laugh.

even if the GM rules the system won't overheat, if the clock stops ticking, the computer stops thinking :P
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Re: Least Powerful Super Power Combinations

Unread post by say652 »

So my slow motion control power can screw with electronics also??
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Re: Least Powerful Super Power Combinations

Unread post by Killer Cyborg »

Shark_Force wrote:
wyrmraker wrote:
say652 wrote:I know slow motion control can stop or slow down detonators.

Using strictly the Rules as Written, Clock Control can easily become devastating against technology. If a person overclocks the main processor of a computer's chipset (makes it run way too fast), it will over heat withing seconds, either shutting down as a safety feature or burning out.

Today's average cellular phone uses about 8 clock co-processors, plus the main clock display. You'd only need to hit the core processor's chips. It's much the same for every piece of electronics out there. ARCHIE-3? Oh yeah. Easy. Plus you don't actually need to see the clock itself, going by the power description.

Is that overpowered? Definitely, which is why most GMs wouldn't allow it to be used in such a manner. But it's good for a laugh.

even if the GM rules the system won't overheat, if the clock stops ticking, the computer stops thinking :P


I think it comes down to how you define "Clock."
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Re: Least Powerful Super Power Combinations

Unread post by Thinyser »

Majors:
Adapt to environment
Chameleon

Minors
Alter Physical Body
Supervision advanced sight
Underwater abilities
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Re: Least Powerful Super Power Combinations

Unread post by say652 »

Good solid character.
Underwater abilities is an awesome Power.
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Re: Least Powerful Super Power Combinations

Unread post by Shark_Force »

best attempt, HU2 only:

minors:

extraordinary physical beauty
heightened sense of taste
heightened sense of touch

majors

control static electricity
holographic memory projection

there's nothing particularly special about the combination, i just happen to think that most of the individual powers are rather less useful by a noticeable margin than most of their type.

for example, extraordinary PB is not completely worthless... but compare it to, say, the ability to fly, or completely change your shape (including fingerprints) at a moment's notice... it's a lot harder to make a character with this set of abilities accomplish impressive things. really, in many cases, you'd be just as well off with a character that has no super powers whatsoever.
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Re: Least Powerful Super Power Combinations

Unread post by say652 »

+1 strike +40sdc
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Re: Least Powerful Super Power Combinations

Unread post by Tor »

say652 wrote:Karmic power is a good power. Crazy bonuses.
Yet the best aspect is the penalties it gives your opponents. No bonuses to strike? Combine that with a natural AR.

say652 wrote:This one is an experiment.
Side effect. Increased mass.

Superhuman Strength.
Underwater abilities.
Flight:wingless.
Heightened Sense of Hearing.
Radar.
Extraordinary physical endurance.


This guy's a tank, hardly unimpressive. Namor is disappoint.
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Re: Least Powerful Super Power Combinations

Unread post by say652 »

Least was the adjective in the title Tor not useless.

Amd in rifts earth tanks get blown up on the daily.
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Re: Least Powerful Super Power Combinations

Unread post by Killer Cyborg »

say652 wrote:Least was the adjective in the title Tor not useless.


Again, "Useless" IS the LEAST powerful.
Unless you can come up with a combo that's actually counterproductive or harmful.

LEAST
lēst/
1. smallest in amount, extent, or significance.


SmallEST.
Smallest.
The MOST small.
Not "Kinda small, maybe."
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Re: Least Powerful Super Power Combinations

Unread post by wyrmraker »

Killer Cyborg wrote:
Shark_Force wrote:
wyrmraker wrote:
say652 wrote:I know slow motion control can stop or slow down detonators.

Using strictly the Rules as Written, Clock Control can easily become devastating against technology. If a person overclocks the main processor of a computer's chipset (makes it run way too fast), it will over heat withing seconds, either shutting down as a safety feature or burning out.

Today's average cellular phone uses about 8 clock co-processors, plus the main clock display. You'd only need to hit the core processor's chips. It's much the same for every piece of electronics out there. ARCHIE-3? Oh yeah. Easy. Plus you don't actually need to see the clock itself, going by the power description.

Is that overpowered? Definitely, which is why most GMs wouldn't allow it to be used in such a manner. But it's good for a laugh.

even if the GM rules the system won't overheat, if the clock stops ticking, the computer stops thinking :P


I think it comes down to how you define "Clock."

Sorry, but I'm disagreeing again. "The character can stop, start, or adjust the timecounting/watching mechanism of watches, clocks, computers, alarms on a time system, counter, timers (including those in explosive devices, monitors, microwaves, stoves, and security vaults), and any timekeeping device." PB's version of 'clock' isn't limited to actual clocks, but rather any timekeeping device.

And if my character with Clock Control readjusts the various integrated circuit clocks to all run on different times, the central computer suddenly can't figure out how to move anything in relation to anything else. Stopping the timekeeping circuits means that systems shut down. Adjusting the timecounting/watching mechanism rapidly upwards means that the units heat up dramatically within a few seconds, causing the unit to shut down one way or another.

This is a strictly Rules As Written view.
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Re: Least Powerful Super Power Combinations

Unread post by Killer Cyborg »

wyrmraker wrote:
Killer Cyborg wrote:
Shark_Force wrote:
wyrmraker wrote:
say652 wrote:I know slow motion control can stop or slow down detonators.

Using strictly the Rules as Written, Clock Control can easily become devastating against technology. If a person overclocks the main processor of a computer's chipset (makes it run way too fast), it will over heat withing seconds, either shutting down as a safety feature or burning out.

Today's average cellular phone uses about 8 clock co-processors, plus the main clock display. You'd only need to hit the core processor's chips. It's much the same for every piece of electronics out there. ARCHIE-3? Oh yeah. Easy. Plus you don't actually need to see the clock itself, going by the power description.

Is that overpowered? Definitely, which is why most GMs wouldn't allow it to be used in such a manner. But it's good for a laugh.

even if the GM rules the system won't overheat, if the clock stops ticking, the computer stops thinking :P


I think it comes down to how you define "Clock."

Sorry, but I'm disagreeing again. "The character can stop, start, or adjust the timecounting/watching mechanism of watches, clocks, computers, alarms on a time system, counter, timers (including those in explosive devices, monitors, microwaves, stoves, and security vaults), and any timekeeping device." PB's version of 'clock' isn't limited to actual clocks, but rather any timekeeping device.


Then it depends on their definition of "timekeeping device." ;)
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