Tuesday, March 18, 2008

Oppressors: Ruminations on powers

Supervillains are more than the sum of powers, but powers certainly help. This is just some notes so far on specific powers and the uses thereof.

Nullify
Nullify is an interesting and tricky one. It's best used in conjunction with allies, since it only works against a specific kind of power (say, tech or magic or superpowers). Plus, you need to melee touch attack, beat a defense, *and*they get a soul check + resistance against it. While it is undoubtedly useful, it's probably best as a secondary power.

Mind Control & Telepathy
Very, very common choices. You can use them, but if everyone does things get rather boring. Or at least predictable. (Mind you, 4+ people with mind control trying to take over the same group at once would be quite amusing.)

Power Flux & Variation
Go to town with these :) With 700 points, they become more worthwhile and practical as well as allowing some pretty nifty tricks to be accomplished.

Dynamic Powers
This is for abilities other powers don't work well for. In game terms, it's pretty much even with power flux though the scope is far broader. Power flux - fire could be flight, environmental manipulation, weapon, armour. Dynamic powers - fire, on the other hand, would probably include light, things involving volcanoes, skywriting a name and so forth. (It costs more, so the player gets a bit more bang for the buck.)


Finally, keep in mind your PCs motivation and goal(s). This is pretty much crucial to why they do whatever they do, and what they hope to gain out of it. Your PC is an active player, probably hoping to become Big and Famous: go with it.


And keep in mind that the Haud have conquered quite a few worlds. Mind shield, resistance and probably block power will crop up among them, depending on rank and so forth.

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