Preacher wrote:Cardiac wrote:
1) Heightened Smell and Taste are now ONE power. The reason? They are THE SAME THING - the only main difference is that one detects chemicals in the air and one detects chemicals that touch the tongue. They are effectively the same sense - only they operate through different mediums. If one is "Super" - you can bet the other is "super" as well.
2) I created a Major power - Enhanced Senses - in which players can select a mix of 5 "Heightened Sense of..", "Super Vision" and "Detection/Sensor-type" powers.
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Man, I have to say I really like these ideas. Good job!!!
Question on the Major Power Senses combo of five powers. Would you exclude the sensory power of Radar or would it be allowed in the package? Your idea so I would like to know your thoughts if you wouldn't mind?
Edit Question.
Do you have any other package ideas? I think that maybe package ideas might be really cool specially for newer players who may have never played a HU2 type game before. Maybe as an option.
Thanks.
Now, as for your questions, this is the Major Power I came up with (and recently modified to take PU into account;
Super Senses
An ability comprised of the heightened senses minor super abilities. Select any combination of 5 powers from the "Heightened Sense of" powers, "Super Vision" powers, and any from the following list: Life Sense, Motion Detection, Sonar, Radar, Ultra-Hearing.
The only limit I would put on it is that the characters cannot use more than one power affecting a given sense at any one time, nor can he use more than one "extrasensory power" at any one time. In other words - the character can use Advanced Sight, Heightened Hearing and Sonar at the same time, but he can't use Thermal Vision and Nightvision at the same time, nor can he use Sonar, Radar and Motion Detection at the same time. To do so would be to cause sensory overload.
As for the "minor power packages" - I haven't really come up with anything yet, but it would probably be something simple like this: you give up 1 major power to get:
Fire Mastery: The character gets to select three of the following minor powers; Energy Claws (Fire), Energy Expulsion - Energy Aura (Fire), Energy Expulsion - Fire, Energy Expulsion - Flame Ring, Energy Expulsion - Plasma, Energy Whip (Fire), Exploding Spheres, Flight - Energy, Impervious to Fire/Heat, Power Weapon (fire), Supervision - Thermal Vision.
Kinetic Mastery: The character gets to select three of the following minor powers; Charge Object with Explosive Energy, Detonation/Explosive Power, Energy Expulsion - Force, Energy Expulsion Force Blast, Energy Shield, Flying Force Disk, Impact Resistance, Impervious to Sound & Vibration, Lifting Field, Manipulate Kinetic Energy, Personal Force Field, Power Bands, Power Channeling, Tractor Beam.
Damage Resistant: The character gets to select three of the following minor powers; Energy Resistance, Extraordinary PE, Hardened Skin, Healing Factor, Heavyweight, Hyperdensity, Impact Resistance, ANY "Impervious to" power, Increased Durability, Indestructible Bones.
Dark Dweller: The character gets to select three of the following minor powers; Energy Resistance, Heightened Sense of Hearing, Nightstalking, Radar, Supervision - Nightvision, Energy Expulsion - Cold, Flight - Hover, Horror Factor, Impervious to Fear/Terror, Impervious to Cold, Impervious to Shadows & Darkness, Lunar Strength, Shadow Meld, Shadow Shaping, Shadow Stepping, Sleeplessness, Sonar, Ultra-Hearing.
And the lists can go on and on - it's basically grouping powers under a common theme and letting a player chose from a limited set. Note that since these packages cost 1 major power - a player could have the opportunity to get another package my sacrificing another major power. They can selesct the same package again, gaining 3 more powers from that group that they don't already have.