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Post by Trakx on Mar 28, 2006 15:32:39 GMT -5
What powers do you all find work for any character concept and/or are the most useful?
My vote is for...
Invulnerability to Kinetics. This choice has been knocked a hundred times. I know the hero can still be suffocated, trapped, and psionically attacked, but to be able to be punched by the Hulk, fall from the Empire State Building to the ground, and hit by an armor piercing artillery fire from a tank... and not take any damage? I'll sign up for that one, thank you.
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Post by Tommy Brownell on Mar 28, 2006 19:28:07 GMT -5
Personally, I like Immortality. The game I ran Saturday night had an immortal PC...and I must have "killed" him three times.
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Post by silverlion on Mar 28, 2006 21:29:45 GMT -5
Counters to Invulnerability: Telekinesis.
I can hold your Invulnerable to Kinetics person immoble in the air, fly, catch things, throw things, juggle, and other things.
Mind Control
I can make your Invunlernarable to Kinetics person thing he's an 8 year old little girl for the rest of your life...
*LOL*
Just cause.
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Post by stormangel on Mar 29, 2006 4:08:59 GMT -5
Cosmic Energy Control. The possibilities are endless, as Silver Surfer shows us.
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Post by Trakx on Mar 29, 2006 10:16:25 GMT -5
Then are those your choices, Tim? Counters to my choice? lol By the way, those are two of my other favorite powers. Mind Control isn't as powerful as I would have liked in MSHAG, however.
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Post by silverlion on Mar 29, 2006 19:50:40 GMT -5
Oh not sure, I can make nearly any power "best"
I've a limitless imagination.
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Post by fabfranco on Apr 1, 2006 20:15:43 GMT -5
Reality Warping at Intensity 30. I could devise the world as I saw fit and make all the people live under my laws -- including one that stated that no one except me could have a superpower. This power is the "Deus ex machina"...
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Post by ElMachinae on Jul 3, 2006 13:05:54 GMT -5
I don't like the invulnerabilities, because they cost a whole ten points - which is at least 2 cards at character generation. Plus, I find that the GM quickly stops using attacks that affect you.
I find myself often drifting to psychic blast - mainly because it's got the offense, and the stunt "resistance to mental attacks" often kicks in to leave a character well defended in that area.
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zayhen
Supporting Cast
Posts: 13
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Post by zayhen on Feb 26, 2007 22:46:45 GMT -5
Magic at level 15+
It is everything you said before. And it is spicy.
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syzygy
Supporting Cast
Posts: 16
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Post by syzygy on May 27, 2007 21:23:52 GMT -5
Counters to Invulnerability: Telekinesis. I can hold your Invulnerable to Kinetics person immoble in the air...and other things. I wouldn't allow this. I'd say that Invulnerability to Kinetics meant your Telekinesis slides right off of him. About the only hope you'd have with TK is to 1) drop something on him that was too heavy for him to lift (dropping cars and trucks on him wouldn't injure him, but it might trap him, or 2) ripping open a large pit beneath him, and possibly then burying him alive (suffocates if he can't dig out).
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