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Opinions of consequences of power combination

 
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sebree

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Since: Sep 09, 2005
Posts: 10



(Msg. 1) Posted: Sun Jan 08, 2006 12:58 am
Post subject: Opinions of consequences of power combination
Archived from groups: rec>games>frp>super-heroes (more info?)

Greetings,

I have a character in my superheroic campaign with electrical powers
and the ability to teleport through and along electrical conductors.
He also has a disadvantage that when he is soaked and charged up (i.e.
using his powers), his internal energy discharges completely. This is
a Hero System campaign, by the way.

I am sure that a number of you can figure out my question by now.
Basically, what is the result of him teleporting through water? My
personal opinion is that since he is in an energy form during the
teleport, there is no problem. However, if he does not end on a dry
surface (i.e. stops in the middle of the water), he will short out
since he has to be powered up to teleport. However, I would like to
get other opinions.

And to clarify the part about being "soaked". First, it is only when
he is using his active powers is he considered "powered up". Most of
his defenses do not require that he pour any power into them. Second,
"soaked" refers to him being hit or drenched with a significant amount
of water. A glass of water in his face, or him walking though a puddle
will not short him out, although it might raise some sparks. A water
attack or being knocked into and breaking a fire hydrant, however, will
leave him soaked as a result.

Mark Sebree

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sprucebranch

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Since: Jan 09, 2006
Posts: 16



(Msg. 2) Posted: Mon Jan 09, 2006 3:37 am
Post subject: Re: Opinions of consequences of power combination [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Well, I'd have to say there should be a series of possibilities here.

1.) if the fellow uses the linearity of wires to help him keep his
shape (meaning that his "teleport" ability does not include a "keep
your shape" sub-power), then the teleportation through water may cause
some (permanent/semi-permanent) disfigurement and damage. This assumes
that he is in another "form" during teleport; and that that form
doesn't hold its shape.

2.) If the fellow uses the linearity of wires to direct his path, then
going through water should mean that he goes in a random direction,
until he reaches the end of the water, at which point he solidifies,
and shorts out. this, again, assumes he's in another "form" during
teleport. Mind you, this could be bad; the "end" of water could be the
surface, the sea floor, the beach, whatever. Random direction, you
know.

3.) if the fellow isn't in another "form" during teleport, or if that
form has some of the same limitations as his usual, then he immediately
stops and shorts out.

4.) The man disperses entirely. end of program. Congratulations; you
are one with nature.

5.) different body parts go different places. R.I.P.

6.) The man doesn't need wires to direct him or help him keep his
shape; and since he's in the form of electricity, he doesn't need to
worry about shorting. But if he hits something that isn't a conductor;
anything at all, he turns back to normal and immediately shorts out.
Meaning, someone hits him with a surfboard, an air bubble, or he
surfaces or hit the bottom of the ocean, or living flesh or anything
solid other than metal, he's solid, powerless, drowning.

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David Johnston

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Since: Aug 28, 2005
Posts: 419



(Msg. 3) Posted: Mon Jan 09, 2006 5:55 am
Post subject: Re: Opinions of consequences of power combination [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 8 Jan 2006 00:58:22 -0800, sebree RemoveThis @infionline.net wrote:

>Greetings,
>
> I have a character in my superheroic campaign with electrical powers
>and the ability to teleport through and along electrical conductors.
>He also has a disadvantage that when he is soaked and charged up (i.e.
>using his powers), his internal energy discharges completely. This is
>a Hero System campaign, by the way.
>
> I am sure that a number of you can figure out my question by now.
>Basically, what is the result of him teleporting through water?

What should happen is "He shorts out." based on the special effect
being used. Sure a character like that can hold himself together
moving through things like wires, but that's because the wires or
metal strips or whatever don't spread out in all directions dispersing
him.
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Peter Meilinger

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Since: Nov 16, 2005
Posts: 70



(Msg. 4) Posted: Mon Jan 09, 2006 3:19 pm
Post subject: Re: Opinions of consequences of power combination [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

David Johnston wrote:
> On 8 Jan 2006 00:58:22 -0800, sebree.DeleteThis@infionline.net wrote:

> > I am sure that a number of you can figure out my question by now.
> >Basically, what is the result of him teleporting through water?
>
> What should happen is "He shorts out." based on the special effect
> being used.

I would tend to agree on first glance, but after thinking about it
for a minute I'm not so sure. It really depends on the special
effect of the teleportation, I think. I really can't think of any good
way to portray the power that doesn't leave the character unable
to teleport through water, though.

If it were a different type of character, one who opens extra-
dimensional portals for example, there wouldn't be a problem.
If he had "loses all powers when exposed to water" he wouldn't
lose his powers when teleporting across the ocean because
he's not actually interacting with the water. That's pretty
straightforward. I can't think of any decent special effect for
an electrical teleportation ability that doesn't involve some
representation of the character actually moving along the
conductive material. If that material is exposed to water,
that's a problem. If you can come up with a special effect
that doesn't involve actual physical movement along the
conductive material, and can get your GM to sign off on
it, there'd be no problem.

Off the top of my head, how about this. Buy clairvoyance,
only through conductive materials. The sfx is that you send
a thread of your consciousness through the material and can
observe what's happening around the material at any point
within your range. Unless you've bought a limitation saying
none of your powers work through water, this won't be a
problem. You're not touching the water yourself, just sending
a bit of your power through it.

Having observed an area, you can then teleport to it. Make
the sfx for your teleportation something like the standard
"completely disassembles every atom of his body and
reassembles them at a distant point" and you don't have
to worry about actually touching any water between point
A and point B. The question becomes, will your GM let
you use this generic special effect for teleportation rather
than the honestly more logical "turns into energy and
physically travels through the conductive material?" Up to
him.

Two other thoughts occur to me, assuming you stick with
the "actually travels through the conductive material" bit.
First, if you're traveling through covered wires, no problem.
It's pretty obvious and I'm sure you've thought of it already,
but I figured it could stand to be pointed out. Second, I
don't think some of the gloom and doom predictions about
what would happen when you teleport through water really
hold up. You'd be screwed when you actually hit the water.
If for some reason that happens ten thousand feet down,
you're in trouble. But most of the time it'd happen at the
surface, before you actually submerge. You might still be
in trouble, but you wouldn't automatically die.

And another thought - I think it's pretty clear that with
your special effects as stated you can't teleport directly
through water. I can understand your argument, too, though.
If I were the GM I'd rule you can't go through water, but I'd
also allow you to take a small disadvantage on your teleport
to that effect, so that you at least get a few points for sticking
with a logical special effect. Maybe a -1/4, no more than a -1/2
no matter what, but every point helps. Ask your GM, maybe
they'll agree.

Pete
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sebree

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Since: Sep 09, 2005
Posts: 10



(Msg. 5) Posted: Mon Jan 09, 2006 5:41 pm
Post subject: Re: Opinions of consequences of power combination [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Peter Meilinger wrote:
> David Johnston wrote:
> > On 8 Jan 2006 00:58:22 -0800, sebree RemoveThis @infionline.net wrote:
>
> > > I am sure that a number of you can figure out my question by now.
> > >Basically, what is the result of him teleporting through water?
> >
> > What should happen is "He shorts out." based on the special effect
> > being used.
>
> I would tend to agree on first glance, but after thinking about it
> for a minute I'm not so sure. It really depends on the special
> effect of the teleportation, I think. I really can't think of any good
> way to portray the power that doesn't leave the character unable
> to teleport through water, though.
>
> If it were a different type of character, one who opens extra-
> dimensional portals for example, there wouldn't be a problem.
> If he had "loses all powers when exposed to water" he wouldn't
> lose his powers when teleporting across the ocean because
> he's not actually interacting with the water. That's pretty
> straightforward. I can't think of any decent special effect for
> an electrical teleportation ability that doesn't involve some
> representation of the character actually moving along the
> conductive material. If that material is exposed to water,
> that's a problem. If you can come up with a special effect
> that doesn't involve actual physical movement along the
> conductive material, and can get your GM to sign off on
> it, there'd be no problem.
>
> Off the top of my head, how about this. Buy clairvoyance,
> only through conductive materials. The sfx is that you send
> a thread of your consciousness through the material and can
> observe what's happening around the material at any point
> within your range. Unless you've bought a limitation saying
> none of your powers work through water, this won't be a
> problem. You're not touching the water yourself, just sending
> a bit of your power through it.
>
> Having observed an area, you can then teleport to it. Make
> the sfx for your teleportation something like the standard
> "completely disassembles every atom of his body and
> reassembles them at a distant point" and you don't have
> to worry about actually touching any water between point
> A and point B. The question becomes, will your GM let
> you use this generic special effect for teleportation rather
> than the honestly more logical "turns into energy and
> physically travels through the conductive material?" Up to
> him.
>
> Two other thoughts occur to me, assuming you stick with
> the "actually travels through the conductive material" bit.
> First, if you're traveling through covered wires, no problem.
> It's pretty obvious and I'm sure you've thought of it already,
> but I figured it could stand to be pointed out. Second, I
> don't think some of the gloom and doom predictions about
> what would happen when you teleport through water really
> hold up. You'd be screwed when you actually hit the water.
> If for some reason that happens ten thousand feet down,
> you're in trouble. But most of the time it'd happen at the
> surface, before you actually submerge. You might still be
> in trouble, but you wouldn't automatically die.
>
> And another thought - I think it's pretty clear that with
> your special effects as stated you can't teleport directly
> through water. I can understand your argument, too, though.
> If I were the GM I'd rule you can't go through water, but I'd
> also allow you to take a small disadvantage on your teleport
> to that effect, so that you at least get a few points for sticking
> with a logical special effect. Maybe a -1/4, no more than a -1/2
> no matter what, but every point helps. Ask your GM, maybe
> they'll agree.
>
> Pete

I do not need to ask the GM, since I am the GM. I am working on
introducing some friends to the game and helping them create their
characters. This particular character has two teleports, one
megascaled and safe, the other short ranged and normal. Both include
the limitation "only between conductors or between wires and fiber
optics". The question about water comes from the fact that water is a
conductor. It is the combination of these factors, plus him
discharging his END Reserve when soaked with water, that rose the
question. It does not help that I am a scientist as well.

Mark Sebree
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David Johnston

External


Since: Aug 28, 2005
Posts: 419



(Msg. 6) Posted: Tue Jan 10, 2006 12:55 am
Post subject: Re: Opinions of consequences of power combination [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 9 Jan 2006 17:41:41 -0800, sebree.DeleteThis@infionline.net wrote:


>
>I do not need to ask the GM, since I am the GM. I am working on
>introducing some friends to the game and helping them create their
>characters. This particular character has two teleports, one
>megascaled and safe, the other short ranged and normal. Both include
>the limitation "only between conductors or between wires and fiber
>optics". The question about water comes from the fact that water is a
>conductor.

The fact that water is a conductor is exactly the special effect
justification for why it drains energy reserves, and why I think
"teleporting through water" should have the same effect as being
"soaked by water".
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