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#65652 - 03/20/06 10:11 AM Technique: Molecular Manip
Alchemist Offline
Nova

Registered: 04/12/04
Posts: 1170
Loc: Chicago
Branched from the Weakness:Pass Through Matter thread, here's a suggested technique for Molecular Manipulation.

[size:+2]Molecular Manipulation[/color]
[size:+1]Burrowing[/color]
<blockquote>
Dice Pool: Wits + Molecular Manipulation
Range: Self
Area: N/A
Duration: Maintenance
Effect: Special
Multipile Action: No
Description: This power allows the nova to move through solid matter as if it were air, at their normal movement speed. Either they've learned to phase that matter that they're passing through out and back in, or they move the matter out of their way very quickly, This power allows them to simply walk through physical objects or pass through physical restraints without effort. However, if the object is moving too fast, for example if it's going fast enough to cause physical damage, or if it's organic in nature, this power does not affect it.
Example: Alchemist is being attacked by a man with a gun. As his first action, he activates this ability. However, this delays him long enough for the man with the gun to shoot him in the arm. The bullet is moving too fast for Alchemist to 'burrow' through, but fortunately Alchemist's armor protects him from the bullet except for a light bruise. As his next action, he dives into the floor for cover, allowing him more than adequate protection from the next bullet.
</blockquote>

(Edit: Fixed a typo)

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#65653 - 03/20/06 07:34 PM Re: Technique: Molecular Manip
Timeslip Offline
Nova

Registered: 01/18/05
Posts: 1312
Loc: Undisclosed
Looks good. I'll throw my two quatloos behind it.
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#65654 - 03/22/06 10:32 PM Re: Technique: Molecular Manip
David 'Dr. Troll' Smith Offline
Nova

Registered: 06/11/02
Posts: 2992
Loc: New York
Um....

I think I have to vote no on this one.

The minor quibble is as a suite movement technique, it should follow the normal suite movement rates.

The strong objections are:

1) This technique would mean that all Molecular Manips now have a movement technique that works anywhere they can find molecules (i.e. every where). It would be superior to Earth Mastery (& Water Mastery, etc), as well as Matter-Cham. Basically it'd be a non-combat DD3 but available with one dot of MM. There are significant balance issues right there.

2) If they want to pass through molecules, Matter Chamilian (spelling?) already allows that (with a sane movement rate). So does DD.

3) How large an area of molecules are we affecting here? DD and MC work by controling their own body. MM can't do that, so it's affecting everything else. As written, in combo with Hypermovement (or another movement power) the amount of mass you'd be affecting could be extremely large.

Granted I don't see a good way to go from point #3 above to making this truely combat abusive, but I do have some ideas (Immolate, Mega-Strength + Blindfighting) so it might be possible with enough work.
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#65655 - 03/23/06 05:24 AM Re: Technique: Molecular Manip
Ashnod Offline
Nova

Registered: 05/19/01
Posts: 1957
I agree with Troll.
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#65656 - 03/23/06 08:21 AM Re: Technique: Molecular Manip
Stormwarden Offline
Nova

Registered: 12/30/05
Posts: 320
I'm torn on this one. The phase through walls aspect of Matter Chameleon is basically a stunt off of MC, like a technique you automatically get at level one.
I would like to see this technique limited in the speed one could use for it ... say up to the limit of the mobility tech.s allowed in other suite powers.
I disagree that it is too powerful. After all, the user gets no defensive benefits, like they would with MC or Density Control. They get no boosts to stats, or attacks, or anything like that. The area effect is only the immediate area the MM user is passing through. It would require attunement to take even a single user, unlike the movement tech.s of the other suite powers.
It has trade offs.

With the above clarifications, I believe this would have my vote.

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#65657 - 03/23/06 08:36 AM Re: Technique: Molecular Manip
David 'Dr. Troll' Smith Offline
Nova

Registered: 06/11/02
Posts: 2992
Loc: New York
After all, the user gets no defensive benefits, like they would with MC or Density Control. They get no boosts to stats, or attacks, or anything like that.

Untrue. They'd have the ability to hide in the ground with a moments notice. Ditto walking "through" buildings, walls, etc. Unless they're fought in the vacuum of space, they'd only have to fight if they wanted to.

They'd get this with one dot, as opposed to needing 3 dots with DD. They'd also be able to use this in combat, unlike MC (which is pretty darn slow if memory serves).

Granted, both DD and MC also do other things, but so does MM. MM is already an extremely strong suite power (having aspects of Disinteration, Matter Creation, Suite Defenses, etc).
_________________________
No one is stronger than...ahem.

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#65658 - 03/23/06 09:15 AM Re: Technique: Molecular Manip
Dorothy Roberts Offline
Nova

Registered: 08/15/05
Posts: 138
Loc: Chicago, like everyone else
And this is why I originally thought of using a weakened version of DD. I actually have to agree with Dr. Troll as well. Alchemist gets far too much use out of this ability for it to be a simple effect off of a suite power.

If I could find a way to make it far more difficult to use at lower levels of the power, then maybe. But I had a hard time with that, which is why it is written up as is. I think I'll retract this, and go back to tweaking the DD Weakness.

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