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Old 11-29-2016, 09:29 PM   #1
Gedrin
 
Join Date: Jul 2007
Default Powers: Absorb to Enable

I want to build a set of powers that manipulates temperatures and heat energy.

The idea is that a cold ray (heat abortion) charges a heat battery. While the heat battery is full, cold ray won't work, but heat ray will.

Advice?
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Old 11-29-2016, 09:58 PM   #2
roguebfl
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Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
Default Re: Powers: Absorb to Enable

Start with Leech, Modify it so it behaves like a cold ray. However set it so that it Heal FP instead of HP, but make that FP really be ER (Super) that is limited with Special recharge, and Powers expenditure only -80% [Powers p.119]

then build your heat ray with Cost Fatigue (ER only)
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Old 11-29-2016, 10:33 PM   #3
McAllister
 
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Join Date: Jun 2013
Default Re: Powers: Absorb to Enable

Roguebfl's build looks good, but as for anything involving an ER, make sure you don't spend more limiting the power than you save. Also don't forget to give the cold ray Accessibility: Not While ER is Full.
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Old 11-29-2016, 11:53 PM   #4
Gedrin
 
Join Date: Jul 2007
Default Re: Powers: Absorb to Enable

Thanks guys, this looks like it'll have me on the right track.
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Old 11-30-2016, 12:30 AM   #5
Christopher R. Rice
 
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: Powers: Absorb to Enable

I played with a concept like this. on my blog a while back.
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