Revision history for MMCommunication


Revision [1449]

Last edited on 2012-03-06 15:08:10 by GilbertoLeon
Additions:
||**Type:** Sensory||**Action:** Free (active)||
||**Range:** Extended||**Duration:** Sustained||
||**Saving Throw:** None||**Cost:** 1 points per rank||
Deletions:
{{table columns="2" cellpadding="1" cells="Type: Sensory;Action: Free (active);Range: Extended;Duration: Sustained;Saving Throw: None;Cost: 1 points per rank"}}


Revision [178]

Edited on 2009-09-02 00:16:25 by GilbertoLeon
Additions:
You can communicate over a distance using a medium other than your normal voice. Choose a sense type as the medium for your communication (see the list of examples).
Deletions:
You can communicate over a distance using a medium other than your normal voice. Choose a sense type as the medium for your communication (see the list of examples). You may also use a special sense type (neutrinos, gravitons, magical sendings, and so forth) noticeable only to an appropriate form of the detect [[MMSuperSenses Super-Sense]] (see [[MMSuperSenses Super-Senses]] in this chapter).


Revision [141]

Edited on 2009-08-31 17:42:44 by GilbertoLeon
Additions:
Base range for Communication is 10 feet at rank 1. Each additional rank increases range as shown on the [[MMExtended Extended Range Table]]. Communication is instantaneous with any subject within your range.
The recipient of your communication must be within range and have a means of receiving your transmission (super-sense, or a receiver of some sort; a score of 1 or more in all mental abilities is all that|s needed to "receive" Mental Communication). You can receive Communication of the same medium as your own. Receivers can choose to ignore your Communication, if they wish. Communication is language-dependent; you and the subject must share a common language (see [[MMComprehend Comprehend]] to communicate across language barriers). Your Communication is point-to-point (sent to a single receiver within your range).
Activating your Communication effect is a free action. Communicating, however, takes the normal amount of time. You can apply the Rapid power feat to speed things up, provided your recipient is capable of receiving communication at that speed. Others with an acute sense able to detect your Communication medium can "tap into" your transmissions with a Notice check (DC 15 + your Communication rank). The eavesdropper must be within normal sensory range of you or the receiver. Your Communication can be blocked or "jammed" by sensory effects such as [[MMDazzle Dazzle]] or [[MMObscure Obscure]] affecting your transmission medium.
- **Affects Insubstantial: **As a sensory effect, Communication does not need this power feat for insubstantial subjects to perceive it.
- **Dimensional: **Communication with this power feat can bridge dimensional barriers, reaching into other dimensions and planes of existence. The Communication effect still has its proximate range, and the GM may rule certain subjects "out of range" of the effect, depending on their relative position in the other dimension.
- **Rapid: **Your communication occurs 10 times faster than normal speech. Each additional rank of this feat increases communication speed by a factor of 10. This is useful for high-speed computer links, "deep sharing" psychic rapports, and so forth.
- **Selective: **If you have the Area extra, you can choose which receiver(s) within range get your Communication, excluding everyone else. This allows you to go from a single receiver (point-to-point) to all potential receivers in range (omni-directional) or anywhere in between.
- **Subtle: **Your Communication cannot be "overheard" (it is encrypted, scrambled, or otherwise protected). If you apply the feat twice, your Communication cannot even be detected (that is, no one can even tell you are transmitting, much less what you|re saying).
- **Area: **You can broadcast omni-directionally to every receiver within your maximum Communication range at once. Note this extra is only strictly necessary to communicate with everyone over a wide area at once; since using and maintaining Communication are free actions, the GM may allow a communicator to establish and maintain contact with multiple discrete receivers--such as the members of the same team--all in the same round.
- **Two-way: **You can initiate a two-way Communication effect with a receiver that doesn|t have the Communication power.
- **Duration: **As a default, Communication requires only a modicum of attention to maintain, making it sustained. Some Communication effects may require greater focus, making them concentration duration (and essentially limiting the user to move and free actions while communicating).
- **Distracting: **Communication use may be distracting, particularly if it requires a degree of concentration to maintain (see Duration, previously).
- **Limited: **Communication may be limited to only members of a particular group, such as a species, family, members of an organization, and so forth. This is in addition to limitations imposed by medium (that is, requiring subjects to have a means of picking up on the Communication). Particularly limited groups may qualify for a greater flaw (-2 or more) as the GM sees fit.
- **Sense-Dependent: **Communication itself is already sense-dependent (in that the subject(s) must be able to sense your communication medium to pick up your transmissions) and so cannot have this flaw. However, other perception range effects can be Communication-Dependent, meaning you must be in communication with your subject for them to work (using your Communication medium as a "carrier" for the other effect). If your Communication is blocked in any way, the other effect doesn|t work. An example is a mental power that is Mental Communication Dependent.
Deletions:
Base range for Communication is 10 feet at rank 1. Each additional rank increases range as shown on the **[[MMExtended Extended Range Table]]**. Communication is instantaneous with any subject within your range.
- **Rank 1: **You become fluid. You can flow through any sort of opening, under (or around) doors, through keyholes and pipes, and so forth. You cannot pass through watertight seals. You can automatically flow out of any restraint--such as a snare or grapple--that is not watertight. You automatically succeed on Escape Artist checks. So you cannot flow out of a bubble completely enclosing you, for example, but anything less cannot hold you. You can exert your normal Strength and can still carry objects, although your manual dexterity may be limited (at the GM|s discretion).
A fluid character may attempt to catch a falling person or object, cushioning the fall with the character|s flexible form. This requires a move action, and reduces the falling damage by the cushioning character|s Toughness bonus (representing flexibility in this case). Both characters suffer any remaining damage. Higher rank insubstantial forms--lacking physical Strength--cannot attempt this.
- **Rank 2: **You become a cloud of gas or fine particles. You have no effective Strength in gaseous form, but you are immune to physical damage. Energy and area attacks still affect you nor- mally. You can flow through any opening that is not airtight. You can use your various other effects normally.
- **Rank 3: **You become coherent energy. You have no effective Strength, but you are immune to physical damage. Energy attacks (other than the energy making up your form) damage you normally. You can pass through solid objects permeable to your type of energy, but energy resistant barriers, like heavy shielding or force fields, block your movement.
- **Rank 4: **You become incorporeal. You can pass through solid matter at your normal speed and you are unaffected by physi- cal and energy attacks. Sensory effects still work on you, as do effects with the Affects Insubstantial power feat. Choose one other reasonably common effect that works on you while you are incorporeal. You have no Strength and cannot affect thephysical world with other effects unless you apply the Affects Corporeal modifier. Your sensory effects work normally. Unless you have Immunity to Suffocation (see the Associated Effects section of this power), you must hold your breath while passing through a solid object, and you can suffocate normally. If you revert to solid form while inside a solid object for any rea- son, you suffer Fortitude-based lethal damage equal to the object|s Toughness. If you are not disabled by the damage, you|re immedi- ately ejected from the object into the nearest open space. If you are disabled, you|re trapped inside the object and your condition worsens to dying on the following round.
Unless you have Immunity to Suffocation (see the **Associated Effects** section of this power), you must hold your breath while passing through a solid object, and you can suffocate normally. If you revert to solid form while inside a solid object for any reason, you suffer Fortitude-based lethal damage equal to the object|s Toughness. If you are not disabled by the damage, you|re immediately ejected from the object into the nearest open space. If you are disabled, you|re trapped inside the object and your condition worsens to dying on the following round.
- **Innate: **Use this feat if your character|s form is naturally or innately Insubstantial, particularly if the effect is permanent in duration.
- **Selective: **This feat allows you to selectively make some portions of your body insubstantial while keeping others substantial (or vice versa). This allows you to do things like reach through a wall, solidify your hand to pick up an object or tap someone on the shoulder (or punch them in the face), and become incorporeal again to withdraw it on the following round.
- **Subtle: **This feat makes your Insubstantial nature less noticeable to observers. One rank requires a Notice check (DC 20) to detect that you are Insubstantial, while two ranks mean you look entirely normal in Insubstantial form (which may cause opponents to waste effort on you, not knowing that you|re immune to their attacks, for example).
- **Action: **Becoming Insubstantial is normally a free action, meaning you can|t switch to an Insubstantial form when surprised, beaten on initiative, or otherwise unable to take action. At the GM|s option, applying the Action extra to use Insubstantial as a reaction allows you to switch forms "reflexively" in response to such hazards, even if it is not your turn, so long as you are still capable of taking action.
- **Affects Corporeal: **This extra is required for any effect that works on corporeal targets while you are insubstantial at rank 2 or greater (see the Affects Corporeal description for details).
- **Affects Others: **This modifier allows you to extend your Insubstantial effect to another character by touch, taking themInsubstantial with you. If you ever withdraw the effect while someone is inside a solid object, see the effect|s description for the unpleasant results.
- **Attack: **Applied to Insubstantial, this extra makes it into a touch range effect able to turn targets Insubstantial. This is most effective for ranks 2 through 4, since the victim loses some or all ability to interact with the physical world. The default saving throw for an Insubstantial Attack is Reflex, although it can be Fortitude or Will, as best suits the effect|s descriptors. You need to grapple a target in order to drag them inside a solid object unless the target is already helpless.
- **Duration: **Extending the effect|s duration to continuous allows you to remain Insubstantial until you choose to return to your corporeal form.
- **Progressive (+0): **You can assume lower ranked forms of Insubstantial, but you must progress through them in order to reach higher-ranked ones. For example if you have Progressive Insubstantial 3, you can assume fluid, gaseous, or energy forms, but to assume energy form, you must first progress through fluid and gaseous, becoming less and less substantial. Since you can only activate the effect once per round, it takes you three rounds of activating your effect to achieve.
- **No Effective Strength (-1): **This flaw applies only to rank 1 Insubstantial and removes your effective Strength while in that form, leaving you with limited ability to affect the physical world like the higher ranks of the effect.
- **Permanent (-1): **This flaw locks you in your insubstantial form; you cannot assume solid form. At the GM|s discretion, you can apply a +1 extra allowing you to revert to solid form as a free action and a sustained duration. If you|re unable to take the free action required, you automatically revert to your insubstantial form.


Revision [140]

The oldest known version of this page was created on 2009-08-31 17:32:24 by GilbertoLeon
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