May I join?
Sure. At the moment we've got no confirmed characters (ones posted in the Character thread) and I'm looking for a party of four or five members.

May I join?
EDIT: Actually I'm thinking a sort of stealthy/rogue-archetype character, mainly someone who's good at evading and disarming security systems, with the help of cyborg prosthetics
The Dust is linked to Hundred through her own neural interface with the network, enabling her to direct their activity. The majority of non-phased, non-cloud Dust is suspended in a layer of non-Newtonian oil sandwiched between the layers of her suit, providing a highly-flexible, highly-durable armor layer.
HOLY SHIT, THIS IS BACK!?! I thought this shit died in the interest check!
Is it too late to sign on?
Would it be possible to reuse the old rolls for the previous actions and simply have the other players quickly put them to another action?
I actually did mean causal, not casual.
Either way, I can see why this could have the same problem with the whole having to redo the turns for the sequence things all over again that being able to go farther back in time would have. Though a limit like, you can only do this once every twenty minutes in game, might work to make that happen less?
Oh, there's a plasma core. I have no idea what that means other than really hot fourth state of matter, so I'll just think alternative power source and be happy with that. :P I wasn't thinking too much have every component be singularly capable of one thing, just that along with the list of every component, the player might offer you a second list of basic arm functions and ideas they have so that they aren't always stuck having to quickly think up something, have some practise at thinking up combinations, and know what you're willing to let sneak past if it's not exactly scientific. Then you both have some idea of what the other thinks is acceptable and willing to compromise about.
I still say that a cyborg arm is going to be heavier than a regular flesh and blood arm, that, or it would be more easily damaged, particularly if it has the same amount of working parts. If something heavy hit it, instead of bruising, it might jam one of those components and until it can be fixed or rejostled into place, that particular component would be capable of reconfiguring with the rest. And whether or not those components work together or singularly, the rule of the more there are, the heavier it'll be still applies. :)
Hey I wanna play a red shirt! :D
you could always have a villain like "Captain Corrosion"... Rather than the classic control over metal, he's very good at corroding stuff, at breaking down metal. Perfect for those pesky vault doors and guard weapons.Interesting idea for a power, but how much control would the player have over it? Is it an activated power, where they can choose to corrode something when they touch it but can equally choose not to, or a permanently active power, where anything they touch, at any time, would corrode?
A good superpower should also have disadvantages, or at least inconveniences. Super-strength, for example, can be limited by the fact that finer motor control on fragile things like non-solid metal objects tend to break when squeezed.There's already enough source material around to easily accommodate things like super-strength, melting cyromancers and the like, so I'm not having too much trouble building gameplay models for how to deal with their powers. It's the unusual and esoteric abilities which cause problems, since they can be used in unexpected ways which break the game rules too easily.
A cryomancer probably won't do too well in hot environments, and visa versa for the pyromancer and cold environments.
another interesting superpower would be someone capable of literally flattening themselves against a wall. And so forth. There's simply no real limit to what can be done.Nice idea, but with characters like Reed 'Mr Fantastic' Richards, Elongated Man and Plastic Man around there's enough source material for those powers as well. :)
Hmmm... I have to say that there does not seem to be a lot that one can do with shadows,them being intangible manifestations of a lack of light, but if you can reshape them, I suppose that might have some bearing on, I dunno, freaking people out if they're around the corner. Manipulating it wouldn't really do much, that I can think of. Maybe I'm just thinking too small. But I can see useful implications for traveling through shadows if the character can then turn shadows into doorways. They could then potentially cut someone, if they're too big to fit or if the fall on the edge of the shadow but are pulled through. And there'd be other aspects to think of like what happens to them when they're going through the dark, and how they know where they're going. Actually manipulating shadow just sort of strikes me as hard and kinda pointless unless one happens to be in the circus and likes putting on shadow plays.
I do have a suggestion for Slice and Tempus, though the latter would likely only work if it's a turn-based, tabletop thing. Which I'm assuming it is based on what's been said so far. But rather than letting the character go back in time as many times as he can withstand, even if it is only for a few seconds, why not allow them to mess with time without being able to go back themselves? I think it's the spacetime theory? But if they could flip the order of two actions around in one or two turns, only two actions mind, and only things within a certain timeframe, that might give them a little more leeway, without either taking away the point of time travelling(a few seconds really isn't a long time at all) or giving them too much power.
This would need more thinking about, certainly, for instance, would causal actions be switchable, like throwing a glass and it breaking, or hitting someone with a sword and them falling over? And how much leeway would they have in defining a causal action if they aren't switchable?The definition I usually use for a 'casual action' is something which has no effect on any character other than the one performing it. If they place something in their pocket or pick something up then that's casual, but if they interact with someone else, like hitting them with a sword, then it's not casual as the other character would need to have a chance to react to either prevent being hit or recover from the attack. Throwing a glass and it breaking may be casual or not, depending on the circumstances. If you're hiding and try to use the glass as a distraction it wouldn't be casual (the people hunting you would need to respond) but if you're in the middle of a friendly meal and toss the glass away then it's casual.
Someone drinking wine after it's been poisoned vs before it's been poisoned, for instance.... If that's something you wouldn't mind allowing, then you could say that the character would have to be able to guess or know which actions would achieve the goal they want(so they might not succeed in whatever they're trying to accomplish even if the actions do switch) and both actions would have to be within that limited timeframe(ie if someone had poisoned the wine days before it was drunk, they would have to find another solution, if they can).One of the rules I'm imposing for Tempus is that he's physically travelling through time, and so any injury or effect he's suffered would persist. In the case of whether to drink a potentially poisoned drink or not, even if he travelled back after drinking the wrong cup he'd still be poisoned as he drank it and then traveled back and so as part of his own personal timeline the event did actually happen to him.
As for Slice, I see the point of an adaptable arm, and the unfair point of having to know how to make a plasma blast. But I think the whole listing what's in the arm is a good idea. And might do with another list of potential possibilities so that the player and the character both know what the arm is basically capable of before starting, and what you'd be willing to allow or not allow. But a true weakness should be set in place concerning maybe, power limits(do the batteries need charging?) or weight(the more equipment the arm has, the heavier it will be, the more lopsided the character's balance...)The logic behind Slice's arm is that rather than having a different device for every use instead she has the components which lock together slightly differently to generate different effects. For instance the arm would have a phase coil, used to generate and control electromagnetic fields. This could be used to help control the flow of plasma, to create a magnetic force field, to create a railgun launch mechanism, to magnetise her arm, etc. Similarly the arm would have a plasma power core which could be used to project plasma, power a force field or electrify her arm.