> > I've been maintaining for some time now that the Incorporeality
> > power needs some serious clarification.
> Well, I won't disagree with you. I tried to improve upon the vague,
> aggravating description in the SRD, which rapidly broke down
> when exposed to the possibilities of supers gaming.
I can appreciate that. :) The Gaseous Form power got a bit silly in
places too, for the same reason. (Let 'em keep their clothes. :)
> My ruling is an accord with the Shadow's view-- by default, one
> can take only willing (or unconscious) characters. I *would* allow
> an enhancement that would let your character drag an unwilling
> subject into incorporeality, but shoving someone into a wall (via
> incorporeality or teleportation) is something that I considered
> from the beginning to be verboten, because it's one of those very
> few powers that strikes me as inherently, inescapably twinky,
> unfair, and deadly far out of proportion to its EP cost or relative
> power needs.
Yay me! :)
> Sure, I could just make it cost 50 EPs by default, but high EP cost
> is only a game-balance mechanism to a certain point if Johnny
> Teleporter could kill Godzilla with a single well-placed Bic pen.
Godzilla HAS a brain? And heck, if Johnny did manage to lobotomize
Ol' Sparky, I would not want to be anywhere nearby, thanks! :) Of
course, since Johnny's a teleporter, he may not have to be, or not
for very long...
For people who really want to use Incorporeality or Teleportation as
weapons - to imitate the Vision, say - create a Penetrating Energy
Attack, I say.
By the way, Scott, did you ever see my discussion on why I think the
Energy Attack numbers are broken?
> You see? It's not the natural/artificial nature of the gas itself
> counts, but the natural state of the *environment.* Otherwise,
> Incorporeality would have amounted to the full 8 EP Unusual
> Physiology: Breathing (Need Not Breathe) power for free, and I
> would have had to beef up its EP cost. Also, I don't particularly
> like the idea of insisting that one super-power ALWAYS implies
> or requires some level of another (Cybernetic Arms and Legs
> were an exception in 1.0, and there may be other rare exceptions
> from time to time, but I mean *rare*).
> Does that help?
Yes, that's much more clear. May I suggest a rewrite? I honestly
did not get that out of the power description.
> As for inertia, my take is that inertia becomes meaningless to an
> incorporeal character-- he becomes the solid matter equivalent
> of a ghost, and can will himself to float or sink like one. As a
> of thumb, let's say that a character who goes incorporeal at any
> unusually high speed may decelerate himself to any lesser
> speed as a standard action. This bit of pseudoscience, I think,
> saves us from the need to add yet another layer of cans and
> can-nots to a power that has always driven me crazy (in its d20
> SRD format) for its loopholes. If we were willing, I think we could
> add more situational modifiers to Incorporeality than we could to
> even something like Teleportation.
OK, it's simple, and we can ignore questions like how the character
keeps up with the Earth. :) But it does then raise the question, can
you turn Incorporeal in a car or a jet and not be left behind? If
not, how can you work this? (This is a question for Astral
> On the other hand, if someone has a more elegant and
> ingenious solution, I'm all ears (or eyes).
I'll see what I can do. :)