avatarxprime wrote:
@Ahriman238
A quick question about Conjure, the description says that you need limitations and weaknesses, so does that translate to the same as the way the other mask powers say things like time limits, range limits, and things like that?
Essentially. Imagine you're playing a superhero RPG and trying to justify an original superpower to a skeptical GM. You'd need to be very, very specific about what your temporary power can and cannot do.
For my own picks:
Speed, because that's still pretty broken. Just use your head and keep moving.
Shield, because it's a dangerous world, and only going to be more so with superpowers.
Sonar, because the biggest weakness of the shield and speed both are I might not have that moment's warning that I need to raise the shield or haul ass. That or Enhanced Senses.
Fate, because it's a great physical booster that also lets you pull insane gymnastics stunts, at super-speed with the first mask.
Conjure, it appeals to the power-gamer in me, aside from granting a degree of flexibility I otherwise couldn't have.
Detection, funny enough, countermeasures to invisibility and illusion are a lot more common in the Bionicle universe than invisibility or illusion. Still seems worthwhile. Which gives us three masks with secondary powers, truth-sensing, detecting masks, and x-ray vision. Close call but I'm going to go with finding more masks and the people wearing them.
So pretty much invulnerable speedster with mask-sensing and tailored temp powers. If I need to use Conjure, I'll speed out long enough to describe the power somewhere else, unless I really can't spare a second, which is probably the real weakness of Conjure, the prep time. I seek out other masks, hoarding ones that fall in the wilderness somewhere secure and quite separate from my home. And try and form a super-team with friendly mask-wielders.