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Post by kito on Sept 30, 2011 20:41:44 GMT -5
Hp Mod cost = 1r-2w You can not have a MN over your durability So cost is like this(warning a lot of math) Dur of 3 with hp mod of 2 will cost. 15 hp/2r = 7w 2r
so all this does is add 1r to you hp for each MN so if i have the Dur of 3 and the HP mod of 3 altho ill still have 3 HP each hp will be 6r/1w meaning altho I have more hp i cant really take that much more dmg it will just help adsorb some of the bigger blows from just simply 1 shooting me. also i found doing it like this stops healing factor from getting a HUGE energy buff.
Extra Regen: Dur +2 to cost I fond a lot of time energy was ruing low so made up this modifier today for a kid who did not want a healing factor. It is simple you Regen 1 extra stone for every 3r stones you have.(was gonna do it for each w but because of my HP mod rule this will give it a bit of a buff if you get them both although it would be more pricy then a simple healing factor but meh not every 1 want to heal. so if you have the hp of 3 with the HP mod of 2 you will Regen 5 energy extra a turn for a total of 8 granted this coasted you a total of 6w stones about the same as a accelerated healing factor. might need to change this to every 4 r maby but I did come up with it on the fly.
Last Stand Cost: 1w
If you would die u can leave yourself at 1r hp for 1 panel and get back max energy for 1 final attack.
will post more when i have time
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Post by kito on Apr 2, 2016 4:39:10 GMT -5
Cat Burgle(Modifier) CL+4 (Physical contact) allows for "theft" of Single Ability (str,Spd,Dur,Agility)[Changes before each use?] Increasing you Ability and decreasing the targets buy Mod # until a new target is "stolen from"
Cost up (modifier) CL+5
each time you do dmg to your opponent, every action they do takes +1 stone for each stone of dmg they take to a max of AN
e.g after taking 3 stones of dmg cyclops now need to put 12 stones into optic blast to shoot a optic blast of 9.
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Post by kito on Sept 22, 2016 22:46:59 GMT -5
Recon +1
The longer you are fighting the more info you take in allowing you to better evaluate your energy use. Gain +1 free stone a turn for any action from this mod for each "new" action/Mod/Ability the owner has seen there opponent do
+1 Advanced Recon (you can know how many stones you opponent spent in a action you know about up to your MN #) +1 Deep Recon ( you gain "info" on a Action/Mod/Ability you have seen)
Weaken MN + 2
If you successfully hit lower the targets "toughness" buy the mod # default time of 1 min.
Life Force MN+2
Every time you loose a white stone gain the difference between your max hp and the mod # e.g MN=9 hp = 4 get 3 MN every -1 HP
Get Free stone from the general pool = to MN
+1 to cost (last life force) stones from life force can be used to go over action # but will leave you unconscious for 1 panel for each stone over AN you went.
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Kito
Puny Human
Posts: 24
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Post by Kito on Jan 25, 2024 9:58:41 GMT -5
Absorb Ambient Energy Mod (cost 3w)
you are able to absorb some kind of Energy Sunlight/Electricity/Fear just being near it give you Extra Energy or make you feel Better.
Gain Between -3-+10 Energy Depending how much of it is around you. 0 being a normal amount -1 or more being none of it around. and 1-10 being how much Extra is around. if your energy is sunlight 1 outside on a sunny day 10 would be in space getting direct sunlight.
(made by Piratespice and edited into what I liked)
Bio-Organic Metallic Armor AN+3
you are able to surround yourself with some kind of energy or change your skin into solid wood Editing your physical appearance as you do so. Stones you spend will increase 1 Ability, and work as a bonus modifier of Defense for as long as the power is active.
Each stone spent will increase any Ability other than Durability Add height or Weight to your D/R chart.
+1 only shift your Height and Weight up 1 level no matter how many stones used. +2 Null 2x +2 Null Armor Pen +2 Gain a second Defensive Modifier of 1 for every 3 stones spent +4 Gain Toughness at -3 of total stones spent. +4 For Every 3 stones Spent Gain 1 Durability
-1 Gain both Height and Weight per stone Spent. -1 stones spent does not add to your Ability just Replaces it -1 loose an Ability = to stones spent (no lower then 1) -2 Defense Swap As you gain 1 Defense you lower the other -4 All or nothing (you must spend the total action of stones to get the Effect of the power or it wont work and you loose the energy spent)
This was made my Symon trying to make an Ability for Colossus over transform self and i liked it and thought it would work better for mutants like him and armor budling colossus like this.
AN +3 (Magic Defense) +1 Height and Weight +1 shift +2 Gain a second Defensive Modifier of 1 for every 3 stones spent (energy Defense) +4 Gain Toughness at -3 of total stones spent. +4 For Every 3 stones Spent Gain 1 Durability
+14
-1 Stones spent does not add to ability just replaces it (not particularly useful) -4 All or nothing (you must spend the total action of stones to get the Effect of the power or it wont work and you loose the energy spent) -2 Cant be improved by adding lines
+7 total to AN of 9 = 40W total
he might have just started with a lower AN and got stronger over the years as well But I was happy where this left the power and now you did not always have to have transform self.
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Kito
Puny Human
Posts: 24
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Post by Kito on Jan 25, 2024 10:19:34 GMT -5
Poison Cost Level = Modifier Number + 2 Poison requires that you first cause damage to your target. If you do at least 1 point of damage to your target, your target becomes Poisoned for a Duration equal to the MN of this Modifier (as per the AR Chart).
The target will feel weak as his body spends Energy fighting off the Poison. For each level that the Poison exceeds the Durability of the target, the target takes 1 red stone of potential damage. To offset the damage, the target must spend a number of Energy per turn equal to the number of White stones of damage the poison causes.
Ie: Scorpion stings Cyclops with a level 7 poison. Cyclops has a Durability of 3. So, Cyclops would take 4 Red stones of potential damage per turn (Poison 7 - 3 Durability). That's equal to 2 White stones (1 White stone for every 1 to 3 red stones). Thus Cyclops has to spend 2 Energy per turn fighting off the infection, for a whole week.
This poison can be negated by a Medical Check with a Resistance equal to the MN x 10.
Made by Gryphynx
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Kito
Puny Human
Posts: 24
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Post by Kito on Jan 25, 2024 19:31:37 GMT -5
*INVENTING AND ITEMS/POWER ARMOR* Basics: - Submit your starting CAD without your Power Armor added into your Stone count, because it makes no sense to have you spend Character Creation Stones on something you can invent in game or during your character's career. - LOE put towards an Ability/Action/Modifier stacks on top of your Invention Aspect. This means that over time you may eventually have several Abilities/Actions/Modifiers, made through the Invention Action, on your CAD higher than your Invention Aspect. (Example: Spider-Man's Web Shooters and Iron Man's Strength in the MURPG Core Rule Book)
P.A. ABILITIES: - You may have one Ability up to your Invention Aspect. - You may have one Ability up to one number below your Invention Aspect. (To a minimum of 1) - All other Abilities must be two numbers or more below your Invention Aspect. (To a minimum of 1)
P.A. ACTIONS: - Remember, the rules limit the number of Actions on CADs to 9. - You can not have a number of Actions added to your base character CAD, greater than your Invention Aspect. - You may have one Action added to your CAD up to your Invention Aspect. - You may have one Action added to your CAD up to one number below your Invention Aspect. (To a minimum of 1) - All other Action added to your CAD must be two numbers or more below your Invention Aspect. (To a minimum of 1) - You may only have a number options under each Action equal to your Invention Aspect.
P.A. MODIFIERS: - You may have one Modifier added to your CAD up to your Invention Aspect. - You may have one Modifier added to your CAD up to one number below your Invention Aspect. (To a minimum of 1) - All other Modifiers must be two numbers or more below your Invention Aspect. (To a minimum of 1) - In addition to the rules outlined above, your P.A. Toughness cannot exceed your suit's Durability. - In addition to the rules outlined above, your P.A. Reflexive Dodge cannot exceed your suit's Agility. - In addition to the rules outlined above, your P.A. Targeting cannot exceed your suit's S.I. - You may only have a number options under each Modifier equal to your Invention Aspect.
*P.A. COMBAT (CLARIFICATION)* Basics: It seems to be that the MURPG core book's rules are contradictory and sporadic at best on this topic. Being so, I'm not going to lie, combat rules for power armor as well as droid/robot/synthezoid characters is a little complicated and unclear. That said I wish to place a ruling clarification for them here in my home rules for all to follow, so as to stay uniform for all of my games. I am going to post my interpretation of how I see the rules working for these characters. If I am wrong/mislead please inform me so that I might change them. - Characters utilizing powered armor have two energy pools to draw from. One being their own personal pool, and the second being from their suit's. When performing Actions clarify where you are drawing your stones from. - Characters utilizing powered armor can only perform a single personal action on their turn, drawing from their own energy pool. Should this be Ranged Combat or Close Combat, if they have the P.A. Combat Specialty, they may combine their personal Action with that of their suit's. - PA suit/Droid/Robot/Synthezoid, ect. characters can perform a number of actions per panel equal to their S.I. or A.I. number. - The number of Actions one can perform, through their S.I. or A.I., are limited to a single action per body part (head, hands, arms, chest, legs, feet, ect). - In order for PA suit/Droid/Robot/Synthezoid, ect. characters to use their specialized "Weapon Systems Modifier" (if they have one) they must first put stones into the Ranged Combat Action Box as a single Action. The resulting blast will be the total of the stones placed into the Ranged Combat Action and the "Weapon Systems Modifier." - The Targeting Modifier applies to Ranged Combat and to specialized ranged attacks (Blast, Laser, Beam, ect), that are directed at a target offensively only. Therefore the Modifier must be combined into the Ranged Combat Action box prior to shifting it into your various "Weapon Systems" or into another single specific Action after you reallocate your stones.
I hope I didn't confuse you any more than you already are, and I also hope that I simplified the rules for you. Again the rules are indeed intricate and complicated surrounding this matter, so I might even be wrong in my interpretation of them. If indeed I am wrong/mislead, again please inform me so that I might change them here in my rules.
NOTES ON POWER ARMOR If you have power armor, remember that you will have two Energy pools. One for your suit and one for you. As you know you can combine your Actions with those of your suit, but please take Energy from their respective pools. Meaning I dont want Energy for a PA blast coming from your Energy, I want it coming from the suit's. Or another example would be you using the suit's Energy pool in order for you to place a lot of stones into your Intelligence Action to think of something real quick-like in battle...
All this made by CERNUNNOS Loved it all always felt Power armor felt to much like Transform self before.
Only think i would change here as let Wealth be an option and business skill over Tech and Int, so you could have a team build you a suit and your just a pilot.
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