|
Post by kito on Feb 7, 2014 19:30:34 GMT -5
I thought it was just something you payed for when you had the power kinda deal, being if you had force field and you wanted it to last 3 panels when putting it up you pay 3 extra stones for duration to make it last that long. I don't know if it is a literal advantage or just part of the rules, any more as that has been how I do it for as long as I can remember.
|
|
|
Post by leska on Feb 26, 2014 23:22:34 GMT -5
Hey guys Its Leska coming at y'all with another action I need help pricing!
I wanted to know how would someone price an action that boosts other actions and abilities? I saw it before on her when I first started on this site but I can't find it. It was a battle royal or something like that posted where a character had the ability to manifest fox tails in order to make themselves stronger. Like depending on the number of tails on evens or odds it would boost certain things about the character. But I wanted to do something kinda like that for a kitsune magic user I've been wanting to make.
|
|
|
Post by kito on Mar 12, 2014 22:02:18 GMT -5
Hey guys Its Leska coming at y'all with another action I need help pricing! I wanted to know how would someone price an action that boosts other actions and abilities? I saw it before on her when I first started on this site but I can't find it. It was a battle royal or something like that posted where a character had the ability to manifest fox tails in order to make themselves stronger. Like depending on the number of tails on evens or odds it would boost certain things about the character. But I wanted to do something kinda like that for a kitsune magic user I've been wanting to make. i'm afraid this one kinda stumps me, I got an idea of a mod working like pyco-temp to all actions and it AN being equal to the # of tails you have? but if you gave a few example I could probably come up with something better what you currently have is very veg and could go anywhere.
|
|
|
Post by turnagealfonsojermaine on Apr 11, 2014 11:10:34 GMT -5
I have a difficult one. (I am trying to learn to price on my own, but as before-mentioned . . . .) I have a favorite PC of mine I am trying to make real. He can turn invisible, BUT as an added bonus when he is INVISIBLE, he gains added Mental Defense. (His Mental Defense is already 4, Intelligence, + 4, Tele-Empathy.) That means, obviously, that once Invisible he is immune to even Emma Frost, perhaps even Professor X (to be honest) . (They could still deal to be honest because it is only when I-ble, if smart he wouldn't become too much of an annoyance.) How much should this Option, added Defense cost, when it is tied to the power Action in such a way. Thanks in advance.
|
|
|
Post by kito on Apr 11, 2014 18:09:09 GMT -5
I be leave you just buy mental defense of a -1 to cost with the disadvantage of only active while invisible. or you could add a +2 to invisible I guess for like inadvisable to the mid advantage.(is this what u mean?)
|
|
|
Post by turnagealfonsojermaine on Apr 11, 2014 21:30:11 GMT -5
Yes, but he still has 4 mental defense from Tele-Empathy. I didn't know how to price it with that issue.
|
|
|
Post by kito on Apr 12, 2014 17:32:47 GMT -5
it would just be a +2 - +3 whatever the cost of mental d is added to the action as an advantage. i think mental d is a +1 to AN so as an advantage of mental d (flavor called what ever you want for the + to cost)
e.g
Mental D (4)
Tele-Empathy (4) Strong Mind (mental D) (+3)
Invisibility 4
Hard to find (mental D while invisible only) (+2)
looking something like that.
|
|
|
Post by turnagealfonsojermaine on Apr 12, 2014 18:07:06 GMT -5
Cool! Thanks !!
|
|
|
Post by leska on Apr 18, 2014 15:38:14 GMT -5
I tinkered around with the action tail action and I think I got it now, thanks Kito.
Pssst if you wanna have some fun with invisibility I have a option for invisibility called Ghost Mind where psychics can't sense you're mind while invisible. To find you the telepath has to places stones to find you out. I.e Lucas puts 2 stones into his Invisibility of 9 goes invisible from the telepath Natasha. While he is invisible his mind is also concealed from Natasha, she must places stones into her telepathy to sniff out his psyche and only has it at an 8. She cannot find him and puts her guard down this allowing Lucas to strike without her knowing.
Also side question, how much would it be as an option for a telepath to make a link with someone and temporarily accessing the power of said person?
I.e Pickle is fighting the brotherhood with her team. During the combat Pickle forces a psychic link onto Scarlet witch, with the link established Pickle can now temporarily access Scarlet's powers and use them against her and her team.
|
|
|
Post by kito on Apr 18, 2014 23:37:20 GMT -5
I tinkered around with the action tail action and I think I got it now, thanks Kito. Your welcome (although I did not think I did anything) XD Also side question, how much would it be as an option for a telepath to make a link with someone and temporarily accessing the power of said person? I.e Pickle is fighting the brotherhood with her team. During the combat Pickle forces a psychic link onto Scarlet witch, with the link established Pickle can now temporarily access Scarlet's powers and use them against her and her team. So the only thing I did not get was can she use the powers threw HER body or from scarlet Witch. The answer from that for me would very the cost huge between the 2 (+2 her body) (+1 scarlet witch) and then her stone or witch stone (her stone +1) (witch stone +0) then one of her actions or 1 of scarlet witches actions (her +2 as it giver scarlet witch an extra action) (+0 witch action) finnaly if it is effected buy scarlet witches Action # E.g Witch AN 9 witch uses 5 only 4 stones left or with link id there a hole new 9. (limit to max AN +0) (no AN limit +1 altho u think this should cost more) So total cost for me is Her (+6 or +7 with no AN limit[still kinda seems cheap as it like half copy action/mod]) Witch Body (+2 or +3 with no AN limit) But left a quick breakdown to u can work out from just options I left what I would price it at.
|
|
|
Post by leska on May 9, 2014 17:17:33 GMT -5
How would one price a modifier that is like an extra force field?
I have a suit character who is mostly a defensive and I was wondering how much a modifier would be if it acted like a secondary force field but only works if the character puts up a force field.
Like example:
Armatage uses her force field of 7 to make a 14 around herself and those around her to protect against an oncoming missile. Since she has a force field up a secondary one deploys underneath her original force field at mod number of 5. So she has 14 defense from the first shield and 10 from the secondary shield for a total of 24 stones of defense for herself and those around her.
Would it be mn+4 or more?
|
|
|
Post by kito on May 10, 2014 3:26:20 GMT -5
so does this happen every time like Mod is a second force field every time she makes one?
If that is is i would say u can do this 2 ways: 1, Mod adds stones to here FF every time they make one like Psycho-Centric Power Template (probably the cheaper option at Mn+4) Al tho this is not a second FF it is just Free stones to your FF
2, Buy A FF as mod action so Force Field +2 Action to mod +3 Only works after a FF -1(maby -2 if you can say like only there and u have a very kind GM) so MN+5(maby more I would go more like +6 myself as free FF are very strong)
|
|
|
Post by kito on May 11, 2014 20:09:23 GMT -5
Hey guys Its Leska coming at y'all with another action I need help pricing! I wanted to know how would someone price an action that boosts other actions and abilities? I saw it before on her when I first started on this site but I can't find it. It was a battle royal or something like that posted where a character had the ability to manifest fox tails in order to make themselves stronger. Like depending on the number of tails on evens or odds it would boost certain things about the character. But I wanted to do something kinda like that for a kitsune magic user I've been wanting to make. I have Been Mulling over this forever trying to think of something for this and i found something at last POWER UP Power-Up MN +1 CL Some characters take a while for their powers to warm up before they can really show off their potential; others, like the Incredible Hulk, are frightful to begin with, but become utterly devastating under the right circumstances. Choose a physical Ability and record a trigger, such as when you are overcome with rage, when you are standing still or instead when you are in motion, or so on. Once your trigger activates, you gain a 1 point increase in your chosen Ability, per page, until a total bonus equal to your MN is reached (or until your Ability hits a maximum of 10). The effect ends when your trigger deactivates - if you become calm, if you move or are stopped from moving, or whatever the case may be, depending on the trigger you selected. With your GM's permission, you may choose an appropriate Action or even a Modifier in place of an Ability. Options +1 CL = Rapid Buildup. You gain an additional point to your Ability score at the start of each Page. You can choose this Option multiple times, representing an almost instantaneous power upgrade. +1 or +2 CL = Additional Power. For +1 CL, choose an additional Ability; when you power up at the start of each Page, you can choose which Ability gains the boost. Each Ability can be raised a maximum number of points equal to your MN. For +2 CL, choose an additional Ability as usual - however, both Abilities power up at the start of each Page. You can choose this Option multiple times, representing a broad scope of power. +2 CL = Limit Breaker. Your Ability can power up beyond the normal limit of 10, pushing you into uncharted territory. This can be dangerous to say the least, both to yourself and others, so be warned! -1 CL = Trade-Off. Choose an Ability that is naturally at least AN 2 or higher; this Ability actually decreases by one point each time you power up at the start of a Page, to a minimum of 1. Example: The Incredible Hulk had only been mildly irritated by the puny soldiers and their silly little guns, and had been content simply to smack them out of his way - until the helicopters and tanks arrived. A tank shell exploded in the sand right in front of the Hulk's face. That made Hulk angry! Hulk naturally has a Strength of 10 and a Recovery of 7, but he also has the Power-Up Modifier (renamed "Rage") with an MN of 8. As one might expect, he chose Strength as his primary Ability, but he also paid an extra 2 cost levels for the Additional Power Option to have his Recovery increase as well. He also bought one level of Rapid Buildup and, of course, the Limit Breaker Option. Immediately at the start of the next Page, the Hulk's Strength and Recovery each jump up by 2 points, to 12 and 9 respectively. So long as he remains furious, his rage will build, only leveling off at a maximum of Strength 18 and Recovery 15. In case you ever wondered, that's why you wouldn't like him when he's angry. From murpg.proboards.com/thread/15982/4-modifiers So each power up stack would be more power where you want it to go
|
|
|
Post by kito on May 11, 2014 20:11:00 GMT -5
although I don't expect you to use it(or care) it makes me feel better I got A answer it has been bothering me.
|
|
|
Post by leska on May 20, 2014 23:01:03 GMT -5
I'm tinkering with that thank you I have another question about something I saw in the x-men book on page 61 with the npc static. How much is her ability? Neuro-Synaptic which is an attack vs victim dur or int to paralyze and negate their mutant powers for panel per stone of damage. Just curious about that one.
|
|