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Post by Brainstem on Jun 5, 2014 13:06:37 GMT -5
I don't have my books on hand, so you'll have to forgive me for speaking in general terms.
I would treat it like the Modifier that allows you to block mutant powers, like Leech's. Figure out its approximate CL by determining the CL of a +0 Action worth that many Stones (so if it's a 30w Modifier, it would be a CL12 Action or a +12 for our purposes here). Deduct 3 to reflect that it's a Modifier-to-Action, add the appropriate amount to reflect that it no longer hurts your allies, and add in the amount to reflect that it is no longer an area effect. Add the Option to disable. I would say to net 0 (so no added or decreased cost) with regards to attacking Durability or Intelligence. The base Modifier doesn't attack anything, so you're cutting that out and replacing it with an attack to an ability rather than a Defense.
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Post by leska on Aug 1, 2014 18:01:45 GMT -5
Hey y'all I've been working in a modifier which I can't figure how to price it. It's called fighting spirit and what it does is during combat if a character with the mod would be knocked out, they can continue to fight on but at 2rs of health. They keep their health at 2rs the whole battle until the end. At such time all the damage they took during the combat scene would be added up and multiplied by 2 to equal the total amount of time they would be incapacitated for after the battle.
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Post by kito on Aug 4, 2014 16:48:10 GMT -5
I'm fairly certain that 2 r is the coma zone and all dmg u take in the coma zone could be fatel I would guess guy the full mod for 1w maby cheaper it not game breaking in any way
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