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Post by Brainstem on Oct 22, 2012 16:08:09 GMT -5
Maybe a little less than 30; 25 or 20 could be better. You basically have Mimic with the catch that it can only be used after you've enthralled an opponent (so through Social Skills, Pheromones, or Telepathy, I'd imagine?), which should be a -1 or -2CL Disadvantage.
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Post by leska on Nov 6, 2012 23:41:25 GMT -5
Hey everyone I made something and I would like to know what you guys think about it.
Drain Combat AN + 4 -Can be used as sub for close combat -If Damage occurs sap away energy from your enemy's energy pool equal to damage and add into your own energy reserve. Cannot exceed your max energy reserve. -Can split stones against multiple enemies. -Comes with Agi or Str bonus. -Cannot be used with a weapon
*Options: - +3 Improved Drained Combat;Place both stones used and any that are drained from enemy and add into your energy reserve. Stones that exceed max energy reserve bleed off at a rate of 1rs/panel - +1 Can be used against non living beings. (Robots, machines, etc.) - +2 Vampiric Convert; if excess energy is present you may convert three rs into and heal 1 ws of health. This effect only works on user and cannot be used on allies.
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Post by leska on Nov 7, 2012 11:38:08 GMT -5
Chaos Shield AN+7 - Defense: +1 free stone per stone spent - Must pay 1 red stone/per guest within shield - Must pay for range greater then 1 - Converts every three red stone of damage into one white stone of health - Ignores Armor Pen. - If damage exceeds shield's defense, do not add def against oncoming attack. - For every three stones absorbed character heals 1 ws.
*Options: - +1 if effective against mental attacks - +1 if effective against magical attacks - +6 All or Nothing; In addition to healing stones of health the shield also replenishes your energy reverse equal to red stones of on coming attack. If damage exceeds shield's defense damage is done normally as well as to energy reserves of each person within the shield.
Example: Hex and her allies are taking on a raging Abomination who has gone on a anger filled rampage. As Abomination turns his anger towards Hex and her three injured team, he comes at them. Hex with Chaos Shield of an 7 and full energy reserve of 14, she places her max of seven into her Chaos Shield. Hex extends her shield to cover and area of 2 and pays 1 more, she also has to pay 1 extra rs per person in her shield which she places in 3 to cover her friends. So in total she places 11 stones into her shield. Hex's shield has a defense of 14. Abomination tries to strike her injured friend within the shield with a 13 rs attack these stones are lower then the shield's defense and are absorbed resulting in those within the shield to heal 4 ws each. Even though Hex is now drained from exerting so much into her shield to protect her friends, they are in a better position to take on their foe then they were a few moments ago.
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Post by leska on Dec 16, 2012 22:30:34 GMT -5
I have a new character i wanted to have based off of Karma. The way it came out was more like luck, so yeah..
Mastery of Karma - Manipulate Karma of others for good or bad. (1) - Karma Shift; if person is good or bad (i.e villain or hero) stones equal to what has been use will be added onto an action when it is most important. (3) - Extra-ordinary Power (5) - If mastery is used for selfish or bad reasons stones put into it will work against the user (-2)
AN + 7
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Post by kito on Dec 17, 2012 2:14:38 GMT -5
Idk i tend not to let people have mastery of luck if ti 1.0 luck if you using 2.0 rulez it might work fine. but normally giving yourself +free stones and giving you enemy -free stones tend to just make you the lucky one. ill give it the night see if i can come up with something the same but different.
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Post by kito on Dec 17, 2012 11:22:42 GMT -5
What about something kinda the same to Hex sphere? Granted Hex sphere is not the most balanced action but the point is how about going less on giving good/bad luck as a mod or stones and more on how the Karma affects things directly, So it could IDK transform a old car into the same cars as if it was brand new? or bring back Destroyed bridges? this seems more like a mastery of time ATM but ill see again if i can come up with something this is all i got so far.
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Post by kito on Dec 17, 2012 11:29:42 GMT -5
Hmm Looking now IDK how you could really do Karma as it is all Cause and effect meaning whatever you put into you action you would have to waste for there action to go threw before "Karma" could get them in Theory. I fond karma as According to the ways of life chosen by a person, his karma can be classified into three kinds. The satvik karma, which is without attachment, selfless and for the benefit of others; the rajasik karma, which is selfish where the focus is on gains for oneself; and the tamasik karma, which is undertaken without heed to consequences, and is supremely selfish and savage. Idk how to really turn This into actions?(im just not that good sorry) My best guess would be
Mastery of karma: AN+5 -satvik karma (if doing a good action receive + sitmods or luck stones gm Description) -rajasik karma (if witnessing a selfish action the "player" causing the action get -sit or bad luck Gm desecration) tamasik karma (if in the area of an EVIL action the receive heavy -sit mods or Backfire luck Gm desecration) -Able to talk/see to the dead (Karma can let you to judge the Dead and there past action freeing them of there "sins" or leaving them to there fate. -Bring people back from the dead with karma(this would work a lot like master of dead but there "karma" would change there form so although they are back they will not be the same person they will ether be a higher or lower form of life. Gm desecration) - Karma Shift; if person alive/dead is good or bad (i.e villain or hero) stones equal to what has been use To Shift there karma into the op piste end.
Could get reconstruct self/immortal as Karma revive where you again revive based on you karma into a lesser or higher being
Ik it not good but all i got. GL with it.
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Post by doctordyl on Dec 17, 2012 13:57:12 GMT -5
I don't think this will be overly helpful, but this power is really cool, guys. I have never worked on something like this in the past, but I do have one player that is very intrigued by the Good/ Bad Luck modifiers. I'll let you know if I think of anything.
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Post by leska on Dec 17, 2012 15:35:44 GMT -5
Kito i like this and how you worked it out differently then i realized it could become. I like the fact that there is much more then i thought there was to do with it. I really like it.
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Post by kito on Dec 18, 2012 14:27:04 GMT -5
Got NO idea what to do here. One of my gamers left me his "power" and I don't know how to translate it into MURPG system how to price it or any of how to proceed with it. It's Like I got writers block on it, it might just the wording I don't Know but see if you can help with any of it or better yet if it just come right to you.
Directed Intuitive Ferropathy: John is a Ferrowpath; He has an intuitive ability to perceive and alter naturally occurring magnetic fields. He uses and Alters there(magnetic fields) vector and potency to various effects, such as increasing his projectile's speed and range, jamming elector-communication and radar, and detecting attacks. He has developed a sixth sense out of his ability that allows him to perceive the world in electromagnetic resonances.
im thinking master of magnetism (but that does not seem right) vision enhanced and prescience. but the magnetism just seem way off but I don't know what might do better, and if it is magnetism then it would still only be manipulate and not able to affect metal? or something as he cant really just MOVE metal more like help it along? well if you think of something better please post.
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Post by Brainstem on Dec 18, 2012 15:30:26 GMT -5
Master of Magnetism is fine.
Combine with Ranged Combat: "increasing his projecticle's speed and range" Create/Manipulate: "jamming elector-communication and radar"
Alternatively, you could just take the Create/Manipulate option out and make it its own +1 Action (as per the rule for making Options into Actions) for "jamming elector-communication and radar" and give him Targeting for "increasing his projectile's speed and range."
Limited Prescience for detecting attacks, only able to use it if he's currently got stones in Mastery of Magnetism. Alternatively, just use Reflexive Dodge.
Sixth Sense is Enhanced Vision.
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Post by kito on Dec 18, 2012 16:31:07 GMT -5
Master of Magnetism is fine.
Combine with Ranged Combat: "increasing his projecticle's speed and range" Create/Manipulate: "jamming elector-communication and radar"
Alternatively, you could just take the Create/Manipulate option out and make it its own +1 Action (as per the rule for making Options into Actions) for "jamming elector-communication and radar" and give him Targeting for "increasing his projectile's speed and range."
Limited Prescience for detecting attacks, only able to use it if he's currently got stones in Mastery of Magnetism. Alternatively, just use Reflexive Dodge.
Sixth Sense is Enhanced Vision.
is it not going to be to expensive? would it not be cheaper to buy everything separate not throw it under one action but still know its all from 1 thing?
like ranged combat with a +1 to cost for increase thrown projectile range and +1 for can use range combat as insinuative
Stealth mod for the radar
prescience
and vision enhanced?
as far as magnetism goes he does not really do anything with it i just think buying the master is just to much and has very little with what he actually wants in his power. am i wrong on this is mastery the only smart way to go?
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Post by Brainstem on Dec 18, 2012 16:53:01 GMT -5
No, as I said, you definitely don't need to go with Mastery.
Buy Targeting to reflect increasing speed/range. You can pay stones of effect to increase Range, so you're basically putting those Targeting stones into Range or Speed (added damage). Or you can split them around, depending on how large the Targeting Modifier is. And I'm not sure what you mean by "+1 for can use range combat as insinuative," so I can't really address that point.
The problem with giving him a static Stealth modifier, based on how the character sounds, is that you'll wind up with someone who perpetually jams radar, no matter what is happening, rather than a character that can jam radar. You'd wind up with someone walking around with a kind of "aura of disruption" which is fine if that's what the player wants, but it doesn't sound like that's the case.
Prescience works fine, although I think Reflexive Dodge may be a better option. It still shows his ability to react to things that haven't yet happened, just flavored a little differently and a bit more appropriately priced. Furthermore, giving him blanket Prescience would mean he'll know of anything that's happening and not just "detecting attacks."
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Post by kito on Dec 18, 2012 18:49:00 GMT -5
+1 for can use range combat as insinuative
instead of AGI like for speed but for his ranged combat only so when he put sin 1 stone for speed he would use RC instead of AGI for who goes first? make sense in any way?
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Post by Brainstem on Dec 18, 2012 19:44:39 GMT -5
Okay. Just use Quick Draw. It's a modifier that boosts your Initiative on the first turn. After that, I think speed is better reflected through output stones than Initiative, since the system has pretty clearly set up that things moving "faster" aren't inherently things that go first in a round.
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