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Post by Neros on Aug 29, 2006 12:02:47 GMT -5
Yea... Theres allot of stuff they just gave some characters without ever explaining cost or function of the powers (Doctor Octopuses arms was never explained...).
But way the game works make it so incredible flexible...
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Post by vicsage on Aug 29, 2006 12:15:36 GMT -5
That's quite true. That's one major reason I find this forum so valuable. I've printed out at least a dozen write-ups for rules, modifiers, and other aids. This forum is really a godsend, especially for new players who aren't that familiar with all the idiosyncracies of the game. Such as myself.
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Post by vicsage on Aug 29, 2006 12:18:01 GMT -5
Yea... Theres allot of stuff they just gave some characters without ever explaining cost or function of the powers (Doctor Octopuses arms was never explained...). Or Blob's "Circus Performance" Action. I used a version of that for a character of mine who had a circus background in order to give him the ability to juggle, eat fire, and perform sleight of hand maneuvers not covered in other Actions (not pickpocketing or the like, but actual legerdemain).
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Post by Neros on Jan 15, 2007 8:31:36 GMT -5
I know this is old, but ive been going through allot of the old house ruled rules, and when i looked through this, i was thinking that you could make the option (to make it usable in close combat), +4 (like claws), but be limited to either add stones to close combat or balance attempts.... Or make it like the leaping action you once made: Rule for Modifier Box: • Apply one-third of Modifier (rounded down) against Difficulty when performing actions which require balance. • Apply full Modifier stones against resistance when balancing. • Add one-third of Modifier (rounded down) as a Situational Modifier when using Acrobatics/Agility for defense. OPTIONS: • Attack Tail: Your tail is not just for balancing, its also a deadly weapon. It is either covered with pointy spikes, has a talon at its end or maybe something completly different. When using your tail for attacking, you gain MN# worth of stones from the General pool. However, when attacking with your tail, you cant use it for balancing and you can only use a Attack tail with the Tail/tendril/tentacle action. +3 to Cost Level NOTE: Besides not being able to balance and limited to a specific action, a tail is allot easier to grab than claws ..... Any thoughts???
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Post by Neros on Feb 3, 2007 10:38:44 GMT -5
Ive been working on this modifier, but i thought about, when will this modifier be active?? When balance is needed, yes, but that would more or less be when acrobatics and wall crawling is used. So would the modifier be active whenever one of them is used??
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Post by malice on Feb 7, 2007 1:44:28 GMT -5
I think I may have part of a solution for you Neros. I can't guarantee its perfection.
Why not just say the maximum modifier number is +3 and say that to be able to add stones to close combat it's either an additional +1 to cost level or is vulnerable to situational penalties. They attached maximum modifier numbers to Bone Weapons and Weapons Morphing, and told us in the description of armor penetration that you couldn't penetrate anything harder than your weapon, so there's precedence for the changes I suggest. While it could be argued that larger characters or those with the Growth action could increase their modifier number, they already get a bonus to their strength from growth.
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Post by Neros on Feb 9, 2007 4:33:27 GMT -5
Well, it would have worked fine if it was just a attack tail..
But the modifier is suppose to fit those characters who have a tail which isent for attacking, but it still helps them out with different things (balance for example). A thought that came to me while i was wrighting this, why not make it add stones to beat resistance to either Wallcrawling or Acrobatics (giving the sense of different tails which function in different ways).
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Post by malice on Feb 9, 2007 15:35:57 GMT -5
That seems fine to me. I think a lot of people forget the part of GMing that involves "making it up as you go" and things "making sense" This brings up another related question though. On Mantis's CAD on pg 25 of the Avengers supplement, she has +1 to all physical actions. A tail would be similar, so how was her modifier priced?
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Post by Neros on Feb 9, 2007 17:39:20 GMT -5
Hmmm... I must admit i like the: "Either that or that" kind of tail... Ill upate the House Rule File when i can. Its not a tail (and since its to all physical actions, i really dont think its a tail ). Its "Control of all bodily functions"... Im guessing its a modifer which costs allot. +1 to CC, ACRO, WALL CR, NINJA, STR, AGI, SPE, DUR ect.... But the power would be liiiiiike.... Uhm..... +allot i would guess... But i can imagen it could be prized by saying: "Number of physical actions/abilities" + MN#.... So standar it would be at a constant +4 (STR, AGI, SPE and DUR)... Maybe add an additional +1 (for a total of +5 since it dosent negate ability bonuses)... So with for example, if the character had Close Combat, Acrobatics aaand Wall Crawling, that would be an additional +3 (for a total of +8)..... So if you had a M# of 2, it would be 2+8=10 [15w].... Does that seem fair?
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Post by Kaimontfendo on Feb 9, 2007 18:03:44 GMT -5
You know, I've never really been satisfied with the way MURPG handles extra limbs (or doesn't). That especially includes tails. As I recall, they gave Nightcrawler "Tail:(+3)" without even saying what actions it modifies. Not only that, but they also made the Tail/Tendril/Tentacle Whip action from the main guide and didn't use it for a character with a tail. (However, that action has it's own problem of not mentioning a range.) At any rate, I don't think up characters with extra limbs often enough to care very much.
I know I'm kind of going off on a tangent here, but I think that the "+1 to all physical actions" is actually quite a bit like a modified version of Luck. Adjust it with "only applies to physical actions" and "applies even if added stones are not enough to succeed" (although that is kind of odd). Actually, you could probably price it about the same as Psycho-Centric Power Template because it adds to all physical actions instead of all mental actions. (Which leads me to wonder if a character could have a modifier to all Magical Actions, but I think Dr. Strange already has that one covered and I'm just too frightened to look.)
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Post by malice on Feb 10, 2007 0:30:11 GMT -5
You know, I've never really been satisfied with the way MURPG handles extra limbs (or doesn't). That especially includes tails. As I recall, they gave Nightcrawler " Tail:(+3)" without even saying what actions it modifies. Not only that, but they also made the Tail/Tendril/Tentacle Whip action from the main guide and didn't use it for a character with a tail. (However, that action has it's own problem of not mentioning a range.) At any rate, I don't think up characters with extra limbs often enough to care very much. I know I'm kind of going off on a tangent here, but I think that the "+1 to all physical actions" is actually quite a bit like a modified version of Luck. Adjust it with "only applies to physical actions" and "applies even if added stones are not enough to succeed" (although that is kind of odd). Actually, you could probably price it about the same as Psycho-Centric Power Template because it adds to all physical actions instead of all mental actions. (Which leads me to wonder if a character could have a modifier to all Magical Actions, but I think Dr. Strange already has that one covered and I'm just too frightened to look.) You've got a great point about its pricing. It really would only be about a +5. This makes luck feel overpriced, but that's on the MURPG developers not you. I hadn't even thought of Psycho-Centric Power Template and was still looking at a modified luck. Thanks for bringing me around.
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