Post by gloom on Jan 16, 2004 15:31:07 GMT -5
<I've made some changes due to feedback, which I greatly appreciate. This is my first attempt to create something new for the game.>
One thing that seems to be missing is characters with extra arms or legs. I did forget that Doc Ock was in the main guide book (oops) but I still don't like the way it is handled there. I came up with this one and I think it's pretty simple. It is meant as a way of making unusual characters more than for power but as pointed out it's versatility leaves it open for abuse.
Extra Arms/Legs
Cost:
MN +5 for extra arms
MN +4 for a mix of arms and legs
MN +3 for extra legs.
The MN equals the number of extra limbs (beyond 2 arms and 2 legs as per normal for a human).
(These costs make it more expensive as more limbs are added in order maintain ballance and avoid caracters with 8 extra arms getting 8 extra modifier points each round. Legs cost less because they are slightly less versitile than arms. For MN+4 at least one extra arm AND one extra leg must be taken.)
This power can only be taken once and can only change under extreme circumstances (as determined by GM) so the type and number of limbs must be chosen when the power is first aquired.
Effect:
The limbs are meant to be similar in form to those naturaly possesed by the character. These limbs can be organic (Such as Spider-man when he was the Man-Spider) or they may be artificial/cybernetic (any enhancements to these must be modified using the rules for Bionics and Cybernetic Enhancments in the main guide) These are not tendrils, which are covered by a different modifier ability.
For each extra apendage the character gets a +1 modifier to apropriate actions as permited by the GM. If the character has both extra arms and legs the modifiers only aply to the limbs that make sense (you could use extra legs for running but extra arms would be of little use). Only actions that make sense can be modified. You could use arms to modify Close Combat but not Telepathy. Additionaly in order to get the modifier the extra apendages would have to be in use for the activity in question. You would get a modifier if you used more than 2 arms for Wall Crawling but you don't get a modifier for an extra arm that's holding your Super Value Meal from Burger King while scaling the Empire State Building for a scenic lunch.
Examples:
Arms - Use extra arms in Close Combat to improve strength of attack, Use it towards the time it takes to create something with Invention (extra arms equals greater efficiency), Wall Crawling (could combine with extra legs), Acrobatics (could also combine with extra legs) or with appropriate abilities such as Strength for lifting.
Legs - Wall Crawling (could combine with extra arms), Acrobatics (could also combine with extra arms), Speed
Options:
Atificially Inteligent (good for artificial limbs) +3 CL
Retractable (Without this the character qualifies for the Looking Non-human Challange) +1 CL
One thing that seems to be missing is characters with extra arms or legs. I did forget that Doc Ock was in the main guide book (oops) but I still don't like the way it is handled there. I came up with this one and I think it's pretty simple. It is meant as a way of making unusual characters more than for power but as pointed out it's versatility leaves it open for abuse.
Extra Arms/Legs
Cost:
MN +5 for extra arms
MN +4 for a mix of arms and legs
MN +3 for extra legs.
The MN equals the number of extra limbs (beyond 2 arms and 2 legs as per normal for a human).
(These costs make it more expensive as more limbs are added in order maintain ballance and avoid caracters with 8 extra arms getting 8 extra modifier points each round. Legs cost less because they are slightly less versitile than arms. For MN+4 at least one extra arm AND one extra leg must be taken.)
This power can only be taken once and can only change under extreme circumstances (as determined by GM) so the type and number of limbs must be chosen when the power is first aquired.
Effect:
The limbs are meant to be similar in form to those naturaly possesed by the character. These limbs can be organic (Such as Spider-man when he was the Man-Spider) or they may be artificial/cybernetic (any enhancements to these must be modified using the rules for Bionics and Cybernetic Enhancments in the main guide) These are not tendrils, which are covered by a different modifier ability.
For each extra apendage the character gets a +1 modifier to apropriate actions as permited by the GM. If the character has both extra arms and legs the modifiers only aply to the limbs that make sense (you could use extra legs for running but extra arms would be of little use). Only actions that make sense can be modified. You could use arms to modify Close Combat but not Telepathy. Additionaly in order to get the modifier the extra apendages would have to be in use for the activity in question. You would get a modifier if you used more than 2 arms for Wall Crawling but you don't get a modifier for an extra arm that's holding your Super Value Meal from Burger King while scaling the Empire State Building for a scenic lunch.
Examples:
Arms - Use extra arms in Close Combat to improve strength of attack, Use it towards the time it takes to create something with Invention (extra arms equals greater efficiency), Wall Crawling (could combine with extra legs), Acrobatics (could also combine with extra legs) or with appropriate abilities such as Strength for lifting.
Legs - Wall Crawling (could combine with extra arms), Acrobatics (could also combine with extra arms), Speed
Options:
Atificially Inteligent (good for artificial limbs) +3 CL
Retractable (Without this the character qualifies for the Looking Non-human Challange) +1 CL