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Post by piratespice on Aug 28, 2003 21:48:35 GMT -5
BURROWING Cost Level = Action Number
Description You can move through dirt and earth at a speed equal to your Action Number (refer to the running row on the D&R chart). The Resistance of this Action may be increased, depending upon what you are trying to burrow through. Most stone, for example, has a Hardness of 3, thus increasing the Resistance by 3. Most earth has a Hardness of 0 or 1.
You can leave tunnels behind for others to follow through, but you must move at half the speed you would normally be able to with the stones spent.
You may buy Claws at -1 to Cost Level if the claws are suited for digging.
Options • +2 to Cost Level to create tunnels even when traveling at full speed. • -1 to Cost Level if unable to create tunnels.
Comments This movement action is a great way to get the drop on your opponents…or to get your opponents to drop!
Rules for Action Box: • Move through earth at Action Number speed (see running row of D&R) • Hardness of material increases Resistance • Create tunnels at half speed
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Post by psistrike on Aug 28, 2003 22:11:57 GMT -5
A great Modifier that I'm surprised that no one else has thought of it before.Now I can create a "mole" character.
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Post by xavier on Aug 29, 2003 5:23:29 GMT -5
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Post by piratespice on Sept 18, 2005 17:55:12 GMT -5
I've since revised this one a little. I'll leave the original one up there for reference. Here's the new version:
BURROWING Cost Level = Action Number
Description You can move through dirt and earth at with relative ease. Speed is figured on the Running row of the D&R. Besides speed, you must also spend stones to overcome Hardness of the material you are trying to burrow through. (Most stone, for example, has a Hardness of 3. Most earth has a Hardness of 0 or 1.) You can also leave lasting tunnels behind for others to follow through, but you must spend stones for Duration, lest the tunnel collapse prematurely.
Options • -1 to Cost Level if unable to create tunnels.
Comments This movement action is a great way to get the drop on your opponents…or to get your opponents to drop!
Rules for Action Box: • Move through earth (see Running row of D&R) • Spend stones to overcome Hardness • Spend stones for Duration to create tunnels
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Post by vicsage on Aug 25, 2006 13:28:06 GMT -5
This is very useful--I was already working on a character with rabbit-like abilities and this fits my needs perfectly.
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Post by Neros on Aug 25, 2006 15:48:05 GMT -5
Hmm... good revise... But why remove the -1 discount to claws? That was so useful
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Post by piratespice on Aug 28, 2006 14:27:17 GMT -5
Because I've come to loathe discounts. I disallow them entirely in my games. They encourage people to make characters that all look exactly the same, rather than coming up with original combinations and uses for powers.
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Post by Neros on Aug 28, 2006 15:47:36 GMT -5
Hmm... Agree with you on that... When getting Telepathy, you just gotta have Telekineses. When getting Animal Sense, you gotta have Reflexive Dodge. Ect... But still... From a players point of viewe, discounts are nice
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Post by vicsage on Aug 28, 2006 16:33:29 GMT -5
Gotta say, I agree completely with disallowing all those discounts; they encourage conformity to stereotypes and existing characters. Why should a telepath necessarily be telekinetic? Why should someone who can track by scent be able to dodge reflexively? Why should someone who controls flame be able to fly? Why should someone who can stretch be extra-tough? Hmm...because that's Jean Grey and Wolverine and the Human Torch and Mr. Fantastic seems to be the only answer. I say make 'em pay for everything they want.
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Post by pgholland on Aug 28, 2006 16:41:12 GMT -5
1. Well the argument that i can see there is that telekinesis needs focus and mental power- a telepath has those abilities, and just because you have telepathy and telekinesis doesn't mean you are Jean Grey, not if you pick different options etc. 2. The idea of getting a bonus on Reflexive Dodge with Animal Senses is very sensible- your senses are far heightened above pitiful human ones, so your ability to react quickly is most likely also heightened. 3. If you can control flame you have a 'rocket booster' in effect- a way to fly, it just makes it more aesthetically pleasing if you can do it with Flight. 4. Err because you can deform at will, meaning that you can absorb kinetic energy easier, and avoid the damage to vital organs.
Not every character with telepathy becomes professor X, not every elemental master becomes Ice Man, Human Torch etc. not every Radar Senses character is Daredevil, cost reductions represent sensible things based on the powers, disallowing the discounts wholly is just silly- you have to take it case by case, if a player takes Telepathy just so that they can get a cheaper telekineses (e.g taking Telepathy at 1) then certainly i'd disallow the cost break, but not outright, that's just like sticking your tongue out at them and saying nyah nyah i don't want you to be able to create the character that you want who fits with your concept.
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Post by vicsage on Aug 28, 2006 17:26:38 GMT -5
"1. Well the argument that i can see there is that telekinesis needs focus and mental power- a telepath has those abilities, and just because you have telepathy and telekinesis doesn't mean you are Jean Grey, not if you pick different options etc."
There's no inherent reason that telepathy & telekinesis should go hand in hand. By giving discounts if you buy both, you're encouraging players to make a Jean Grey.
"2. The idea of getting a bonus on Reflexive Dodge with Animal Senses is very sensible- your senses are far heightened above pitiful human ones, so your ability to react quickly is most likely also heightened."
Really? I can think of lots of animals that can smell or see or hear really well, but that doesn't mean they can dodge anything especially well.
"3. If you can control flame you have a 'rocket booster' in effect- a way to fly, it just makes it more aesthetically pleasing if you can do it with Flight."
Why does flame automatically mean rocket booster? Being able to burn things doesn't propel you as flight does. I could perhaps see Cannonball's power at a discount, but certainly not flight (which includes the ability to hover, change direction, etc.)
"4. Err because you can deform at will, meaning that you can absorb kinetic energy easier, and avoid the damage to vital organs."
Why does deforming at will mean you can absorb kinetic energy? It doesn't. And anyway, Toughness isn't the same as kinetic energy absorpion, it's more like having thick skin like the Thing. There are energy absoprtion powers. Stretching isn't one of 'em.
"Not every character with telepathy becomes professor X, not every elemental master becomes Ice Man, Human Torch etc. not every Radar Senses character is Daredevil, cost reductions represent sensible things based on the powers, disallowing the discounts wholly is just silly- you have to take it case by case, if a player takes Telepathy just so that they can get a cheaper telekineses (e.g taking Telepathy at 1) then certainly i'd disallow the cost break, but not outright, that's just like sticking your tongue out at them and saying nyah nyah i don't want you to be able to create the character that you want who fits with your concept."
The system, by giving you discounts for buying certain Actions together, encourages you to become a knockoff of Wolverine, Human Torch, Jean Grey, and the rest. I never said they can't create a character that fits their concept--first off, it should be their concept, not the game's; second, I said I'd make them pay for it if they want extras. How's that disallowing their concepts? You seem to have missed the point entirely. Are you a power gamer, crunching #s to get maximum ability ranks?
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Post by tank on Aug 28, 2006 17:35:57 GMT -5
I like the Action but what if you could move through anything up to your action number on the hardness row? (like unstoppable) That way you could move through stone faster than 10 miles an hour. It would of course in crease the cost. Maybe AN+2 instead?
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Post by vicsage on Aug 28, 2006 17:48:33 GMT -5
Seems to me you'd only be able to move through things lower than your Str on the Hardness row of the D&R table. Yes? No?
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Post by tank on Aug 28, 2006 18:27:11 GMT -5
That would depend on how you moved through the dirt. If you moved by diggin than yeah I could see that. But what if you moved by flight, or you just dug down then unstoppabled foward?
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Post by vicsage on Aug 28, 2006 18:30:44 GMT -5
I'd think moving by flight wouldn't make any difference to the hardness of the material you're trying to move through. If you're not strong enough to break something, it hurts to fly into it.
I don't have the rules for Unstoppable in front of me: Does the material you're moving through apply its hardness against your Unstoppable Action #? That would answer that.
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