12-03-2018, 11:34 AM | #41 | |
Join Date: Mar 2014
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Re: Cheap Useful Abilities
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That does not make it a good idea to do any of those things though. In order to consider it justified, I would generally expect more than just it being done for the story. Often that depends on the loss being fair in the sense that the players had failed to protect the traits or being very unlucky with rolls. |
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12-03-2018, 11:39 AM | #42 |
Join Date: Jun 2006
Location: The Great White North
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Re: Cheap Useful Abilities
In which case, I walk out. ****** GMs are worth the time.
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12-03-2018, 12:34 PM | #43 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Cheap Useful Abilities
Devastating 1 DMG Carrier Attack (IA Piercing (5/D), Area Effect 4 yds +100, RoF 7 +70%, Selective Area +20%, Ignores DR +300%, No Active Defence +300%, No Signature +20%, Min Range 5 yards -10%, Limited Uses 4 Slow reload -15%, No blunt trauma -20%, Trigger: chew a bit of wood (e.g. toothpick)-10%, Takes extra time 3 -30%, Recoil 2 -10%, Net +715% (=40.75/D)) [11]
So every three seconds on a successful roll you can automatically hit whoever you choose with RoF 7 Rcl2 for one point of piercing damage per hit within a 4 yard radius at a range from 5-100 yards while being almost impossible to identify. Edit: I feel like there are ways this could be tweaked for specific purposes, but you get the idea. Last edited by Donny Brook; 12-03-2018 at 01:06 PM. |
12-03-2018, 02:18 PM | #44 | |
Join Date: Sep 2004
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Re: Cheap Useful Abilities
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It's also not work much as a carrier attack since the % is based on the penetration modifiers. |
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12-03-2018, 02:29 PM | #45 |
Join Date: Feb 2016
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Re: Cheap Useful Abilities
A possible variation would be Toxic Attack (1 point; Cyclic, 30 daily cycles, Cured by Esoteric Medicine roll, +290%; Delay, Variable, +20%; Malediction 3, +200%; No Signature, +20%; Symptoms, 1/3 HP lost, Neurological Disorder (Mild), +45%; Symptons, 1/2 HP lost, Neurological Disorder (Mild), +70%; Symptoms, 2/3 HP lost, Neurological Disorder (Severe) +55%) [8].
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12-03-2018, 02:46 PM | #46 | |||
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Cheap Useful Abilities
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12-03-2018, 02:53 PM | #47 | |
Join Date: Sep 2004
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Re: Cheap Useful Abilities
Yes, sorry if that wasn't clear. It's why I put that separately. 4 shots taking 32 sec, then a 12 sec reload before doing it again.
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For my own games, I play it like you have it. |
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12-03-2018, 02:55 PM | #48 | |
Join Date: Sep 2004
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Re: Cheap Useful Abilities
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12-03-2018, 03:02 PM | #49 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Cheap Useful Abilities
A cheap world-jumping ability I give a faction in my Infinite world games:
World Walking: Jumper (Immediate Preparation Required, 1 hour -75%, Tunneling +40%, Tracking +20%, Drifting -15%, Costs 8 FP -40%) [30] I have the following text included with it: Walkers must meditate for at least an hour before each jump, though they usually take two. This meditation requires contact with the natural earth, be that dirt, ocean, or pool. At the end of that time, a portal opens. The spirit walker is usually carried through the portal by their companion, as they are exhausted at that point. Aotearoan jumpers find the jump extremely taxing, and their companions often have to bail them out of trouble.
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12-05-2018, 04:03 AM | #50 |
Join Date: Aug 2018
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Re: Cheap Useful Abilities
Even with No Signatre, since Knockback happens directly away from you, over time people might notice that they're being knocked back directly away from you only when within 1 yard of you, even if they can't see the attack.
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