10-31-2006, 01:36 PM | #691 | |
Join Date: Nov 2004
Location: Switzerland
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Re: 50-point Abilities
Quote:
Und wenn hinter Fliegen Fliegen fliegen fliegen Fliegen Fliegen nach...
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10-31-2006, 01:40 PM | #692 |
Join Date: May 2006
Location: Denmark
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Re: 50-point Abilities
B165: A disadvantage that does not limit the character is not a disadvantage.
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10-31-2006, 06:38 PM | #693 | |
Join Date: Mar 2006
Location: Latitude 47 ° 9’ S, Longitude 126 ° 43’ W
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Re: 50-point Abilities
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It basically already has that feature and gives a limitation. It's still a disadvantage. But I agree with Der Wanderer... what GM in his right mind would allow this? ;) What's kind of funny is, almost all of our players were taking this every game, so our GM decided it should cost +15 points instead of -10... lol, no one takes it now ;). |
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11-01-2006, 08:54 AM | #694 | |
Join Date: Mar 2005
Location: The deep dark haunted woods
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Re: 50-point Abilities
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11-03-2006, 06:27 AM | #695 | |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: 50-point Abilities
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That said, doesn't breathe should probably be added too the versions that can willingly project their spirits. Invisibility is not something I'd require for something like that, afterall the spirit is still in our world, and has yet to move to the spiritworld/afterlife whatever. Depending on your setting spirits may or may not be invisible ;)
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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11-04-2006, 08:14 AM | #696 |
Join Date: Nov 2004
Location: Flushing, Michigan
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Re: 50-point Abilities
How about this one...
"I HAVE CURSED YOU!" You can CURSE someone, giving them the Cursed disadvantage. This will last forever unless removed by a counter-spell. You can cast the curse on anyone, no matter where they are. There are no penalties even if they are in another country, but if you cannot see them or touch them, you must have some kind of symbolic representation of your intended victim (voodoo doll wearing an outfit made from clothes they have thrown away, a jar with their hair and fingernail clippings, etc.--the GM decides if the representation is good enough to work). Or, if you can see your intended victim (through a telescope, because you have them tied up, etc.) you can just cast the spell on them directly. To cast the spell, you must engage in ritual chanting for more than an hour. Once you reach the climax of the ritual, you must cast the spell at that very moment (no saving it until later, so Preparation Required isn't an appropriate modifier). Affliction 1 (Cursed, +75%; Malediction 3, +200%; Cosmic, May substitute symbolic representation for any subject who is not within sight of the caster, +50%; Long Range, No range penalties, +50%; Extended Duration, Permanent until removed by counter-spell, +150%; Takes Extra Time, x4096, -120%; Requires Words, -10%; Magical, -10%) [49] You can use this to build a variety of different spells. Voodoo might actually use Spirit Power, -25% instead of Magical, -10%. Various disadvantages (Blind, Bad Back, Weakness to Sunlight, etc.) can be substituted to create different, separate spells. Some kind of Pact is also a possibility. A more complicated ritual might require gestures or components besides the symbolic representation of the victim, at -10% each, as per Powers, p. 116. Each of these would be a separate 50-point power, more or less (the range would probably be about 40 to 60 points, depending on the specifics of the particular spell). A wizard capable of casting ANY of them (and other spells) would need a 600-point cosmic modular ability. Ouch! :) Mark Last edited by Mgellis; 11-04-2006 at 08:18 AM. |
11-10-2006, 10:31 AM | #697 |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: 50-point Abilities
All or Nothing (-80%) [100p]
Alterd Time Rate 5 (FP cost, 8/sec, -80%) Description: You can become so fast that you almost bring the world to a standstill. This exhausts you completely, and will most likely leave you defenseless afterwards. Last Resort [150p] [140*0,9+24] Shapeshifting (Reduced Time, 1 sec, +60%) Form lasts for 1 sec after activation. (FP Cost, 8/sec, -80%) Last Resort {Final Combo (-30%) [200p] Innate Attack: Cutting 40d (; Melee Attack: C, -30%) Alterd Time Rate 5 [500p]} Note: limmiting the time which can be spent in a form puts this limmitation on all abillities/attributes etc. in the form. Edit: Assume that the "Last Resort" from as the same racial attributes as your original race, making the differance 0
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" Last edited by RedMattis; 11-10-2006 at 10:43 AM. |
11-10-2006, 11:09 AM | #698 |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: 50-point Abilities
Fiery Combo:
Description: This is a combo of two slashes with your sword, followed by a powerful fiery attack, and finaly a powerful knockback punch. Slash (+75%) [7p] [36/5] Innate Attack: cut 3d (Melee Attack, 1-2, -25%; ST based, +100%) Fiery Slash (-55%) [7p] [34/5] Innate Attack: cut 11d (Melee Attack, 1-2, -25%; Incendiary, +10%; Accessability: Only after using "Slash" two times in a row, -40%) Shooting Star** [36] (-80%) Innate Attack: Crush 36d (No Wounding, -50%; No Blunt Trauma, -20%; Doubble Knockback, +20%; Melee Attack, C, -30%; Only after Fiery Slash, -50%) Total Cost: 50p
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" Last edited by RedMattis; 11-10-2006 at 11:12 AM. |
11-10-2006, 12:34 PM | #699 | |
Join Date: Mar 2006
Location: Latitude 47 ° 9’ S, Longitude 126 ° 43’ W
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Re: 50-point Abilities
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Slash: (7x3)(1.75)= 36.75 (or 37) Fiery Slash: (11x7)(.45)= 34.65 (or 35) Shooting Star: (36x5)(.2)= 36 Total: 108 Am I missing something? I like the idea though. Feels very fighter-gamish (which is sweet!). |
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11-11-2006, 01:45 AM | #700 | ||
Join Date: Nov 2004
Location: Switzerland
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Re: 50-point Abilities
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Quote:
Man I love that idea Flying Punches [24] 8x Innate Attack Thr+1 (Crushing; Link +10%; Melee (C, Cannot Block, ST-Based) +65%; All Out Attack -25%) [3] Description: You can land 8 quick punches (Cr, Thr +1) in one combat round (the enemy can block normally, the GM might use the rules for high ROF). This quick punching leaves you defensless...
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