10-16-2019, 05:19 PM | #111 | |
Join Date: Mar 2016
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Re: [Supers] Malice - A low-powered supers setting
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Last edited by awesomenessofme1; 10-16-2019 at 05:47 PM. Reason: Mistakes |
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10-17-2019, 01:48 PM | #112 |
Join Date: Mar 2016
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Re: [Supers] Malice - A low-powered supers setting
I'm working on the full character sheet of Shard, and I just realized some ambiguity with the shard as I built it. If you have an Ally with Summonable as part of an AA, would killing the Ally burn out the whole AA for 24 hours or just stop you from summoning the Ally for that time?
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10-17-2019, 01:55 PM | #113 |
Join Date: Feb 2016
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Re: [Supers] Malice - A low-powered supers setting
Swords generally should be represented by Melee Attack (if they can also attack at a range, that is a separate ability or an alternative ability). For example:
Swords of Light: Burning Attack 2d (Armor Divisor, /5, +150%; Link, +10%; Melee Attack, 1-2, Destructive Parry, Dual Weapon, +0%; Super, -10%) [25] plus Burning Attack 2d (Armor Divisor, /2, +50%; Increased Range, 100 yards, +95%; Jet, +0%; Link, +10%; Super, -10%; Variable, +5%) [25]. Whenever you attack with the Swords of Light, you also release a jet of light from the swords that can harm targets up to 100 yards away, though you can adjust the intensity of the jet from 0d to 2d damage. |
10-17-2019, 02:01 PM | #114 |
Join Date: Mar 2016
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Re: [Supers] Malice - A low-powered supers setting
Melee attacks should only be built as Innate Attacks if the attack is independent of the strength of the user. A sword constructed from force projection is dependent on the strength of the user, thus Natural Weapon is the better fit.
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10-17-2019, 03:07 PM | #115 |
Join Date: Feb 2016
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Re: [Supers] Malice - A low-powered supers setting
Natural Weapon was only mentioned once in a single Pyramid article from what I understand, so it is not RAW because it was not published in any books. Right now, the only RAW way to represent a ST-based melee attack is either a) Melee Attack with ST-based or b) Claws, Strikers, or Teeth. In general, it is cheaper and more effective just to purchase the attack without ST-based (since you also have to purchase any additional enhancements for ST as well).
For example, any let us say that you have a ST 10 character and wish to have a Reach 1-2 2d impaling/4d cutting melee attack. In the former case, you would purchase Cutting Attack 3d for the swing (Melee Attack, Reach 1-2, ST-based, +80) [38] plus Impaling Attack 1d+2 for the thrust (AA; Melee Attack, Reach 1-2, ST-based, +80) [5]. In the latter case, you purchase Cutting Attack 4d (Melee, Reach 1-2, -20%) [23] to represent the swing plus Impaling Attack 2d (Melee, Reach 1-2, -20%) [3] to represent the thrust. In effect you would save 17 CP by ignoring ST. |
10-17-2019, 03:14 PM | #116 | |
Join Date: Jun 2013
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Re: [Supers] Malice - A low-powered supers setting
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One thing that could be interesting would be to give characters who have bonded to a Shard some degree of TK (wouldn’t take much, given the Shards’ light weights) that only works to bring the Shard to them, as well as a Detect (Shard) ability. Both of these would work even when separated from their Shard, and would be useful for getting it back. I’d personally offset it with some sort of Disadvantage representing an unhealthy obsession with the Shard (it came to us, precious), but that’s just me.
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10-17-2019, 03:29 PM | #117 | |
Join Date: Mar 2016
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Re: [Supers] Malice - A low-powered supers setting
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2) Saying it "appeared in" a Pyramid article is a bit misleading. It was the sole focus of a Pyramid article. 3) I've already used it like 3 times in this thread, so why the issue now? 4) With the increased ST from the template, the effective damage of the NW is about 5d, 7d with Brawling damage bonus (don't have my sheets with me). That would be either very expensive or much less effective as an Innate Attack. So, anyone have a comment on my Ally/AA question? |
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10-17-2019, 03:30 PM | #118 | |
Join Date: Mar 2016
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Re: [Supers] Malice - A low-powered supers setting
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10-17-2019, 03:48 PM | #119 | |
Join Date: Jun 2013
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Re: [Supers] Malice - A low-powered supers setting
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As for AA, a summonable Ally dying has a similar effect to a burnout, which I think RAW “locks in” the ability. However, as you can add a highly-Limited UK2 to avoid this (Mortal, Hindrance, Requires Ritual, etc), then just dismiss and resummon the “dead” Ally, I’d probably let you switch back to the sword without any real issue, but be unable to resummon the Ally until 24 hours have passed. Then again, I may be mixing up Summonable and Conjurable...
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10-17-2019, 05:36 PM | #120 | |
Join Date: Sep 2004
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Re: [Supers] Malice - A low-powered supers setting
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I'd prefer basing this off something else, but many of those choices would make it more of a directed (homing) attack advantage instead of being somewhat autonomous. |
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