08-01-2006, 01:47 AM | #521 | |
Join Date: Aug 2005
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Re: 50-point Abilities
Quote:
Leech 3 (Steal FP & HP +50%; Contact agent -30%; Touch-based -20%; Always On -20%; Link +10%) [30] and Neutralize (Cosmic, Affects All Sources +300%; Power Theft +200%; Always On -20%; Contact Agent -30%; Touch-based -20%; Linked +10%) [270] So that comes up quite nicely at 300 points. As Rogue is one of the quite powerful mutants, I'd rank her around 750 character points. That would leave you 450 points to purchase all those abilities she permanently drained from Ms. Marvel.
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Tsuru-Sennin a.k.a. The Crane Hermit a.k.a. Kurki-vanhus Violence is the last refuge of the incompetent, and empty threats the final sanctuary of the terminally inept. |
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08-02-2006, 11:18 PM | #522 |
Join Date: Jan 2005
Location: Japan
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Re: 50-point Abilities
Analyze Powers (+65%):
Detect (All Supernatural Powers; Accessibility, Must specify one target and then scan, -20%; Analyzing, +100%; Costs Fatigue, 1 FP, -5%; Reduced Time 1, +20%; Takes Recharge, 5 seconds, -10%; Vision-Based, -20%) [50]. Notes: Assesses what kind of power the target possesses on a successful IQ roll (at the range penalty). You can use this ability as a zero-time free action, but each attempt costs 1 FP and you must wait 5 seconds until recharge is complete. When using this ability, you must pick one specific "target" within your field of view -- you can sense whether John is a mage and how powerful his magic is, but you can't tell by one attempt who of John, Paul, George and Ringo is a mage. 50 points. Adapted from this. |
08-02-2006, 11:51 PM | #523 | |
Join Date: Dec 2005
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Re: 50-point Abilities
Quote:
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08-03-2006, 01:24 PM | #524 |
Join Date: Aug 2005
Location: North Hollywood, CA
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Re: 50-point Abilities
Hoild up; I need to modif it a little bitty bit.
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The easiest way to destroy a utopia is to introduce it to humanity. |
08-03-2006, 01:29 PM | #525 | |
Join Date: Jan 2006
Location: Washington state.
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Re: 50-point Abilities
Quote:
Requires Magic Words, -10% or Requires gestures, -10%, are both cross-genre and perfectly legal for this project. EDIT: Erm. And I really need to point out that modifiers on Alternate Form only modify the base 15 points and not the cost of the AF... I was fooled into thinking this, too. |
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08-03-2006, 01:33 PM | #526 | |
Join Date: Aug 2005
Location: North Hollywood, CA
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Re: 50-point Abilities
Quote:
*tosses design out the window* But! I can present something else!
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The easiest way to destroy a utopia is to introduce it to humanity. |
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08-03-2006, 01:41 PM | #527 |
Join Date: Aug 2005
Location: North Hollywood, CA
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Re: 50-point Abilities
Taking the Weight of the World
Obscure 5 (Detect(Dragons), Defensive +50%, Stealthy +100%) [25] Notes: Are you a dragon? Need to hole up for a while without giving away your position to dowsers? Well, then, this is the advantage for you! Simply sqwitch it on, and anyone who can sense dragons (note, this does not prevent scrying) can't sense you. The Detect can be changed to reflect exactly what you are- Detect (Mages) or Detect (Golems) works, too! Total: [25]
__________________
The easiest way to destroy a utopia is to introduce it to humanity. |
08-05-2006, 10:37 AM | #528 | |
Join Date: Jan 2005
Location: Japan
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Re: 50-point Abilities
Quote:
I personally think Costs Fatigue, -5% is underpriced. I don't see why the designer has defined Costs Fatigue in such a way. Costs Fatigue should be worth -10% for "each discrete use", just as it's worth -10% for each second's expenditure. |
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08-05-2006, 10:46 AM | #529 | |
Join Date: Dec 2005
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Re: 50-point Abilities
Quote:
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08-05-2006, 11:07 AM | #530 |
Join Date: Dec 2005
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Re: 50-point Abilities
Emergency Power Boost [50] Points
Energy Reserve (Insert Power Here): 16 [20] Emergencies Only, -30% Slow Recharge, -20% Stunts/Extra Effort Only, -10% Extra Will: 15 [30] Emergencies Only, -30% Only for Power Stunts/Extra Effort, -30% When the chips are down, you can tap reserves of strength to boost your powers immensely. This only applies if your game allows extra effort for powers. In emergency situations, you can double your effective power level with an unmodified will roll and a point of energy reserve. Also, it becomes much easier to improvise power uses, add temporary enhancements, etc. |
Tags |
gurpsland, house rules, pdf, powers, sample powers |
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