09-05-2006, 12:25 AM | #621 |
Join Date: Mar 2006
Location: Latitude 47 ° 9’ S, Longitude 126 ° 43’ W
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Re: 50-point Abilities
OK, OK, to ignore the awkward silence after that post, and to keep people up-to-date about the ninja boner uppercuts, here's the link to the original site that started the legendary ninja dispute:
http://www.realultimatepower.net/ To my knowledge, it's a guy acting like a 12-year-old kid who gets "pumped up" about thinking of ninjas. It's comedy gold. |
09-06-2006, 04:42 AM | #622 | |
Join Date: Mar 2006
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Re: 50-point Abilities
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09-06-2006, 08:53 AM | #623 | |
Join Date: Nov 2004
Location: Switzerland
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Re: 50-point Abilities
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Add Can’t Wear Armor (-40%) if this repels anything that gets close to the body, and Temporary Disadvantage, No Fine Manipulators (-30%) if it prevents picking things up.
__________________
I'm not a Munchkin, I'm the Munchkin's Advocate |
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09-06-2006, 09:09 AM | #624 |
Join Date: Mar 2006
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Re: 50-point Abilities
Ok- But that would mean that anyone using a power with the "cannot wear armor" limitation would have to be naked.. no?
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09-06-2006, 09:13 AM | #625 | |
Join Date: Dec 2005
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Re: 50-point Abilities
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09-06-2006, 09:30 AM | #626 | |
Join Date: Mar 2006
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Re: 50-point Abilities
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If you say: can't wear armor because metal blocks your magic it would be "can't wear metal armor" for instance because he still could wear kevlar or some nanofiber-material. Of if you grow spiked chitin-plates all over your body any clothing would hinder you. |
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09-06-2006, 09:38 AM | #627 | |
Join Date: Dec 2005
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Re: 50-point Abilities
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09-06-2006, 02:44 PM | #628 | |
Join Date: Mar 2006
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Re: 50-point Abilities
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Metal absorbing magic? Thick materials blocking power-rays? Maybe its just a matter of different gaming styles- but I always try to find some reason as to why you can't wear armor while activating such a power. |
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09-06-2006, 03:11 PM | #629 |
Join Date: Nov 2005
Location: Renton, WA
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Submission: Protective Mind
Protective Mind (-15%/-15%)
Mind Shield 7 (Link (Resistant Stunning) (Powers must be used together), +10%; Maximum Duration (Up to 1 minute), -65%; Reflexive, +40%) [24]; Resistant (Stunning) (Very Common) (Immunity; Link (Mind Shield) (Powers must be used together), +10%; Maximum Duration (Up to 1 minute), -65%; Reflexive, +40%) [26]. This ability works innately to protect the mind from both outside influences and stunning, as soon as they happen. Protective Mind automatically pulls a character out of a stunned state and allows subsequent rolls to resist psi or magic mind control at +7. It is designed to be activated when mind powers or effects target the character. It cannot be left on for continual protection. Once the ability is activated (it is a free action), it will stay on for a minute and then turn off. It requires five minutes to recharge before it can be activated again. 50 Points. Submitted by Trentin C. Bergeron (TreChriron) |
09-06-2006, 04:00 PM | #630 |
Join Date: Nov 2005
Location: Renton, WA
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Submission: Plague of the Undead (Curse)
Plague of the Undead (Curse) [-80](+480%)
Enemy (The Risen Dead) (Medium-sized group (6-20 people)) (Constantly) [-80]; Infectious Attack (Raise the Dead Curse) (Always On (effects are horribly inconvenient and/or very dangerous), -50%; Malediction (Uses Long-Distance Modifiers), +200%; Accessibility (Only the Dead) (+2), -20%; Area Effect (32), +250%; Cosmic: Attack with a lingering special effect), +100% [-29]. Notes: This curse, bestowed by an immensely powerful dark necromancer, plagues the victim with a sinister power. Everywhere the character goes the nearby deceased rise from the dead. These undead come in various forms from zombies to skeletons and have a driven desire to destroy anything living, especially the character! This curse can only be removed by divine intervention or by the dark necromancer himself. -109 points Submitted by Trentin C. Bergeron (TreChriron) |
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gurpsland, house rules, pdf, powers, sample powers |
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