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07-11-2018, 10:29 PM | #1 |
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Join Date: Sep 2004
Location: Southeast NC
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Cheap powers
I have a player in my new fantasy campaign playing a shaman who has a few small Modular Abilities slots (3, 5, and 6 point capacity). I find myself in need of more small powers than I have time to create. There was a 50-point power thread. How about one for low point abilities?
The goal is balanced and interesting, not to break the game mechanics. ETA: Each MA represents a talisman that a spirit can be bound to, granting the shaman a slice of power. Magic in the setting trends lower powered, but not necessarily subtle.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. Last edited by RyanW; 07-11-2018 at 11:22 PM. |
07-11-2018, 10:47 PM | #2 |
Join Date: Feb 2016
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Re: Cheap powers
Commune with the Ancestors (-50%): Channeling (Aware, +50%; Cost FP, 10 FP, -50%; Preparation Required, 1 hour, -50%; Reliable, +10, +50%; Specialized, Ghosts Only, -50%) [5]. The shaman spends an hour in ritual preparation before opening herself to the ghosts of her people for one minute during a partial trance. While she is open to the spiritual, she is aware of the events around her and possesses supreme control over the situation (gaining +10 on Will rolls to enter the partial trance and to resist Possession during the partial trance).
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07-11-2018, 11:27 PM | #3 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Cheap powers
What are the standard limitations on powers? Or are they built into the MA as such?
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Bill Stoddard I don't think we're in Oz any more. |
07-12-2018, 09:44 AM | #4 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Cheap powers
The power modifier is already built into the Modular Ability. So the ability within would mostly be built as though it were a wild ability on the character sheet.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
07-12-2018, 09:47 AM | #5 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Cheap powers
Got it. Let me give it some thought.
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Bill Stoddard I don't think we're in Oz any more. |
07-12-2018, 03:13 PM | #6 |
Join Date: Feb 2005
Location: Psionic Ward
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Re: Cheap powers
"Ablate"
Corrosion Attack(Damage Limitation: No Wounding -50%; Melee Attack: Reach C -30%) is 2 cp/die, and +1 damage counts as 0.3 die, so +5 damage is 1.5 die or 3 points to remove 1 DR per attack (though it will only damage DR, it could be really helpful if you're incarcerated or a lock, door, bars, etc is otherwise blocking your path). "Ignite" Burning Attack(Damage 1pt *0.25; Damage Limitation: No Wounding -50%; Melee Attack: Reach C -30%; Damage Modifier: Incindiary 3* +130%) is [3] and will ignite anything except "Nonflammable" materials instantly in a single try. *From Power-Ups 4: Enhancements, Incindary 3 is +30% and requires Cosmic +100% "Get Back!" Crushing Attack (Damage Limitation: No Blunt Trauma -20%; Damage Limitation: No Wounding -50%; Damage Modifier: Double Knockback +20%; Melee Attack: Reach 1 -25%; Melee Attack: Cannot Parry -5%) is 1 cp/die, so for 20 damage that would be 6 die for 6 points. It deals 40 'knockback damage' to anybody at just the right range to shove, which would knock an average ST 10 person back 5 yards, or a monsterous ST 22 creature gets knocked back 2 yards. Last edited by Extrarius; 07-12-2018 at 04:06 PM. |
07-12-2018, 12:26 AM | #7 | |
Join Date: Dec 2006
Location: Meifumado
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Re: Cheap powers
Quote:
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