08-17-2020, 11:31 PM | #21 |
Join Date: Feb 2016
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Re: Useful Low-Powered Abilities [Powers/Supers]
I believe that Talents would be -20% because they are a rather large subset of advantages. Maximum Duration is also probably not a legal limitation because Modular Abilities are transient rather than always on, as you have to use Concentrate to activate it (otherwise nearly every Modular Ability build would use it). Of course, this is subject to interpretation. A variation would be Modular Abilities 8 (Slotted Cosmic Powers; All-Out, -25%; Nuisance Effect, Backlash, Seizures, Resisted by HT, -50%; Trait-Limited, Skills Only, -10%) [8].
Last edited by AlexanderHowl; 08-17-2020 at 11:39 PM. |
08-20-2020, 09:57 AM | #22 |
Join Date: Sep 2004
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Re: Useful Low-Powered Abilities [Powers/Supers]
Innate Attack 1d+2 (Toxic; Jet 0%; No Wounding -50%; Respiratory +50%; Side Effect - Choking +150%) [10]
A stream of choking gas that completely disrupts target's breathing if they fail an HT at -1 per full 2 points of damage rolled (avg 5 for a HT-2). Suffocation effects would last 20-HT minutes (basically death) unless someone assists you. This attack completely ignores DR, but only works unprotected breathing. |
08-20-2020, 10:20 AM | #23 |
Join Date: Feb 2016
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Re: Useful Low-Powered Abilities [Powers/Supers]
Respiratory without Area Effect or Cone would have to hit the face to take effect (Jet produces a 1" wide stream), so you would be at a -5 to hit. You also cannot combine Respiratory with Side Effect, as they are two mutually exclusive penetration modifiers. Additionally, the cost should be 16 CP, not 10 CP.
Last edited by AlexanderHowl; 08-20-2020 at 10:38 AM. |
08-20-2020, 10:54 AM | #24 |
Join Date: Feb 2016
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Re: Useful Low-Powered Abilities [Powers/Supers]
Ecstatic Touch: Toxic Attack 1d (Armor Divisor, /2, +50%; Damage Modifier, No Wounding, -50%; Melee, C, Dual, No Parry, -25%; No Signature, Mundane, +25%; Side Effect, Ecstasy, +150%) [10]. Notes: The practitioner lightly touches their target, sending them into an ecstatic state if they fail a HT (- [half rolled damage]) roll.
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08-20-2020, 11:03 AM | #25 | |||
Join Date: Sep 2004
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Re: Useful Low-Powered Abilities [Powers/Supers]
Quote:
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Easily modified: Innate Attack 2 pts (Toxic; Cosmic Ignores DR +200%; Jet 0%; No Wounding -50%; Side Effect - Choking +150%). (Base 4 * .6, +300%) [10] Now you can't hold your breath to avoid it. It's more like a death curse that you blow on someone to cause them to stop breathing (HT-1 to avoid, otherwise choking for 20-HT min). |
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08-20-2020, 11:21 AM | #26 |
Join Date: Feb 2016
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Re: Useful Low-Powered Abilities [Powers/Supers]
It is still not legal by RAW. Cosmic, Ignores DR, which is +300%, not +200%, is a penetration modifier that is not Armor Divisor, so it cannot be combined with Side Effect (the cost would also be 12 CP). Though Choking is technically allowed by RAW, I am also hesitant to allow an Incapacitation to function as a Mortal Condition, as no other Incapacitation causes death (in my own games, Choking Afflictions cause 1 FP per minute, to bring it into line with Agony and Ecstasy Afflictions).
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08-20-2020, 11:46 AM | #27 | ||
Join Date: Sep 2004
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Re: Useful Low-Powered Abilities [Powers/Supers]
Quote:
As for the second point, Cosmic: Ignores DR is incompatible with penetration modifiers but it doesn't have the key words that it is a penetration modifier. Since none of the other 3 modifiers are either, it's raw legal. Quote:
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08-21-2020, 06:04 AM | #28 |
Join Date: Aug 2018
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Re: Useful Low-Powered Abilities [Powers/Supers]
I have a super cool idea in mind.
HEALING [30] You'll notice the modifiers all cancel out to base cost. I actually only want 1 HP to be healed (instead of 4) at the end of the minute though, so I'm thinking just cut this cost in quarter to be about 8 points. If that's not legal, I'm thinking maybe taking "Weakened Without 8 Hours Preparation -40%" from B114 with no intention at all of using it at full strength, just using it to get it to half power and save points, in which case 2/5 of 30 is 12 so it's down to 18... I need to halve the power a 2nd time so I'll take another version... B110 Weakened Under Stress -30% saves another 9 points bringing it down to 8... SUCCESS Which is I guess the point value of Bandaging from B424? |
08-21-2020, 06:05 AM | #29 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Useful Low-Powered Abilities [Powers/Supers]
Capped is -25%, isn't it?
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08-21-2020, 06:25 AM | #30 |
Join Date: Feb 2016
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Re: Useful Low-Powered Abilities [Powers/Supers]
It is more than 10 CP, so it exceeds the guidelines of the original post (I am also not quite sure what, if any, utility it has over First Aid). For example, the following would be legal:
Healing Kiss (-80%): Healing (All-Out, -25%; Backlash, Euphoria, Resisted by HT, -15%; Blood Agent, -40%; Reliable, +10, +50%; Psionic, -10%; Takes Extra Time 2, -20%; Takes Recharge, 20 seconds, -20%) [6]. Notes: The character kisses the target deeply for four seconds (usually on the mouth) before healing them. While exhausting, the character is capable of healing almost most injury and curing most diseases without fail. |
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