09-14-2012, 10:02 AM | #11 | ||
Join Date: Nov 2009
Location: Southern NH, USA
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Re: Giving Allies damage bonuses (power review)
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Sonic is a limitation I made up for this set of powers. I presented it in another thread for a different power and the thread was derailed with opposing sides thinking it was fair for -20% and some not, so I intentionally left out exactly what it entails. :) As for Activation WL/H, that means it requires a Will roll to activate the power. You can find it as a limitation in Powers pg 112. That is then coupled with "Power Skills" meaning that Will is instead now just the default activation roll for the power, and they can raise this power as it's own skill just like a weapon skill. So we are now looking at this: Quote:
Last edited by JMD; 09-14-2012 at 10:06 AM. Reason: added updated power stats |
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09-14-2012, 10:04 AM | #12 |
Join Date: Sep 2004
Location: Canada
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Re: Giving Allies damage bonuses (power review)
I assumed it was Reverse Sense Based (Hearing) until I saw the other limitation you have there. But anyways: "Campaign limitation" works. :P
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09-14-2012, 10:04 AM | #13 |
Join Date: Sep 2004
Location: Canada
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Re: Giving Allies damage bonuses (power review)
Advantage (Innate Attack Burn 1pt [2], Follow Up [+0%], Universal (Apply to Any Attack Type) [+50%] = 3) [+3%]
That's +30%, not +3%.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
09-14-2012, 10:05 AM | #14 |
Join Date: May 2005
Location: Lynn, MA
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Re: Giving Allies damage bonuses (power review)
Adding a 3 point Advantage is a +30% Enhancement on Affliction.
(Sense Based, Hearing) is an Enhancement on an Attack without Malediction, not a limitation. I don't know what (Sonic, -20%) is. You don't need Affects Others on your Affliction. I'm not familiar with RAW rules on Terminal Conditions in this context (I'd love a page reference), and I left out the fatigue cost too, but this is more what you're trying to do I think. Affliction (Added Advantage, Follow up IA, +30%; Area Effect, 2, +100%; Aura, +80%; Malediction 1, +100%; Selective Area,+20%; Sense Based, Hearing, -20%; Reduced Duration 1/20, -25%; Melee, C, -30%; Nuisance Effect, -5%) [35] |
09-14-2012, 10:07 AM | #15 |
Join Date: Nov 2009
Location: Southern NH, USA
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Re: Giving Allies damage bonuses (power review)
Ack! My bad. Memory. Dumb.
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09-14-2012, 10:13 AM | #16 | |
Join Date: May 2005
Location: Lynn, MA
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Re: Giving Allies damage bonuses (power review)
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09-14-2012, 10:16 AM | #17 | |||
Join Date: Nov 2009
Location: Southern NH, USA
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Re: Giving Allies damage bonuses (power review)
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Thanks for putting some work into this! However, I don't understand why you added Melee C. |
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09-14-2012, 10:17 AM | #18 | |
Join Date: Nov 2009
Location: Oregon
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Re: Giving Allies damage bonuses (power review)
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Affliction is normally usable at a range. Adding Area Effect still lets you "throw" it out, with the center of the Area at any point in range. Melee C makes it so it must be centered on the user instead, while Aura makes it always active. The alternative build would be to just use Area and Emanation (in place of Melee and Aura). That would make it a "burst" that you use an action to activate, and may actually be closer to your original power. Last edited by vierasmarius; 09-14-2012 at 10:23 AM. |
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09-14-2012, 10:17 AM | #19 | |
Join Date: Nov 2009
Location: Southern NH, USA
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Re: Giving Allies damage bonuses (power review)
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I did this because I have 5 pc's, each with several powers, and I don't want them to just be able to beef up their innate attack skill and be able to use it as a catch all skill to be awesome. |
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09-14-2012, 10:18 AM | #20 |
Join Date: Nov 2009
Location: Southern NH, USA
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Re: Giving Allies damage bonuses (power review)
If you have another solution to keep it sense based (hearing) and keep me far away from the +100% malediction enhancement, I would love to hear it!
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aura of power |
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