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Old 04-05-2017, 11:23 AM   #11
Anders
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Default Re: Enhanced Dodge 1 -80% [3]

I can see it against a very small group though - everyone who has trained at the same dojo?
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Old 04-05-2017, 11:28 AM   #12
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Default Re: Enhanced Dodge 1 -80% [3]

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I can see it against a very small group though - everyone who has trained at the same dojo?
To some extent this is the idea behind Style Familiarity.
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Old 04-05-2017, 08:32 PM   #13
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Default Re: Enhanced Dodge 1 -80% [3]

Enhanced Dodge (Preparation required (1min) -20%, Trigger (common)-20%, Limited Use (4/day) -20%, Aftermath (low empathy) -10%, Unreliable 14-, -10%. Net -80%)
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Old 04-05-2017, 09:50 PM   #14
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Default Re: Enhanced Dodge 1 -80% [3]

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Enhanced Dodge (Preparation required (1min) -20%, Trigger (common)-20%, Limited Use (4/day) -20%, Aftermath (low empathy) -10%, Unreliable 14-, -10%. Net -80%)
Any trigger in mind?

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I wouldn't pay more than a Perk for +1 dodge against one specific opponent.
Well a.3 point ability 1/5 as an alternate ability would be just 1 point. I think you need a readymaneuvsr to switch alternate abilities so you would be in troubke having to dodge both at once if you spend 2 perks in it.
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Old 04-05-2017, 11:06 PM   #15
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Default Re: Enhanced Dodge 1 -80% [3]

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Enhanced Dodge (Preparation required (1min) -20%, Trigger (common)-20%, Limited Use (4/day) -20%, Aftermath (low empathy) -10%, Unreliable 14-, -10%. Net -80%)
You meditate for a minute, then at any time thereafter you are able to take some common substance (a drug of some sort?) to gain the ability to dodge better for a minute, but you suffer from Low Empathy for a minute thereafter? That seems appropriate for a cinematic warrior of some sort, but not for a realistic one. The only realistic part of that is Unreliable, which basically just makes it not be a full +1.

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Well a.3 point ability 1/5 as an alternate ability would be just 1 point. I think you need a readymaneuvsr to switch alternate abilities so you would be in troubke having to dodge both at once if you spend 2 perks in it.
Realistic baseline humans don't have Alternate Abilities (realistic cyborgs might, if you build their cybernetics as Advantages rather than gear).
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Old 04-05-2017, 11:28 PM   #16
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Default Re: Enhanced Dodge 1 -80% [3]

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Well a.3 point ability 1/5 as an alternate ability would be just 1 point. I think you need a readymaneuvsr to switch alternate abilities so you would be in troubke having to dodge both at once if you spend 2 perks in it.
+1 to dodge against one opponent isn't worth two points. It's barely worth one.
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Old 04-05-2017, 11:32 PM   #17
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Default Re: Enhanced Dodge 1 -80% [3]

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+1 to dodge against one opponent isn't worth two points. It's barely worth one.
What about +1 to all Active Defenses against a specific opponent?
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Old 04-05-2017, 11:34 PM   #18
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Default Re: Enhanced Dodge 1 -80% [3]

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What about +1 to all Active Defenses against a specific opponent?
Yeah I would probably suggest that instead to a player who wanted this. I would suggest Style Familiarity in any of that person's styles as prerequisites, though.
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Old 04-06-2017, 05:50 AM   #19
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Default Re: Enhanced Dodge 1 -80% [3]

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Any trigger in mind?
You have to have a sprig of jimson weed in contact with your skin.
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Old 04-06-2017, 07:44 AM   #20
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Default Re: Enhanced Dodge 1 -80% [3]

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For realistic Ranged Only Enhanced Dodge, I'd be tempted to allow a single level of Enhanced Dodge (Ranged Only -20%, Only While Moving Half Move or More -20%) in a realistic campaign, to represent particularly evasive movement
The total -40% here is equal to (Limited, Light, -40%) mentioned on Powers 130/146.

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(maybe add another -5% or -10% to disallow attacking while using it). One Foe -20% and All Out Defense Only -20% could be tacked on to drop it to -80%.
P123 (Biological Energy) P129 (Kinetic Energy) or P134 (Teleportation) give options for -10% power modifiers: Super for -10% (all) Biological/Chi (BE) Elemental (KE) Magical (T) or Psionic (B/T)

Do you know where All Out Defense Only -20% could be found? PU8 Limitations 11 has All-Out -25% but only for All Out Attack or All Out Concentrate. I was thinking of using the latter as an add-on for B114's "Preparation Required 1 minute -20%" for a total of -45%.

-20% seems a bit light for 1 foe... P121 says Enhanced Defenses (any),
with Limited, Animals (-60%) for example. Being better at dodging all animals seems more useful than being better at dodging 1 opponent in the universe.

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+1 to dodge against one opponent isn't worth two points. It's barely worth one.
If your levels of ED are made alternate abilities of something else (a +1 to will or perception would be adequate, worth +5. You could even do +1 to FP since it's 3 but I don't know the mechanics of swapping out HP/FP as Alternate Abilities) then they would be 1 point as an alternate ability.

Since the 1/5 allows the base cost to be 5, on 15 that would actually mean you'd only have to take -65% worth of limitations.

If one is willing to take very punitive limitations, you could even stack on an enhancement like Cosmic.

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Realistic baseline humans don't have Alternate Abilities (realistic cyborgs might, if you build their cybernetics as Advantages rather than gear).
Powers 11 based on B61 doesn't mention it's limited to realistic characters.

Mentally focusing on preparing for dodging or parrying seems like a realistic idea for selecting enhanced dodge or enhanced parry as alternative abilities. P11's optional rule specifies needing a ready maneuver to switch between them, which basically means dodging/parrying in the same turn could not benefit from both.
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