Re: New perks
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A compromise might be to allow an Axe/Mace or Two-Handed Axe/Mace parry following an attack at -3 to Parry. |
Re: New perks
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Re: New perks
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4e weakened distinctions about Ready/Unready and Parry U is this weird thing where your weapon doesn't become "Unready", it just can't be used to Parry after attacking. Eventually Kromm just said to use the 3e Enchntments to fix Parry U. |
Re: New perks
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Re: New perks
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Re: New perks
Signature Compass: With a second's concentration, the person with this perk knows the direction of their Signature Gear.
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Re: New perks
Speed Boost! [Perk] Altered Time Rate 1 [100], Costs FP (20 FP) [-100%], Nuisance Effect (Ravenous Hunger) [-5%], Nuisance Effect (Parched) [-5%], Smaller Duration (10 seconds, not a minute of activation time) [-40%] This is perk level Altered Time Rate. You basically get 10 seconds to finish your enemies, or else you pass out and if you wake up, you need food and water immediately. IT COSTS 20 FP for the reason of forcing you on the brink of exhaustion after you finish your speed boost. If you have sufficient FP, you may keep going with your speed boost by spending 10 FP per extra 10 seconds, and because it spends the FP after you finish the 10 seconds, you may have 12 FP, use 20 FP putting you at -8, then succeed your HT roll to stay conscious, and spend ANOTHER 10 FP to speed boost, and then automatically pass out afterwards as you'd have -1xFP.
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Re: New perks
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OTOH, only allowing the speed boost for one second, only allowing it vs. a rarely encountered type of foe or under rare circumstances (e.g., by the light of the full moon), converting that FP loss to HP loss (putting an average human at -HP and requiring a roll to avoid Death) or two or more of the above might nerf the power to the point that it's a reasonable perk. A reworked version of this idea could be a really fun "finishing attack" for the right sort of character, although it's the sort of perk that the GM should think about very carefully before they allow a PC to have it. |
Re: New perks
Yeah, I think that's more in the "super powers that cost less than 10 points" category than a Perk.
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Re: New perks
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*An idea I've had in the past is to make the -80% not be a hard cap. Instead, for abilities with net Limitations beyond -80%, you reduce them to 1/5 cost and add +80%; the remaining Limitation applies to the 1/5 cost. So in this case, at -150% you're looking at dropping to [20] initially with -70% left over, which in turn becomes [7] (at -100%, you're instead looking at . Turning something worth [100] would thus require -235% net Limitation. |
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