Supers: Fright and Powers
To Preface: I am starting a supers game soon, and I've been helping the players with their characters.
Questions: 1.) One character is looking for "Venom" or "Carnage" type abilities that cause fright checks in others who view them in use. I have a few ideas on how to game this, but I'm really interested in seeing what all of you come up with. 2.) I had read about a "Fear Perk" in the forums somewhere, but I haven't been able to find it in my books. Does anyone know anything about this perk, or have suggestions on how to create (if its possible) a balanced perk that deals with fear? Thank you for your input! |
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He wants the fear check to be a side-effect of the normal power. So, if he creates an Innate Attack tendril, it should also create a fear check in any who view the attack.
My initial thoughts were linking Terror to the Innate Attack advantage to produce the effect he is looking for. I was just curious if any other point crunch guru's had better (cheaper) ways of producing the effect. I'm going to guess that the fear perk I heard about is the Rule of 15 one. Thanks! |
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The thing of it is, Terror, by default works on those who see (or hear) the Terrorizing effect. That can be humongous in area effect, noting DF's observatin that drums can be heard for miles. If King Kong's being seen triggered a Fright Check, Kong on the Empire State Building is scaring folks in New Jersey!
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And once you were close enough to see that something that huge was climbing up the skyscraper under its own power, I can well believe that many would find it quite terrifying at that point! |
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It's rather obviously a broken trait at extreme ends, something the OP may want to worry about. |
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Good point - Terror as affixed to a power like that could be a game breaker.
I've got the player to settle on a Temporary Disadvantage effect to make him Horrific (-5 or -6 to reactions) when he's seen using his ability. He seems pretty happy with that. Here are the stats we've come up with for the Tendril he wants to use as his base attack. I would really appreciate criticism regarding the way its statted - I want to make sure it's legal (or legal enough.) TENDRIL: 29 Points (Extra Arm, Base 10 Pts) Enhancements: 370% Extra-Flexible +50% Long 3 (SM+3) +300% Switchable +10% (Can "retract" arm.) Maximum Size Only +0% (Arm grows to max instantly; stays at max until retracted.) Selective +10% Limitations: -80% No Fine Manipulators -30% Biological -10% Temporary Disadvantage: Horrific -25% Accessibility: Grows from right arm only, -15% (Not a True "Extra Arm" yet.) And here is the Innate Attack he's looking to use as a weapon on the end of the tendril. Now that I look at it again, it should probably have a 20% Link on it. Thoughts, opinions, help? Thanks! IMPALING TENDRIL ATTACK: +2d Impaling 18 Points (Base 16) Enhancements: +100% ST Based +100% Limitations: -80% (Total -85%) Biological -10% (1 FP to form the probe) Melee, Reach 1-3, -15% Only When Using Tendril, -60%) |
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In fact, the one issue with taking it attached to another ability is that you should probably take it with Switchable if the other ability is voluntary in use, otherwise it's a way of getting around buying the enhancement. |
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