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Old 09-18-2010, 01:16 AM   #9
redpikemen
 
Join Date: Dec 2009
Default Re: Supers: Fright and Powers

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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carnage, fear, super, terror, venom

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