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Originally Posted by Landwalker
* Why is that? Shouldn't the fact that it is a follow-up to a melee attack make it a Melee Attack? Shouldn't it still need Blood Agent, since it only works if it penetrates the target's DR (I don't see anything in the Follow-Up enhancement description that says a successful "carrier attack" that hits, but which does no damage due to DR, still delivers the Follow-up effect)?
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Perhaps I should have said, cannot have, rather than doesn't need, to make this clearer.
"A Follow-Up attack need only list its damage amount and type. All other details depend on the carrier attack." B105
Thus, if the carrier is a melee attack, the follow-up is also a melee attack and cannot have that limitation.
As both Follow-up and Blood Agent are "penetration modifiers" you can only have one of them.
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* That's the intention. The mechanical goal is to allow the Wrathspawn to make two attacks per round: A DWA with both claws, followed by a Bite (which would use Brawling and be the Extra Attack in this case).
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I'm not sure what kind of limitation that would be, not that it matters when constructing a NPC.
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Affliction 1 [10 base] — Mild Wrath (-2 to DX, IQ, and Self-Control; halved for characters with Pacifism; automatically forces a Bad Temper roll for characters with that disadvantage) [+20%]; Follow-Up (Bite) [+0%]; Resisted by Will [+20%]; Symptom: Severe Wrath (As above, but -4 to rolls, and non-Pacifist characters cannot take All-Out Defense; 1/3 basic HP, x3) [+120%]; Symptom: Terrible Wrath (As Severe Wrath, but -6 to rolls, and non-Pacifists cannot make Defensive Attacks; 1/2 basic HP, x2) [+80%]; Symptom: Fury (As Terrible Wrath, but non-Pacifists also immediately suffer Berserk (with a base SC of 6, which causes automatic failure due to Terrible Wrath); 2/3 basic HP, x1) [+20%]
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This way you will have Mild Wrath as soon as you are afflicted and only as long as the affliction lasts. When you've lost 1/3HP you will also have Severe Wrath which will last until you have more than 2/3HP even if the affliction and the Mild Wrath effect has ended by then. Severe Wrath will be replaced by more severe Wrath effects as you lose more HP.
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Originally Posted by Kuroshima
Personally, I would create a new irritant condition, on the same scale than Pain (and with a single advantage or disadvantage that makes halves the penalties, in this case, I think that it would be Pacifism).
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We'd also need a trait to double the effect. Bad Temper seems to be the best fit. Unless the limited choices balances that.