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#6 | |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Quote:
Okay, so you want them to ignore DR and take a Quick Contest. No problem, that means Malediction is the place to start. You want them to take range penalties, I assume, so Malediction 2 (+150%) models that. Now, you want it to be dodgeable. So that's a limitation -- since Blockable is -5% and making it parryable is another -5%, it's probably fair to call that a -15% limitation, as a good Dodge is generally seen as being about thrice as useful as a good single Parry or Block. The "takes time to reach a target" is a special effect -- it all happens when you fire it off, after all. Limited range is trickier, but since you're already at -10 to skill at 100 yards, capping range there is worth about -5% in my estimation. (The same -5% would cap range at 10 yards if you had Malediction 1, or at many miles had you Malediction 3.) So that's a net +130%. Roll skill minus range penalties, and your ability fires off at the target, who may dodge. If he fails to dodge, he must roll a Quick Contest (you use the margin of success on your attack roll; don't roll again) or be affected. DR does not protect.
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| Tags |
| affliction, cosmic, damage resistance, irresistible attack, malediction |
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