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Old 05-26-2006, 11:02 AM   #311
Atreyu_Hibiki
 
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Default Re: 50-point Abilities

No notes for 'em yet, but I point-balanced some of my earlier-posted spell conversions:

Pain Spell (+150%): Affliction 1 (Malediction 1, +100%; Moderate pain, +20%; Extended Duration, x10, +40%; Costs 2 FP, -10%) 25 points

Seek Earth (-20%): Detect (Minerals, very common; Costs 2 FP, -10%; Takes Extra Time 1, -10%) 24 points

Itch Spell (+150%): Affliction 1 (Malediction 1, +100%; DX-2, +20%; Extended Duration, x10, +40%; Costs 2 FP, -10%) 25 points

Oh, and version 2 is up! Go and get it from the geocities site!
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Old 05-26-2006, 11:07 AM   #312
GnomesofZurich
 
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Default Re: 50-point Abilities

Modeled from Ultra-Tech II:
Hyperdense Skeleton [50]: (Injury Tolerance: No Brain [5]; Injury Tolerance: DR/2 (Only against Cutting and Crushing, -30%) [35]; Injury Tolerance: Unbreakable Bones [10]).

Perfect for a bodyguard-sort in a cyberpunk campaign, or for modeling Wolverine.
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Old 05-26-2006, 02:01 PM   #313
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Default Re: 50-point Abilities

Quote:
ER 9 (for Magic only -10%: Recharges 1pt/day -60%) [+3]
ER starts at 3 pts per +1, the same as Extra FP. Therefore, base cost for this is 27 pts, and -70% = [+9], not [+3].
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Old 05-26-2006, 02:03 PM   #314
Mysterious Dark Lord v3.2
 
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Default Re: 50-point Abilities

Mad Scientist's Diabolical Shrinking Ray [49 points]

Affliction 1 (Base 10 points: Link +10%; Permanent/Reversible +150%; Shrinking 6, +300%) [56 points]
Innate Attack 5 (Base 25 points: Delay/12 hours +0%; Explosive +50%; Link +10%; Malediction 1 +100%; Only on shrunken targets -10%) [63 points)
Perk: Reversal Ray (Base 1 point: Malediction 1 +100%) [2 points]

Base Cost: 121 points
Gadget Modifiers: Breakable (DR 6): -10%
Can be Stolen (ST Contest): -30%
Can be Hit (SM -1): -20%
Final Cost: 49 points

This fiendish device, about the size of a large rifle, is employed by a demented cinematic genius. When trained on a target, it miniaturizes him to the size of a doll (about 6 inches in height). However, the change is unstable, and unless the device is used to enlarge him again within twelve hours, the unfortunate victim will explode (5d burning damage which, when combined with DR-bypassing of Malediction and the reduced hit points of being shrunk, will almost certainly be lethal).

The Ray has many uses. Minions can be shurnk for brief missions, targets can be kidnapped or killed at the madman's pleasure. The most dramatic use would be to shrink dozens of rodents, then release them into a target building and wait for them to explode one by one.

Last edited by Mysterious Dark Lord v3.2; 05-26-2006 at 02:08 PM.
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Old 05-26-2006, 02:26 PM   #315
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Default Re: 50-point Abilities

Quote:
Originally Posted by Mysterious Dark Lord v3.2
Mad Scientist's Diabolical Shrinking Ray [49 points]

Affliction 1 (Base 10 points: Link +10%; Permanent/Reversible +150%; Shrinking 6, +300%) [56 points]
Innate Attack 5 (Base 25 points: Delay/12 hours +0%; Explosive +50%; Link +10%; Malediction 1 +100%; Only on shrunken targets -10%) [63 points)
Perk: Reversal Ray (Base 1 point: Malediction 1 +100%) [2 points]

Base Cost: 121 points
Gadget Modifiers: Breakable (DR 6): -10%
Can be Stolen (ST Contest): -30%
Can be Hit (SM -1): -20%
Final Cost: 49 points
*snipped notes*
Just ran calculations on this... the gadget modifiers have to be built in to the cost of each attack, not multiplied afterward. The result would be:

Affliction 1 (Link +10%; Permanent/Reversible +150%; Shrinking 6, +300%; Gadget, Breakable (DR 6), -10%; Can be Stolen, Contest of ST, -30%; Can be Hit, SM -1, -20%) [50]

Burning (?) Attack 5D (Set Delay, 12 hours, +0%; Explosive +50%; Link +10%; Malediction 1 +100%; Only on shrunken targets -10%; Gadget, Breakable (DR 6), -10%; Can be Stolen, Contest of ST, -30%; Can be Hit, SM -1, -20%) [48]

Perk: Gun works as a Reversal Ray [1] (Modifiers aren't necessary with Perks)

for a total of 99 points.
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Old 05-26-2006, 02:50 PM   #316
Mysterious Dark Lord v3.2
 
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Default Re: 50-point Abilities

Quote:
Originally Posted by Atreyu_Hibiki
Just ran calculations on this... the gadget modifiers have to be built in to the cost of each attack, not multiplied afterward.
I have been given to understand that gadget modifiers are applied to the package as a whole, not to each ability. I've noted nothing in the Characters or Powers books to contradict this.
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Old 05-26-2006, 03:30 PM   #317
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Default Re: 50-point Abilities

Quote:
Originally Posted by Mysterious Dark Lord v3.2
I have been given to understand that gadget modifiers are applied to the package as a whole, not to each ability. I've noted nothing in the Characters or Powers books to contradict this.
Just re-read the section on Gadget Limitations in Characters, and I don't see anything that would indicate to me that they function differently from normal limitations... gonna e-mail Kromm on this one.
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Old 05-26-2006, 03:31 PM   #318
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Default Re: 50-point Abilities

Quote:
Originally Posted by GnomesofZurich
Actually, if you do it that way, you end up with 14 attacks per objective second that passes, assuming ATR does actually work that way. One attack normally, +6 levels of Extra Attack, on each subjective second = 14 attacks. Then use All-Out Attack on each of those subjective turns, and you end up with 16 attacks. As written, you would have to activate ATR separately from the Extra Attacks, but putting something like Trigger: Berserk, -x% would work, I think.
Ooops, you are right, bad calculations...
You could also Link them together... but trigger should work too...
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Old 05-26-2006, 03:50 PM   #319
GnomesofZurich
 
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Default Re: 50-point Abilities

I figured Trigger would allow you to stay within the point target. If you add a +10% Link to both the Extra Attacks and ATR, it increases the point cost by 15, unless you put another -10% limitation on Extra Attacks.

Using Trigger does slightly decrease the utility of ATR (as written, you could use it independently of the Battle Rage), but I think it's closer to what you had in mind.
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Old 05-26-2006, 04:36 PM   #320
Atreyu_Hibiki
 
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Default Re: 50-point Abilities

Okay, I recieved my reply from the good Doctor, and he wrote this:

"On 26 May 2006 at 15:38, Atreyu_Hibiki @ Steve Jackson Games Forum
wrote:

> In this post,
> http://forums.sjgames.com/showpost.p...&postcount=314 , the
> reputable Mr. MysteriousDarkLord submitted an amusing ability
regarding a shrinking ray. However, he calculated it as if Gadget Modifiers
> applied after all else were calculated, and I see nothing in
Characters that indicates that it would function differently from normal
modifiers.
> So the question becomes which, indeed, is the case? In other words,
do Gadget modifiers function any differently from normal modifiers?

Nope. They're just limitations, and you add them to other modifiers as
usual.

SP."

Thus, the shrink-ray by itself costs 50 points. On the plus side, having it also work as a reversal ray is just a special effect, I'm sure, worth +0%.

Last edited by Atreyu_Hibiki; 05-26-2006 at 04:42 PM.
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