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Join Date: Dec 2012
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What it says on the tin. Feel free to also post your own, or critique others.
I think versions of this first one have been posted elsewhere, but I may have chosen different options if I was one of the ones posting it before: Suggestion, 10/20/25/40 for levels 1-4 Suggestion, IQ/H This Suggestion ability works mechanically rather like the Telepathic ability of the same name, but fluffwise can be thought of as a highly specialized form of Adjustment or Coincidence: You make it much more likely that the target will agree with you. Ranges are slightly modified, with level 1 extending to Reach 1, and levels 2 - 4 having the ranges of Telepathic Suggestion's levels 3 - 5. (While adding higher levels with the Long-Range enhancement is possible, it hurts plausibility unless either your GM is fine with using this ability over the phone, radio, or similar, or you have an additional modifier to allow it. Personally, I'd prefer making levels 5 and up progressively-larger Area Effect enhancements, though at 25 points per level, that's a bit steep.) Statistics: Suggestion (Power Modifier changed from 'Telepathy, -10%' to 'Probability Alteration, -10%'; Contact Agent is dropped and 'Melee Attack C, -30%' changed to 'Melee Attack C, 1, -20%'; Hearing-based (Target's Hearing), -20%; Nuisance Effect: Only on people who share a language with me, -10%; level two replaces Melee Attack with Short-Range 1, level three removes Short Range, and level four replaces the Suggestion limitation with 'Cannot influence emotions, -10%.') Hexus, 5/level Hexus, IQ/H If a machine is complicated enough that bad luck can make it malfunction in ways other than 'purely user error' or 'a part broke,' it does... unless the target succeeds on the resistance roll. Statistics: Affliction (Machines Only, -20%; Probability Alteration, -10%; Requires IQ roll, -10%; Resisted by Malf., -10%) [5/level] Chaos Injection, 19/22/25/30 points for levels 1-4, and 3 points per level thereafter. Chaos Injection, IQ/H The user 'injects chaos into the body of the target' (or in other words, gives them health-focused Very Bad Luck), usually causing a range of immediate and inconvenient health problems. The target becomes Dizzy at level 1, Nauseated at level 2, Stunned and Easy to Kill at level three, and takes Toxic damage from level 4 up. The Cyclic effect of the Toxic Attack lasts for the duration of the Affliction (usually one minute), but may also cease when the target makes a successful HT roll minus your level in this ability, or if it is interfered with by other psi abilities, such as Coincidence or Serendipity, Psychic Healing, Meta-Psi, or an Adjustment roll opposed by your skill with Chaos Injection. Statistics: Affliction (Dizzy, +20%; Malediction, +100%; Nuisance Effect (on a critical failure, or if the target has a critical success on the resistance roll, the target instead gains (2d-1) levels distributed by the GM between Hard to Kill and Hard to Subdue, for the duration of this ability), -10%; Probability Alteration, -10%; Requires IQ roll, -10%) [19] Higher levels add Nauseated, +30% [22], then Stunning, +10% and Disadvantage: Easy to Kill (1d+1), +15% [25], and then add Link, +10% and Toxic Attack 1d-2 (Cyclic, 10 seconds, +50%; Follow-up (Linked Affliction); Link, +10%; Malediction, +100%; Probability Alteration, -10%; Requires IQ roll, -10%; Resistible (HT-3), -15%) [30]. Further levels add +1 to Toxic Attack [+3/level]. EDIT: An ability is not necessarily available in every setting that uses the Power that ability is based on; it depends on the GM, and the setting's internal logic. Even if it is allowed, the GM may need to add new modifiers, or to change replace existing ones. Thoughts?
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. Last edited by Prince Charon; 01-24-2024 at 06:33 AM. |
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