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Old 04-06-2010, 04:08 PM   #11
Sam Baughn
 
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Default Re: Help to design - Weirdboy Power.

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Originally Posted by sir_pudding View Post
I'd skip this step, and simply give the Weirdboy powers a Waagh power modifer and give the ERs special recharge (Waagh Level), then you just have to decide how much Waagh the local orks are currently generating.
Wouldn't that require all the other orks to have Mana Enhancer, or something similar? Generating useful (if dangerous) energy seems like an advantage.

Although your solution does look a lot more points efficient and saves me having to figure out how Area Effect works with Leech.
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Old 04-06-2010, 04:12 PM   #12
sir_pudding
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Default Re: Help to design - Weirdboy Power.

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Originally Posted by Perfect Organism View Post
Wouldn't that require all the other orks to have Mana Enhancer, or something similar? Generating useful (if dangerous) energy seems like an advantage.
Naw. It isn't any different from any other environmentally generated power source. Building a church and and altar can sanctify an area, but carpenters and masons don't need Sanctity Enhancer. Starting a fire will empower Fire Elemental Powers but a lighter isn't a Fire Power Enhancer. Planting trees helps Nature powers, but the Arbor Day Society doesn't have Nature Enhancer.
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Old 04-06-2010, 05:04 PM   #13
Sam Baughn
 
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Default Re: Help to design - Weirdboy Power.

Wow, it comes to a lot of points... I guess being able to melt tanks with your brain is never going to be cheap.

Weirdboy: Burning Attack 6dx5 (Armor Divisor (10), +200%, Surge, +20%; Costs Fatigue, 20 FP, -100%) [330]; Burning Attack 6dx3 (Area Effect, 4 Yards, +100%; Armor Divisor (2), +50%; Surge, +20%; Bombardment, 12, -10%; Costs Fatigue, 16 FP, -80%; Uncontrollable, -30%; Alternate Attack) [27]; Energy Reserve 5 [15]; Energy Reserve 10 (Accessibility, only with orks nearby, -10%; Nuisance Effect, Severe Pain, -30%) [18]; Energy Reserve 20 (Accessibility, only with lots of orks fighting nearby, -40%; Cardiac Stress, 1 roll per minute, -40%) [12]; Fast Regeneration (Energy Reserve Only, +0%; Accessibility, only with lots of orks fighting nearby, -40%) [30]; Warp (Extra Carrying Capacity, Extra Heavy, +50%; Tunnel, +40%; Costs Fatigue, 16 FP, -80%; Alternate Ability) [22]; Word of Power (Waaagh!) [10]. 434 points.

I think I'll treat the head exploding instead of a heart attack as a special effect - it has a downside (you are even less likely to survive) but some advantages as well (you might take some gits with you).

Word of Power (Waaagh!) invokes the raw power of orkyness, causing nearby orks to suddenly become stronger, faster and even more aggressive in an unpredictable fashion.
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