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Old 03-08-2006, 02:07 PM   #11
MIB 1473
 
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Default Re: 50-point Abilities

Quote:
Originally Posted by Rev_Pee_Kitty
This doesn't do what you think it does. Cosmic +300% doesn't eliminate the resistance roll for a Malediction. All it does is bypass DR, which you don't need because you have a Malediction; I'd thus recommend raising this to Malediction 3 with the points you save. Now, you can add "Cosmic, Lingering Effect, +100%" so the target doesn't have a way to stop the cyclic damage once it starts. But your target still gets to resist this with his HT vs your Will to prevent the damage in the first place.
I should probably add Reliable to make the contest close to automatic instead. Even keeping it at Malediction 1,with Lingering Effect adding Reliable 20 ought to be plenty.

Quote:
And multiplicative modifiers, as presented in Powers, wouldn't change this. The rule only affects how limitations work, and you don't have any limitations on this ability.
I guess I misread it initially (possibly blinded by my long-ago idea to make character creation multiplicative - which ended up being a Bad Thing). It's kind of sad, though - I was hoping there was an obvious way (apart from GM fiat) to reign this one in.
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Old 03-08-2006, 02:40 PM   #12
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Default Re: 50-point Abilities

Quote:
I should probably add Reliable to make the contest close to automatic instead. Even keeping it at Malediction 1,with Lingering Effect adding Reliable 20 ought to be plenty.
I don't think Reliable bypasses the Rule of 16, so this may not do you much good. The only way I know of to reduce the defender's roll, so that you can eventually make resistance impossible for some defenders, is to add more levels of the Affliction, which would get pretty expensive with this much added in enhancements.
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Old 03-08-2006, 02:56 PM   #13
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Default Re: 50-point Abilities

Quote:
Originally Posted by Almafeta
EDIT: Could this also apply to 50-points "minitemplates" -- e.g., Space Experience, a template that a pilot, merchant, mechanic, or marine might have?
Sure, why not? 50 point Metatraits (i.e., a bear-person or somesuch) would work as well. The idea is for players to make characters that can be 'low-powered' to 'medium-powered' Supers (one or two 50-point Abilities) without a lot of hassle. By pre-making point-balanced 'off-the-shelf' abilities, we can aid future players, especially newbies who don't know how to create abilities themselves.

Also, I'm really appreciative of all the support that's popped up in this thread in such a short period of time! Here's to a long life!
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Old 03-08-2006, 03:04 PM   #14
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Default Re: 50-point Abilities

Quote:
Originally Posted by vitruvian
I don't think Reliable bypasses the Rule of 16, so this may not do you much good. The only way I know of to reduce the defender's roll, so that you can eventually make resistance impossible for some defenders, is to add more levels of the Affliction, which would get pretty expensive with this much added in enhancements.
You're almost certainly right. I guess you'd have to settle for multiple (free, no-signature) attempts. Sigh.

Last edited by Shumway; 03-08-2006 at 03:05 PM. Reason: Typo.
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Old 03-08-2006, 03:15 PM   #15
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Default Re: 50-point Abilities

Quote:
Originally Posted by Shumway
You're almost certainly right. I guess you'd have to settle for multiple (free, no-signature) attempts. Sigh.
So you end up dropping the Cosmic enhancement (at no great loss) and wind up with an ability that costs exactly 50 points. Sounds great to me!
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Old 03-08-2006, 04:24 PM   #16
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Default Re: 50-point Abilities

Healing Blood (+400%): Affliction 1 (Advantage, Fast Regeneration, +500%; Extended Duration, x10, +40%; Blood Agent, -40%; Costs Hit Points, 2 HP, -20%; Preparation Required, 10 minutes, -30%; Temporary Disadvantage, lose Fast Regeneration, -50%) [50]. 50 points.

By transferring a significant amount of his blood to the subject, a character with Fast Regeneration may grant that ability to the subject at the expense of his own healing factor.

Notes: I’m not sure about the Temporary Disadvantage, since as written it isn’t legal for attacks, but I’m using it to “shut off” the user’s regeneration for the duration of the affliction. This ability is a beneficial affliction and has Fast Regeneration as a prerequisite.
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Old 03-08-2006, 04:29 PM   #17
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Default Re: 50-point Abilities

Quote:
Originally Posted by ham2anv
Healing Blood (+400%): Affliction 1 (Advantage, Fast Regeneration, +500%; Extended Duration, x10, +40%; Blood Agent, -40%; Costs Hit Points, 2 HP, -20%; Preparation Required, 10 minutes, -30%; Temporary Disadvantage, lose Fast Regeneration, -50%) [50]. 50 points.

By transferring a significant amount of his blood to the subject, a character with Fast Regeneration may grant that ability to the subject at the expense of his own healing factor.

Notes: I’m not sure about the Temporary Disadvantage, since as written it isn’t legal for attacks, but I’m using it to “shut off” the user’s regeneration for the duration of the affliction. This ability is a beneficial affliction and has Fast Regeneration as a prerequisite.
I really like this. It's really good, but is there a way we can change the temporary disadvantage so that the character isn't required to have Fast Regeneration as a prerequisite? I know it messes up the ability conception, but it'd be hard to play a 75-point character and try to use this as it stands... Just some thoughts.
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Old 03-08-2006, 05:57 PM   #18
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Default Re: 50-point Abilities

Maybe raise the HP cost to 4 HP and change the Temporary Disadvantage to Hemophilia. Price doesn't change.
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Old 03-08-2006, 06:28 PM   #19
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Default Re: 50-point Abilities

For Cyberpunk games:

Digital Override (-50%): Possession (Chronic, +20%; Full Memory Access, +10%; Blood Agent, -40%; Digital, -40%) [50]. 50 points.

This cybernetic implant/cyberkinetic power allows the character to take command of a computer system. He must touch an open access panel or interface port (equivalent to Blood Agent) to transfer his consciousness into the target computer. He has full access to the system’s records and databases, and he can install a backdoor protocol to allow him easier access in the future.

Digital Projection (-50%): Jumper (World) (Costs Fatigue, 1 FP, -5%; Projection, -25%; Takes Extra Time, 4 seconds, -20%) [50]. 50 points.

The character has the ability to project himself into digital “worlds” at will. By concentrating for 4 seconds, he can project his consciousness into cyberspace domains, leaving his physical form unconscious in the real world. He requires no special equipment beyond any implants he may have as part of his power. Using this power is slightly draining, however.
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Old 03-08-2006, 10:36 PM   #20
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Default Re: 50-point Abilities

The poor man's Tachyon Shotgun (3e Ultra-Tech weapon):


Displacer Beam (+400%):
Affliction 1 (Advantage, Jumper (World) with certain limitations (see below),
+200%; Based on DX, +20%; Cosmic, Irresistible Attack, +300%; Costs
Fatigue 4, -20%; Emergencies Only, -30%; Inaccurate, Acc 1, -10%; Limited
Use, 1/day, -40%; Takes Extra Time 2, -20%) [50]. 50 points.

Notes: You can momentarily generate a hyperdimensional vortex that sends
the target to another plane of reality. The target gets his active defence as
well as the resistance roll on DX (DR doesn't help) to evade the vortex; on
failure in both, he's caught in it and shut up in the "prison dimension". He
leaves all his belongings at the point of departure, and finds himself stunned
when reaching the destination.

Limitations such as Costs Fatigue are just to fit the ability's point cost into
the 50-point limit; you can omit one or more of them freely if you have extra
points to spare.

The underlying Jumper (World) is worth 20 points with the following special
limitations: Cannot Escort, Cannot Follow, Limited, Naked and Stun. This
Jumper carries the victim only to one specific "prison dimension" plane due to
Limited; on the character creation, make sure to consult with the GM about
what the plane is actually like.

Suggested Sources: Super or Superscience; possibly Divine or Moral ("the
power of pure good that banishes the evil through a dimensional rift", instead
of rubber-science explanation).
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