04-10-2006, 08:53 PM | #11 | ||||||
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Re: Weird Power Concept
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04-10-2006, 09:50 PM | #12 | |
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Re: Weird Power Concept
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What countermeasures can the demon exploit to make it worth -10%? |
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04-10-2006, 10:43 PM | #13 | |
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Re: Weird Power Concept
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Once granted, the "advantage" is still magical as is the affliction. It's not necessary for them both to fall into the same category, although it is probably expected. Last edited by Mark Skarr; 04-10-2006 at 10:45 PM. Reason: too many of the same word. Oops. |
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04-11-2006, 07:30 AM | #14 | ||
Join Date: Sep 2004
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Re: Weird Power Concept
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As a GM, I'ld expect the Afflication to have a source if your powers normally do. Applying it to the effect implies countermeasures work even after the power is used successfully. |
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04-11-2006, 11:47 AM | #15 | |
Join Date: Oct 2004
Location: San Francisco, CA, USA
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Re: Weird Power Concept
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If it is just those two powers, though, the exception should probably have been spelled out. If jumper does turn a usually "persistent" power into an instant one, and you really really have to do this your way, then yes, I guess it would be appropriate to add persistent to "change the affliction back". I'd still rather see it done with negated advantage or a specialized static (good call, MrTim), though. But I ain't your GM, and your way is clever. Last edited by transmetahuman; 04-11-2006 at 11:56 AM. |
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04-11-2006, 12:17 PM | #16 | ||||||
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Re: Weird Power Concept
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This is largely academic. My GM has said that he can't imagine why the granted advantage wouldn't have "magical." However, I think this is an important discussion that should have some resolution. Quote:
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And paying for 1 second cyclic with 31,557,600 cycles is a bit much on the cost side. Makes it more expensive than the vastly-overcosted Hero version. |
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04-11-2006, 12:38 PM | #17 | |
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Location: San Francisco, CA, USA
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Re: Weird Power Concept
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I do see where you're coming from with the double dipping on the "Magical" limitation; I might allow it. |
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04-11-2006, 12:50 PM | #18 |
Join Date: Dec 2005
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Re: Weird Power Concept
A really easy way to model this power would be to use the rules for banishment from powers page 118. Basically, the difference between flat out killing with an affliction, ie heart attack, and banishing for a year isn't that huge. So, just make it an affliction with Banishment +300% tacked on. If you're game defines banishment as being less than permanent, groovy, the net effect is still removing them from play and only extraordinary measures can return them, so, the +300% stands. Also, I'd call it a year and a day, just to keep it in line with myth :)
So, Affliction Banishment +300% Magical -10% Demons only -30% (assuming demonic thingys make up 19-31% of your foes) add on malediction at whatever range level you want |
04-11-2006, 12:55 PM | #19 | ||
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Re: Weird Power Concept
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Technically, they're still both limitations. They just happen to be limitations that work in the player's favor. And, oh yes, having to buy Extra-Dimensional Movement (Related group of dimensions, any location) with Ranged, Safe-Blind, Usable as Attack, based on ECV and many other advantages . . . the active cost was something like 350, with a real cost of nearly 100. Not to mention how much I knew I was going to have to boost the character's Ego just to be able to use it on Demons. Mind-numblingly expensive power for a game where demons are a rare enemy type (in the game she was being made for demons weren't very common). Quote:
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04-11-2006, 01:04 PM | #20 | ||
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Re: Weird Power Concept
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But, for this power I'd do: Affliction (61 pts) -Malediction 3 (+200%) -Banishment (+300%) -Reliable 10 (+50%) -Magical (-10%) -Accessability: Demons Only (-30%) The GM liked the Reliable, made it possible for the character to banish powerful demons (which was part of the character's power), even though sometimes it's a close struggle. As I've said before I think that +5% is a bit skimpy on the cost for increasing the, um, reliability of the attack, but the GM said it was fine. Quote:
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