08-21-2020, 06:55 AM | #31 | ||
Join Date: Oct 2010
Location: FL
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Re: Useful Low-Powered Abilities [Powers/Supers]
Quote:
Quote:
He winds up at Healing (Capped +25% (max 2 FP can be spent to heal 4 HP); Requires Easy Skill Roll +5%; Immediate Preparation Required: 1 minute -30%; Requires material component -10%; Requires grapple -10%; Injuries Only -20%; Reduced Fatigue Cost 2 +40%; Weakened without 8 hours of preparation -40%; Weakened Under Stress -30%) [9] Since Capped should be a limitation instead of an enhancement, it ought to come out more like: Healing (Capped -25% (max 2 FP can be spent to heal 4 HP); Requires Easy Skill Roll +5%; Immediate Preparation Required: 1 minute -30%; Requires material component -10%; Requires grapple -10%; Injuries Only -20%; Reduced Fatigue Cost 2 +40%; Weakened without 8 hours of preparation -40%; Weakened Under Stress -30%) [6] Stacking Immediate Preparation and Weakened without 8 hours seems dicey to me. Let's treat it like partially limited traits and call it -15% instead of -40% Healing (Capped -25% (max 2 FP can be spent to heal 4 HP); Requires Easy Skill Roll +5%; Immediate Preparation Required: 1 minute -30%; Requires material component -10%; Requires grapple -10%; Injuries Only -20%; Reduced Fatigue Cost 2 +40%; Weakened without 8 hours of preparation -15%; Weakened Under Stress -30%) [6] That is still -95% so either remove up to -25% of limitations or add up to +25% of enhancements. Maybe Reduced FP Cost 1 +20%?
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Formerly known as fighting_gumby. |
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08-21-2020, 07:28 AM | #32 |
Join Date: Sep 2004
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Re: Useful Low-Powered Abilities [Powers/Supers]
If I was trying to knock healing down in cost I'd do:
Healing (Affects Self +50%; Useless under stress -60%; Injuries Only -20%; Own Race Only -20%; Prep: One Min -20%) [9] |
08-21-2020, 10:15 AM | #33 |
Join Date: Feb 2016
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Re: Useful Low-Powered Abilities [Powers/Supers]
What exactly does weakened Healing mean in this context though? Since weakened means half the effect, I would interpret it as half the healing per FP spent and per penalty.
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08-21-2020, 05:51 PM | #34 |
Join Date: Oct 2010
Location: FL
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Re: Useful Low-Powered Abilities [Powers/Supers]
That is how I interpreted it, as Plane was shooting for a 1HP heal.
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Formerly known as fighting_gumby. |
08-21-2020, 07:32 PM | #35 | ||
Join Date: Aug 2018
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Re: Useful Low-Powered Abilities [Powers/Supers]
Yes, I clearly fumbled that...
Which is good because I actually forgot about the -3 penalty for multiple uses on same person per day. http://forums.sjgames.com/showpost.p...11&postcount=8 priced at +50 so switching +25 to -25 pays for it! Quote:
Might need to bloat if I need to get "Heals Self" enhancement though... I'm actually not sure if you can just go and use Bandaging on yourself to restore 1 HP per minute though. I'd figure that'd be awkward if you had to wrap an arm wound 1 handed. Quote:
Yes, because the most you can get w/ capped is spending 2 FP for 4HP which is still too strong! |
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08-21-2020, 07:37 PM | #36 |
Join Date: Oct 2010
Location: FL
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Re: Useful Low-Powered Abilities [Powers/Supers]
Benefits over First Aid, BTW: It stacks therewith (granted, TL+1 (First Aid Only) [1]; is likely a better way to get that...).
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Formerly known as fighting_gumby. |
08-21-2020, 10:00 PM | #37 | |
Join Date: Aug 2018
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Re: Useful Low-Powered Abilities [Powers/Supers]
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I guess maybe it matters if there's multiple healers, since 2 people doing first aid could probably still only restore 1 HP, maybe get a +1 skill for an assistant but that's it. |
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08-26-2020, 04:29 AM | #38 |
Join Date: Jun 2010
Location: Dreamland
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Re: Useful Low-Powered Abilities [Powers/Supers]
Minor Personality Change
Affliction 1 (Variable Enhancement 1 +10%, Low Signature N/A +25%, Melee Attack C w/No Parry -35%) [10] You can walk by people and give them any quirk (or other -1pt trait, or anything else Affliction allows at +1%) if they fail a HT roll. Either way, it's undetectable and subtle, working wonders in a crowd when it's guaranteed to work on some amount of them. Want a mob mentality? Intolerance: Rare Victim. Need a distraction? Mass Allergies. Want someone to act up? OPH. Need people to get along? Broad-Minded. Want someone to stick out? Distinctive Features. Need people to like you? Shake their hand with Admiration. Want to win a Quick Contest? Lazy Skill, or Incompetence if you want them to look terrible. Want to be with luck? Trivial Destiny. Need yourself to have any quirk anytime? |
08-26-2020, 06:53 AM | #39 | |
Join Date: Feb 2020
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Re: Useful Low-Powered Abilities [Powers/Supers]
Quote:
Nice. That's a really versatile ability. It would go really well with a trickster character. Or if you restrict it to mental quicks and make it uncontrollable a great disadvantage for a Psi. Maybe as part of an alien racial template, their telepathy has a random effect on other races. |
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08-26-2020, 09:10 AM | #40 | |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Useful Low-Powered Abilities [Powers/Supers]
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Maximum Duration in this build applies to the whole Modular pool. It cannot be accessed or used in whatever configuration for more than 10 minutes with a 5 minute down-time in between. It''s entirely RAW. |
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powers, supers |
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