Monday, May 4, 2009
Tuesday, April 28, 2009
Monday, April 27, 2009
Attribute Charts
Done! Well sort of. The basics are there but I need some help filling them out. For you superhero geeks out there fill me in on where Silver Surfer sits on the Brawn chart or whatever.
I also need something for Intelligence over 10 to give a bonus to, I'm thinking science, engineering, lore and academics checks.
I also need something for Intelligence over 10 to give a bonus to, I'm thinking science, engineering, lore and academics checks.
Back to WORK!
Alright, aafter a 2 week hiatus (vacation time) I am back at it.
I have added in the multiattack (ambidexterity) powers in the Out-of sequence list as well as the first attribute chart. I will be back on track making changes as we go.
Over on the TW thread we are discussing how to fix/balance the alternate form power. We shall see if there is a major overhaul on that.
I have added in the multiattack (ambidexterity) powers in the Out-of sequence list as well as the first attribute chart. I will be back on track making changes as we go.
Over on the TW thread we are discussing how to fix/balance the alternate form power. We shall see if there is a major overhaul on that.
Sunday, April 12, 2009
Hyper Attack and Natural Weapons
Since Google Docs is giving me grief right now I'll post this here.
Rule: Hyper Attack and Natural Weapons will use your base Melee attack, plus any skill points in the melee skill (Brn/Cor) plus a specialty of the melee skill appropriate to the power. Other touch based powers do not follow this rule as they are manifestations of something other than a direct melee attack.
Natural Weapons
Range – Personal
Duration – Constant
Resisted - NA
Description – The character has some form of super weapon that is a part of their body. This can include claws, fangs, horns, tail spikes, etc. The weapons do power rating d10+brn damage on a successful melee attac k. These weapon(s) can be retractable or not at the choice of the character. Natural Weapons can be used as part of a multiple action as they are an extension of the body.
Attributes – Brn/Cor
Skill Use – No associated Skill. There is a melee specialty associted to this power though. Without that specialty all attacks default to base melee skill.
Example – Bob has Natural Weapon 4. He has a pair of Moose horns that do 4d10+brn (s)damage.
Suggested Weakness - Deformity, Painful Manifestation
Hyper Attack
Range – Personal
Duration – Instant
Resisted - Dodge
Description – With a mighty punch/kick/headbutt/etc. the character can manifest some form of damaging blow (possibly coupled with energy or a specific material chosen at creation). The blast damages only the target, unless something intercepts it. Damage is equal to 1d10xpower rating +Brn. Damage is b with 1/2 of the damage being e damage appropriate to the additional effect if any. If there is no additional elemental effect all of the damage will be b type damage.
Attributes – Brn/Cor
Skill Use – No associated Skill. There is a melee specialty associted to this power though. Without that specialty all attacks default to base melee skill.
Example – Bob has Hyper Attack 4, he can slam an opponent with his Flaming Fist for 2d10+Brn b damage with an additional 2d10 e damage from the flames.
Suggested Weakness – Visual Display, Verbal Manifestation, Artifact
Rule: Hyper Attack and Natural Weapons will use your base Melee attack, plus any skill points in the melee skill (Brn/Cor) plus a specialty of the melee skill appropriate to the power. Other touch based powers do not follow this rule as they are manifestations of something other than a direct melee attack.
Natural Weapons
Range – Personal
Duration – Constant
Resisted - NA
Description – The character has some form of super weapon that is a part of their body. This can include claws, fangs, horns, tail spikes, etc. The weapons do power rating d10+brn damage on a successful melee attac k. These weapon(s) can be retractable or not at the choice of the character. Natural Weapons can be used as part of a multiple action as they are an extension of the body.
Attributes – Brn/Cor
Skill Use – No associated Skill. There is a melee specialty associted to this power though. Without that specialty all attacks default to base melee skill.
Example – Bob has Natural Weapon 4. He has a pair of Moose horns that do 4d10+brn (s)damage.
Suggested Weakness - Deformity, Painful Manifestation
Hyper Attack
Range – Personal
Duration – Instant
Resisted - Dodge
Description – With a mighty punch/kick/headbutt/etc. the character can manifest some form of damaging blow (possibly coupled with energy or a specific material chosen at creation). The blast damages only the target, unless something intercepts it. Damage is equal to 1d10xpower rating +Brn. Damage is b with 1/2 of the damage being e damage appropriate to the additional effect if any. If there is no additional elemental effect all of the damage will be b type damage.
Attributes – Brn/Cor
Skill Use – No associated Skill. There is a melee specialty associted to this power though. Without that specialty all attacks default to base melee skill.
Example – Bob has Hyper Attack 4, he can slam an opponent with his Flaming Fist for 2d10+Brn b damage with an additional 2d10 e damage from the flames.
Suggested Weakness – Visual Display, Verbal Manifestation, Artifact
Saturday, April 11, 2009
Fixes
Armor numbers fixed. Teleport and Precognition posted in out of sequence. Other minor changes have happened.
Tuesday, April 7, 2009
OMG Mind Control
I knew this day would come. Writing up one of the most fought over powers I have ever encountered. Mind Control.
Players either love or hate this power. They love to use it, hate to have it used on them, and especially despise the possibility of another player using it on them.
Any thoughts? I think this should be a GM limited power, as in the GM should limit access to only NPC's. Player using Mind Control can readily get out of hand.
Players either love or hate this power. They love to use it, hate to have it used on them, and especially despise the possibility of another player using it on them.
Any thoughts? I think this should be a GM limited power, as in the GM should limit access to only NPC's. Player using Mind Control can readily get out of hand.
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