View Full Version : Maim
mayapuppies
Jun 17th, '06, 11:59 AM
Ok, the next "Feat" is one that allows the character to make a strike that is so painful that the target receives negatives to his skills. This is what I have so far:
Maim: Negative Skill Levels (-2 with Any Skill), Costs END Only To Activate (+1/4) (25 Active Points); OIF (Weapon of Choice; -1/2), Requires A Combat Tricks Roll (-1/2)
My current issue is to determine how to define an end to the power (i.e. how the target can make the pain go away and be back to normal).
Dale A. Ward
Jun 17th, '06, 01:33 PM
Well... real maiming sometimes doesn't! Go away, that is.
Basically, you're creating an attack effect that gives another person a Physical Limitation, and should probably be modelled with a Major Transform.
However, if I were going to model it (based on your writeup), I'd take the amount of BODY the attack does (or would do, if it doesn't really do BODY) and use that number for the weeks of therapy required to make the pain go away (or, at least, get to the point where it can be ignored). Furthermore, this number cannot be reduced by any ability or power (short of a Major Transform into an unmaimed person). If this therapy time is interrupted in any way that requires the character to do anything but rest, the time must be reset to zero.
At the successful completion of the therapy, the character loses the Physical Limitation. At the player's discretion, the character may replace it with a Distinctive Feature... a limp, an eyepatch, something obvious but not disabling.
prestidigitator
Jun 17th, '06, 01:39 PM
Well, as built the effects will go away no later than when the attacker loses LOS to the target, I believe. Might need Uncontrolled or a Transform to affect them longer.
Lucius
Jun 17th, '06, 09:11 PM
Or, you could just use the hit locations chart and the impairing/disabling rules.
Lucius Alexander
The palindromedary says that's what the Bishop of Occam would suggest.
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