Beowulf Posted May 28, 2009 Report Share Posted May 28, 2009 The idea is the character would be able to inscribe a dart gun with a symbol that would let him change the dart he is shooting. He shoots one dart that is poison, the next dart shoots through a wall to a target. I was thinking the root mechanic would be 1d6 rka with a variable advantage, or perhaps it is a transform on the dartgun which is triggered when fired... not really sure which approach works, and how to manage the character points spent on the rune. Sorry if the above is unclear, my head is muddled on the subject right now. Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted May 28, 2009 Report Share Posted May 28, 2009 Re: The ability to enchant Usually... a Multipower Pool or Variable Power Pool - either appropriately Limited (or Advantaged) to create the SFX of changing out what the dart does. Quote Link to comment Share on other sites More sharing options...
mayapuppies Posted May 28, 2009 Report Share Posted May 28, 2009 Re: The ability to enchant Yup, that's how I'd do it. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted May 28, 2009 Report Share Posted May 28, 2009 Re: The ability to enchant Another option worth looking at is a Limited Naked Variable Advantage. It won't be as versatile as a Multipower or VPP but it probably won't cost as much either. Quote Link to comment Share on other sites More sharing options...
CTaylor Posted May 28, 2009 Report Share Posted May 28, 2009 Re: The ability to enchant You could build it the old Ninja Hero style: a set of different abilities that you can learn like spells that enhance your attacks. You have martial arts, then specific "powers" learned for each dart: this one can fire through barriers without being slowed, this one is invisible and cannot be deflected, etc. Quote Link to comment Share on other sites More sharing options...
Curufea Posted May 28, 2009 Report Share Posted May 28, 2009 Re: The ability to enchant I like that - I can see a lot of similarities with martial arts with the "usable with weapon" advantage. The costing would be similar. Quote Link to comment Share on other sites More sharing options...
gojira Posted May 29, 2009 Report Share Posted May 29, 2009 Re: The ability to enchant I could also see OAF or OIF ... the limitation represents the time it takes for the character to enchant a new object if he wants to replace or looses his current one. Or put a limitation on a VPP -- "Powers can only be changed after X time enchanting." Bingo, done. For a fantasy world, I could see taking the time to define a Perk for Enchanters, a set of Skills they use, some base rules on things like Rune Enchanting, the define the powers as costing Real Cost / 3 or whatever divisor feels right. The idea is to roughly match up the powers with the costs of the VPP or Multipower, after figuring the costs for the Perk and skills in. Quote Link to comment Share on other sites More sharing options...
SCUBA Hero Posted May 30, 2009 Report Share Posted May 30, 2009 Re: The ability to enchant You could do it either as a Variable Advantage or Multipower. Does the character have a standard set of runes to use, or can he come up with new ones on the fly? Quote Link to comment Share on other sites More sharing options...
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