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Ragitsu

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There was a young curate of Salisbury

Whose manners were halisbury-scalisbury.

He walked about Hampshire

Without any pampshire

Till the vicar compelled him to walisbury.

 

[in the English Post Office the abbreviation for Hampshire is "Hants." and that of Salisbury is "Sarum."]

 

 

More of them here: http://jbryant.eu/pages/limerick.htm

 

Lots of them are NSFW.

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Will Smith now occupies a position in Hollywood that is unrivaled by any other black performer. His films over the last eighteen years have grossed more than $5.3 billion, more than any other actor, with the exception of Johnny Depp (Smith 31). He commands a salary in excess of $20 million per film, which places him in the highest stratum of bankable actors. 

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"I never EVER take a powerloader over rough terrain with a full load. Each of those feet are only 500 centimeters square, so with a two ton load you've got a downforce of something like three kilos per square centimeter. That's intense. I've seen too many loaders get hauled out of the mud to do anything so dumb myself."

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Affliction of Very Fast Regen vs Healing? In order to compare them, we need to compare them properly.

Let's do Healing first:

 

 

 

Healing (Affects Self, +50%; Cosmic, No cumulative penalty, +50%; Cosmic, No die roll required, +100%; Injuries Only, -20%; Reduced Fatigue Cost 1, +20%; Xenohealing, Anything Animate, +100%) [120]

 

A basic Affliction of Regen would affect anything animate, affect one's self as well, wouldn't have any cumulative penalties, doesn't cure diseases (only Healing does that), and costs no fatigue. The above build lets you heal anything that has HP (including yourself) as long as you touch that thing, at the rate of 2 HP per second for no cost, plus you have the option to spend 1 FP for every additional 2 HP you want to heal so as to allow faster, lump sum healing in a pinch.

Let's do Affliction:

 

 

 

 

Affliction 1 (Contact Agent, -30%; Cosmic, No die roll required, +100%; Fixed Duration, +0%; Malediction 1, +100%; Very Fast Regeneration, +1000%) [127]

 

The above will let you give someone a regen of 1 HP per second for 3 minutes just by touching them (or it could be you) - and then you can let them go. There are no die rolls required - the Malediction makes this a quick contest and so the target can waive a resistance roll, and you don't need to roll for success because of the Cosmic, NDRR (and Fixed Duration eliminates any remaining purpose for any die roll).

 

For [7] more, you are getting a healing ability that doesn't require continuous physical contact (just a single tap) and lasts 3 minutes; on the other hand it heals you half as fast per second (1 HP vs 2 HP). You also don't get the option you get with Healing that you can spend FP to increase the rate of healing. So I guess you could argue they come in as close in relative value (and that's born out as [120] vs [127]).

 

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It seems to me that the Affliction above is much more useful in combat than the Healing because you just touch them for a second vs needing to maintain physical contact. On top of that, you could considerably shave down the cost of that Affliction by using Reduced Duration, or applying a Terminal Condition (or an Accessibility on the Regen being Afflicted) so that it stops when the healer isn't touching you.

So it seems to me that if anything Healing with the above combo of Cosmic mods is overpriced, and at worst very nicely balanced. So I have no problem with +150% for no cumulative penalties and no die rolls for Healing. Again, in a campaign where I wanted healing to be hard and not free and easy, neither of the above builds would be allowed. But not every world is or should be played like that

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Welcome to the first day of a new school year at Three Rivers Academy, a secret school for Metahuman Children hidden outside of Phoenix, Arizona. In this first episode we meet our players and heroes as we explore their Issue 0s, significant events from before the campaign starts and coping with the start of Orientation Day.

http://housedok.com/three-rivers-academy-episode-1-like-a-hurricane/

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Bloodline Powers / Family Secrets: Due to experimentation or divine/demonic blood in the family, all direct descendants have some ability that they can use naturally. They may gain power and speed when attacking superior beings, the power to control time around the user, mystic eyes that can mind control any target, exceptional magic circuits that enhance all spells, etc...

Magic Crests: Biological constructs that appear as glowing symbols on the possessor's skin. They're family heirlooms passed down through the heirs of the powerful mage families and can cast spells by themselves when provided with mana as long as a previous master inscribed it into the crest (very hard). This lets a mage get around having to say the spell each time they want to use it.

Crest Worms: Biological constructs that nest inside a user's skin, they help power spells by eating the host and converting the flesh into mana. You can't choose to turn them off once you have them, just try not to exert yourself. Also function to increase the size of your magic circuit.

Then there's the higher powered stuff, that most mages won't even see, that the association would do anything to get it's hands on someone who has one of. This lot can't be taught, only gained through experience or internal alchemy and each skill is completely unique.

Marble Phantasms: The divine mandate given by the world. People who have one can alter the probability of something happening to 100% in a straight line.. (disintegrate ray only pretty much) as long as they're anywhere on the world. There's only one of them however.

Reality Marble: Insight into creation has given a user the power to overwrite it with their will. The mage gains several secondary / one primary / combination of abilities that can be pretty much anything. There are marbles that make the user immortal, allow nearly infinite self resurrection (not 12 times limit, limitless as long as it has power), summon a massive castle with servants and food at their present location, incarnate the nightmares of a city to slaughter the residents, grant a second magic circuit permanently for the mage, summon hordes of whatever (soldiers, wild animals or evil spirits) to fight for the caster, etc... Some can literally overwrite the world.

Sorcery: The mage gains total control over one highly defined aspect of existence, but not the energy to exploit it. RM's often come self-powered or otherwise strategically useful; not so for sorcery. The power to slay anything with the proper expenditure of mana, the power to planeshift at will, the power to craft false bodies / limbs that are one with nature (actually work/ just like the real thing).

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