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Help, I need to build a damage sharing curse


AFishMan

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One of my players wants to make an ability for his character which would link him with one target. Any time the target took damage he would take an equal amount of damage, any time he took damage the target would take damage. Other than this ability he's a pretty average guy, but he can turn the power on and off with a half phase action.

Right Now I have this:

Reflection 60,  DA Constant (+1/2), Reduced END 0 (+1/2) (80 Active points); Feedback (-1) (40 Real Points)

Reflection HTH 60, DA Constant (+1/2), Reduced END 0 (+1/2) (80 Active points); Feedback (-1) (40 Real Points)

The problem is that the ability only lets all of the characters damage flow into the target, and not the target's damage into the character. Also the damage isn't exactly reflected but the attack is, so even if the character got stabbed in the stomach and is bleeding out, if the target was wearing a chest plate he wouldn't really feel anything. How would I build this power?

 

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the player taking damage part could be done simply with the side effect limitation

 

how about:

 1d6 RKA, usable as attack, ranged, constant, 0end, persistent, trigger (when character takes damage the target also takes damage, trigger automatically resets), side effect (whenever target takes damage the character takes the same amount)

 

 

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A clarification is needed before this can be answered.

 

First you say, both Characters are "linked" so what ever damage one takes the other take equal damage, but then you say in the example that if Character A is stabbed in the stomach and not wearing armor he takes X damage, but if Character B is wearing armor he doesn't take any damage. 

 

These are two different things. One is any damage taken by one Character is "cursed" on to the other Character, the other is that both Characters are hit by the same attack and resolve the damage normally. 

 

We need to know which one it is to build the power correctly. Also, there are other possible effects of being "hit" that are not just damage, like knockback/knockdown, contact effects (acid, fire, poison, etc...), transforms, and so on. 

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How about this?

 

15D6 continuous, uncontrollable Blast, variable SFX, 0 END.  1 recoverable charge.  Only when character takes damage.  Only STUN and BODY delivered to character. Only SFX of attack that hit character.

 

I am inclined to wrap the last three up into a no conscious control equivalent.

 

So what you have is an attack that lingers, doing damage whenever the character takes damage.  He can only affect one person at a time and there needs to be a reasonable way for the target to get rid of the curse.

 

Doc

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4 hours ago, mallet said:

A clarification is needed before this can be answered.

 

First you say, both Characters are "linked" so what ever damage one takes the other take equal damage, but then you say in the example that if Character A is stabbed in the stomach and not wearing armor he takes X damage, but if Character B is wearing armor he doesn't take any damage. 

 

These are two different things. One is any damage taken by one Character is "cursed" on to the other Character, the other is that both Characters are hit by the same attack and resolve the damage normally. 

 

We need to know which one it is to build the power correctly. Also, there are other possible effects of being "hit" that are not just damage, like knockback/knockdown, contact effects (acid, fire, poison, etc...), transforms, and so on. 

What I meant was that the fact that the power I built in its current state could only be reflected as an attack and not pure damage was a problem that needs to be fixed. I like the curse as an uncontrollable blast. I think I can now build the power that my player wanted with everyone's help. I just have one more question, is there a way to build the curse power as a reflection of an attack instead? I ask because the blast method only guarantees both targets take damage at the same time, having the reflection allows the damage to be exactly the same. I just need to get the new attack to ignore armor. Then I can alter the attack to ignore normal defense using variable advantages. Maybe one more minor -0 limitation saying the attack can only do the same amount of damage it did to the player.

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