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eepjr24

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  1. Like
    eepjr24 got a reaction from bigbywolfe in How would you price this Limitation?   
    So the correct way would be just build a compound power, but you sound like you don't like that idea. Here it is for demonstration purposes:
     
    Healing
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Full Phase (-1/2), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Extra Phase (-3/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), 1 Turn (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Turn plus a phase (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), Turn plus 2 phases (-1 1/4), Real: 4
    plus
    1d6 Healing, Body and Stun (+1/2) [15 AP], Standard Lims (-2), 2 Turns (-1 1/4), Real: 4
     
    At no point would you be getting into the 1 minute time frame where the next break comes (unless you got to something like 18 dice). Personally, I would probably call it a -1 and not worry about it, with a minimum of 3 dice to start.
     
    - E
  2. Thanks
    eepjr24 got a reaction from Doc Democracy in How would you build this?   
    I was reading books looking for the delayed reuse limitation and found it in the APG. I also noticed the next limitation might be perfect for what you are doing here, giving you another option. It is called Deterioration and it is applied to Barriers, Entangles and the like. At creation you choose whether the power loses 1 PD and 1 ED or one body every time increment. At the GM's option you can alternate them. You can take the limitation twice to lose both each increment. Losing per turn is -1/4, per phase is -1/2, per segment is -1. Anything slower is a -0, which might apply for some of your stuff, dunno. Seems closer to right limitation wise, although personally I would land somewhere between the two I think.
     
    - E
  3. Thanks
    eepjr24 got a reaction from Doc Democracy in How would you build this?   
    It's a 6e addition, one that I think was referenced in bits and pieces somewhere in the 5e world (maybe Fantasy Hero?). I like it a lot, mostly for use as an Advantage rather than a limitation (it can be both). Given that as a limitation it applies to a relatively narrow set of powers (which either have residual effects like Barrier and Entangle or are 0 END Persistent) and cannot apply to attack powers generally it is useful for modelling effects that are otherwise left to a Limited Power or really stretching some existing rules.
     
    It also notes that if the character can easily recreate the effect (I.E. not on limited charges, extra time to create, activation or RAR, etc) the amount of the limitation should be lowered. Without further background on the power above I don't know if I would go with the full value or not. I will say that in some settings (like FH and lower powered games) it is great to implement magic spells fading in power over time. Also nice for items that you summon and only stay in existence for a limited time ("This carriage will disappear at the stroke of midnight").
     
    - E
  4. Thanks
    eepjr24 got a reaction from MikeMitchell in How would you build this?   
    Why not Time Limit? It specifically mentioned Barrier in the text as something it can be used as a limitation for. You just build the various bits of it with limitations to fade how you want? Or if you want simple, just discount the entire barrier on the max time and describe the fade.
     
    Example:
    Dimensional Barrier
    7m long, 1m tall, 1/2m thick Barrier, 5 Body, 5 PD, 5 ED [30 Active], Time Limit: 1 hour (-3/4), 17 Real Cost
    Description: Barrier fades by 1 point of ED, then 1 point of PD, then 1 Body every 5 minutes, until 1 hour is reached when it collapses completely unless it is destroyed before that time.
     
    - E
  5. Like
    eepjr24 got a reaction from dsatow in Preventing a vehicle from moving   
    Primarily that it takes 160 AP to do it without doing something odd like "All or Nothing" combined with "Uncontrolled" or the like. For something that a common thug can accomplish with a 2 dollar tool.
     
    - E
  6. Like
    eepjr24 reacted to Steve Long in Boostable Charges that cost END   
    If a character has a power with Boostable Charges that Costs Endurance, the END cost of using the power may increase based on the Active Points “added” by Boosting. For example, suppose a character has an RKA 1d6, Penetrating (22 Active Points); Costs Endurance (-½), 12 Boostable Charges (-0) (total cost:  15 points). Ordinarily this costs 2 END. But then he Boosts the power to add3 DCs, or 15 Active Points, to it, making it an RKA 2d6 that costs 37 “Active Points.” The power now costs 4 END, based on the 37 Active Point total
  7. Like
    eepjr24 reacted to Lucius in Preventing a vehicle from moving   
    How about Summon: Common Thug with 2 Dollar Tool?
     
    Lucius Alexander
     
    Summon: Palindromedary with Tagline
  8. Like
    eepjr24 got a reaction from Lucius in Artifacts/gadgets with bestowed effects that depend on worn location.   
    One minor non-SFX item would be if an opponent knew the effects tied to each ring position they might be able to predict possible next moves. Of course, that works both ways, the player could show up one day wearing 6 rings that all look the same. =P
     
    The only reason I mentioned lockout is in case there are one or more powers with AP more than twice that of other powers, since then the pool would have enough to allocate to two powers at once and since this is not possible, the lockout limitation would apply.
     
    - E
  9. Like
    eepjr24 reacted to Nolgroth in What's in your hoard?   
    Gothormr is a Quetzalcoatl Great Dragon from the Sixth World (Shadowrun). He awakened in the jungles of South America and immediately began assembling power. Sadly, like many Awakened creatures of the Sixth World, he found himself allergic to the precious metals of his previous incarnation's hoard. Not one to balk at such trivialities, Gothormr utilized his recently enslaved human population to liquidate the precious metal assets and started to replace it with the currency of the modern world he found himself in; information, contacts, stock holdings, and digital currencies. 
     
    Now, after half a century of assembling and growing his new empire, Gothormr is setting his sights on the "hoard" of his chiefest and geographically closest rival.....
     
     
    Next: Nomunah, known alternately as the Great Bear, the Ghost Bear, or the Demon Bear, who guards the only known entrance to the Valley of the Ancients.
  10. Like
    eepjr24 reacted to Christopher R Taylor in The Jolrhos Field Guide   
    Thelpine:
    This evergreen has tiny needles of less than a centimeter in length that bristle thick on all branches.  The trees grow enormously tall, over 40m but narrow, with branches less than 4m across.
     
    When the wood of the Thelpine is burned for at least an hour, all within 5m gain +1 Recovery for 1 day.
     
    Thelpine are found in any forest, but are most common in tropical areas.
  11. Like
    eepjr24 reacted to Christopher R Taylor in The Jolrhos Field Guide   
    Arbenshand: This spider-like creature has only five legs, and looks much like a large skeletal hand, up to 15cm across.  Arbenshand live on cacti, and will sometimes drop on targets to bite them with a particularly painful bite (1 body damage but 2d6 stun AVAD [life support vs spider poison negates]).
     
    Arbenshand can be tamed by feeding them regularly, and can even seem affectionate, resting on the shoulder or head of their owner.  This ghastly pet is considered a sign of status and importance among some Dervish and Beastmen tribes.
     
    Aarbenshand are found only in deserts, especially Moskend and Yugavia.  They are used to make the poison of the same name.
  12. Like
    eepjr24 reacted to Christopher R Taylor in The Jolrhos Field Guide   
    (Woses are my campaign world's equivalent of Ents)

     
    WOSEWOOD: Made from the wood of Wose, this is somewhat rare and sometimes will generate great hatred and rage in people who see someone using it.  Wosewood is a deep green with golden highlights, and has magical properties, as well as being very hard.  Wosewood has a base PD of 7 and ED of 9.  Working Wosewood takes a penalty of -2.
     
    Weapons and armor made from Wosewood wood both grant +2 DCV and 5 Power Defense versus undead.
  13. Like
    eepjr24 reacted to Christopher R Taylor in The Jolrhos Field Guide   
    Drexl: This is a curious creature related to the porcupine.  Slow and clumsy, it seems easy prey, since its spines are fewer and not barbed like the porcupine, but it is left alone by most creatures.
     
    When frightened or upset, the Drexl emits a strong stench that smells terrible to humans but is overwhelmingly awful to most animals, particularly predators such as cats and dogs.  Further, they give off a trilling shriek which is primarily outside the range of human hearing and will almost always drive predators fleeing from the awful sound in their ears.  Docile and slow, Drexl are fond of fruit and vegetables and can be coaxed into staying in an area with ready food.  Any camp with a Drexl in it is unlikely to be bothered by natural predators, who fear its defensive abilities.
     
    Drexl are about two feet in length, including the hairless tail, and weigh around fifteen pounds as adults.  They are a reddish gray in color, with spines of black that are tipped in white.  These spines are useful for needles and similar applications, but are brittle.  They make fine quills for writing as well.
     
    These creatures only live in forested areas.
  14. Like
    eepjr24 reacted to Christopher R Taylor in The Jolrhos Field Guide   
    One of the different kinds of enchanted ores available for characters to make things from (and find things made from).  Working this kind of metal takes a specific skill called "Spellsmithing" which is basically applied magic.
     
     
    BLOODIRON: Under the battlefields of Jolrhos can be mined iron at times, iron that has been changed from the presence of the spirits and death nearby.  The carnage makes the iron slightly reddish in color, and it resists rusting.  Bloodiron has a base defense of 8. Working Bloodiron is a -2 penalty.   Bloodiron armor gains +1 DCV when the wearer takes 1 Body damage, lasting a minute.  This effect does not stack.  Weapons made from Bloodiron do +1 DC damage once they draw blood (does BOD damage).     Once the weapon is clean or no additional BOD damage is done for a turn the extra damage or armor fades.  Weapons can be made with Bloodiron without the spellsmith skill, but they do not gain these special properties.
  15. Like
    eepjr24 reacted to Christopher R Taylor in The Jolrhos Field Guide   
    Work is ongoing with this project, and I plan on posting some things here to help give a glimpse into what the project is.
     
    Essentially, the Field Guide is a book of the other stuff in the world besides monsters and treasures and player characters.  It is about the animals, plants, minerals and such that player characters can interact with to their advantage or detriment.  This includes poisons, trades such as blacksmithing and leatherworking, herbs of fantastic enchanted quality, and much more.
     
    For example, in the world of Jolrhos you will find this:
     
    Pepper Moss This dappled green and white hanging moss is uncommon on trees.  It dangles like Spanish moss, especially in areas away from water sources.  Dust-like material grows on the moss containing spores, and a strong wind or being physically jostled can cause the dust to cascade around the moss.   Most creatures are not particularly bothered by Pepper Moss, but humans, ratmen, wolfen, and zhai (not elves or dwarves) react to the dust as if it is very finely concentrated pepper.  The moss causes stinging in the eyes and strong repeated sneezing.  This acts as a flash attack of d6 worth of d6 (1-6d6) in the target for each plant’s worth of dust.  Further, at the beginning of each phase while blinded, before moving,  the target must make a Constitution Roll at -1 for each additional segment of blindness they are suffering from (so if a character has 3 segments of blindness, they must make CON roll at -3).  Failing this CON roll means they are stunned and must recover as normal that phase, taking no other action.   These effects are only on creatures that are affected by the pepper effect.  Others only cough slightly in annoyance.  All normal animals and most monsters are affected, but nothing such as dragons, demons, or undead is bothered by Pepper Moss.  Naturally any creature that does not breathe is unaffected as well. Pepper Moss is found in forests, swamps, and jungles, in temperate to tropical regions.
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