From: | Jack Rogers Jack.Rogers@******.net |
---|---|
Subject: | Bumper fun post with adept powers & questions |
Date: | Tue, 06 Apr 1999 11:21:01 +0100 |
have been lurking for a while, (jheeze you guys & gals over 3000 post in
such a short time ..) and enough with the t-shirt already :-)
and after I read about 3 seperate post going on about physads ( and the
nepharious sammie vs phys ad nearly rearing its ugly head)
I thought that I should mention that in the companion (second ed
version)
build points can by force points on a 1:2 scale ... nothing new I hear
you say
my query is though that the physad get force points equal to his magic
rating ... these he spends to get his power
whats to stop a physad from spending (say) another 3 build points and
getting another 6 points worth of physad powers ?
" THE GM " you say ..
indeed, but I ( as a LONG time GM of the world) see no reason to _NOT_
allow the player to do such a thing ( now we know that physads can buy
powers for karma points) and I'd recon that another 6 points of magic
isn't so bad especially if supervised by the gm ( place some limits like
no more that an aditional 6 die on a stat or skill).
well I liked the idea any way, next in my bumber fun list
physad powers that I ( and friends have used )
reach negation
1.5/3/4.5 point power
effect : The power allow the physad the negate the bonuses the opponent
my gain from additional reach it does not bestow reach simply negate the
opponents advantage ( the adept is capable of working within the
opponents reach "knowing" the way in which his opponents weapon strikes
and fighting around it )
this will not give additional reach only negate the opponents !!
each level negates one level of reach
this power works for both armed and unarmed combat combat rolls
Advanced Distance Strike
2/4/6 point power
this power bestows the effects of reach on the adept, be it the ability
of the adept to elongate his limbs (ala street fighter) or simply a
mystic advantage. This ability lets them work around the opponents
advantage, dancing & striking when the opponents move too close and into
there "circle of conflict"
each level is a +1 bonus to reach with full effect
this power works on unarmed combat combat rolls OR armed combat rolls
NOT both.
it may be purchaced for both though
Regeneration
4 points
as critter power ( we found that it was too easy explainable as to why
this power should be available to adepts, there are too many good
reasons just think for a while and you'll come up with two ) but I would
definaty suggest that the power be used under gm autherisation
Thirdly ...
vampire player characters.. we've now got ghouls ( & there essence
drain power )
and shapeshifters (with regeneration) any one of you out there likely to
DISALOW plays from having one ? (having now pretty much got all the
rules for them now)
as ever straw doll to your hearts content I'd be pleased just to be
noticed :-)
Finishing off
I'm going to be testing chassis costs for "heavy gear" rigger suits in a
game soon results to follow let me know if your interested in knowing
what I came up with
& I'll be running a street level game have there been any changes in how
the 3rd ed companion suggest it be run as opposed to the 2nd ed
companion ( from whats been said it's not been included but I'm just
checking to make sure)
Jack Rogers
"sig currently in the wash.. was starting to get dirty from use"
Jack.Rogers@******.net