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Re: [ORE] Re: Gambit-like Power Construction in Wild Talents ed2

Thanks for the ideas; here's what I came up with...
 
Useful (Touch) - Duration, Non-Physical, Touch Only
Attacks (Touch) - Touch Only, Disintegrate, Non-Physical, Duration, Engulf
Attacks (Range) - Area (3), Penetration (2), Extra Attack Levels (+3), If/Then (Must have something to charge then throw)
 
The touch attack would allow the character to "charge" another person... which would theoretically cause damage even without exploding.
 
Total cost I came up with is 21/die, and a 2HD makes this pretty powerful thanks to Penetration + Extra Attack Levels.
 
i'm still relatively new to all this, but does this seem to fit ?
 

On Monday, August 12, 2013 6:58:15 PM UTC-4, brothrrice wrote:
IIRC, one if the pregen PCs from White Knights, Black Hearts had a power exactly like Gambits that did a great job of reflecting the "higher damage output from larger objects" aspect.

Sent from my iPhone

On Aug 12, 2013, at 4:30 PM, Khayman7 <khay...@gmail.com> wrote:

I was thinking of just building off the "Vicious" miracle. Cost: 5/die, or 7/die with mass added on.
Attacks +1: Augment +4, Area +1, If/Then (must announce in the declare phase) -1, If/Then (inorganic matter only), Attached -2 (attached to throwing an object or athletics skill, whatever you want to say)
I feel like the Mass +2 capacity should be added too, if not for affecting the object your picking up, then just for the awesomeness of knock-back by a hurled exploding playing frisbee.

If the delay is important to your story or character concept then add the flaw: Slow -2 and adjust above scores accordingly.

You could also add extra Attack levels +1/per or Penetration +1/per and so on...

Just make sure to keep Athletics or whatever you choose to attach it to at least as high ranking as the miracle because you roll the lower of the 2 pools.

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