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Re: [ORE] Help with building a power

Spray can be added to a defends to let you defend against multiple attacks without penalty, but you may be better served with a duration. 

Interference is essentially "goes first" for defenses, but I don't think you need it unless the GM has said you should be as well defended as crunch allows. 

-Matt Conlon

On Mar 20, 2014, at 9:53 AM, Arcanix <stinsoneric@hotmail.com> wrote:

If I ever get to play I'm going to play a teleporter. I've always found it to be an interesting power, especially some of the interesting applications that can happen with a portal style teleporter.  This power was inspired by Shrakti, a villain from Negation, but I've seen Blink of the Exiles use her powers like this occasionally. 

 

Flash Portals                       Cost (7,14,28)

Power Qualities:

                Defends:             Self (0)

Mass (2) with High Capacity (+1)

                                                Range (2)

                                                                Go First x2 (2)

                                                                If/Then attacks can only be redirected if defense roll is successful (-1)

If/Then attacks that are redirected do amount of damage based on attack roll (-1)

If/Then attack doesn't do its damage until the place in initiative that attack occurred (-1)

                Useful:                 Speed (0) with Boost x1 (+1)

Mass (2) with High Capacity (+1)

If/Then Portals cannot be opened in between vastly different pressures or viscosities (-1) This is so I can't open a portal underwater and dump water into a a closed room or put a portal to a hard vacuum into the bad guys lair

Description:

                This power causes a portal to blink into existence.  This power can be used for simple uses such as movement, but it also has more complicated uses.  For example, a portal could be opened in front of the barrel of a gun, thus teleporting the bullet.  The exit portal can be placed in any orientation and therefore used to harmlessly redirect the path of the bullet into the ground or it could be directed more aggressively at the shooter or some other foe. 

                Combat example:   The Marshall (character with this power at the level of 5d +1 hd +1 wd) is fighting Blastotron(9d of Harm (range)).  Blastotron declares he will be shooting the Marshall, The Marshall declares she will be "blocking" the shot with a portal and redirecting it at Blastotron. 

They both roll: 

Marshall (1, 2, 2, 5, 8, 10 from Hd, and wiggle dice)  Blastotron(1,3,3,6,7,7,7,8,10).  Marshall opens a portal using the dice 10 from hd and 10 from wiggle die at a with of 4 due to go first x2, so Blastotron's attack is redirected to the right leg of Blastotron           . 

If The Marshall had rolled (1, 2, 4, 8, 8, 10 from hd and the wiggle die) the shot would have been redirected with the 8's and could have been redirected to the head. 

If The Marshall had rolled (1, 2, 4, 7, 8, 10 from hd and the wiggle die) and Blastotron rolled (1,2,3,4,5,10,10,10,10,10) The Marshall will be having a very bad day due to not being fast enough to stop the head shot. 

                The damage will be determined by Blastotrons roll, but the location by the Marshall's second set. 

 

Does this power need Interference to function like I want?  If not, what would interference add to this power?

Can spray dice be added to a non-attack power to let me defend against extra attacks more easily?


Thanks for any help,

Arcanix

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