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[d20 Modern / 4CtF] Windy City Mutants OOC
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<blockquote data-quote="Krizzel" data-source="post: 761659" data-attributes="member: 9062"><p>I'd forgotten this, and it's getting close to the time I need it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> hehe.</p><p></p><p>So...</p><p></p><p>Regen:</p><p> - Fast Recovery (cost 2); you heal 2x normal (ie 2hp per level per day)</p><p> - Fast Healing (cost 9); you heal 1 hp per round (+2 hp for every 2 extra points you put in over 9, so 3/rnd at 11, 5/rnd at 13, etc.)</p><p> - Regeneration (cost 14); all attacks deal subdual damage to you, and you heal 1hp of subdual per round (+2 for an extra 2 points, etc.); can lower the cost by 1-4 points by taking a weakness to a specific substance/attack (how common it is determines the discount)</p><p></p><p>Climbing:</p><p> - Spiderclimb (cost 5); you can climb at half your normal speed, stick to walls with hands/feet/body; works on anything but a perfectly smooth surface (ie there needs to be at least some microscopic texture - but that's pretty much anything except a high quality telescope mirror); +25 to climb skill, if rolling is even necessary (shouldn't be except in extreme circumstances)</p><p></p><p>Chameleon:</p><p> - Nothing specifically for this; I'd say it'd be either a bonus to hide or disguise, unless there was something else you wanted the power to do; skill bonus powers cost 2 points per +3</p><p></p><p>Dex:</p><p> - Adding to dex costs 3 per +2</p><p> - Super Agility is something you may/may not also want; it costs 2 per +1 and adds to initiative, AC, dex checks, dex-based skill checks, and Reflex saves; it doesn't increase your actual dex, and doesn't add to ranged attacks; you could get this in addition or instead of the straight add to dex</p><p></p><p>Tail:</p><p> - depends on what it does; I could see it giving a boost to balance or climb, providing some kind of attack, maybe something else</p><p></p><p>The skin stuff also makes me think of scales - do you want to buy some natural armor? That costs 2 per +1. You could also get DR, though that costs a bit more.</p><p></p><p>Restrictions can be either to an individual power or the character as a whole. The restrictions given in the book are Always Active (where that would be a disadvantage - Cyclops' eyes for example), Circumstance Injury (something that hurts you - Kryptonite), Circumstance Suppression (same thing, but suppressing your powers instead of doing damage to you), Damaging (using the power hurts you), Encumbrance Restricted (can only use the power with light or no armor), Fatal Weakness (some kind of attack form that kills you if you get hit with it - when you are crit'ed with the attack, you have to make a Reflex save or die), Item (power comes from an item/gadget that can be separated from you), Limited Use (can only use power 1/day), Space Restriction (you have to have space free around you to use the power, ie a number of 5' squares open), Unrestrained (power can activate on its own, out of your control). They vary in how much they discount the power, depending on how common they occur and how detrimental it is to the power in question. Not all restrictions work with all powers. Things like Circumstance Injury, that apply to the character as a whole rather than a specific power, give you bonus points to spend instead of discounting a power (technical difference there). If you have other ideas for a restriction feel free <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>In general you're getting a 1-4 point discount with the above (or that many bonus points to spend).</p><p></p><p>Lastly keep in mind that I'm letting everyone invest in more expensive powers. So if you want to go for Regeneration, you can go ahead and start putting some points into it now (and I might give some lesser effects, depending on how many points you've got in there). Or you can upgrade, with my approval. For example, you could buy Fast Recovery to start, then upgrade to Fast Healing, and then to Regeneration. In fact that's kind of the same thing as 'investing,' so... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Krizzel, post: 761659, member: 9062"] I'd forgotten this, and it's getting close to the time I need it :p hehe. So... Regen: - Fast Recovery (cost 2); you heal 2x normal (ie 2hp per level per day) - Fast Healing (cost 9); you heal 1 hp per round (+2 hp for every 2 extra points you put in over 9, so 3/rnd at 11, 5/rnd at 13, etc.) - Regeneration (cost 14); all attacks deal subdual damage to you, and you heal 1hp of subdual per round (+2 for an extra 2 points, etc.); can lower the cost by 1-4 points by taking a weakness to a specific substance/attack (how common it is determines the discount) Climbing: - Spiderclimb (cost 5); you can climb at half your normal speed, stick to walls with hands/feet/body; works on anything but a perfectly smooth surface (ie there needs to be at least some microscopic texture - but that's pretty much anything except a high quality telescope mirror); +25 to climb skill, if rolling is even necessary (shouldn't be except in extreme circumstances) Chameleon: - Nothing specifically for this; I'd say it'd be either a bonus to hide or disguise, unless there was something else you wanted the power to do; skill bonus powers cost 2 points per +3 Dex: - Adding to dex costs 3 per +2 - Super Agility is something you may/may not also want; it costs 2 per +1 and adds to initiative, AC, dex checks, dex-based skill checks, and Reflex saves; it doesn't increase your actual dex, and doesn't add to ranged attacks; you could get this in addition or instead of the straight add to dex Tail: - depends on what it does; I could see it giving a boost to balance or climb, providing some kind of attack, maybe something else The skin stuff also makes me think of scales - do you want to buy some natural armor? That costs 2 per +1. You could also get DR, though that costs a bit more. Restrictions can be either to an individual power or the character as a whole. The restrictions given in the book are Always Active (where that would be a disadvantage - Cyclops' eyes for example), Circumstance Injury (something that hurts you - Kryptonite), Circumstance Suppression (same thing, but suppressing your powers instead of doing damage to you), Damaging (using the power hurts you), Encumbrance Restricted (can only use the power with light or no armor), Fatal Weakness (some kind of attack form that kills you if you get hit with it - when you are crit'ed with the attack, you have to make a Reflex save or die), Item (power comes from an item/gadget that can be separated from you), Limited Use (can only use power 1/day), Space Restriction (you have to have space free around you to use the power, ie a number of 5' squares open), Unrestrained (power can activate on its own, out of your control). They vary in how much they discount the power, depending on how common they occur and how detrimental it is to the power in question. Not all restrictions work with all powers. Things like Circumstance Injury, that apply to the character as a whole rather than a specific power, give you bonus points to spend instead of discounting a power (technical difference there). If you have other ideas for a restriction feel free ;) In general you're getting a 1-4 point discount with the above (or that many bonus points to spend). Lastly keep in mind that I'm letting everyone invest in more expensive powers. So if you want to go for Regeneration, you can go ahead and start putting some points into it now (and I might give some lesser effects, depending on how many points you've got in there). Or you can upgrade, with my approval. For example, you could buy Fast Recovery to start, then upgrade to Fast Healing, and then to Regeneration. In fact that's kind of the same thing as 'investing,' so... ;) [/QUOTE]
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