(Deeds Not Words) Preview, X-Men

Rock. These are simply amazing. :)

At the risk, however, of nitpicking, just something you might want to be aware of from an old hand at Marvel gaming. :)

Nightcrawler: Nightcrawler's teleport range is actually about a half-mile. It is very draining on him (though he is accustomed to it) and can send others into unconsciousness if they haven't trained with him on withstanding its rigors (as the X-Men have).

Colossus: Colossus has very minute resistance to electricity, but actually attracts it; I remember (somewhat fondly) in the early days of Storm and Colossus working together both of them being surprised to find that when Storm launched lightning too close to him, it would often arc and hit him. :) He isn't very resistant to it, though.

Gambit: Gambits ability to imbue items with kinetic energy has a lot to do with the strength of the item. Something that is very lightweight and easily destroyed (like cards) doesn't do as much damage as something made of tougher material, but it is faster to imbue. That's why he uses cards instead of knives - cards can be "charged" to their full kinetic potential in the blink of an eye, but a rock or dagger would take longer to fully charge, and the items only detonate if they are fully charged. My suggestion would be some kind of weakness to the power, that limits how many extra d6 of damage it can do based on its hardness. IE - Hardness 1 and under is limited to +1d6; Hardness 2-5 is limited to +2d6, etc.

Also, when he first appeared, Gambit possessed some very minor mind/emotion control powers that he used with some skill. This was in the days when Nanny & Orphanmaker had reduced Storm to a child, and the rest of the X-Men thought she was dead. He used this ability against Nanny, but she threw it off. I'd suggest some kind of basic ability that grants hefty bonuses to Bluff/Diplomacy rolls, but can be resisted with a Will save.

Just some ideas. They look awesome! :)
 

log in or register to remove this ad

Wikidogre - Just wanted to chime in and say "Great work!" :) (also, this thread has been one of the reasons why I picked up DnW).

I've been working slowly on translating "The Authority" and "Stormwatch" and can see how tough the translations can be.
 


Come on admit it, everyone missed me!

Well i am back, but unfortunatly due to my of the wall and adventurous Vacation, I really did not get anything done. I was able to re-write Spiderman since i lost my original. So i dont want to keep everyone waiting, i am starting some conversions now.


Peace
 


*Bump*

Long delay yes, but the pistons are moving!:D

give me time, scraped a few for purpose's of utilizing the new Smackdown pdf.
 
Last edited:

ok here is a new power i made tonight, please tell me what you all think!:D

Energy Weapon [Fiat]

Prerequisite: None
Available to: Aquatic Humanoid, Avatar, Channeler, Demi-Divine, Experiment, Machine Life, Mutant, Superhumanoid, Supernatural, Transgenic, Xenosuper
Range: Melee
Activation Cost: 1 PP
Sustained Cost: 1 PP
Time Taken: Counts as attack, Free action to form

A character with this power may form a simple melee weapon (such as swords, daggers, axes, no moving parts) out of energy and use it as a melee weapon. A player must decide what sort of energy his character uses to form his or her weapon.

Pure Energy: No modifiers

Concussive Force: A concussive energy weapon attack generates no heat or side-effects save kinetic impact. It may be used to deal subdual damage at the character's will.

Sound/Vibration: Such weapon attacks force the target to make a Fortitude Save against a DC equal to the number of points of damage taken, or be deafened for 1d4 rounds.

Fire/Heat: Fire/Heat weapons will set inflammable materials alight and cause 1d3 residual damage in the next round, due to the target still smoldering or burging.

Ice/Cold: Ice/Cold weapon attacks are numbing, and cause the target to suffer a -1 penalty to attack rolls and Dexterity related actions. This effect lasts for 1d6 rounds and is cumulative.

Light: A light weapon attack may be used to blind a target. The precision required adds a -4 penalty to the attack rol. If struck, a target will be blinded for 1d6 rounds, a blinding melee attack may or may not do real damage at the players discretion.

Darkness: For a darkness weapon attack, the character gains a +2 attack bonus at night (or in darkness) and sustains a -2 attack bonus during the day or in conditions of bright light. But for all other situation, such as dusk, a low-light room, or dawn thier are no modifiers.

Electricity: Electricity weapon attacks gain a +1 bonus to hit targets that are made of metal or wearing large amounts of metal.

As for damage effects, the character rolls damage normally per the type of weapon that he or she forms (as listed in the; Weapons, Vehicles, and Equipment Chapter), but gains a significant Strength bonus of +8, that applies solely for attack and damage bonuses.

A character may possess multiple forms of Energy Weapon, each purchased as a seperate power. Only one form of Energy Weapon may be formed at one time. For purposes of those out thier that have more than two arms, or feats allowing them to fight with two weapons, the character may form more than one weapon (of the same type of energy!), paying the activation cost for each weapon as well as the cost for sustaining them. As for bonuses, the effective Strength increase applies to the multiple attacks, but a damage bonus only applies once.

If for some reason a character is knocked unconcious the Energy Weapon will instantly disapate, and need to be re-formed again paying normal energy costs. Also for purposes of critical hits, the Energy Weapon uses the same information per the type of weapon formed. Characters may also take "Energy Weapon; Type of weapon" for the Weapon Focus, Weapon Specialization, and Weapon Prodigy feats.

Energy Weapon II [Fiat]

Prerequisite: Energy Weapon
Available to: Aquatic Humanoid, Avatar, Channeler, Demi-Divine, Experiment, Machine Life, Mutant, Superhumanoid, Supernatural, Transgenic, Xenosuper
Range: Melee
Activation Cost: 2 PP
Sustained Cost: 2 PP
Time Taken: Counts as attack, Free action to form

The following replaces a character's weaker Energy Weapon, they are not cumulative. A character may always elect to use a weaker version of his Energy Weapon at a reduced PP cost.

For Energy Weapon II, instead of the +8 effective Strength bonus, the character recieves a +16 effective bonus to Strength.

Energy Weapon III [Fiat]

Prerequisite: Energy Weapon II
Available to: Aquatic Humanoid, Avatar, Channeler, Demi-Divine, Experiment, Machine Life, Mutant, Superhumanoid, Supernatural, Transgenic, Xenosuper
Range: Melee
Activation Cost: 3 PP
Sustained Cost: 3 PP
Time Taken: Counts as attack, Free action to form

The following replaces a character's weaker Energy Weapon II, they are not cumulative. A character may always elect to use a weaker version of his Energy Weapon at a reduced PP cost.

For Energy Weapon III, instead of the +16 effective Strength bonus, the character recieves a +24 effective bonus to Strength.
 
Last edited:

Energy wpns

maybe the higher levels could have an increased die damage, say rapier would become 1d8 for lvlII and 1d10 for lvlIII?

and what if someone has wpn finese? would the lighter weapon, it is all energy after all, be able to add Dex to hit instead of Str?

i really like it, just a few things i think would be kewl, not sure how balancing that would make it.

just my .02
 
Last edited:


Re: Energy wpns

wallshot said:
maybe the higher levels could have an increased die damage, say rapier would become 1d8 for lvlII and 1d10 for lvlIII?

and what if someone has wpn finese? would the lighter weapon, it is all energy after all, be able to add the to hit to dex instead of dmg?

i really like it, just a few things i think would be kewl, not sure how balancing that would make it.

just my .02

There's a precedent for finesse w. energy-based weapons - Lightsabers. I don't see why it shouldn't be finesse-able.
 

Remove ads

Top