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Jinx / Bad Luck power

 
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themaster408
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Joined: Oct 27, 2012
Posts: 21


PostPosted: Wed Dec 19, 2012 8:11 pm    Post subject: Jinx / Bad Luck power Reply with quote

I know I'm completely ripping this off of another Supers RPG, but would it be "fair" to have a jinx power that gives everyone else bad luck against him/her?

Jinx; Personal, Sustained
Jinx 1 makes doubles automatically miss him (only on hitting, not on damage)
Jinx 2 if either dice is a 1, it's a miss
Jinx 3 if either dice is a 6, it's a miss
Jinx 4 if either dice is a 1 or a 2, it's a miss
Jinx 5 if the roll is doubles or a 1 or 2

Or make it only able to be up to 2 points and take out the rest.
Maybe make Jinx 5 be "choose 2 of the below options (but not Jinx 4).

This would be worded differently, but these are just ideas.

Good limitation could be to make it Maintained (if you got hit, that means the bad luck hit you instead) or Enhancement to give Jinx to an ally or make one enemy have the bad things with Jinx against any target after a Mind Contest.

What do you think?

EDIT:
Not saying add this, saying that I want to use this power in my home campaign and want advice on how to go about doing it
RE-EDIT:
Confusion totally says bad luck and you can make it to yourself. Is the above any good at all or against the spirit of the game?
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themaster408
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PostPosted: Wed Dec 19, 2012 8:27 pm    Post subject: Reply with quote

Having Confusion 2 (Limit: Personal, Enhancement Maintained or Sustained) is possible? If so, do enemies just have that -4 Dice Penalty, or do they make a Mind Contest vs you (or hit 20) to undo the -4 Dice Penalty?
Same question if it's bought with Area and allies are with you.
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themaster408
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PostPosted: Wed Dec 19, 2012 8:31 pm    Post subject: Reply with quote

Another question, this one about Daze. Says for 1 more point you may repel them. As in push? Make them move their speed away from you in a daze?

EDIT:
I hope me asking all these questions just shows that I like this RPG and want to understand all the ins and outs. Very Happy
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MrJupiter
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Joined: Apr 06, 2010
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PostPosted: Thu Dec 20, 2012 10:48 am    Post subject: Reply with quote

themaster408 wrote:
Having Confusion 2 (Limit: Personal, Enhancement Maintained or Sustained) is possible? If so, do enemies just have that -4 Dice Penalty, or do they make a Mind Contest vs you (or hit 20) to undo the -4 Dice Penalty?
Same question if it's bought with Area and allies are with you.

Interesting. The personal limit would mean that you are turning the power against yourself (which would be one way to represent a personal curse upon your character – if a little expensive).

Normally, CONFUSION (without Range or Area enhancements) just makes you a difficult target to hit for up to 3 pages, as long as the attacker fails the Mind contest. Maybe your character can shroud him/her-self in darkness, fog or is suddenly flanked by a couple of illusionary copies making it difficult for the attacker to determine which to target. It all depends on how you skin the power. In your case the character creates some kind of a jinx field, when activated, where the probability of your attacker hitting you becomes more unlikely.

If you bought this with only an Area Effect, then any attack targeting anyone within that zone would have difficulty hitting their target (except yourself, unless you added the Personal limitation). This means that the power is centered on your character and affects anyone attacking you or anyone else while they are within this area. By adding range, but not the area, whomever you targeted would suffer the Dice penalty for the duration to anyone one he/she targeted (the powers effects are centered upon the target and affect anyone he/she attacks or any attempt he/she makes to defend). Adding both Range and Area means that you have created a zone of impaired targeting and defense (due to “bad luck”) that affects everyone within it. When they leave they are free from the zone’s effects. [By the way the range and area enhancements affect more than just the target’s attack and defense rolls: all attempts at physical skills would also be affected.]

You could by Confusion and add the Affects Others enhancement so that you could touch your allies and give them the benefits of your character’s Jinx-Power. This would protect them for the scene against their attackers (providing they win their Mental Contests) but not allow them to use Range and Area benefits (even if you have them in your power – though I might be wrong in this assumption).

themaster408 wrote:
Another question, this one about Daze. Says for 1 more point you may repel them. As in push? Make them move their speed away from you in a daze?

EDIT:
I hope me asking all these questions just shows that I like this RPG and want to understand all the ins and outs. Very Happy

Yes. How this works is dependant upon how the Daze power is set up. If a villain can generate an aura of intense Fear it could overwhelm the target’s flight or fight response – paralyzing them with fear! For that extra point it could direct the target’s flight or fright response so that the target’s fear makes them want to flee.

In the case of a DnD Paladin’s Holy Circle, Daze (limited to affecting only the undead) could force the creatures to submit and be unable to attack against his divine authority while the effects last. For one extra point the power could literally drive the creatures from his holy presence (“Ick! He’s too shiny. Let’s just leave…”).
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