Dr Archeville Posted June 30, 2011 Posted June 30, 2011 The following additions to the House Rules will go into effect July 1st, 2011. 1) Extraordinary Effort: When using Extra Effort, you can gain two of the listed benefits, even stacking two of the same type of benefit. However, you also double the cost of the effort; you’re Exhausted starting the turn after your extraordinary effort. If you are already Fatigued, you are Unconscious. If you are already Exhausted, then you cannot use extraordinary effort. Spending a hero point at the start of your next turn reduces the cost of your extraordinary effort to merely Fatigued, the same as a regular extra effort. 2) Two new feats: Dazzling Attack - Combat, Ranked Choose a sense type when you purchase this feat. You may acquire additional sense types with additional ranks, but you may only target one sense type per attack. When you make a damaging melee attack, you can choose not to inflict normal damage. Instead, the target makes a Fortitude save against a DC of 10 plus your damage bonus. A successful save results in no effect. A failed save impairs all senses the target possesses of the sense type corresponding to your feat. They suffer a -4 penalty to any Notice or Search checks involving that sense type, and all other targets gain partial concealment against them. Failure by 5 or more means the target's senses are disabled, and all other targets gain total concealment against them; if you targeted Visual-type senses, the target is Blinded, if Auditory, the target is Deafened, etc. The effects of a failed save last for 1 round. Narrative examples of this attack include smashing your hands (or weapons) against the target's ears to damage their eardrums, cutting them above the eyes to interfere with their vision, or even a strike to the nose that temporarily numbs their sense of smell. Paralyzing Attack - Combat When you make a damaging melee attack, you can choose not to inflict normal damage. Instead, the target makes a Fortitude save against a DC of 10 plus your damage bonus. A successful save results in no effect. A failed save means the target is Slowed for one round. Failure by 5 or more means the target is Paralyzed for one round. Narrative examples of this attack include strikes aimed at specific nerve clusters or muscles in the body to temporarily inhibit voluntary movement. Like Stunning Attack, both feats are significantly inferior to their power counterparts, but not so much that they're useless. Stun: Condition lasts until victim makes a save to shake it off, or wakes up from unconscious. Stunning Attack: Condition lasts for 1 round, or until victim wakes up from unconscious. Dazzle: Fail save by 1 = Sense type disabled, Lasts until victim makes a new save Dazzling Attack: Fail save by 1 = Sense type impaired, Fail by 5 = Sense type disabled, Lasts for 1 round Paralyze: Lasts until victim makes new save Paralyzing Attack: Lasts for 1 round 3) Gravity Control: This power, as described in the books, is banned. Please use Move Object (Extra: Area; Flaw: Limited [up/Down]) effect instead, with the "Gravity Control" descriptor. Lifting things up or pinning them down requires a grapple check, like any other use of Move Object. 4) Super Senses: The base cost for Awareness and Detects is based on the frequency of the thing you sense: 1PP base for an Uncommon descriptor (ex.: celestial/holy, demonic/infernal, necromancy), 2PP for a Common descriptor (ex.: mental, metals, plants), and 3PP for a Very Common descriptor (Ex: electromagnetic energy, magic).
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