Ragitsu Posted September 20, 2020 Report Share Posted September 20, 2020 How would you build the speedster ability to run up to/alongside a target and spin them rapidly enough to afflict them with nausea most of the time and outright vomiting if they badly fail their "save"? Quote Link to comment Share on other sites More sharing options...
Greywind Posted September 20, 2020 Report Share Posted September 20, 2020 NND defined as spinning them until they get sick. Quote Link to comment Share on other sites More sharing options...
Sveta8 Posted September 20, 2020 Report Share Posted September 20, 2020 Well, I'd work to first define what you want Nausea to be in this case. As much as I enjoy attacks to someone's Equilibrium, it's hard to represent that super easily. I am gonna write it up as a Drain though. Why? Nausea induced by spinning, and other sort of stomach ills like that seem to fade pretty quickly personally. What to drain though? Well, that depends on what you are aiming for with that Nausea. Personally? I'd write it up as a Drain Movement Powers. If my vision is spinning and my stomach rebelling, I ain't going nowhere. Something along the lines of...Staggering and Stumbling: Drain: 4d6, Enhanced Effect: Movement Powers (+1/2 to +1), No Range (-1/2) Other limitations as you please. If you are aiming for them to be staggering around and not able to act effectively, I'd say you're probably looking at a Flash to a Targeting Sense. Both as it limits their ability to defend themselves and attack, and their senses are clearly rattled. So likely sight and possibly touch? So... Dizzy and Confused: Flash 5d6, Sight and Touch, No Range (-1/2) Other limitations as you please. Those are the only two that really come to mind. Duke Bushido and drunkonduty 2 Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted September 20, 2020 Report Share Posted September 20, 2020 Champions Powers has Dizzying Spin (6D6 Drain DEX). Quote Link to comment Share on other sites More sharing options...
unclevlad Posted September 20, 2020 Report Share Posted September 20, 2020 I think the Sight and Hearing flash implements the disorientation. The nausea/vomiting generally doesn't have game impact; I probably would just say some form of Con roll. Quote Link to comment Share on other sites More sharing options...
tombrown803 Posted September 21, 2020 Report Share Posted September 21, 2020 The nausea/vomiting effect could be represented with a low dice entangle Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted September 21, 2020 Report Share Posted September 21, 2020 I’m going to go with Unclevlad’s suggestion and say that the CE forces a CON Roll. And similar to the Ice Sheet example, failure indicates that you’ve “fallen” down. IOW, words you take a DCV penalty and can’t act for that phase only. Or something to taste. Quote Link to comment Share on other sites More sharing options...
eepjr24 Posted September 25, 2020 Report Share Posted September 25, 2020 I'd go with something combining the above. Change Environment [4] -1 to DEX rolls and all rolls based on DEX [9] -3 to CON rolls [4] Long Lasting: 1 Turn [3] -1 PER rolls 20 points No Range (-1/2) No effect versus those with Acrobatics, Teleportation, EDM, FTL (-1/2) 10 RP AND Flash 3d6 Sight NND: Not versus those with Acrobatics, Teleportation, EDM, FTL (+0) [15 AP] No Range (-1/2) Linked to CE (-1/2) 7 RP Total: 17 RP Effect is that unless you have one of the stated defenses, you take a 3d6 Sight Flash and for the next turn you have to make a CON roll at -3 to remain standing. If you fail, you fall. If you don't have the defenses, you suffer -3 to all CON rolls, -1 to DEX rolls and associated skills as well as -1 PER. Talk to your GM about whether the defenses are common enough to qualify in your campaign, but generally having a 3 point skill would qualify. - E drunkonduty 1 Quote Link to comment Share on other sites More sharing options...
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