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PostPosted: Wed Nov 14, 2007 6:47 pm 
Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 1:46 pm
Posts: 2826
Location: Left Coast, USA
FLGS: Bizarro World
walrusjester wrote:
Yeah, but it wouldn't be a spidey-tracer if you had to use a skill roll.

I might build it as Detect: People I've Tagged With A Spider-Tracer. Give it a range of 1-2 miles, Requires A Skill Roll to tag someone with it, IAF, 1 charge lasting about 2 days... instead of focusing the power on the tracer, focus it on the character. The tracer is a special effect.

That was more or less the design I had at one point, but everybody else in the campaign insisted there had to be an object...!

But I am considering revising the character for the odd convention game, so I may go this route (esp. since it may never come up at all!).

Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters.

—Here Be DCC Monsters—

VOORAK, L, Hunter, S10, A12, Sm10, P6, I13, L13, AC 10, HP 3, Spear +0 1d8, Init 0; R 0, F 0, W -1, Holy water, Pelt, 3 iron spikes, 1d ration, 4-leaf clover (Find secret doors) (+1), Com +1

SARKLA, C, Gatherer, S9, A14, Sm14, P15, I14, L8, AC 11, HP 4, Knife +0 1d4, Init 1, R 1, F 1, W 1, Chest, Basket of veggies, 2d ration, lg sack, waterskin, torch, Seventh son (Spell checks), Com +1

TARR, C, Hunter, S14, A11, Sm15, P13, I7, L7, AC 10, HP 3, Spear +1 1d8+1, Init 0, R 0, F 1, W 1, Holy water, Pelt, 4 torch, flint/steel, 1d ration, sm sack, Fox's cunning (traps), Com

TELVA, N, Herbalist, S13, A6, Sm9, P6, I12, L10, AC 9, HP 2, Club +1 1d4+1, Init -1, R -1, F 0, W -1, Chain 10', Herbs- 1 lb., 50' rope, 2d ration, torch, Speed of cobra (Init), Com

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