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GamePhil
Feb 27th, '08, 09:00 AM
Introduction
I am making this its own thread, as I have a number of ideas as well as wild conjecture on the concept. As it is a cross-topic subject, touching on Disadvantages, Characteristics, General Power, and Perks (so far), it doesn't fit neatly into any other topic except possibly General Rules, which I don't want to clutter up. Depending on how things go, it may turn out that it is not as cross-threaded as I believe it will be, at which point I'll find the appropriate home for it.

Keeping the thread on forum
While this thread is mainly about my obsession with merging the character building rules, what I'm hoping for is that the synergy of various rules proposals being used for a specific purpose will generate new ideas and further proposals, without having it scattered all over the place. I also hope to showcase advantages and possibly disadvantages to the proposals I am working with. As we go along, I will try to put specific ideas in the appropriate threads. If this plays itself out to the point where that synergy no longer exists, I will move the bulk of the thread to my blog in case anyone wants to reference the overall discussion. If anyone wants to point out an idea that has use here, feel free: I think in this case a link will be sufficient, as the proposal is presumably already in the correct thread.

Premise and History
For some time now, I have toyed with the idea of merging all of the items that are built like characters into the mainstream character rules, with contributions from a number of others. This resulted in the Incomplete Characters Rules, and a form of this (which adheres to the official rules significantly more than previous versions) was published in Digital Hero #10. It attempted to use the same character building rules for everything that is built similarly to a Character, such as Vehicles and Automata.

The advantages: Fewer different types of characters means fewer total rules, in theory, and provides a system for creating new character types from existing rules rather than making new rules for them.

The disadvantage: It's esoteric.

The basic idea is that the primary difference between ordinary characters and things like Vehicles, Computers, and so on is that these "characters" lack one or more Characteristics that full Characters enjoy. There are some other differences, but that's the odd one and the most important. However, with one exception, all of these differences are covered by Steve's suggestions somewhere.

Sixth Edition Proposals
With 6th Edition, Steve has made a number of proposals that actually make this possible, and if all of them are instituted effectively make the Incomplete Character Rules into something that can be done in the core rules.

Essentials from Steve's proposals
Remove Negative Characteristics, and adopt that a 0 in a characteristic means you don't have it. It is not necessary to start from 0, just sell it back.
Allow all characters to take Automaton Powers. Alternatively, use Absolute Effect with Stun to create a creature that does not take Stun damage, but the Automaton Powers are more straightforward and have a lot of history.

Non-essentials from Steve's proposals
Decouple Figured Characteristics. Not strictly necessary, but it will make some builds cleaner.
The addition of a Size characteristic. This is consistent with the goal of making Bases and Vehicles built like everything else, although Powers could also be used to do this.
Use PD/ED for everthing. DEF for everything would work, but I'm going to use PD/ED for examples. Mainly for consistency across character types.
Add an ability that works like Force Wall for personal defense. This is especially important for anything without a Stun score (they have Automaton Powers).
No Points for Disadvantages, but some other reward system. This is because many Incomplete Characters are going to lack senses or have different rules for their Life Support, and it makes it a bit easier to take this into account if you're not getting, say, 80 points of Disadvantages for being a computer.
Some method of making a character indestructable/unkillable. This is only valuable for character types that aren't already part of 5th Edition, such as Spirits from 4th Edition. In my examples to come, I am using the Absolute Effect Rule with Body rather than an example of making an Invulnerability Power.


In addition to these, I have suggested reworking Cargo to be more generic and allow it for all characters. Just being able to have a space inside your body is probably not worthy of a new Power, but something that could cover bags of holding as well as vehicle cargo probably would be. This allows you to, among other things, hold things "inside" (depending on special effect) so that it gets the Defense of the character/container. While my suggestion, it is in keeping with making Automaton Powers available to all characters, and is helpful for this thread.

GamePhil
Feb 27th, '08, 09:02 AM
My initial samples and comments, in no particular order and not fully developed.

A 4th Edition Spirit is gotten by selling back all but DEX, INT, EGO, PRE, maybe COM, and SPD. It then buys Desolidification and other Powers to "be a spirit", or is defined as being on the Spirit Plane. Take a Physical Limitation for Destroyed If Ego Is Drained To 0/-Ego.
And so on. Things without a Body score need a definition of what a 0 Body means: does it mean you're dead, or simply that you have no Body to affect? Possibly, rather than having a 0 Body, Body might be bought up sufficiently to be covered by Absolute Effect (a body of X means you can't be killed/destroyed).
I also like the idea of more detailed Foci: once the Focus is bought, you get a certain number of points, perhaps based on the Active Point cost, perhaps having to be bought separately, to create an Incomplete Character that is the Focus' physical form. Irreplacable Foci need to buy whatever method of being Indestructable may be in the rules, a sentient focus needs INT and EGO (at least), and so on. By designing the "character" for a Focus in such a manner, it combines several options for it in one set of rules, and solves Derek's rock problem (if you pick up some rocks, they have X DEF and X Body, but if you buy it as a Focus they have Apts/5 DEF and 1 Body, and so on). This would likely be an optional rule if adopted at all.

GamePhil
Feb 27th, '08, 09:51 AM
Here begins the wild conjecture. These could be taken as suggestions to Steve, but are really for the discussion of the Incomplete Character concept, as we don't yet know how he is going to handle this if it goes in.

I am currently ignoring the problem with 0 Characteristics meaning you lose them and how Drains will interact with that, as it is not germaine to the discussion.

Strength: The character simply has no intrinsic ability to apply force.
Dexterity: The character has no coordination and no ability to hit targets using CV, and has a DCV based solely on its size and/or velocity. If it has actions, it acts after everyone else.
Constitution: The character has no ability to resistance to being Stunned. It can't be targeted by Powers that work vs. CON, but if they have an appropriate special effect they might work against a different Characteristic.
Special note on Constitution: It may be that Mental Powers that work against CON might have a Class of Body rule, in the same way that Mental Powers have Classes of Mind. In this case, a character without CON would have a different Class of Body, and would not be affected by ones that affect the Human Class of Body. Like the original Class of Mind, this concept should be used with caution.
Body: The character has no physical form, and thus nothing to destroy. Effectively, it starts out "dead". In the current rules, the only example is a Base, which has no centralized body but buys walls and buildings instead.
Intelligence: The character has no Perception nor ability to process information, quickly or otherwise. I am assuming Perception will not be split off.
Ego: The character has no free will. A Mental Power that works against its Class of Mind will function against a different Characteristic. Presence Attacks must go against the character's Presence.
Presence: The character has no ability to influence those around them. If it also has a 0 Ego, it has no defense against Presence Attacks.
Special note on Presence Attacks: Having an Ego of 0 might mean it is immune to Presence Attacks, as the creature has no will and only responds to some form of programming/orders. For this discussion, it is assumed that immunity to Presence Attacks is bought as enough limited Presence to count as an Absolute Effect.
Comeliness: The character's appearance has no impact. I am assuming COM will be kept and be unchanged for purposes of this discussion, so it has little impact on most Incomplete characters in any event.
PD/ED: The character has no defense against physical/energy attacks.
Speed: The character can take no actions.
Recovery: The character cannot recover Stun or END, nor can it heal Body, except by using Powers.
Endurance: The character cannot spend Endurance. If it has Stun, it cannot spend Stun as END.
Stun: The character is not conscious in the normal sense, although it may be aware of its surroundings in the same way as a person at 0 Stun if it has INT. It can take no actions of its own, although it may have Persistent Abilities that function or abilities that can be used by some form of controller.

The 0 Size Characteristic will be dealt with when I find or write a version of Size I like.

Characters with 0s in one or more Characteristics can buy Limited forms of them, for example to defend from Presence Attacks if it has no Presence. Examples of this will be created with sample Incomplete Characters.

Steve Long
Feb 27th, '08, 09:53 AM
A note from your friendly neighborhood Line Developer: GamePhil politely asked permission to open a new thread and I provisionally granted it. Please don't take this as a license to start opening threads willy-nilly. The established threads cover the vast majority of material appropriate for this forum. ;)

GamePhil
Feb 27th, '08, 09:58 AM
And I thank you kindly.

Opal
Feb 27th, '08, 11:54 AM
I had a minor epiphany over in the characteristics section. But, I didn't go into it as deeply as I might have liked, because it started to hit the incomplete topic.


Primary characteristics bought 'as characteristics' give you figured characteristics. You can't sell back the figureds, at all, because that's part of it being a primary characteristic. You can't put limitations on characteristics, at all, either. Draining a primary characteristic proportionally drains the figured. If you buy up a figured, draining the primary to 0 won't bring the figured to 0, and further draining the primary also won't reduce the bought-up figured. If you have NCM, or it's instituted in the game, it aplies to characteristics bought as such.

Then, you allow primary characteristics to be bought 'as powers.' When bought 'as powers,' they don't give you figureds. The Active Cost doesn't change, but you can place limitations on them, put them in frameworks, and when a pirmary bought as a power is drained, only it is drained (well, unless it's in an EC).

This would be comparable to buying your EB inside or outside an EC. To put it in an EC, you have to find one or more other powers of the same Apts to bundle with it, you accept a higher impact from drain, and you and the GM have to work out what powers are OK to add to the EC. If you buy it outside such a framework, you just buy it straight, with no restriction.

Players wanting a character to lack certain characteristics should have a reasonable option to do so. Players wanting fully decoupled characters could sell back thier primaries, and use the points to buy characteristics as powers - it would be expensive, but, as with eschewing frameworks, total freedom of design does tend to cost you a bit more. And, they won't loose 4 stats every time someone drains thier STR.


If you wanted to be even more radical, you could make Characteristics powers by default, starting them all of at 0 (except SPD which should have a hard 'floor' of 1), and have the Primary/Figured relationship be a framework that the GM (or, with permission, players) can use to design different species. Characters built this way would have 125 additional points - the cost of buying all your primaries from 0 to 10. Such templates should 'save' about 50 pts (current saves 52), when the 125 pts are spent to bring the character to 'average' for the species. You could concievably even include powers as figureds in such a thing. Mystaarans might get 1d of EGO blast per 5 EGO or Cyclopeans 1d of EB eyebeams per 5 PRE or something - but not get much for STR, because of thier radically alien biology.

Growth or shrinking could be SIZ bought as a power, with Costs END. That is, if you go with the idea of SIZ as a characteristic figured from STR and BOD, and costing points to /change/ (up or down).Apologies, as it was kinda rambly. That's inspiration for you. :o


While human and essentially human-like characters could be left to work as they do now - with the addition of SIZ and/or elimination of COM or whatever - with Primary and Figured Characteristics bought as powers. More exotic characters could use rules to delete characteristics, forge different relationships among them, or even create new 'characteristics' from powers or existing ones. Thus you could even give, say, a Vehicle new stats like Accelleration, or a turning circle (DEX-SIZE). The system could be left as a 'behind the curtain' thing for designers, an option for GMs to create new races, or, even something a player could use, with the GMs permission and a big STOP sign, to make a more quixotic character more viable.

What I have not even started to consider in detail is what kind of 'framework' "characteristics" would constitute. But, if it could be worked out, you'd have a system for building a set of characteristics to model - and, if you wanted to encourage it in your campaign as a GM, fascilitate - any sort of character. If you wanted humans as PCs in your world, but weren't absolutely adamant about it, you could use the standard characteristic set, but let players sell back thier primaries and re-build exotic characters from scratch. If you wanted humans to be side-by-side with Robots, Plasmoids, and Fuzzy Blue Creatures from Alpha Centauri, you could provide Characteristics for each, that can all give a cost break form figureds, while being quite different from eachother.

Chris Goodwin
Feb 27th, '08, 11:59 AM
Special note on Constitution: It may be that Mental Powers that work against CON might have a Class of Body rule, in the same way that Mental Powers have Classes of Mind. In this case, a character without CON would have a different Class of Body, and would not be affected by ones that affect the Human Class of Body. Like the original Class of Mind, this concept should be used with caution.

In fact, maybe Class of Body could be a useful concept to add.

Classes of Body: Living, Undead, Spirit, Animate Machine, Inanimate Machine, Inanimate Object.

Living: Encompasses humans, animals, aliens. Possesses all stats.

Undead: Animated dead things. Skeletons, zombies, liches, etc. Possesses all stats except CON, END, REC, and STUN. Must buy END Reserve if it has Powers that use END. Does not suffer from STUN effects. Edit: Must buy Does Not Take STUN.

Spirit: Ghosts, other spirits built using (or not) the Spirits rules, or the Incomplete rules. Possesses DEX, INT, EGO, PRE, SPD. Could potentially possess "spirit" versions of the physical stats, in the event "spirit plane" combat is handled with an analogue of physical world combat.

Animate Machine: Robots, androids; any machine that could potentially be treated as a player character. Computers and AIs could be considered animate machines. Objects with a mind of some kind and a power source. Possesses minimum of DEX, INT, SPD, plus BODY, either PD and ED or rDEF. Potentially could possess STR, CON, EGO, PRE, END, REC, STUN. Edit: Must buy Does Not Take STUN if it does not suffer from STUN effects.

Inanimate Machine: Vehicles, firearms. Mindless objects with moving parts and/or power sources. Possesses minimum of BODY, PD and ED or rDEF. Could possess STR.

Inanimate Object: Doors, rocks, buildings. Corpses, unless you want to create a "Formerly Living" Class. Mindless objects with few or no moving parts and/or no power sources. BODY and PD/ED or rDEF. Could conceivably possess a STR score (a table might), but doesn't have DEX, CON, INT, EGO, PRE, SPD, REC, END, or STUN.

Chris Goodwin
Feb 27th, '08, 12:14 PM
Questions:


Could you Aid a target to have a stat that it does not possess?
Could you Transform a target from one class to another? I recommend not without an adder. (Note that we have an Adder for Healing to "transform" a target from "dead" to "living"; it seems reasonable we could provide one for Transform to do something similar. Which might turn Resurrection into a variant on Transform. At any rate, it should take an Adder to add or remove stats.)

Chris Goodwin
Feb 27th, '08, 12:17 PM
If Size becomes a more generally used Characteristic, inanimate objects might possess a Size stat instead of BODY and/or STR.

GamePhil
Feb 27th, '08, 12:28 PM
There are going to be sample Incomplete items that I want to be indestructable/unkillable, and there is currently no rule that does that in the manner I wish. I am not necessarily talking about "indestructable" in the sense that it takes no damage, but only that it can't be destroyed by conventional means. That is, it has an effectively infinite Body. One method of modeling this is to buy so much extra Body that it would take more force than the GM is ever likely to bring to bear on the object, and use the Absolute Effect Rule. This value will obviously change depending on the game setting, and when I use it in this thread I will simply refer to it as Absolute Body rather than assigning a specific number or cost.

Other Powers are also appropriate to make a character effectively unkillable, of course. Desolidification comes to mind, as does Armor bought up to Absolute Effect levels. I wanted, however, a single number that prevented the target from being killed, not a list of powers, and did not want it to be Invulnerable (for example, a Toon can be damaged, but not killed, unless you have the Dip). To do this with Defenses would also require getting every type of Defense that a character might be killed for not having, and having the Body Only Limitation, another list. So, Absolute Body seemed a reasonable choice.

Most other Characteristics can have some interesting Absolute Effects. For example, Absolute Strength might mean there is nothing you can't lift. However, most of them I don't see specific applicability to Incomplete Characters, so I didn't define their effects here. Absolute CON and STUN might be good ways to get the Automaton Powers, but since we've already got them, I chose to use them, instead, leaving only Body as relevant.

GamePhil
Feb 27th, '08, 12:55 PM
In fact, maybe Class of Body could be a useful concept to add.


I like your analysis of the idea, although it's an oddball notion to begin with. The concept allows Mental Powers to be used against things that technically don't have minds, and could be used for an Activate-like power and the ability to take control of a vehicle from a distance. I do wonder if that would be worth any kind of Limitation, as this originally came up because of CON's interaction with Based on Con. I wouldn't think so.

I think that should be marked as something to be moved to another thread if and when this one has played out, I'm thinking General Powers since it affects the Mental Powers in general.


Questions:

Could you Aid a target to have a stat that it does not possess?


That's one of those currently muddy areas. If the 0 Stat == not having the stat idea gets in, it means that Draining a Characteristic to 0 logically removes it, so Aiding it should logically add it. I'm not sure either of those are desirable, but I'd rather not have to make an exception to avoid it. After all, Draining your EB down to 0 means you no longer have it. But requiring an Adder like you describe below might be fix this up.


Questions:

Could you Transform a target from one class to another?


I would think so, though some form of restriction might be necessary as you say. Actually, I feel more comfortable with Transform adding or removing a Characteristic than Aid/Drain, I just haven't come up with a reason not to allow those powers to do so.


If Size becomes a more generally used Characteristic, inanimate objects might possess a Size stat instead of BODY and/or STR.

That's a good point, I haven't come up with my "example" (read: wild speculation) for the Size stat yet. And for that matter, have no ideas for it yet, and I'm going to need one of those as its one of my second list. Any thoughts on how Size might work? It would seem odd for it to give bonuses to Body and STR in a world with no Figured Characteristics, but then again, you lose the Size, you lose those too.

Opal
Feb 27th, '08, 02:56 PM
:nonp: You kind of blindsided me there, as I was going in a specific direction and now need to absorb this and see how and if it can fit into the puzzle. I kind of surprised myself with it, too. I don't think there's really a new idea in there, they just all finally meshed in my little brain.


Certainly being able to design your own Figured Characteristics is in the spirit of the discussion.Cool, I would hate to derail this thread.

As I'm thinking about it, maybe it could be thought of as 'Characteristics' /being/ a framework.

Characteristics are abilities that all normal members of a type of character (all humans, all zomies, all elves, all robots, all vehicles, all spirits, etc) have, and, that vary smoothly (within limits) around an average. Sight, for instance, wouldn't be a characteristic for humans, since it doesn't vary /smoothly/ around 20/20 (and there's not much of a way to quantify 20/30 from 20/15 in the game even if it did). All the regular characterisitics would count for humans - as would Running, possibly even swimmimg.

Primary Characteristics are not derived from other Characteristics, Figured Characteristics are. When you buy a Primary Characteristic you get the corresponding figured characteristic, whether you want it or not, and you can't sell it back. If you want more of a Primary Characteristic without the corresponding figured, you buy it as a power, outside the Characteristic Framework.

The Characteristic Framework not only steers players towards particular types of characters, but towards particular abilities within those types. Humans, for instance, recieve a great deal of synergy from figured characteristics when they buy up STR, CON and DEX. This means that human 'adventurers' tend to be quite physical, and even those not focused heavily of physical adventuring can develop such abilities pretty easily if they like. A different Characteristic Framework would focus characters of that type in a different direction. For instance, if Mystaarans recieve figured characteristics based on thier CON, INT, & EGO, adventurers of thier species would tend to be healthy, quick-witted, and willful, but not strong or physically agile. Or, alternately, if Egalitarian Elves recieve 1 Apt of figured characteristics for each 3 Apts they have in any (and all) Primaries, thier adventurers might tend to be rather well-rounded in thier primary stats - lotsa straight 14's.

Of course, if a GM didn't mind, he could let a character be built without the 'Characteristic Framework' at all, or decline to use any, meaning that all characters would be by up any abilities they wanted from a clean slate, and simply not have any they didn't want.

Opal
Feb 27th, '08, 04:10 PM
That's one of those currently muddy areas. If the 0 Stat == not having the stat idea gets in, it means that Draining a Characteristic to 0 logically removes it, so Aiding it should logically add it. I'm not sure either of those are desirable, but I'd rather not have to make an exception to avoid it. After all, Draining your EB down to 0 means you no longer have it. But requiring an Adder like you describe below might be fix this up. Still thinking about the 'Characteristic Framework' thing, here, but: If a Characteristic is something every character of your type has, it should probably only go down to 1. If it's bought as a power, it could be taken down to 0 and just be gone. An adder on the drain could give you the ability to eliminate a characteristic, effectively changing the victim on a fundamental level. A Discoroporation Ray drains your BOD to 0, you no longer have a body. A Spell of Immobility drains your SPD to 0, you no longer act.

GamePhil
Feb 28th, '08, 12:09 AM
This post or another more developed one in the same vein may eventually go into the Characteristics thread.

This is a development of Opal's suggestion about Characteristics, Figured and otherwise. It will be used for some examples of Incomplete Characters, as it is a strongly related concept, especially with regard to the stated purpose of the thread: to unify character building into one system.

Much of the list seen in this post are directly from Opal's suggestions, with modifications from Chris Goodwin, restated here mainly to have them all in one place.

This is a proposal to subtly change the nature of Characteristics and their relationship to Figured Characteristics. One way to look at this is that Characteristics aren't separate from Powers, but are Powers bought through a new type of Power Framework. The qualities of this Framework could be:

1. Each Power bought in the Characteristic Framework helps to define what the character is at its most basic level. For example, the Characteristic Framework may indicate you are a Human, a Vehicle, or a Thing Man Was Not Meant To Know, and then you would also buy other abilities (or buy up Characteristics) to create an individual.
2. You can only have one Characteristic Framework, as it will define your basic character.
3. The Characteristic Framework is divided into two types of Characteristics: Primary and Figured.
3A. Primary Characteristics are bought normally, though they may have a base value determined by the GM (usually 10 each).
3B. Figured Characteristics are also bought normally, but have a starting value derived in some way from the Primary Characteristics. In general, the total value of starting Figured Characteristics should be about 2/5ths the total value of starting Primary Characteristics. The specific relationships are up to the designer, but the list of traditional Figured Characteristics is a good place to look for ideas on what is reasonably balanced.
3C. Figured characteristics should be affected along with the Primaries in the same proportion as they had when bought. That is, if you lose 5 STR, you lose 1 PD. This continues until the Primary reaches its minimum (usually 1), points invested to buy up the Figured Characteristics must be affected separately. A possible exception is for Primaries that represent damage that can be taken, such as Body, which may or may not affect their Figureds.
3D. Figured Characteristics provide the traditional cost break that Power Frameworks generally enjoy.
4. Abilities not bought in this Framework have a starting value of 0 (that is, you don't have them at all), even if they are commonly Characteristics, and if bought as Powers can be Drained down to 0.
5. Primary Characteristics can only be modified down to 1, not 0, barring special Adders or other rules that allow them to be removed completely. A human can be made so weak as to not be able to do much, but not actually made to have no STR at all without special considerations.
5A. Possible exceptions to this rule are any Primary Characteristic that indicates how much damage the character can take, such as Body for a Human or Ego for a 4th Edition Spirit.
6. Figured Characteristics should be examined to determine how much they can be Drained or otherwise modified, as they do not so strongly define the Character as Primaries. Most can be Drained to 0.
7. A typical setting will use one Characteristic Framework as standard. To change to a different such Framework, simply sell back the Base Characteristics the GM granted and use those points to buy entirely separate Powers or a different Framework.
8. The Characteristic Framework suggests what Class of Mind/Body/Spirit the character belongs to.
9. Any Powers, including traditional Characteristics, could conceivably be used to develop new Characteristics for this Framework, whether Primary or Figured.
10. Primaries can be bought down from the base the GM provides, Figureds cannot. The only place where the point cost for Figureds comes into play is in determining how many of them are provided from Primaries.

Notes:
1. This post gets a bit further into esoteric game design philosophy than I'd like for this forum, but appears to have turned out all reasonably straightforward, except for how Figureds would be defined for a new Characteristic Framework. I plan to still use the outline from the first post for my examples initially.
2. I don't much care for 3B, as it promotes arbitrary connections between Characteristics that, more importantly, have no testing behind them. The traditional Figured Characteristics may have originally been likewise arbitrary, but they have withstood the test of time and so are less worrisome in that regard. However, it is a system that allows almost the traditional Characteristics Block (it is actually 2 points shy on how many Figured Characteristics it gives). Just waiting for a better idea to come along.
3. Note that this does not give the same results as decoupling Figureds in getting a new character. If using the Human Characteristic Package, you only get 125 points for selling back Primaries, and nothing for selling back Figured, whereas you would get 177 points for selling everything back if decoupled and the current costs are used. This is a feature of most Frameworks, however: saving some number of points, so I'm not worried about it for the moment.

GamePhil
Feb 28th, '08, 12:25 AM
No, not Xavier's school.

As many Characters presented here have no Mind, per se, I propose expanding the concept of Class of Mind in the same way Transforms work, so that you have Class of Mind/Body/Spirit. This has the effect of allowing Mental Powers to be used in unusual ways, though Telepathy and Mental Illusions might not be of much use against a target without a Mind to read or send illusions to. Mind Control and Mind Scan, however, could be used to control/find various other things, respectively.

As with the original Class of Mind, any rules similar to that must be used with caution. Whether Classes of X constitutes a reason to buy an Adder, as in the official rules, an Advantage, or a Limitation I leave to other threads, as it is not germaine to this one.

Classes of Mind are already covered well by the official rules, while Classes of Body were covered well by Chris Goodwin's earlier post.

Classes of Spirit is a bit odd, and may not be very useful, as most entities of a purely spiritual nature would still have minds as they are usually conceived. However, there are such entities that might not: mindless ghosts forever repeating their last actions in life, revenants out for revenge, and spirits embodying some pure concept or emotion might not have minds in the traditional sense. Also, individuals with their minds somehow removed might nevertheless retain their spirit, as might spirits that have been "processed" and are ready for the next stage of their existence.

Further, I propose that Mental Powers be allowed to work against any Primary Characteristic, chosen upon the Power being built. If that Characteristic is not possessed by a target that is nevertheless in the right Class of X, another appropriate Characteristic is chosen. No Limitation would be provided, and Based On CON would then be eliminated, its Limitation value split (and perhaps increased) by its limited range, more common defense, visibility, it targeting DCV rather than ECV, and it lacking Mental Awareness (though I'm assuming that relationship will be removed).

GamePhil
Feb 28th, '08, 05:09 AM
Basically, a Power that provides a personal defense that works like Force Walls, a proposal Steve has brought up in [one of the main threads, I'll track it down]. In the old version of Incomplete Character Rules, this was called Rigid Armor, which I'll use here to describe it.

My assumptions about what such a Power would include:
1. Defense that if not penetrated with the Body of the attack will not let any Stun through.
2. If penetrated by the Body, works just like any other Defense, subtracting from the Stun and Body normally.
3. If penetrated, the Rigid Armor will not drop.
4. Rigid Armor is a Persistant Power, more like Armor than Force Field.

I assume 3 and 4 because the Power is most useful to the Incomplete Characters rules if they are true, not because they are any more likely to be than if the Defense dropped or had to be maintained with END. If these assumptions do not describe the base Power, it is possible that Advantages will let them work this way.

I am going to go with a cost of 7 points per 2 points of defense of Rigid Armor, if it becomes necessary to have a value for a character sample. That's based on Force Wall, 0 END, Persistent, Trigger (no time to activate, resets immediately and automatically, +1); No Range, Self Only.

I assume that, between Force Wall's normal use as an attack (among other things, but that is a possibility) and the Trigger Advantage constantly renewing it that this build does not need Usable As Attack to make it move with the character. If that's needed, it increases to 10 points.

Vondy
Feb 28th, '08, 05:49 AM
A note from your friendly neighborhood Line Developer: GamePhil politely asked permission to open a new thread and I provisionally granted it. Please don't take this as a license to start opening threads willy-nilly. The established threads cover the vast majority of material appropriate for this forum. ;)

Steve,

You might consider changing the forum name to be "6th Edition Mechanics Discussion." The current title implies it is a general discussion. I know you made a post with instructions for the forum, but people are creatures of the herd and many will just read the forum title and proceed apace without reading the instructions. The change might narrow the conceptual field on a psychological level for such dear innocent lambs and diminish, though not eliminate, the number of "out of scope" threads that get started.

Just a thought,

David

Vondy
Feb 28th, '08, 05:53 AM
GamePhil,

I have a request.

I find normative message board post formatting difficult to follow when the posts become relatively long. My eyes glaze over. Could you divide your posts into sections with bolded titles or paragraph heads (where apropos) and indent your lists (numbered or bulleted). This would be very helpful for me.

ajackson
Feb 28th, '08, 01:31 PM
Another way of viewing Rigid Armor would be to define +1 Def as:
+1/+1 Armor (3)
+4 PD/+4 ED, Not if Armor Penetrated (this might be as much as -1.5; it's very rare that the top point of PD/ED is actually needed).

Overall, 6-7 points sounds right. Alternately, just call it a +1 advantage on armor/force field:

'Rigid: +1. Any attack that fails to do body also does no stun'.

Opal
Feb 28th, '08, 03:47 PM
That's based on Force Wall, 0 END, Persistent, Trigger (no time to activate, resets immediately and automatically, +1); No Range, Self Only.What about needing Indirect to fire out of it? Does Self Only on a FW eliminate that?

Vondy
Feb 29th, '08, 12:47 AM
Okay, here are my initital thoughts.

1) The buy back aspect is a turn off for me. Its basically busy work at the outset. If characteristics had a zero base it wouldn't be an issue. As it is, its a hoop I don't currently have to jump through. Also, I think the points gained in the buy-back might exceed the value of some objects. Even if they don't, they may lead to balance issues as every such object starts with a negative character point value.

2) defining a zero stat as not having it for these objects is a special rule that causes them to function differently. Otherwise it would theoretically be affected by adjustement powers (or mental powers) aimed at its zero stats. Yes, you can just say "SFX," but its going to have to be spelled out in the rules somewhere or some yahoo is going to error in their orgiastic fits of cleverness.

3) This seems like a more convoluted version of the current rules for these objects, or the old spirit rules. If you define a 0 stat as not having it (for these objects), then what's the practical difference (other than the buy back hoop) between this and the current rules?

I'm interested in ideas for dealing with these builds as a feel the current system works, but needs improvement to be competitive with other games (esp. vehicles). At the same time, I don't see the benefit in this method. Are there benefits I'm not seeing (other than shortening the rule book)?

Tonio
Feb 29th, '08, 04:38 AM
What about needing Indirect to fire out of it? Does Self Only on a FW eliminate that?

Not as far as I know. Self Only on FW, if I remember correctly, means it only protects you. The Trigger, though, might fix that (FW triggers just before the attack hits, and "fades" immediately afterward, so you're free to fire except in the exact instant you're hit). Could be considered abusive, though.

Opal
Feb 29th, '08, 09:09 AM
Okay, here are my initital thoughts.

1) The buy back aspect is a turn off for me. Its basically busy work at the outset. If characteristics had a zero base it wouldn't be an issue.While these rules could be used to generate a single very unusual character, they're primarily for modeling whole classes of characters. Robots, Vehicles, Spirits, etc in a unified, generic system. The overhead for the vast majority of characters would be nil, you'd just build a character the way you do now. Similarly, if you're using an established type, like a vehicle, the 'selling back' has already happened.


2) defining a zero stat as not having it for these objects is a special rule that causes them to function differently. Otherwise it would theoretically be affected by adjustement powers (or mental powers) aimed at its zero stats. I think GamePhil is assuming no stats below zero (other than damage-tracking stats), so that shouldn't be an issue. But, yes, it does create a special case. If you have a power as a characteristic, you always have it, even if it's been drained down to 1 point. If you have it as a power, it can be drained down to zero, and you no longer have it, at all - as with any power currently.


3) This seems like a more convoluted version of the current rules for these objects, or the old spirit rules. ... Are there benefits I'm not seeing?Like getting rid of figureds and a number of other proposals for changing Hero, this idea is largely driven by the desire to make the game more elegant, more flexible and more generic. (I can say this with some confidence as I was in on it when GamePhil first came up with it.)

GamePhil
Feb 29th, '08, 10:00 AM
1) The buy back aspect is a turn off for me. Its basically busy work at the outset. If characteristics had a zero base it wouldn't be an issue. As it is, its a hoop I don't currently have to jump through. Also, I think the points gained in the buy-back might exceed the value of some objects. Even if they don't, they may lead to balance issues as every such object starts with a negative character point value.



I'm thinking about the issue even now. For the hoops: If you want to start off with 0 Characteristics, it's just a matter of having 125 more points (or more, depending on which form Characteristics ultimately take). That level of complexity I'm not too worried about, but if a way to eliminate or moderate it comes up, I'm not going to be disappointed.

I think it may actually turn out to be a bad idea to sell them back: some "characters" don't need the stats they lose, so possibly shouldn't get points for losing them, and it's possible that like Opal said, it might be better to just start them off with a different package of stats for no points.




2) defining a zero stat as not having it for these objects is a special rule that causes them to function differently. Otherwise it would theoretically be affected by adjustement powers (or mental powers) aimed at its zero stats. Yes, you can just say "SFX," but its going to have to be spelled out in the rules somewhere or some yahoo is going to error in their orgiastic fits of cleverness.



It is one of the proposed changes to the rules that Steve has put up, however. Yes, it has some potential balance issues, so it may eventually be dropped, but I'm working from the assumption that it will be in and showing how it can be of benefit. I am not discussing the potential balance problems in this thread because it is not germaine, but I acknowledge the issue.




3) This seems like a more convoluted version of the current rules for these objects, or the old spirit rules. If you define a 0 stat as not having it (for these objects), then what's the practical difference (other than the buy back hoop) between this and the current rules?




The main practical difference is this: The current rules only allow you to build what they cover. The Incomplete rules, or something like them, or even just the proposals that Steve has made that support it, allow you to build something outside of that list, and do so in a manner that is consistent with other characters.

As for convoluted, on the off chance that these guidelines or ones like them were to be adopted in the official rules, I would expect them to be "behind the scenes". That is, they would be used as the basis upon which the rules for Vehicles and Automata are created, but those would have their own sections (or perhaps be fully realized examples of these rules, if they are presented in this manner). So, you have the greater flexibility and consistency while at the same time not having to deal with the complexity unless you want to.




I'm interested in ideas for dealing with these builds as a feel the current system works, but needs improvement to be competitive with other games (esp. vehicles). At the same time, I don't see the benefit in this method. Are there benefits I'm not seeing (other than shortening the rule book)?




Consistent rules for everything you might want to build is something that I am in favor of, and shortening the rules is a bonus. However, I also believe it will give more options for all characters (for instance, making Automaton Powers and some form of Cargo available for everyone) and open up new possibilities (more detailed Foci, Spirits, cartoons, Organizations, and so on) for character concepts. But, we'll see, I haven't had time to work up proper samples, yet.

Ultimately, fond as I am of the idea of building the "non-Character characters" this way, my goal is not to convince people that it is the one true way. My goal with the thread is to showcase potential use for some proposals. Basically, if Steve's proposals go in (or Opal's for Characteristic Frameworks, for that matter), Incomplete Characters are do-able from the official rules even if they aren't adopted as the official method. As such, I'm not making a case for inclusion, I'm just presenting a way to use the new proposals to potential benefit.

GamePhil
Feb 29th, '08, 10:04 AM
Similarly, if you're using an established type, like a vehicle, the 'selling back' has already happened.


I'd love to see a method whereby, for example, a starting Vehicle balanced out to 0 points, but I'm not going to be too broken up if it doesn't. Once the examples start coming in, we'll know.


Like getting rid of figureds and a number of other proposals for changing Hero, this idea is largely driven by the desire to make the game more elegant, more flexible and more generic. (I can say this with some confidence as I was in on it when GamePhil first came up with it.)

True, that, but remember that when it first came up we also started seeing a bunch of things it was actually useful for, aside from potential balance and consistency issues :)

GamePhil
Feb 29th, '08, 10:16 AM
What about needing Indirect to fire out of it? Does Self Only on a FW eliminate that?

Probably not, that was the problem with starting with Force Wall last time, as you know. The Trigger might do it, as Tonio said (flickers off, fire, flickers on), or it may be a matter of, "Eh, close enough".

It might also be that the improved defense against Stun turns out to be, like Desolidification, something you just need to take an Advantage on your attacks for. It's still a lot less at +1/4 than +2, after all.

For Automata, which are the primary reason the subject is here (my current opinion is that most or all characters that don't take Stun should have to take Rigid Armor), their cost has gone down for the Defense at 7 points, so it should work out. Vehicles will have to pay more, though.

That reminds me: Since people are arguing that inanimate objects should be able to take non-resistant Defense, and I agree, I'm wondering if there needs to be a non-resistant form of Rigid Armor. Of course, since many such objects are things like trees and rubber bands, it may not matter, but you never know.

GamePhil
Feb 29th, '08, 10:33 AM
Another way of viewing Rigid Armor would be to define +1 Def as:
+1/+1 Armor (3)
+4 PD/+4 ED, Not if Armor Penetrated (this might be as much as -1.5; it's very rare that the top point of PD/ED is actually needed).

Overall, 6-7 points sounds right. Alternately, just call it a +1 advantage on armor/force field:

'Rigid: +1. Any attack that fails to do body also does no stun'.

That's very likely a better way to do it (the extra PD/ED thing), you might want to put that ... hmm, don't remember which thread had the proposal about Force Wall for Personal Defense, but put it there, also. Gets the same effect without needing to worry about the Indirect problem.

I'm glad to see the cost is about the same either way, though since you put that up before examples that use it have been done I suppose it didn't matter :D

Opal
Feb 29th, '08, 01:14 PM
Probably not, that was the problem with starting with Force Wall last time, as you know. The Trigger might do it, as Tonio said (flickers off, fire, flickers on), or it may be a matter of, "Eh, close enough".It makes sense for vehicles - characters inside shouldn't be able to fire out of the vehicle while being protected by it's defesnes. For vehcile weapons, accessible foci could be outside the defense, while inaccessable ones are portected by it, I guess. But for a general case, it's a harder call to make.



It might also be that the improved defense against Stun turns out to be, like Desolidification, something you just need to take an Advantage on your attacks for. It's still a lot less at +1/4 than +2, after all.
That could work. As you remember, I had the Rigid Armor bearing the cost for that. I guess today that would be an NPA.



That reminds me: Since people are arguing that inanimate objects should be able to take non-resistant Defense, and I agree, I'm wondering if there needs to be a non-resistant form of Rigid Armor.I suppose so. At least the cost relation between resistant and non-resistant is well established.

Opal
Feb 29th, '08, 01:27 PM
A further thought on abilities bought in the Characteristics Framework vs those bought outside it, this one provoked by discussion of NCM.

Maybe they shouldn't stack with eachother. If you buy up a characteristic, you're improving something that is innate in your type of character. If you buy the same thing, but not as a characteristic, 'as a power,' it's something /else/. This would make perfect sense with some things, like a powered exoskelleton, less sense with others. It wouldn't aply to PD/ED as PD/ED from different powers and sources already stack all the time, anyway. This would also, sadly, be consistent with the way END reserve currently works. (REC for an END reserve only recovers the reserve, END for it can only be used for specific powers, it doesn't add to your total END).

GamePhil
Feb 29th, '08, 01:28 PM
So, a quick example of the Characteristic Framework idea. I have deleted and re-posted this to make it easier for people following the thread to keep track of it. Until I get to some examples of characters using the 1st posts guidelines, I will probably not develop this concept too much barring suggestions. I don't want to drift too far.

Humans and Human-Like Creatures
So, the GM decides to use the traditional Human template that we have used, at the Heroic starting level, eight Characteristics with the usual costs and a base of 10 each. That's 125 points, but he also decides to use Running and Swimming as Characteristics, bringing it to 139 points, so that comes to 56 points worth of base Figured Characteristics (2/5ths of 139, rounded up).

The traditional Figured Characteristics come to 52 points. Adding Leaping (STR/5) and Mental Defense (EGO/5) in as Figured Characteristics brings that to a total of 56.

:nonp:

Vehicles
I will now present a set of Characteristics for creating a Vehicle. This draws mainly from 5th Edition vehicles, but are modified for this discussion. I'm making up Size from scratch for this example, what I use for SIZ with sample characters later in the thread may bear no resemblance to it (I am assuming SIZ is the length of the objects in Meters in this example, so it comes to 2 for a typical starting vehicle)

DEX 10 (cost: 30 points)
BODY 8 (cost: 16 points, assuming consistent cost)
DEF 2 (2 PD 2 ED Armor, cost: 6 points)
Movement 6" Ground (Running 6", cost: 12 points)
Size 2 (Cost: 10 points, costs 5/level to increase it)

Total cost: 74

Using the (untested) system created previously to get some idea of how many Figured Characteristics it should start with, we get 30 points.

Figured Characteristics include STR and a bonus to Body, because they each got a bonus from SIZ in 5th Edition.

STR SIZ*5 (10 points)
Bonus BODY SIZ*1 (4 points)
SPD 1+(DEX/10) (10 points)

Now, that's only 24 of the 30 possible points, so the GM developing it adds the Figured Characteristics: Maneuverability to the block. This will work like 3 point Skill Levels with the Vehicle's Movement Powers, so cost 3 points each.

MAN DEX/5 (6 points, costs 3 points/level to buy up)

Other Notes
I am not defining here how you get from Human to Vehicle, or what Powers Vehicles start with, because this is only an example of the Frameworks themselves.

I assumed here that most characters get that first SPD point for free, because you can't really get a playable character with a 0 SPD. I may abandon this (doing so is consistent with the proposed de-coupled CHAR block for 6th Edition, and may be useful for characters that don't need SPD or who act less often than a 1 SPD indicates), but for the examples at this early stage it should do the job all right.

I didn't originally like the 2/5ths of Primary Characteristics concept for this, but considering that Humans came in perfectly, I may change my mind :D

GamePhil
Feb 29th, '08, 01:39 PM
It makes sense for vehicles - characters inside shouldn't be able to fire out of the vehicle while being protected by it's defesnes. For vehcile weapons, accessible foci could be outside the defense, while inaccessable ones are portected by it, I guess. But for a general case, it's a harder call to make.


I'm planning on revising the Internal Spaces for vehicles in the thread some time, which would certainly require Indirect (or a rolled down window) for people inside. Other cases might be covered by not using Force Wall as the base, as ajackson suggested.

GamePhil
Feb 29th, '08, 01:53 PM
Maybe they shouldn't stack with eachother. If you buy up a characteristic, you're improving something that is innate in your type of character. If you buy the same thing, but not as a characteristic, 'as a power,' it's something /else/. This would make perfect sense with some things, like a powered exoskelleton, less sense with others.

I commented on general issues for this in the appropriate thread. I don't think that such a change would impact Incomplete Characters, however they are built, much more than any other, but I could be wrong.

Opal
Feb 29th, '08, 05:07 PM
BTW, isn't there still some kind of rule against powers in one framework stacking with powers in another framework?

If 'Characteristics' become a framework, that might reasonably aply, also.

Of course, as I often have to remind myself, the game already has Aid, so I really shouldn't worry about stacking all that much.

GamePhil
Feb 29th, '08, 05:56 PM
BTW, isn't there still some kind of rule against powers in one framework stacking with powers in another framework?

If 'Characteristics' become a framework, that might reasonably aply, also.

Of course, as I often have to remind myself, the game already has Aid, so I really shouldn't worry about stacking all that much.

Interestingly, yes, and it even goes so far as to disallow an Adjustment Power in one Framework to affect Powers in another Framework. So you wouldn't even be able to use your Aid slot on your Characteristics under this system. I don't see this as making the system unworkable, though, just an interesting aside.

Opal
Feb 29th, '08, 06:56 PM
OK, I'm going to try building an alternate Characteristic Framework. This one is for the 'Mystaarans' - Mystaarans are alien brains encased in a pastel membrane that telekinetically float about thier homeworld.

Mystaarans:

Primary Characteristics

Mental Attack 2d (20)
EGO 10 (20)
INT 10 (10)
PRE 10 (10)
DEX 10 (30)
CON 5 (10)
BOD 5 (10)



Total staring cost: 110

(2/5th of 110 is 44)

Secondary:

SPD (1 + INT/20 + EGO/20) = 2 (10)
Mental Defense (Mental Attack dice) = 2 (2)
REC (CON/5 + Mental Attack dice) = 3 (6)
END (CON*2) = 10 (5)
STN (CON/2+BOD+Mental Attack Apts/4) = 13 (13)
Flight 0 END/Persistent (Mental Attack dice) = 2" (8)

Cost of Secondary Characteristics derived from Starting Primaries: 44

Mystaaran NCM:

Mental Attack: 4d
EGO: 20
INT: 20
PRE: 20
DEX: 20
CON: 10
BOD: 10
SPD: 4
Mental Def: 8
REC: 8
END: 30
STN: 30
Flight (0 END/Persistent): 8"

Opal
Feb 29th, '08, 07:04 PM
So you wouldn't even be able to use your Aid slot on your Characteristics under this system. Somehow, I'm not sure if that'll be a bug or a feature... ;) But it certainly would limit abuse.

GamePhil
Mar 1st, '08, 06:58 AM
This should be the last of the conjecture about how changes might be implemented before I start on examples of Incompletes. It took a while, but until we know how (and if) the proposals this is based upon will be implemented, we need some form of structure for the discussion.

Recent changes
Added some notes about varying the Mass or the Volume from what SIZ gives you.

Assumptions
I am assuming that SIZ:
Will not have any Figured Characteristics. No bonuses/penalties to STR or BOD.
Will give/take away Reach, if the character has limbs.
Will increase/decrease mass and length/width/height.
Will start at 10.
Will provide a base of Knockback Resistance.
Will use doubling/halving of the above (except KBR) per some number of levels.

First Pass
Cost: 2 points.

Basics
Size represents how large and massive the character is. At the base value of 10, the character is assumed to be at or around 2m in its longest proportion, up to 1m in other proportions, and about 100kg. For each point above or below that, mass is approximately doubled/halved. For every three levels, height (the longest proportion) is likewise approximately doubled/halved. These are all approximations, and some variance is allowed.

Very small characters will generally have a SIZ of 1, define their mass and proportions as they like, and may take further Powers or Skills to simulate extremely small size.

Knockback
For every point less than 10, the character takes an extra inch of Knockback if those rules are used. For every point more than 10, one less inch of Knockback is taken.

Combat Value
For every three levels less than 10, subtract 2 from OCV in HTH combat and add 2 to DCV in Ranged Combat. For every three levels over 10, add 2 to OCV in HTH and subtract 2 from DCV in Ranged.

Reach
A character with a SIZ of 10 or less has about a 2 m reach. Even if the character does not have limbs that reach that far, it is assumed that he can move far enough to get that much distance, although this may be at a penalty to OCV. Every three levels of SIZ over 10 doubles that reach.

Characteristics
Several Characteristics are appropriate to buy up for large characters: STR (at least enough to carry half the character's mass), Body, Running, and so on. Except for STR, there is no requirement to do so. While small characters might very well sell some of these Characteristics back, again, there is no requirement.

Varying Mass and Volume
If the two are greatly different, define SIZ by the higher of the two. The character will have the effects of SIZ differently for Mass and Volume. For example, an animated holiday float might have the Reach associated with its Volume, but the Knockback Resistance associated with his mass, and should take the SIZ level for its volume. With the GM's permission, the higher level of SIZ might be worth a -1 Limitation.

Final Notes
Shrinking and Growth work per 5ER rules for purposes of examples.

Size 0: The character has no volume or mass. It has no reach, and cannot engage in HTH combat. This may impact the character in further ways, depending on character conception. For example, an incorporeal creature might also have to take Desolidification, while a character with no physical form might also have to sell back BODY and STR to 0.

Absolute Effect for Size: Some characters may be truly immense. In these cases, the GM can establish a SIZ level that is effectively infinite using the Absolute Effect rule. This should probably never be done for normal characters, but might be used for galaxy- or even universe-spanning Bases, for example.

GamePhil
Mar 2nd, '08, 09:36 AM
Some suggestions for SIZ from the Characteristics forum. I just don't want to lose track of them. The text in the quote boxes is not actually that of the posters, but a summary I put in so that the pointers would appear.


Thoughts primarily on comparitive scales, rather than absolute bonuses/penalties.


Scales again, this time changing them (a la Megascale) for SIZ.

Teflon Billy
Mar 2nd, '08, 08:39 PM
I'd remove the requirement that Internal Spaces require the use of any other power.

Just set it that to have the internal space exceed the external the power would require an adder or advantage permitting it to exceed the external volume.

It greatly simplifies things and doesn't force any one type of power conception onto the player.

TB

Opal
Mar 3rd, '08, 05:35 PM
I have a thought on SIZ. I'm thinking it could make a good figured characteristc, figured from STR & BOD. Rather than SIZ costing points, deviating from your figured SIZ could cost points. Leaping could be based on your STR - SIZ, so if you paid to reduce your SIZ, you'd improve your leaping.

GamePhil
Mar 3rd, '08, 08:08 PM
I have a thought on SIZ. I'm thinking it could make a good figured characteristc, figured from STR & BOD. Rather than SIZ costing points, deviating from your figured SIZ could cost points. Leaping could be based on your STR - SIZ, so if you paid to reduce your SIZ, you'd improve your leaping.

I was thinking of doing a Characteristic Framework for Humans that worked SIZ in, but had actually thought the opposite, that STR & BOD would be a Figured Characteristic for SIZ. But either way.


My second stab at the SIZ Characteristic, still going with the original assumptions

GamePhil
Mar 4th, '08, 04:38 AM
Quoting an excellent summary of what the Human Template might look like if we actually were starting from nothing. Has similarities installed to the Characteristic Frameworks idea, though it goes even farther (this is a superset of that idea).


Well, I'm going to comment on some things and summarize on what I think would be a compromise for allowing for both methods of handling stats and so forth.

The problem of course is that to have mechanics be generic enough to build anything but still allow for the Human-Centric builds to remain easy or straight forward.

Personally I would prefer the mechanics to be more flexible and thus support the decoupling of the figured characteristics. But I also recognize that we need to make the Human-Centric builds easy which is why there would need to be mechanic to associate characteristics (I'm repeating for the benefit of new readers).

Other mechanics that would need to be created would be an actual Reach Mechanic and a Manipulation Mechanic. These two mechanics would allow for elimination of Extra Limbs as a separate power and grants more flexibility for creating Non-Human Templates.

What would need to be created whole cloth is a "Human Template" overlay that would have all those associated characteristics prefigured.

What things would make the Human Template unique?

2d6 Damage
1" Reach (Arms/Legs)
Fine Manipulation (Hands) - This mechanic needs to be fully defined for various levels
Rough Manipulation (Legs) - This mechanic needs to be fully defined for various levels
Mass
Perception (Binocular Vision 120 Degrees, Ranged)
Perception (Binocular Aural 360 Degrees, Ranged)
Perception (Smell ???)
Perception (Taste)
Perception (Touch)
6" Movement (Requires Manipulation: Legs And/Or Arms)
2" Climbing (Requires Manipulation: Hands And Arms And/Or Legs)
Leaping (Requires Manipulation: Legs)
Lift (Requires Manipulation: Arms And/Or Legs)
Strength Associations: Reach, Manipulation, Leaping, Lift, Damage, Figured Characteristics
Dexterity Associations: ...
Constitution Associations: ...
Body Associations: ...
Intelligence Associations: All Perceptions, ...
Ego Associations: ...
Presence Associations: ...
Comeliness (or other Appearance implementation) Associations: ...


Just a quick summary of what would need to be evaluated for the Human Template. The template would have all the costs prefigured as needed so that creating Human-Centric characters would be no more difficult that with existing system, but would allow for the extension of creating whatever is needed for other Non-Human-Centric campaigns.

Also notice that I included mass but not size. If the additional mechanics were created and detailed enough, then a Size Stat would be only be needed as Guideline to show what levels each of the other mechanics would have at different levels of size. In short, different size characters would simply be Sub-Templates off the Human Template.

Anyway, I hold no expectations that such radical changes will ever be implemented, but to remake the system from scratch, it would seem the most logical approach in order to have generic mechanics and still have the ease of Human-Centric builds.

Just My Humble Opinion

- Christopher Mullins

And continued:

Let's not forget the Disadvantages of being human, that serve to balance out the cost of the basic "Human Template":

Dependence (food)
Dependence (water)
Dependence (oxygen/nitrogen atmosphere)
Dependence (sleep)
Susceptibility (extremely high temperatures)
Susceptibility (extremely low temperatures)
Susceptibility (radiation)
Susceptibility (poisons)
Psychological Limitation (human condition) [what specific PsychLims define the "Human Condition?"]
Physical Limitation (made of meat)
Normal Characteristic Maxima (maybe?)
etc...

Note that the first few of them are the inverses of the Life Support Power, and should be costed appropriately. In fact, seen from this point of view, LS is just the "buying off" of these basic human Disadvantages.

I am probably not qualified to define the specific PsychLims that should be included to define the Human Condition, but I think that there should be some -- if for no other reason than to differentiate human psychology from that of apes, or cheetas or dogs.

Are there any Physical Limitations that are necessary to define humanity? Many PhysLims are defined as the lack of something, so from this point of view, most PhysLims are just "selling back" parts of this template.
Should NCM be included? All "normal" humans have it, but including it would require supers to buy it off -- the inverse of the current philosophy.

Just some things to think about.

I'm actually assuming that some of that one is meant facetiously, but who am I to turn down a free list?

Opal
Mar 4th, '08, 10:27 AM
Just set it that to have the internal space exceed the external the power would require an adder or advantage permitting it to exceed the external volume. That's how I originally wrote it up a dozen years ago - an advantage for "doesn't carry mass" and another for "doesn't carry volume." Both give you a container that's completely independent of what it can hold, it stays the same size and weight regardless of what you put into it. Thus you could do a vehicle like the TARDIS (bigger inside than out), or a grav sled (items on it weigh nothing but still take up space).

Shrinking on the contents, though, gives you the same effect as both, and gives you a reference between the outside world and the inside of the spaces.

GamePhil
Mar 4th, '08, 01:28 PM
Further Assumption
In addition to the assumptions in the first post, I am assuming that COM will be dropped as a Characteristic. This is not because I am against keeping it, but simply because it has no impact on Incomplete examples, and dropping it seems to be the way Steve is leaning currently.

Update
I am going to use the 2nd pass at SIZ until something better and more fully realized is presented to me. While flawed, the current presentation in Characteristics is good enough to go forward for creating Incomplete sample characters. This reduces the cost of SIZ and the total cost by 10.

Explanation
The Characteristics are all listed at base levels, so the cost levels may be odd, but they are the points you get for selling them back, not the costs to buy them. All assumptions from the first post are being used, including the lack of Figured Characteristics. A Characteristic Framework version of humans can be found earlier in the thread.

This is being presented primarily because it is the base from which all other Incomplete Character examples will be created from. I am using my sample write-up for SIZ. I am assuming that basic Movement are close enough to Characteristics to be included in the block, though they may not technically be counted.

The Human Characteristic Block
Val Char Cost
10 STR 10
10 DEX 30
10 CON 20
10 BODY 20
10 SIZ 10
10 INT 10
10 EGO 20
10 PRE 10
2 PD 2
2 ED 2
2 SPD 20
4 REC 8
20 END 10
20 STUN 20
12m Run 12
4m Swim 2
4m Leap 2

Total Cost: 208

GamePhil
Mar 5th, '08, 06:02 PM
The Human Characteristic Framework
Primary Characteristic Block
Val Char Cost
10 STR 10
10 DEX 30
10 CON 20
10 BODY 20
10 SIZ 10
10 INT 10
10 EGO 20
10 PRE 10
12m Run 12
4m Swim 2
4m Leap 2
Total Cost: 146
Base Figured Characteristic Guideline: 58

Figured Characteristic Block
Val Char Cost
2 PD 2 (STR/5)
2 ED 2 (CON/5)
2 SPD 10 (1+DEX/10)
4 REC 8 (STR/5+CON/5)
20 END 10 (CON*2)
20 STUN 20 (STR/2+CON/2+BODY)
2 MD 2 (EGO/5) (Mental Defense)
4m Leap 2 (STR/5)
Total Cost: 56

Notes
This Framework is currently unfinished, as I believe that adding Figured Characteristics to the assumptions changes how Size should be created. With Figured Characteristics, SIZ should possibly only give you Mass and Volume, and all other stats based on it should be Figured. It becomes the new CON at that point, giving as its primary benefit Figured Characteristics.

So, proposed possibilities as new Figured Characteristics for frameworks including SIZ:
0 KNBR 0 ((SIZ-10)/5)
2m Reach 2 (SIZ/5)

Or something like that. This shows the Framework may need an adjustment to take into account Figured Characteristics that cost no points at base. Alternatively, SIZ could be moved to the Figured Block if a suitable formula and definition can be devised.

Opal
Mar 6th, '08, 04:57 PM
As I've said elsewhere, SIZ = (STR+BOD)/2 sounds pretty good to me. If you're stronger, you're a little bigger, if it takes more disentegration ray to reduce you to powder, you're a little bigger.

What SIZ does should be prettymuch based only on, well, size. It determines how large you silhouette is, and thus how easy a target you are. It determines how much you weigh, and how much space you take up - both largely negatives, though being heavy enough could keep someone from martial throwing you. It determines how long your limbs are, too, assuming you're proportional.

I've been thinking players should pay a little to be bigger or smaller than thier figured SIZ - if bigger people will overestimate you, and being smaller is convenient in a variety of ways - that is, you always pay for SIZ, never sell it back. That'd make it very wierd for a figured characteristic, I admit. Slightly less wierd would be to pay only to buy it down, and recieve a disad for being larger than normal for your STR/BOD (and there'd presumably be a limit on how much larger, you wouldn't have to be very much larger than your figured SIZ before you'd be unable to shift your own weight).

The idea strikes me as more reasonable for heroic games that use NCM, than for supers, where Growth is often a power, and size is rarely a relaible clue to a characters STR - making it a good candidate for an optional stat.

schir1964
Mar 6th, '08, 07:51 PM
GamePhil,

Have you ever looked over my Size Stat document?

If you haven't here's the link to where you can find it: Size Stat

I'm sure you have probably covered most of this ground before, but there might be couple of things you might find useful in it.

- Christopher Mullins (New Mechanic Ideas)

Tonio
Mar 7th, '08, 04:23 AM
As I've said elsewhere, SIZ = (STR+BOD)/2 sounds pretty good to me. If you're stronger, you're a little bigger, if it takes more disentegration ray to reduce you to powder, you're a little bigger.

What SIZ does should be prettymuch based only on, well, size. It determines how large you silhouette is, and thus how easy a target you are. It determines how much you weigh, and how much space you take up - both largely negatives, though being heavy enough could keep someone from martial throwing you. It determines how long your limbs are, too, assuming you're proportional.

I've been thinking players should pay a little to be bigger or smaller than thier figured SIZ - if bigger people will overestimate you, and being smaller is convenient in a variety of ways - that is, you always pay for SIZ, never sell it back. That'd make it very wierd for a figured characteristic, I admit. Slightly less wierd would be to pay only to buy it down, and recieve a disad for being larger than normal for your STR/BOD (and there'd presumably be a limit on how much larger, you wouldn't have to be very much larger than your figured SIZ before you'd be unable to shift your own weight).

The idea strikes me as more reasonable for heroic games that use NCM, than for supers, where Growth is often a power, and size is rarely a relaible clue to a characters STR - making it a good candidate for an optional stat.

Should DEX be (100 / STR), so that baseline is 10, but it goes down as your STR goes up, to reflect how the added bulk makes you clumsier? Or maybe (200 / (STR+BOD)), since added bulk from BOD would also make you clumsier? Or maybe ((INT+10)*10/(STR+BOD)), since a smarter guy would know how to work around the extra bulk? How would that interact with having INT be figured at (100 / STR) to reflect stronger guys being (stereo)typically dumber? Or with BOD being figured at (5 + STR/2) to reflect how stronger guys are also bulkier?

Seriously now, you don't see a problem with having so many characteristics be figured off each other? You don't see the pidgeonholing it causes? How it turns an otherwise freeform system into one resembling a class-based one?

schir1964
Mar 7th, '08, 02:30 PM
This is where a Manipulation mechanic would resolve some issues. If a Manipulation mechanic existed, you could use it to reflect how being bigger could result in penalties to handling things due to increased STR vs objects that may now be considered "fagile" as far as the character is concerned.

Just a thought.

- Christopher Mullins

GamePhil
Mar 9th, '08, 05:55 AM
Introduction
This is a draft of a new Power that allows the Character to have spaces "inside" himself, or possibly inside a nearby object. It is in this thread primarily to be used for Vehicles, but it has other uses. This is not meant to be a full Power write up, but just an outline of how it could work, which should be sufficient for this thread.

Recent changes
I have deleted and reposted the Internal Space to make it easier for interested readers to keep track. Recent changes:

Added No Volume and No Mass.
Changed the use of Shrinking to take into account No Mass/No Volume.
Changed doubling the Size of the space beyond the Character's to a flat cost instead of an Advantage.

Internal Spaces
The character has a space within his body that can contain other objects. This space can be up to 10% of the character's Size per point invested in the Power up to 10 Points, which can represent an entirely hollow character. From there on, the character can have double the amount of space for every 5 points. Any space beyond the Character's SIZ should be taken as External or have the No Volume Advantage applied to it.

The character must have the appropriate STR to lift the objects within the space. Objects in the space gain the container's Defense. To break out is just like breaking out of a Grab, but objects contained within are otherwise allowed to move about unless the container initiates an actual Grab.

Defensive Powers: Any Defensive Powers being used by the container apply to the contents, including Life Support, most Defenses, and Shrinking. Shrinking can be used as an alternative to No Volume/Mass, and also gives the contents of the Space its DCV modifier.

Only For Contents is a -1 Limitation that may be applied to Defensive Powers or to STR (for carrying the mass inside the Space more easily).

If bought through a Focus, the space could be inside that Focus instead of the character.

Internal Spaces is a Persistent Power, and will frequently be bought Inherent.

No Volume: The Internal Spaces can be a great deal larger than the object containing them. Likewise, things put inside them take up no space in the world, just in the Internal Spaces. It may be necessary for objects to be put in the Spaces be no larger than the container, however. This is a +1/2 Advantage.

No Mass: The container does not need to exert STR to carry what is in the Internal Spaces. This is a +1/2 Advantage.

External: Space associated with a character but not protected by its Defenses can be bought as External for a -1 Limitation.

Examples:
A Bag of Holding can be bought as Internal Space with No Volume, No Mass, through a Focus.

Any vehicle or base that is bigger inside than out could buy Internal Space with No Volume, No Mass.

A base could have grounds that are External Spaces.

A Vehicle could take an amount of Internal Space for passengers and cargo. If it also had some form of flatbed area or similar unprotected cargo space, that could be bought as External.

A character that can trap someone "inside" himself in some way could buy some Internal Space. This could be a form of extra-dimensional containment, swallowing the target whole, or simply stretching around the victim.

Notes
I added in No Mass/Space to have a simpler way of simulating these properties. I'm not entirely satisfied with them, because there are ways to do the same already in the rules, and this gets around them.

GamePhil
Mar 9th, '08, 07:39 AM
Explanation
This write up assumes that abilities are "sold back" to 0 from the Human Characteristic Block, earlier in the thread.

I am assuming that Does Not Take Stun means that Stun may not be sold back. After all, there is no drawback to doing so, so it should not be worth points. Selling it back to 0 would mean the character starts unconscious, which is also not desirable. CON is also not sold back for the same reason. Instead, these two Characteristics are considered 0 for no points, a result of the Does Not Take Stun Power.

Since it is starting as Human, there are other abilities that are necessary, such as Life Support.

Characteristics Sold Back
INT: 10 points
EGO:20
PRE: 10
REC: 8
END: 10
Swim: 2
Leap: 2

Total: 62 points

Other 0 Characteristics
CON
STUN

These Characteristics are effectively 0 as a side effect of the Does Not Take Stun Power, and cannot be sold back. The character still functions as though they are positive, however.

The Vehicle Characteristic Block
Val Char
10 STR
10 DEX
10 BODY
10 SIZ
2 PD
2 ED
2 SPD
12m Run

Other Abilities
I am going with the suggestion that Rigid Defense can be a +1 Advantage, rather than a separate Power. It brings the cost of Armor close to what both examples of how it might be built bring it in at, and makes applying it to basic Characteristics easier. I'm assuming it would have to be applied to Damage Resistance, much as Hardened needs to be.

45 Does Not Take Stun
4 Damage Resistance (2 PD/2 ED), Rigid (+1)
4 Rigid on 2 PD/2 ED (+1)
5 0 END on STR (+1/2)
6 0 END on Running (+1/2)
7 Life Support: Self Contained Breathing, does not eat, safe in vacuum; Vehicle cannot function in conditions where Life Support is necessary (-1)
5 Internal Space: SIZ 5
1 PS: Be Driven 8-

Notes
The Life Support means the vehicle will stop running if it runs out of gas or is deprived of air, but will not take damage. This could be a matter of re-defining the needs rather than needing to take a Power: it is of some advantage to be able to function even though it's killing you.
Final cost to be a stock vehicle: 15 points. Not quite the 0 I'd prefer, but not too bad. Some Disadvantages would offset this, such as No Manipulatory Appendages. However, I'm using the assumption that Disadvantages aren't worth points for the time being.
Senses are not bought off. It is assumed that the vehicle, in effect, has them, but can't use them because it has no INT. It can, for example, "feel" when its steering wheel or other control surface is being manipulated and respond.
The Be Driven PS is the vehicle's only "program", allowing it to respond to its driver. It is bought at 8- because it's such a simple program to follow that it should not need to make a roll for it.
In games that use optional damage rules, Vehicles become more expensive, as they may have to take Does Not Bleed and No Hit Locations. Like the Life Support, it could be that this should be a re-definition of those rules for vehicles rather than making them buy the Powers. A Vehicle might very well have vulnerable spots or start leaking necessary fluids, after all.
I'm assuming that, in general, the lack of INT makes the character immune to PRE attacks, as they can't actually perceive them. Still thinking about whether the same should be true for EGO or PRE.

GamePhil
Mar 9th, '08, 08:03 AM
This is where a Manipulation mechanic would resolve some issues.

New Power Discussion: Manipulation

This is not even the half-writeups that I've been using, but some ideas for how it might look.

Manipulation would need:
Effective Number Of Limbs: Pretty self-explanatory, however some creatures might grow new limbs at will or have energy manipulation powers that take on characteristics of limbs. Currently, the cost is a flat 5 for any number of limbs, and that may still be a good upper limit depending on other factors.
Fineness: Say, Very Clumsy to Very Fine. Very Clumsy might work like a Side Effect, that the character does STR damage to things he tries to manipulate, while Very Fine is finer than human hands, possibly giving a small bonus to some actions.
Reach: How far away you can manipulate objects.
Independence: How much limbs can act independently of what the other limbs are doing. This might allow different limbs to do different Combat Maneuvers to different targets, for example, if bought high enough.

A write-up like this might go so far as to replace Telekinesis, if Reach could be made far enough, in which case it might also need STR. Not sure yet exactly how that would work, though.

So, a human would start with 2 limbs with Fine Manipulation and 3 (including the head) with Average Manipulation, generally with a 2m Reach and average Independence. This would cost no points, much like Senses. If the Power were written up, I'm imagining this would cost between 5 and 10 points for the human starting ability.

GamePhil
Mar 9th, '08, 09:00 AM
Explanation
This is the baseline Automaton, with the option of taking Automaton Powers and other abilities normally. While it has the option of selling back more Characteristics, such as END, it does not start that way in 5th Edition. Thus, the only Characteristic sold back is Ego.

One difference from 5th Edition Automatons: I am not assuming that they sell back INT and buy a Computer for a brain, I am assuming that it's built in and therefore the same as having an INT score.

Characteristics Sold Back
EGO:20

Total: 20 points

The Starting Automaton Characteristic Block
Val Char
10 STR
10 DEX
10 BODY
10 INT
10 PRE
10 SIZ
2 PD
2 ED
2 SPD
4 REC
20 STUN
20 END
12m Run
4 m Swim
4 m Leap

Other Abilities
20 +50 Presence, Only For Protecting From PRE Attacks Of Appropriate Special Effect (-1 1/2), Absolute Effect (Immune to most PRE attacks)

Notes
Final cost is 0, but may be higher if the Presence Defense needs to be. As I mentioned previously, I'm assuming an Absolute Effect rule needs to be applied for immunity to PRE Attacks in general. However, lacking EGO may cover that, I'm undecided.
This is obviously not much of a change from Human, but Automata are considered to be "characters without EGO" at base, though many of them have a number of other Powers or sold back Characteristics.

GamePhil
Mar 9th, '08, 10:58 AM
Explanation
I am assuming here that the Character will be a computer system, rather than a disembodied mind. Hence, it has actual PD, ED, and BODY scores. The Disembodied Mind write up will be later.

Characteristics Sold Back
STR: 10
EGO: 20
PRE: 10
REC: 8
END: 10
Run: 12
Swim: 2
Leap: 2

Total: 74 points
Characteristics Effectively 0
CON
STUN

The Starting Automaton Characteristic Block
Val Char
10 DEX
10 BODY
10 INT
10 SIZ
2 PD
2 ED
2 SPD

Other Abilities
45 Does Not Take Stun
4 Damage Resistance (2 PD/2 ED), Rigid (+1)
4 Rigid on 2 PD/2 ED (+1)
7 Life Support: Self Contained Breathing, does not eat, safe in vacuum; Vehicle cannot function in conditions where Life Support is necessary (-1)
20 +50 Presence, Only For Protecting From PRE Attacks Of Appropriate Special Effect (-1 1/2), Absolute Effect (Immune to most PRE attacks)


Notes

Final cost: 6 points.
Senses not possessed by the Computer take a Disadvantage to eliminate them, as does No Manipulatory Appendages.
Most computers will sell back part of their base Characteristics, but they are being left 10 to start for consistency.
Many of the notes for previous examples apply here.
A starting AI is 26 points, and starts with an Ego of 10. If it needs to make Ego rolls to allow it to take unprogrammed actions, that is a Physical Limitation.

GamePhil
Mar 9th, '08, 12:08 PM
Bases are an odd duck in this system. In many ways they are what I oh-so-cleverly dubbed Null Characters years ago: They have no real Characteristics that apply to a central location. Their DEF and BOD don't work the same as they do for other characters, representing instead how much it takes to blow through a part of a wall. SIZ is similar to what several people have described, but really is more like what I have defined in this thread as External Spaces surrounded by walls.

So, my thoughts, for the standard Base:
Sell back all Characteristics except CON, STUN (as the character effectively has Takes No Stun), and SIZ (as a basis for the Spaces Power). This gives a lot of points, but it is consistent with the previous examples.
Buy External Spaces to cover the size of the base.
Buy some form of Wall Power, perhaps based on Entangle, Force Wall, or a new Power (which may unify those two Powers as well as normal walls).
Most other abilities bought as part of the Base would be pretty much what we are used to.


Internal Spaces may also be changed to work independently from the SIZ of the character, in which case the Base would also sell back SIZ.

Teflon Billy
Mar 9th, '08, 06:53 PM
Get rid of basing the starting value of the power on 10% objects size and set it at 1 cubic meter.

For these reasons:

1. It is unnecassarily complicated
2. It adds a figured characteristic that isn't needed
3. It makes the power vary in utility depending on the objects size for the same price

TB

Opal
Mar 10th, '08, 04:27 PM
Needing to have a SIZ of 40 for a 60 STR 20 BOD character is probably not desirable. Needing to have a SIZ Characteristic four times as much as the average bloke is unlikely to mean you are within the human size range.Well, you're what, a thousand times stronger than a normal person, is being 64x his size really that outrageous? But, no I suspect the stat wouldn't be used that way, or perhaps not used at all in games that don't feature NCM. The supers genre is full of human-sized characters with stupendous STR or capacity to absorb lethal damage, those that are huge are often huge at thier option (Growth). But, when you're dealing with other genres, sure, having the guy with 20 STR be bigger than the guy with 10 is pretty reasonable.



Very weird. And having to sell back 30 points worth of SIZ for the above Brick to be normal sized is kind of hard on that Brick.True. Getting rid of figured characteristics would also be pretty hard on the bricks out there, too, but it is on table (in fact, it's a 'front runner' among changes Steve is likely to make), so it can't be an insurmountable objection. If figureds are in use, then it would only cut into the brick's cost break for high STR and CON, and partially resolve the objection to STR adding to leaping, for instance - possibly providing an alternative to dumping figureds entirely or adjusting the cost of STR. If figureds are used as part of a 'Characteristic Framework' then, if SIZ were included, it would have to be worked into that framework in a balanced way. If they're not used at all, then it's obviously a non-issue - though I'd still think SIZ costing points to increase or decrease would make some sense.

SIZ as a stat figured from STR might, indeed, be a poor idea for supers, among whom size-changing powers are prevelent and STR is often radically decoupled from physical size. For genres that typically call for NCM, there'd be no particular burden to 'buy down size' - most very strong characters would simply be bigger, since they'd only be varying within the human range.

GamePhil
Mar 10th, '08, 10:53 PM
Let's please not bring the Great Figured Debate here. Thanks.

GamePhil
Mar 10th, '08, 11:15 PM
Introduction
This is a draft of a new Power that allows the Character to have spaces "inside" himself, or possibly inside a nearby object. It is in this thread primarily to be used for Vehicles, but it has other uses. This is not meant to be a full Power write up, but just an outline of how it could work, which should be sufficient for this thread.

Recent changes

Removed reference to the Character's SIZ.
Altered cost.
Added Extra Limbs to the Only For Spaces Limitation.

Internal Spaces
The character has a space within his body that can contain other objects. This space has a SIZ of 2 for every point spent, or approximately 1 cubic meter for 4 points and quadruple that for every 5 points thereafter (a 2m x 2m x 2m volume, or just about the traditional Hero System hex, would be gained at 11 points of Internal Space). Any space beyond the SIZ of the character or other container (such as if it's through a Focus) should be taken as External (see below) or have the No Volume Advantage applied to it.

Being within the Space does not normally eliminate mass, and someone carrying the Space must generally have the STR to carry the contents. Objects in the space gain the container's Defense.

In general, characters within the Spaces are free to move about, but can only leave it if the container allows it or they break free using the rules for Grab against the container's STR. Other methods of escape may be possible depending on special effect. For example, using Lockpicking to get out of a locked car.

Defensive Powers: Any Defensive Powers being used by the container apply to the contents, including Life Support, most Defenses, and Shrinking. Shrinking can be used as an alternative to No Volume/Mass, and also gives the contents of the Space its DCV modifier.

Only For Contents is a -1 Limitation that may be applied to Defensive Powers or to STR (for carrying the mass inside the Space more easily). It can also be applied to Extra Limbs to manipulate objects within the Spaces freely (or initiate Grab Maneuvers directly).

If bought through a Focus, the space could be inside that Focus instead of the character.

Internal Spaces is a Persistent Power, and will frequently be bought Inherent.

No Volume: The Internal Spaces can be a great deal larger than the object containing them. Likewise, things put inside them take up no space in the world, just in the Internal Spaces. It may be necessary for objects to be put in the Spaces be no larger than the container, however. This is a +1/2 Advantage.

No Mass: The container does not need to exert STR to carry what is in the Internal Spaces. This is a +1/2 Advantage.

External: Space associated with a character but not protected by its Defenses can be bought as External for a -1 Limitation.

Examples:
A Bag of Holding can be bought as Internal Space with No Volume, No Mass, through a Focus.

Any vehicle or base that is bigger inside than out could buy Internal Space with No Volume, No Mass.

A base could have grounds that are External Spaces.

A Vehicle could take an amount of Internal Space for passengers and cargo. If it also had some form of flatbed area or similar unprotected cargo space, that could be bought as External.

A character that can trap someone "inside" himself in some way could buy some Internal Space. This could be a form of extra-dimensional containment, swallowing the target whole, or simply stretching around the victim.

GamePhil
Mar 11th, '08, 06:21 AM
It may be appropriate for Size to be Figured when using the Characteristic Framework concept: a species of pure brain might get bigger as they have a higher INT, while a Deep One (who, I'm told, never stop growing) might get larger without bound based on BODY. I don't believe it should be added to the Framework for Humans in most games, but I could see adding for specific settings.

I still believe that in general SIZ would be Primary, however, and most of its benefit would come from Figured Characteristics based on it. I also don't like the idea that you have to "buy it away from base" whichever direction you go.

However, I see it working if and only if the Characteristic Framework is actually adopted into the game. Otherwise, it associates a specific special effect to Characteristics far more than any of the current Figured Characteristics do, which is the entire point of changing the relationship in the first place.

GamePhil
Mar 11th, '08, 08:44 AM
Assumptions

The minimum Characteristic is 1, 0 indicating the lack of the Characteristic.
There are no Figured Characteristics.
The Characteristic starts at 10.
There have to be benefits to buying it up, and a net drawback to buying it down.


Altered Premises
On the last pass, I was attempting to have a smooth, logarithmic increase from 1 to infinity. This is giving me characters getting too large by 20, and ridiculous sizes by 30, to be reasonably close to human. If I change the formula to bring them more in line, then small characters won't be all that small. There simply needs to be some compression at the low end to make it work.

In addition, with the very reasonable possibility of eliminating the Hex as a unit of measurement, there is less reason to abstract Reach. It can be a significant penalty to small characters that they can't reach as far, so perhaps that will be enough.

Basics
Cost: 1 point
Base: 10

SIZ 0: The character has either minute or even non-existent mass and volume. He has no Reach, and must be already touching a target to hit it in HTH combat. He may have a number of Powers to simulate aspects of his size not covered by the Characteristic.

SIZ 1-10: The character is up to 10 kg per level of SIZ. He measures .2 m in height per SIZ, and .1m in width and depth per SIZ (Alternatively, .2 m in longest measurement and .1 m in the other two, or an equivalent in volume).

SIZ 11+: Every five points of SIZ doubles mass, while each 15 doubles proportions/volume. Alternatively, five points of SIZ can double one proportion as well as doubling mass. Each point over a multiple of 5 increases Mass by a further 20%, until the next multiple is reached. That is, a SIZ 11 is up to 120 kg, SIZ 17 is 280 kg, and so on.

Effects
Knockback: In a game using Knockback, a 100kg object will be knocked back acording to the normal rules. Each halving of mass will increase distance traveled by 1", while each doubling will decrease distance traveled by 1". However, this change in distance traveled does not affect damage, as momentum is assumed to be the same (please don't bring up the real physics), except in cases where the large character takes 0" or no knockback.
Reach: Most characters will have a reach of .2 m per SIZ up to 10, x2 per 15 full points of SIZ thereafter.
DCV: Large characters will suffer a -2 DCV for every 15 points of SIZ over 10 they have.
Perception: Large characters take a -2 to Stealth and Concealment rolls to hide them for every 15 points of SIZ over 10.
Small characters do not get a bonus to DCV or Perception, as such a bonus would be taken at -5 SIZ. Also, it is meant to be worth points to sell back SIZ.
STR: The character is considered to have a bonus/penalty of SIZ-10 to STR. If SIZ is changed, STR is changed proportionally.

Notes

Things to possibly add: Optional rules for "scale changes" altering CV, giving the effect of Area of Effect, or changing Movement rates.
I'm not entirely satisfied with Reach. Specifically, I'm not sure about making things that are big but have little Reach take a Disadvantage, much as I don't care for high STR low Leaping characters taking same.
It may be necessary to just dump both the penalties for being large and the extra STR, leaving the primary effect to be increased Reach, but again I wanted big creatures to be easy to hit without needing to take a Disadvantage to simulate it.
Alternatively, being small size may need to be beefed up if the STR penalty is kept. If the other drawbacks to being small are worth the points you get, or some percentage thereof, clearly the penalty to STR must be at least partially counterbalanced.

Opal
Mar 11th, '08, 10:11 AM
Reach: Most characters will have a reach of .2 m per SIZ up to 10, x2 per 5 full points of SIZ thereafter.Per 5 points or 15?
DCV: Large characters will suffer a -2 DCV for every 15 points of SIZ over 10 they have. Perception: Large characters take a -2 to Stealth and Concealment rolls to hide them for every 15 points of SIZ over 10.That's a pretty substantial negative. A level with DCV is worth 5, one with Stealth/Concealment/Shadowing 3.
STR: The character is considered to have a bonus/penalty of SIZ-10 to STR. If SIZ is changed, STR is changed proportionally.
So +15 points of SIZ gets you something aproximating -16 pts in levels, +15 pts in STR, and reach?

Works very much like Growth, then. Without the BOD & STN bonus, but also without the END cost. You could reconstruct Growth with a simple Size (costs END).

Aparently you can't re-construct shrinking from SIZ, though, you'd have to work in levels, as well - offset by selling back your SIZ, perhaps?



Things to possibly add: Optional rules for "scale changes" altering CV, giving the effect of Area of Effect, or changing Movement rates.I'm really liking the idea of a 'scale change' option or power or something. Like megascale, it'd make it easier to do the very large.

GamePhil
Mar 11th, '08, 10:37 AM
Per 5 points or 15?


15. Fixed it.



That's a pretty substantial negative. A level with DCV is worth 5, one with Stealth/Concealment/Shadowing 3.
So +15 points of SIZ gets you something aproximating -16 pts in levels, +15 pts in STR, and reach?

Works very much like Growth, then. Without the BOD & STN bonus, but also without the END cost. You could reconstruct Growth with a simple Size (costs END).


That's pretty much what I was going for. Haven't worked out the rest.



Aparently you can't re-construct shrinking from SIZ, though, you'd have to work in levels, as well - offset by selling back your SIZ, perhaps?


Shrinking is troublesome, unfortunately, given the assumptions made in developing the Characteristic. It becomes easier with "buy in either direction SIZ", but that breaks my assumptions since logically that should mean Humans are a 0 SIZ. Or something like that.



I'm really liking the idea of a 'scale change' option or power or something. Like megascale, it'd make it easier to do the very large.

I do, too, but nothing's come to mind. I'd prefer a smooth progression of SIZ into "another scale", but that may not be possible. I'm still mulling over Mr. Mullin's PDF and some talk on the Environment thread.

schir1964
Mar 11th, '08, 10:40 AM
New Power Discussion: Manipulation...
Here's some of the work I've done on this subject.
Mechanic: Limbs
Mechanic: Manipulation
Idea Feedback: Manipulation
Analysis: Extra Limbs or SFX?
Mechanic: Reach

As you can see, I've been mulling this concept over for a while now.

- Christopher Mullins

Opal
Mar 11th, '08, 10:44 AM
Shrinking is troublesome, unfortunately, given the assumptions made in developing the Characteristic. It becomes easier with "buy in either direction SIZ", but that breaks my assumptions.... Yeah, it's tough. I never liked that Shrinking's major bonuses went on forever. So I wouldn't want negative SIZ, either.



I do, too, but nothing's come to mind. I'd prefer a smooth progression of SIZ into "another scale", but that may not be possible. I'm still mulling over Mr. Mullin's PDF and some talk on the Environment thread. On the small side, SIZ 1-10 could represent the range of human size, from infants and the otherwise very small, up to average (which isn't 1 hex), with a 'scale change' kicking in for the very small, who would first take thier siz down to 1. Perhaps, upward 'scale changes' could kick in at the campaign max on SIZ?

GamePhil
Mar 11th, '08, 10:53 AM
Well, you're what, a thousand times stronger than a normal person, is being 64x his size really that outrageous? But, no I suspect the stat wouldn't be used that way, or perhaps not used at all in games that don't feature NCM. The supers genre is full of human-sized characters with stupendous STR or capacity to absorb lethal damage, those that are huge are often huge at thier option (Growth). But, when you're dealing with other genres, sure, having the guy with 20 STR be bigger than the guy with 10 is pretty reasonable.


I've never cared for the Heroic/Superheroic split, myself, but I suppose if it exists adding another difference wouldn't hurt much. 4x more massive for a maximized human still seems excessive, however, so the scales might have to be changed, also.



True. Getting rid of figured characteristics would also be pretty hard on the bricks out there, too, but it is on table (in fact, it's a 'front runner' among changes Steve is likely to make), so it can't be an insurmountable objection.


Perfectly fair. However, while my opinion of it isn't the crucial one, the two situations are the same: I'd prefer to see the change improve the game without affecting the current balances too much. I'm not seeing a way to do that with your proposal for SIZ. Doesn't mean there aren't any, I suppose a 1/2 cost for buying it down wouldn't be too horrible.

The rest deleted because I talked about it somewhere or other.

GamePhil
Mar 11th, '08, 11:35 AM
I forgot to mention: the SIZ write-ups here are mainly a kind of "proof of concept" to show that the cost I am assigning could be about right. I feel pretty comfortable with the cost at 1 with that last build, but significantly less so with the build itself. Still, I had to have something for the Incomplete examples.

That largely goes for everything written up here that isn't in the rules, but SIZ is proving to be more troublesome than most.

Opal
Mar 11th, '08, 12:04 PM
4x more massive for a maximized human still seems excessive, however, so the scales might have to be changed, also.I think just changing the base line would probably do: 6'2" and 220 lbs is a bit much for SIZ 10, if 10 is, indeed, supposed to be human average (as a superheroic average, it may not have been far off).

GamePhil
Mar 11th, '08, 12:50 PM
I think just changing the base line would probably do: 6'2" and 220 lbs is a bit much for SIZ 10, if 10 is, indeed, supposed to be human average (as a superheroic average, it may not have been far off).

I was actually considering 10 to be 2m and 220 lbs, while 8 is closer to real human average, to be in line with other Characteristics where 8 is "normal" and 10 is what PCs usually start with. Coincedentally in keeping with your formula. I really think a different progression would be necessary to make it work smoothly.

schir1964
Mar 11th, '08, 07:20 PM
I'm still mulling over Mr. Mullin's PDF and some talk on the Environment thread.
If you like I might be able to find the old spreadsheet we used to create the charts and to generate the values.

Also, someone else had discussed at one time about having a Scale type modifier that was used to represent different size characters. The big thing about that concept was that everything it affected would be scaled up and down, including the damage done by powers. You still rolled the same damage dice, but the resulting value was scaled based on your size. They didn't have anything written down at the time, and I never got to see any details on it as I recall.

- Christopher Mullins

GamePhil
Mar 12th, '08, 04:04 AM
Characteristics Sold Back
All Characteristics are sold back.
Points Gained: 208

Other Abilities
8 External Spaces, 32 SIZ (about 4 5ER hexes), External (-1)
41 Walls: (Total: 114 Active Cost, 41 Real Cost) Force Wall (2 PD/2 ED; 8" long and 1" tall), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; restores Force Wall immediately when breached; +1) (72 Active Points); Immobile (-1), Linked (Entangle; Power only covers areas where Entangle still has BODY; -1/4) (Real Cost: 32) <b>plus</b> Entangle 2 BODY, 0 DEF (Larger Wall (+6"), Stops A Given Sense Normal Hearing, Stops A Given Sense Normal Sight) (42 Active Points); No Defense (-1 1/2), Only To Form Barriers (-1), Requires Time And Effort To Rebuild Walls (-1) (Real Cost: 9)

Total Cost: 49
Unspent Points: 159

Notes
Yes, the Base has an extra 208 points over what you get for putting points into it. I'm not sure if that's a bug or a feature just yet. Certainly, I've felt in the past that an effective Base was far more expensive than it needed to be, so it may be that it will work out with a couple of examples.
The Walls example I used is amazingly clunky and convoluted, and all to make something that works almost like walls do in Hero. To me, this indicates one of two things, or possibly both: that there should be a Power that lets you easily build a wall, or that walls should work more like existing Powers (unless versionitis is getting me, they work something like Force Walls, but block whole dice per Body and Defense even if breached).
I didn't just use an Entangle because Entangles only stop a certain amount of Stun whether they are breached or not, which is not logical for what I'm modeling. If a wall made by an Entangle is made to work more like what I'm modeling, it's actually a pretty simple matter (if it already works this way in 5ER, let me know and I'll change it, I recall no such reference).

GamePhil
Mar 13th, '08, 06:36 AM
I'm thinking 0 STR could, in addition to having no ability to apply physical force, also indicate the ability to apply only insignificant physical force. So an ant would have a STR of 0 in a human-centric world, though scale changes might change that. In an insect world, an ant might be mighty, indeed.

Chris Goodwin
Mar 13th, '08, 12:50 PM
In fact, maybe Class of Body could be a useful concept to add.

Classes of Body: Living, Undead, Spirit, Animate Machine, Inanimate Machine, Inanimate Object.

Living: Encompasses humans, animals, aliens. Possesses all stats.

Undead: Animated dead things. Skeletons, zombies, liches, etc. Possesses all stats except CON, END, REC, and STUN. Must buy END Reserve if it has Powers that use END. Does not suffer from STUN effects. Edit: Must buy Does Not Take STUN.

Spirit: Ghosts, other spirits built using (or not) the Spirits rules, or the Incomplete rules. Possesses DEX, INT, EGO, PRE, SPD. Could potentially possess "spirit" versions of the physical stats, in the event "spirit plane" combat is handled with an analogue of physical world combat.

Animate Machine: Robots, androids; any machine that could potentially be treated as a player character. Computers and AIs could be considered animate machines. Objects with a mind of some kind and a power source. Possesses minimum of DEX, INT, SPD, plus BODY, either PD and ED or rDEF. Potentially could possess STR, CON, EGO, PRE, END, REC, STUN. Edit: Must buy Does Not Take STUN if it does not suffer from STUN effects.

Inanimate Machine: Vehicles, firearms. Mindless objects with moving parts and/or power sources. Possesses minimum of BODY, PD and ED or rDEF. Could possess STR.

Inanimate Object: Doors, rocks, buildings. Corpses, unless you want to create a "Formerly Living" Class. Mindless objects with few or no moving parts and/or no power sources. BODY and PD/ED or rDEF. Could conceivably possess a STR score (a table might), but doesn't have DEX, CON, INT, EGO, PRE, SPD, REC, END, or STUN.

So, after some more thought, I'm wondering if axes wouldn't be better. Do these work, or do they add too much complexity (i.e. save them for the toolkitting chapter/book)?

Living vs. Dead vs. Nonliving: Living possesses a life force of some kind. Dead is something formerly living, and more or less unprocessed. Nonliving is an object of some kind. Humans, Silicon-based Life Forms are Living. Corpses, vampires, and zombies are Dead. Rocks, tables, and legs of lamb are Nonliving. Turning something from Dead to Nonliving requires at most a Cosmetic Transform and can often be done without using a Power at all (which is why leg of lamb is Nonliving and not Dead).

Sapient vs. Sentient vs. Nonsentient. Does it have a mind? Humans are sapient; cats are sentient but not sapient; rocks are neither. Computers might be considered Sapient but nonsentient.

Animate vs. Inanimate: Does the entity move under its own power? Stone golems and Vehicles are Animate; stone statues and Bases are Inanimate.

Being vs. Machine vs. Object: A being is "life as we know it." Humans, cats, aliens, and vampires (despite being Dead) are beings. An object is simple, totally unliving, a thing of some kind. Tables, corpses, and rocks are objects. A machine is complex, with moving parts and/or a power source of some kind. Computers, Vehicles, and robots are machines. A Base is considered a machine as well.

Some examples:

Human: Living, Sapient, Animate Being

Vampire: Dead, Sapient, Animate Being

Zombie: Dead, Sentient, Animate Being

Skeleton: Dead, Nonsentient, Animate Being

Sea Anemone: Living, Nonsentient, Inanimate Being.

Robots In Disguise: Living, Sapient, Animate Machine.

Vehicle: Nonliving, Nonsentient, Animate Machine.

Computer: Nonliving, Sapient, Inanimate Machine.

You could also apply a "flavor" to any of these; Humans and Aliens might both be Living, Sapient, Animate Being, but Humans would have the "Human" and/or "Terran" flavors, while Reticulans might have "Alien" and "Reptilian".

Edit: I just realized that adding "flavors" to the "mind" portion of this yields something like the current Classes of Mind.

GamePhil
Mar 13th, '08, 01:29 PM
Sapient vs. Sentient vs. Nonsentient. Does it have a mind? Humans are sapient; cats are sentient but not sapient; rocks are neither. Computers might be considered Sapient but nonsentient.


How are you defining sentient and sapient? I wouldn't have thought computers would be either, or might be sentient but not sapient.

I do like the idea overall, it's more complex than Classes of Mind (unlike Classes of Body, which is the same complexity but applied differently), but allows more different effects and descriptions, as well. I think Mental Powers, which is the main thing that would apply, would go against one axis of that to determine if it was effective, or maybe two.

Chris Goodwin
Mar 13th, '08, 01:37 PM
How are you defining sentient and sapient? I wouldn't have thought computers would be either, or might be sentient but not sapient.

Sapient means thinking; sentient means feeling, more or less. Most people use "sentient" when they mean "sapient". It's more likely a computer would be sapient than sentient. (Maybe I should have made that set of options "Sapient, Sentient, Both, Neither.")


I do like the idea overall, it's more complex than Classes of Mind (unlike Classes of Body, which is the same complexity but applied differently), but allows more different effects and descriptions, as well. I think Mental Powers, which is the main thing that would apply, would go against one axis of that to determine if it was effective, or maybe two.

It is more complex, which means it should probably be left for the toolkitting portion of the game.

GamePhil
Mar 13th, '08, 01:54 PM
I'm thinking at this point that having a 0 EGO, INT, or PRE not only has the effects I described earlier, but also forces the character to change its Class of Mind (or Class of Body or Chris' just mentioned axis system) to an appropriate one. You can't be a human class of mind without an INT score.

Further, I think that the PRE Characteristic should be limited in a manner similar to Class of Mind for purposes of Incomplete Characters. The default would only affect "complete" minds, that is, characters with all three mental Characteristics. Otherwise, you need to buy Classes of Mind on your PRE to affect them (and need GM permission, not every game should have PRE affecting your car), and like Mental Powers, they'd go against an appropriate Characteristic.

This makes it simpler to have 0 EGO work the same way it does in 5th Edition Automatons (immune to most Mental Powers and PRE Attacks) while still using the same rules as everyone else (by using the Class of Mind rules).

Opal
Mar 14th, '08, 04:43 PM
A thought on scale change:

Scale change could be designed to kick in after a certain level of SIZ change. Maybe +/- 50 SIZ or maybe a campaign limit.

Scale wouldn't change the damage done by attack or relative defenses. But up-scaled attacs would be effectively AE to smaller-scale targets, and down-scale attacks could suffer a reduction in damage /after/ defenses if they weren't 'big' (AE) enough to operate on the same scale (and even AE attacks would have to be targetted - not that big targets would be hard to hit difficult).

Of course, down-scale attacks would have a shorter absolute range, since they use smaller hexes...

GamePhil
Mar 17th, '08, 04:49 AM
I'm thinking that Scale Change is a good idea for things aside from Size. One example is the Speed Zone concept, the most developed form of which is in the Ultimate Speedster. Another one is the development of Organizations, which don't generally function on the same level as PCs.

What would be needed first is a definition of what you are referring to a Scale of. SIZ would be a Scale Change for, well, size, the Speed Zone is for speed, and an Organization is for influence.

Second, define how you accomplish the Scale Change. For SIZ, you might buy it up until you reach the next Scale. The method of entering the Speed Zone now is EDM, but you could also buy it by reaching a certain level of SPD. The Organization may be purely definition (that is, you don't buy anything to change your Influence Scale), or you might have to buy a certain amount of Wealth or Contacts.

Third, define how you interact with other scales, or if you can at all. Someone three SIZ scales below you may not be able to be interacted with without special Powers (eg. Manipulation ability) or Senses, while someone five size scales above you may not be injurable by normal means but might require a scale changing Advantage. The Speed Zone currently requires Transdimensional, I believe, to affect the real world. Organizations normally only deal with Organizations, but might be able to use its influence to get someone on a personal scale to interact with a regular character (or buy Transdimensional or other Scale Changing Advantages on Powers).

In general, I'm thinking scale changes make it so that you either cannot or have some difficulty influencing things in other scales. This makes the Megascale Advantage a Change Scale Advantage. A possible change to Megascale for this: Since you can't really use the Power on any scale but the one you set it to, it might be a +1/4 or even a +0 Advantage, and buying it up would allow it to be used on different Scales rather than increasing the size of the Scale. You can always teleport to Andromeda if the scale is appropriate, you buy the Advantage to change it to a different single Scale, a slightly greater Advantage to have still more Scales, and so on. Possibly like EDM works now.

Opal
Mar 17th, '08, 12:20 PM
I think that last bit is key. If you can scale change to godzilla scale and stomp anyone flat with your AE:foot, it'd have to be expensive. If you scale change to godzilla scale, and you can barely find, let alone identify smaller scale individuals, and affect them mainly by demolishing the building they're in, that wouldn't be quite so bad...

GamePhil
Mar 19th, '08, 12:22 PM
This one gets pretty odd, I admit, but it's an idea that's been buzzing around in my brain for many a year. It's a bit hazy, still, but I've got the beginnings of it, I think.

Scale Change: Influence. An Organization typically cannot interact on a person-to-person level, but instead interacts only with other Organizations. It will go through intermediaries (Followers, Contacts, and so on) for those functions.

Class Of Mind: Organization. Typical Organizations have no minds in the normal sense, and their Ego and INT scores represent their ability to react to stimuli in the "organization dimension". To affect them with Mental Powers or PRE Attacks requires both that the attack be made in the same Influence Scale as the Organization and affect the Organization Class of Mind.

Note: These three changes could do the job just by themselves, with the other Characteristics representing various elements of how these "characters" interact. However, I'm assuming that some of them will be removed.

Characteristics Sold Back:
STR: 10
DEX: 30
SIZ: 10
PD: 2
ED: 2
SPD: 20
Run: 12
Swim: 2
Leap: 2

Total: 90

Organization Characteristic Block
CON
BODY
INT
EGO
PRE
REC
END
STUN

CON, BODY, and STUN are retained to represent how resilient the Organization is against outside attacks, END represents various resources it has to draw on, and REC represents income and ability to acquire the resources it needs to use its Powers and rebuild its infrastructure.

INT and EGO represent the Organization's ability to "think" with regards to its environment. Usually, they shouldn't be much higher than the highest of its employees/founders/etc, and should often be lower.

Other Abilities
Some points worth of SPD (possibly no more than 1) on the Limitation, Extra Time, to represent that Organizations do not act as quickly as normal characters. 12 hours is the typical small to medium Organization's Turn, while the superpowers may act even less often.

Various Contacts and Followers are generally appropriate.

R&D could be bought as a Transform: World as it exists now into World with new invention/improved tech/etc.

Hostile Takeovers could be purchased with Transfer.

And so on.

Opal
Mar 19th, '08, 12:38 PM
That's a really cool idea. It's not quite 'there' yet, but it's an interesting start.


INT and EGO represent the Organization's ability to "think" with regards to its environment. Usually, they shouldn't be much higher than the highest of its employees/founders/etc, and should often be lower. As Dot Warner would say "That is so true..."

GamePhil
Mar 20th, '08, 08:43 AM
An interesting concept was suggested in Characteristics, and I'm cross-posting here because it could be of use in the discussion (not the complete original post, but my response to it):


One (strange) possibility would be to define that advantage. Make it something only the GM can apply to powers (yeah, basically a "stop sign" advantage, but it's also assumed to be part of various powers if the GM says so and can't be removed without permission) for existing characteristics, and apply some version of it to the default levels of DEF (sorry, PD/ED), MD, Stun, Speed, etc., etc. If jiggered correctly, this would give obvious levels to buy your figured characteristics to to get the best point value, establishing defacto figured characteristics as a kind of self-contained power framework.

...

You could also, in theory, use this to replace an EC -- the player gets to buy a characteristic, "my unified power" and all the tricks and applications of it have "enhanced by ("my unified power" unique characteristic) +1/2" up to doubling their effectiveness. Make some decisions about what happens when adjustment powers are applied, and it works out fairly clearly.

An interesting idea, allowing you to pick what your Figured Characteristics are in a fairly straightforward fashion in keeping with the rest of the rules. Some thoughts:
The Advantage (or Adder) value could be dependent on the formula used. An HKA would be larger (because you could add your entire STR to it) than PD, which only gets 1/5 of the points spent on STR, with ED being in between because it's 1/10 the points spent on CON.
An Adder or even a separate Power might be more appropriate if you want to keep being able to have some abilities based purely on the Characteristic, so you don't have to buy PD directly to have PD. You could then have it as an Everyman Power so people would default to having those stats. A Naked Advantage on the Primary Characteristic would also work, but then it gets a little odd for games where it's the default, since a higher STR character would effectively have more points in the Advantage. Then again, that's the way it is now.
Some extra cost could be had to have the ability exceedable by the bonus, again mainly so that you can have PD without having to buy it directly.

GamePhil
Mar 21st, '08, 12:10 PM
A solid, inanimate object is built with just PD/ED and BODY scores, everything else is sold back or simply considered 0. This is mainly mentioned for the use of Summoning to create, for example, a chair. Not a useful Power in and of itself, but add an Advantage for "Any Inanimate Object" and it's a potentially useful parlor trick, and can be used to provide simple tools.

GamePhil
Mar 21st, '08, 12:14 PM
Looking at some of the results, it may be appropriate when building NPCs that are Incomplete to simply cross off the Characteristic from the sheet, getting no points for it, rather than getting full points. The way I've been developing them is under the unspoken assumption that they should be balanced with respect to each other, such as if you wanted to have a Vehicle PC in a game with human or human-like PCs. However, there is certainly no reason to have a rock get a 200+ number of bonus points that will never be used.

This only matters if building something a Character has bought: I don't think it matters if that rock is just laying around that it has hundreds of unspent points, but if someone Summoned it, it might. Primarily, I'm thinking of Bases, although I'm still not sure of whether the extra points are a good or a bad thing.

Opal
Mar 21st, '08, 12:22 PM
Couldn't a rock just be a -200 point character? Or would that make it too easy to summon an avalanche?

GamePhil
Mar 21st, '08, 12:42 PM
Couldn't a rock just be a -200 point character? Or would that make it too easy to summon an avalanche?

Sure, but I'm concerned mainly about Bases and other things that people want to buy. There are those that would buy 5 points worth of Summon and insist on getting a 25 point Character. Though I suppose that trying to get everything to work well for them is probably an effort in futility. Hadn't even thought of an avalanche.

Summon 1000x 25 pt Rocks. heh heh.

It's probably a bad idea to use different rules depending on what gave birth to a character, anyway, and goes contrary to the thread's raison d'etre.

GamePhil
Mar 21st, '08, 12:43 PM
They'd also have a SIZ score.

GamePhil
Mar 21st, '08, 06:03 PM
This is my Mark II of Opal's Characteristic Framework. See the first page of the thread for the basics and shortly thereafter for my first stab at codefying it.

The basic outline is as follows, and is based on the current Primary Characteristic Block, including COM but not including SIZ. This is used as an example, as we know how that block works specifically and don't have to speculate about how SIZ works and so on.

Characteristics are also Powers. While the traditional build includes the fourteen normal Characteristics, each of those Characteristics is also defined as a Power. These Powers do not grant the Figured Characteristics, which are a function of the Characteristic Framework, and gain no Limitation for this. However, they also don't run against Maxima if such are used in a game. These can increase the Characteristics, but may not if conception requires it or if Advantages or Limitations make it illogical, in which case a Limitation may be appropriate.
A character of any sort, with GM's permission, can start with a different set of Primary Characteristics, up to 135 points worth of any Powers in the book that the GM allows. This includes selling back the eight Primaries and the first point of SPD that Characters normally start with. These normally should start at 10, but this is not a requirement.
Running and Swimming can also be sold back, but are not considered part of the Characteristic Block as default.
I am considering LEAP to be a Figured Characteristic for this purpose, as it functions in entirely the same way.
When defining a Characteristic Block, you have several formulas that can be applied to Characteristics to get your Figured Characteristics. These are based on the costs of the Primary Characteristics, not on the values. As a default, you get three 1/5th (PD, CON contribution to REC, and LEAP), two 1/10th (ED and SPD), one 2/5 (STR contribution to REC), three 1/2 (END, and STRs and BODYs contribution to STUN), and one 1/4 (CONs contribution to STUN). Other formulae can be contrived, as long as they ultimately end up giving about the same number of points (54 points including LEAP and not including the first point of SPD).


Now for some thoughts that have nothing to do with the creation of the Frameworks, but go over some additional concerns.

The 54 points assumes that the current Figured Characteristics are not re-costed, though I think there is some merit to doing so.
Perception (PER) could be a Figured Characteristic based on INT. Aside from separating it out so that it can be affected without going after INT as a whole, it also would make our Figured Characteristic block come to a nice, even 60 points (INT/5 to give +2 Enhanced Perception for 6 points, and assumes a base of 9-). It does bring us to 16 Characteristics, 8 Primary and 8 Figured, and has the unfortunate effect of giving us a default 3/5th's formula, but I like that number.
However, I am not assuming Mental Defense is one, as characters don't normally start with it. It would be easy enough to create a Framework that included it with the above.
SIZ may change things considerably. Won't be sure until I see a build that I completely embrace or the official one (if any) comes out.


So, to sum up: For the moment I'm using 8 Figured Characteristics as default (including LEAP and PER), with 10 formulae, or you can come up with 135 points in Characteristics and 60 in extra Figured Characteristics with home-made formulae, barring objections. 10 of the 135 will by default go to SPD. For the moment, I'm not including SIZ but am including COM, but that may change. All barring objections from other contributors.

I like this system better than the first one because it isn't as arbitrary while still maintaining largely the same characteristic structure we're used to. If such a thing were to go into the final rules, I imagine it would be more along the lines of a simpler Framework, like a slight reworking of ECs to allow Characteristics to go in them.

GamePhil
Mar 21st, '08, 06:14 PM
Alternatively, ECs could do the job of the Characteristic Frameworks with little work. All that would have to be done:
Allow abilities that do not cost END to be put in ECs.
Allow more than one ability to be put in a slot.
For preference, I'd like to see a flat cost come from such a build that you can then apply cleanly to your character. Make the EC invisible to the average user, only showing how it is built for the rules tinkerers to be allowed to mess with it.


STR could be:

5 EC: STR
5s-10 STR
5s-+2 PD, +2 REC, +4 m Leap, +2 STUN
5s-+3 STUN, +7 pts worth of Something Else For STR

Or something like that. Yes, that makes STR 2 points per point, something I've never agreed with, but what can you do? It does get you that last 7 points, though.

Opal
Mar 24th, '08, 03:25 PM
Grouping powers in a single EC slot has been out for quite a while now, I can't easily imagine going back to it. I suppose you could use an Aid to boost the former figured characteristics or something, Aid costs END, and you could buy the fade rate up. Also, there'd be no /need/ to stick to the standard ratios, so you could just have an EC that added the same number of active points to whatever set of stats made sense.

But, I could see dropping the END requirement. With characteristics no longer providing figureds, there'd be little reason to keep them out of frameworks.

Opal
Mar 24th, '08, 04:17 PM
For the characteristic framework, maybe we should look at just those primaries that actually give figureds.

So STR, DEX, CON and BOD, at a collective cost of 80 per +10 points give PD,ED,SPD,REC,END,STN, and Leaping with a collective cost of 60 points.

The ratio of primaries to figureds is 4:3, but for each primary, it's different:

STR 10:13
DEX 3:1
CON 20:21
BOD 2:1

But, if you look at the ratios for any /single/ figured characteristic they top out at 2:1 (primary:figured). The 2:1's are STR:STN, CON:END, and BOD:STN. STR:PD & STR:Leaping are 5:1, STR:REC is 5:2. CON:STN is 4:1, CON:ED 10:1, and CON:REC 5:1. DEX:SPD, of course is 3:1.

It seems to me that the greater the ratio of Primary:/single/Figured, the less open to abuse the 'free' points granted that figured are. I guess that's why the limit of selling back 1 figured tends to work pretty well at stopping abuse - and why REC, END and STN are often left at thier figured level, while PD, ED, & SPD are so often bought up.

From that we might draw a guideline that no Primary characteristic can grant more than half it's cost in a signle figured characteristic.

GamePhil
Mar 29th, '08, 08:20 AM
Grouping powers in a single EC slot has been out for quite a while now, I can't easily imagine going back to it.


Everything is on the table, and brainstorming is rarely benefited by the argument, "But that's not how we do things now." Considering how mild an alteration this would be compared to the Characteristic Framework, or for that matter the decoupling of Figured Characteristics, I just can't see how it's far fetched.

In any event, I'm not saying it's a good idea, but it is an example of a straightforward change that would allow an existing rules structure to do the job.



I suppose you could use an Aid to boost the former figured characteristics or something, Aid costs END, and you could buy the fade rate up.


Aid doesn't cost END, and I was hoping for something a bit less complicated than that, but otherwise, sure. It's not as if such a thing will escape without complexity.



Also, there'd be no /need/ to stick to the standard ratios, so you could just have an EC that added the same number of active points to whatever set of stats made sense.


No need, but there may be a desire.

GamePhil
Mar 29th, '08, 08:40 AM
For the characteristic framework, maybe we should look at just those primaries that actually give figureds.


Perhaps something similar to the original EC, where you buy the first Power and then get the later ones at reduced cost? I'm not saying bring those back (though they actually eliminate the "multiple powers in a slot" issue), but the structure for Figured Characteristics is similar, except that you actually get the points for free rather than at reduced cost.

GamePhil
May 26th, '08, 06:36 AM
There has been talk recently of abandoning Classes of Mind and requiring that the concept be covered by Powers. I currently lean the other way and think that Classes of Mind should be expanded and clarified, mostly because of this thread, but the idea may have some merit.

For Alien, I could see it. It has a (presumably) sentient mind that does not work like ours, but is that enough of a difference that it should be a separate Class? Or should it have to buy Powers to cover it? This is only for the utterly alien: things that think more or less as we do should count as Human (or Sentient, or something), either way.

Same goes for Animals, almost, though here I think that, if changed, it should be that they are affected by Mental Powers normally, but that you can take a Limitation: Does Not Affect Animal Class Of Mind (or Restricted Class: Humans), much in the same way as Transforms.

In both of these cases, though, assuming the entity is different enough mentally, I'm reasonably comfortable with how things are right now. While I think that being able to affect the Kings of Edom with the same Mental Power as you affect a person with, with no adder, isn't bad, it's also not necessary.

Where I feel I stand on firmer ground is with Incomplete Characters, especially ones that lack (have 0 in) a Mental Characteristic. Dropping one or more of these might, and in my opinion, should, necessatate a different Class of Mind from others. I also think that PRE Attacks and Skills should go against such. I just don't feel that I should have to buy Ego Damage Reduction (or whatever) for a Toaster or a Magic Wand, the latter of which I've mentioned as a possible target for Mind Control if the Classes rules are kept.

But the concept is also fundamentally similar to the idea of Scales proposed earlier in the thread, and what happens to the one ultimately happens to the other. Should I need to buy my Corporation with Damage Reduction to avoid run of the mill Mental Powers? An AI? I'm thinking not, so hopefully the Classes concept will be around for a while.

Chris Goodwin
May 27th, '08, 11:18 AM
Classes of Mind should be optional in the same sense that Bleeding, Impairing and Disabling Wounds, and the like are optional. Not suited for all campaigns but available for use in the toolkit if necessary.

It should be made explicit that Alien Class of Minds isn't just a guy with a bumpy forehead. It should be a truly alien mind such as Cthulhu or Galactus and should have real problems interacting with anyone with a Human Class of Mind.

Maybe the name Human needs to be changed. Humanoid, or Person, maybe.

Alternately, and, again part of the optional rules, maybe you can make mental contact with a different Class of Mind but doing so can be harmful. What happens if you make telepathic contact with Cthulhu? ...Yeah. Wild Cards had an episode with a telepath trying to read the mind of Modular Man, an android, and being so overwhelmed with the in-rush of computerized data that he spent the rest of his life in a psycho ward chanting "One... zero... zero... one... zero... one..."

I don't have a problem with the way it works currently, where you define your Class of Mind and are affected by default by Mental Powers that affect that Class.

AnotherSkip
May 28th, '08, 07:36 AM
It makes sense for vehicles - characters inside shouldn't be able to fire out of the vehicle while being protected by it's defesnes. For vehcile weapons, accessible foci could be outside the defense, while inaccessable ones are portected by it, I guess. But for a general case, it's a harder call to make.



What about Weapon Ports?

GamePhil
Jun 2nd, '08, 04:57 AM
What about Weapon Ports?

Sure, that's a viable special effect for being able to shoot out of vehicles, but he was discussing more the game mechanics of being able to do so and whether or not it should be free (if memory serves).

GamePhil
Jun 2nd, '08, 05:04 AM
Classes of Mind should be optional in the same sense that Bleeding, Impairing and Disabling Wounds, and the like are optional. Not suited for all campaigns but available for use in the toolkit if necessary.


Possibly. I think Classes of Mind as a way of expanding Mental Powers to things that you wouldn't normally think of (attacking a car or a computer, or an Automaton) is reasonable across the board, assuming such Powers exist in a campaign at all. Cybertelepathy in a game that already has Telepathy is not all that unusual, for example. And being able to Speak With Dead (Telepathy against Class of Mind: the Dead) in a game that has mind reading spells on a regular basis is not uncommon.

But, yes, having it as the "cheap immunity" that is being complained about should certainly be optional, if it continues to be alowed at all. And the whole thing is optional in that it's one way of dealing with such things in a system where there are several others.



It should be made explicit that Alien Class of Minds isn't just a guy with a bumpy forehead. It should be a truly alien mind such as Cthulhu or Galactus and should have real problems interacting with anyone with a Human Class of Mind.

Maybe the name Human needs to be changed. Humanoid, or Person, maybe.


No argument.



Alternately, and, again part of the optional rules, maybe you can make mental contact with a different Class of Mind but doing so can be harmful. What happens if you make telepathic contact with Cthulhu? ...Yeah. Wild Cards had an episode with a telepath trying to read the mind of Modular Man, an android, and being so overwhelmed with the in-rush of computerized data that he spent the rest of his life in a psycho ward chanting "One... zero... zero... one... zero... one..."


Sounds like something good for the next Mentalist HERO (formerly Ultimate Mentalist, whatever it turns out to be called).

GamePhil
Jun 17th, '08, 12:13 PM
I mentioned in the first post that removing Figured Characteristics is one of the ideas under discussion that would help in the thread goal. I thought I'd explain that a little better. It's not necessarily their elimination that is helpful, but the removal of their current standardized form. The simplest way to do this is to simply break the association completely, but it's not the only way. That's why Opal's suggestion of the Characteristic Framework works just as well.

The benefit this brings is the usual one: Everything uses the same set of tools. Currently, a Vehicle has one set of Figured Characteristics, while a human (and all living creatures) has a different set, and they are each based on different things. The association being removed or made fluid means both could be built from the same ground without arbitrarily changing how some Characteristics are Figured.

Beast
Jun 19th, '08, 07:58 PM
How do you get as you get smaller you get worse at hand to hand combat
amd a 0 size has you not being able to even engage in hand to hand combat
I might rule that you would have to be in the same hex as your target

unless you are considering size 0 to be in effect desolid or as small as a photon and nobody should be able to hit them in HtH
at sz 0 all ranged attacks should pass right through them unless the attack is the exact same wavelength an the target
a small character should still be able to do a move through or move by

By you size rule
a drain of size would make at 2 points per point needing 20 point to render any hand to hand character with no power defence totally ineffective with 1 6 die attack for 1 turn at a basic rate of return

it will make sneaking into places much easier
able to move through anything that is not neutrino proof
hitch rides on electrons along going down any wire at about 200 miles an hr

think you need to rethink your size rules



This should be the last of the conjecture about how changes might be implemented before I start on examples of Incompletes. It took a while, but until we know how (and if) the proposals this is based upon will be implemented, we need some form of structure for the discussion.

Recent changes
Added some notes about varying the Mass or the Volume from what SIZ gives you.

Assumptions
I am assuming that SIZ:
Will not have any Figured Characteristics. No bonuses/penalties to STR or BOD.
Will give/take away Reach, if the character has limbs.
Will increase/decrease mass and length/width/height.
Will start at 10.
Will provide a base of Knockback Resistance.
Will use doubling/halving of the above (except KBR) per some number of levels.

First Pass
Cost: 2 points.

Basics
Size represents how large and massive the character is. At the base value of 10, the character is assumed to be at or around 2m in its longest proportion, up to 1m in other proportions, and about 100kg. For each point above or below that, mass is approximately doubled/halved. For every three levels, height (the longest proportion) is likewise approximately doubled/halved. These are all approximations, and some variance is allowed.

Very small characters will generally have a SIZ of 1, define their mass and proportions as they like, and may take further Powers or Skills to simulate extremely small size.

Knockback
For every point less than 10, the character takes an extra inch of Knockback if those rules are used. For every point more than 10, one less inch of Knockback is taken.

Combat Value
For every three levels less than 10, subtract 2 from OCV in HTH combat and add 2 to DCV in Ranged Combat. For every three levels over 10, add 2 to OCV in HTH and subtract 2 from DCV in Ranged.

Reach
A character with a SIZ of 10 or less has about a 2 m reach. Even if the character does not have limbs that reach that far, it is assumed that he can move far enough to get that much distance, although this may be at a penalty to OCV. Every three levels of SIZ over 10 doubles that reach.

Characteristics
Several Characteristics are appropriate to buy up for large characters: STR (at least enough to carry half the character's mass), Body, Running, and so on. Except for STR, there is no requirement to do so. While small characters might very well sell some of these Characteristics back, again, there is no requirement.

Varying Mass and Volume
If the two are greatly different, define SIZ by the higher of the two. The character will have the effects of SIZ differently for Mass and Volume. For example, an animated holiday float might have the Reach associated with its Volume, but the Knockback Resistance associated with his mass, and should take the SIZ level for its volume. With the GM's permission, the higher level of SIZ might be worth a -1 Limitation.

Final Notes
Shrinking and Growth work per 5ER rules for purposes of examples.

Size 0: The character has no volume or mass. It has no reach, and cannot engage in HTH combat. This may impact the character in further ways, depending on character conception. For example, an incorporeal creature might also have to take Desolidification, while a character with no physical form might also have to sell back BODY and STR to 0.

Absolute Effect for Size: Some characters may be truly immense. In these cases, the GM can establish a SIZ level that is effectively infinite using the Absolute Effect rule. This should probably never be done for normal characters, but might be used for galaxy- or even universe-spanning Bases, for example.

GamePhil
Jun 19th, '08, 08:35 PM
Well, first of all, it's not meant to be used except as a matter of discussion for the purpose of this thread. I expect that whatever Steve comes up with for SIZ will be better, if for no other reason than he has more time to work it out than I did, even ignoring his greater experience. However, to answer your other points:


How do you get as you get smaller you get worse at hand to hand combat
amd a 0 size has you not being able to even engage in hand to hand combat
I might rule that you would have to be in the same hex as your target


You get worse at hand-to-hand because your reach is less, making it easier for someone with a longer reach to ward you off. A size of 0 means you have no reach, by the definitions being used for SIZ in this example, so how do you engage in hand-to-hand if you can't reach the target? Even if you land on them they are some infintessimal distance away.

The main reason, however, is so that there is some drawback to reducing the SIZ. The rest is just an explanation for the choices that I made.



unless you are considering size 0 to be in effect desolid or as small as a photon and nobody should be able to hit them in HtH
at sz 0 all ranged attacks should pass right through them unless the attack is the exact same wavelength an the target
a small character should still be able to do a move through or move by


SIZ 0 is being assumed to be exceedingly small or even having no volume or mass at all, not even that of a photon. However, Desolidification would still have to be bought for what you describe.



By you size rule
a drain of size would make at 2 points per point needing 20 point to render any hand to hand character with no power defence totally ineffective with 1 6 die attack for 1 turn at a basic rate of return


And a 1d6 INT Drain will give you an 8- roll to be able to function in any way after that same turn against a character with 10 INT and no Power Defense under the current rules (with a 4 SPD character attacking), so I'm not seeing much of a problem there. However, it was also discussed that if the idea of 0 Stat means the Characteristic is not possessed at all a Drain by itself might not work passed 1.



it will make sneaking into places much easier
able to move through anything that is not neutrino proof
hitch rides on electrons along going down any wire at about 200 miles an hr


All of which would be very appropriate Powers to buy for a SIZ 0 character, sure, as well as any character with lots of Shrinking Powers.



think you need to rethink your size rules

Nah. If I notice someone putting up something I like better (it wouldn't actually take much), I may reference that and use it for future examples, but this is good enough for what I needed it for. In fact, I've seen things I do like better, but am not using them because they don't fit my fairly strict criteria for this thread, which you quoted.

Beast
Jun 19th, '08, 09:14 PM
Reach has nothing to do with it you just move closer
you are either in range or not
unless your attacking limbs are absorbed into your body
and this still has no bearing on a move through or move by
by you reasoning a bullet because of it's size should have less of a chance to hit vs a punch


have you never heard of getting inside your opponenet gaurd
this would mean pikes are the ultimate HtH weapon
I do fencing and other weapon play
I have fought people much taller than me(5'11")
and have gone up against a 7'1" man(one of the Yeoman of the Gaurd at the NoCal Ren Faire)
yep he has reach on me 8 to 10" before I could strike him
does he beat me rarely
why ?
because I will either block or avoid his blow and get inside his gaurd
where he is now at a disadvantage because his long reach makes it harder to pull his weapon in closer to defend or attack me
this would mean the boxer with the longer reach will always win which is not so
it will get even worse as sizes get more extreme

you are making the assumtion that only 1 character may be in a hex
why can't the Sz 0 be in the hex with it's target
I mean it is 2m across
also the smaller the the size the less area to absorb the damage and spread it out on a larger target
And no I don't think smaller sized characters should get AP or Pen or any other advantage for free


with the talk of nothing going below 0 the worst roll you could have is 9-

yes desolid would be the way to go
so why have sz 0 be nothing your making it the same thing


Well, first of all, it's not meant to be used except as a matter of discussion for the purpose of this thread. I expect that whatever Steve comes up with for SIZ will be better, if for no other reason than he has more time to work it out than I did, even ignoring his greater experience. However, to answer your other points:



You get worse at hand-to-hand because your reach is less, making it easier for someone with a longer reach to ward you off. A size of 0 means you have no reach, by the definitions being used for SIZ in this example, so how do you engage in hand-to-hand if you can't reach the target? Even if you land on them they are some infintessimal distance away.

The main reason, however, is so that there is some drawback to reducing the SIZ. The rest is just an explanation for the choices that I made.



SIZ 0 is being assumed to be exceedingly small or even having no volume or mass at all, not even that of a photon. However, Desolidification would still have to be bought for what you describe.



And a 1d6 INT Drain will give you an 8- roll to be able to function in any way after that same turn against a character with 10 INT and no Power Defense under the current rules (with a 4 SPD character attacking), so I'm not seeing much of a problem there. However, it was also discussed that if the idea of 0 Stat means the Characteristic is not possessed at all a Drain by itself might not work passed 1.



All of which would be very appropriate Powers to buy for a SIZ 0 character, sure, as well as any character with lots of Shrinking Powers.



Nah. If I notice someone putting up something I like better (it wouldn't actually take much), I may reference that and use it for future examples, but this is good enough for what I needed it for. In fact, I've seen things I do like better, but am not using them because they don't fit my fairly strict criteria for this thread, which you quoted.

Beast
Jun 19th, '08, 09:26 PM
Opal you forgot to add in OCV and DCVto figureds for Dex
a base Dex of 10 gives you 3 levels of all combat(24 pts act /16 pts real)for OCV only and the same for DCV giving another 32 or 48 pts depending on how you want to count it

QUOTE=Opal;1570972]For the characteristic framework, maybe we should look at just those primaries that actually give figureds.

So STR, DEX, CON and BOD, at a collective cost of 80 per +10 points give PD,ED,SPD,REC,END,STN, and Leaping with a collective cost of 60 points.

The ratio of primaries to figureds is 4:3, but for each primary, it's different:

STR 10:13
DEX 3:1
CON 20:21
BOD 2:1

But, if you look at the ratios for any /single/ figured characteristic they top out at 2:1 (primary:figured). The 2:1's are STR:STN, CON:END, and BOD:STN. STR:PD & STR:Leaping are 5:1, STR:REC is 5:2. CON:STN is 4:1, CON:ED 10:1, and CON:REC 5:1. DEX:SPD, of course is 3:1.

It seems to me that the greater the ratio of Primary:/single/Figured, the less open to abuse the 'free' points granted that figured are. I guess that's why the limit of selling back 1 figured tends to work pretty well at stopping abuse - and why REC, END and STN are often left at thier figured level, while PD, ED, & SPD are so often bought up.

From that we might draw a guideline that no Primary characteristic can grant more than half it's cost in a signle figured characteristic.[/QUOTE]

GamePhil
Jun 19th, '08, 09:34 PM
Reach has nothing to do with it you just move closer
you are either in range or not
unless your attacking limbs are absorbed into your body
and this still has no bearing on a move through or move by
by you reasoning a bullet because of it's size should have less of a chance to hit vs a punch


I suspect that a person with a 2 cm reach trying to hit someone a hex over might see it differently. In addition, a bullet is an RKA, not a small character trying to punch you, so I see no point to this statement.



have you never heard of getting inside your opponenet gaurd
this would mean pikes are the ultimate HtH weapon
I do fencing and other weapon play
I have fought people much taller than me(5'11")
and have gone up against a 7'1" man(one of the Yeoman of the Gaurd at the NoCal Ren Faire)
yep he has reach on me 8 to 10" before I could strike him
does he beat me rarely
why ?
because I will either block or avoid his blow and get inside his gaurd
where he is now at a disadvantage because his long reach makes it harder to pull his weapon in closer to defend or attack me
this would mean the boxer with the longer reach will always win which is not so
it will get even worse as sizes get more extreme


5'11" puts you squarely at a 10 SIZ, and 7'1" puts him at 11, according to the sample rules you are discussing. Since that doesn't give you a penalty when fighting him, I'm again not seeing the relevance, sorry.



you are making the assumtion that only 1 character may be in a hex
why can't the Sz 0 be in the hex with it's target
I mean it is 2m across
also the smaller the the size the less area to absorb the damage and spread it out on a larger target
And no I don't think smaller sized characters should get AP or Pen or any other advantage for free


Yes, I am making that assumption, again primarily for game balance reasons. If you're going to get points back for being small, it must in some way be a detriment. I believe it to be largely reasonable, but if you have a suggestion for such a drawback feel free to suggest it, though it's not actually germaine to the thread.



with the talk of nothing going below 0 the worst roll you could have is 9-


And I was speaking of in the current rules, and pointing out that the current rules already have the problem you are assigning solely to SIZ under this system. I also pointed out that Drains probably shouldn't take you below 1 if they only go down to 0, so SIZ Drains wouldn't be as devestating as you are saying.



yes desolid would be the way to go
so why have sz 0 be nothing your making it the same thing

Actually, they have nothing whatsoever to do with one another. A SIZ of 0 means you have no SIZ, it doesn't give you Desolidification.

In any event, SIZ is only discussed here at all because I needed something to use in examples of Unified Character Creation. If you have a suggestion or suggestions on a system for a SIZ Characteristic that would work better for that purpose, feel free to make them, but I'm not going to respond further otherwise. It is not germaine to the thread.

Beast
Jun 19th, '08, 09:46 PM
that is why the smaller character would have to move INTO THE TARGET'S HEX TO ATTACK

when a character is doing a A MOVE THROUGHthey are acting like a bullet
taking the kenetic energy they have and trying to impart it to their target over as small an area as possible to cause damage

this is why Size should not be a stat but a power as it already is
I'm not saying it should be left as is it may need tweeking as a power


I suspect that a person with a 2 cm reach trying to hit someone a hex over might see it differently. In addition, a bullet is an RKA, not a small character trying to punch you, so I see no point to this statement.



5'11" puts you squarely at a 10 SIZ, and 7'1" puts him at 11, according to the sample rules you are discussing. Since that doesn't give you a penalty when fighting him, I'm again not seeing the relevance, sorry.



Yes, I am making that assumption, again primarily for game balance reasons. If you're going to get points back for being small, it must in some way be a detriment. I believe it to be largely reasonable, but if you have a suggestion for such a drawback feel free to suggest it, though it's not actually germaine to the thread.



And I was speaking of in the current rules, and pointing out that the current rules already have the problem you are assigning solely to SIZ under this system. I also pointed out that Drains probably shouldn't take you below 1 if they only go down to 0, so SIZ Drains wouldn't be as devestating as you are saying.



Actually, they have nothing whatsoever to do with one another. A SIZ of 0 means you have no SIZ, it doesn't give you Desolidification.

In any event, SIZ is only discussed here at all because I needed something to use in examples of Unified Character Creation. If you have a suggestion or suggestions on a system for a SIZ Characteristic that would work better for that purpose, feel free to make them, but I'm not going to respond further otherwise. It is not germaine to the thread.

Beast
Jun 20th, '08, 09:59 AM
lets look at what shrinking does for a character
1 it cuts the height in 1/2 and mass to 1/8 original
so we get a + 2 DCV vs range(2 levels vs all combat only for DCV 16 active 11pts real)
-2 vs being percieved(change envirement 1 hex -2 to a characteristic or skill roll 8pts
+ 3" to knockback(just going to use KB resistance in reverse so there is 6 pts less that the character does not take extra damage which I'll call a -1 limitation so 3 pts
so lesta add it up

bonuses active cost real cost
+2 DCV 16 11
-2 to Per 8 8
+ 3" KB -6 -3

Total 21pts 16pts

you could also add for a 1 time only modifier -1" stretching -5pts to the first level
after the 5th level you start to get desolid through nomal portals(40 pts less -1 so 20pts)
after about 8 levels of shrinking you get desolid not through solid objects(40 pts less -1/2 so 32 pts
note that you would only get 1 of the 2 versions depending on how much shrinking you have

so here is a table showing the relative cost of shrinking depending on level
level of shrinking cost notes
1 11pts to attack HtH character must be in target's hex
2 27pts
3 43pts
4 59pts
5 95pts may now pass through normal portals
6 111pts
7 126pts
8 154pts treat as desolid not through solid objects

in my eyes this is how shrinking should cost out
yes I know it is not pretty or has nice round numbers

there is your better idea

GamePhil
Jun 23rd, '08, 06:08 PM
Introduction
Spirits are, in fact, the original motivation for the Incomplete Character rules. 4th Edition's Horrror Hero had added a new character type to the game, the Spirit, and modified several Powers and rules specifically for it. I had thought at the time that this seemed an unnecessary deviation from the rules, but then began to think that, if it was, what about things like Computers and Automata? And thus, all of this began.

Building the Spirit
Using the Characteristic list and other assumptions I've been using for the thread, you'd sell back STR, CON, BODY, SIZ, PD, ED, REC, and END. That provides 92 points.

Spirits would take a Class of Body of Spirit, which means they are not affected by Body damage normally, but as a general rule should also not be able to inflict it. However, a Spirit uses its EGO as BODY, and can not only be Drained or otherwise have it reduced to negative numbers, but "dies" if its EGO is reduced to the negative of its original score.

Spirits exist on a separate Spirit Plane, and thus can pass through walls and are effectively invisible. At the GM's option, they may have to purchase Powers to sense the physical world, or being able to do so may be a function of the Spirit World. Being able to affect the physical world should generally require the purchase of Transdimensional or even Affects Physical World, though GM's can make exceptions.

Spirits do not take Stun, so must take the Automaton Power Takes No Stun at the 60 point level.

Spirits often fight by doing damage to one another's Ego scores. Drains and Transfers can be purchased with the Advantage that they are lost until healed normally. Transfers have to have their maxima bought up normally, of course.

A Transform can be bought to influence Spirits, functioning against EGO rather than BODY and usually bought BOECV. It can only affect a creature in the Spirit Realm if purchased Transdimensional, otherwise it can only affect Spirits with a physical form (people and possessed objects/creatures). One common such Power is Transfer Spirit, which moves a Spirit either from a physical form into the Spirit Plane, or vice versa. A Character affected by this will have a physical body lacking the Characteristics a Spirit has, and a Spirit with the appropriate Characteristics from its "whole" self. Such a displaced spirit can re-unite with its body easily enough, simply by stepping into it, but is generally disoriented and may not have the senses necessary to do so.

Other rules governing Spirits depend on the definition of the Spirit World being used.

Talon
Jul 30th, '08, 06:18 PM
I really, really like these rules and think they should be in 6th Edition in some form.

I think that buying the stat to 0 is the wrong way to go. There is a difference between a stat of 0 and not having the stat (a 0 stat can be Aided; Draining to 0 should not remove the stat; etc.).

Also, the "characteristics framework approach seems a bit too complex; "remove the stats you don't want" seems more elegant.

Rigid Defense: There need to be a wide variety of options for firing from within rigid defenses (wide open windows, gun ports, more advanced stuff).

Spaces power: This is another excellent idea that should be in the system whether or not the incomplete concept makes it in.

Xotl
Aug 6th, '08, 08:39 AM
I really, really like these rules and think they should be in 6th Edition in some form.

I think that buying the stat to 0 is the wrong way to go. There is a difference between a stat of 0 and not having the stat (a 0 stat can be Aided; Draining to 0 should not remove the stat; etc.).

Spaces power: This is another excellent idea that should be in the system whether or not the incomplete concept makes it in.

I agree with all the above. In particular, I wanted to suggest a NULL value for a stat (or NON, or NA, etc), which flags it as utterly nonexistant. This is simple and distinct from 0, and would mean that the stat cannot be aided, transferred, drained, or anything else. "0" can then work as you'd expect it elsewhere in the rules, without worries concerning what 0 Body or Stun means, etc.

I also don't think anything should ever have NULL Body, as no matter what sort of thing it is, there must be some sort of way to represent its destruction (e.g. whatever magic item that can harm spirits should do its damage to the spirit's Body). Maintaining a Body score for all things also means that Transform will always work, as I think it should, as whatever the form evisioned, we are talking about something that exists, and can thus be altered. To me, NULL body only applies to something like the void of space.

Apologies if I've missed something.

GamePhil
Aug 31st, '08, 02:18 PM
I think that buying the stat to 0 is the wrong way to go. There is a difference between a stat of 0 and not having the stat (a 0 stat can be Aided; Draining to 0 should not remove the stat; etc.).


I actually tend to agree, but the thread was devoted to making the concept work using a number of the possibilities Steve suggested might go in to 6th, and that was one of them. I've tried hard to come up with a way of doing 0== not having the stat and I haven't seen an acceptable way (someone may have done so on a thread, but I've been out of touch for a bit). Still, I'm not a professional game writer, so it may very well work out, or if not get dropped.

Nevertheless, thank you for your support!

GamePhil
Aug 31st, '08, 02:26 PM
I slod don't think any thing should ever have NULL Body, as no matter what sort of thing it is, there must be some sort of way to represent its destruction (e.g. whatever magic item that can harm spirits should do its damage to the spirit's Body). Maintaining a Body score for all things also means that Transform will always work, as I think it should, as whatever the form evisioned, we are talking about something that exists, and can thus be altered. To me, NULL body only applies to something like the void of space.


I could go with that: Body could indicate "existence" rather than physical form, with something else indicating that it is not harmable by physical attacks (probably Desolidification, but possibly one of the other wild-eyes concepts that have been proposed lately). Makes it a little hard for things like toons (as presented in Roger Rabbit) and indestructable items, both of which are only destroyed by rare things, but not impossible.

Still, I've recently become somewhat uncomfortable with the Characteristics whose only purpose is accountancy. I could do with elimination or modification of those, but that's pretty unlikely to happen, so I'm not going to worry about it.



Apologies if I've missed something.

No need, it's a pretty long thread now even if it doesn't compare to Characteristics Issues :)