View Full Version : Troglodyte Stench
Chuk
Aug 15th, '03, 01:17 PM
From a certain other game:
Troglodyte Stench
2 Negative Skill Levels (Overall). AOE Radius 4" (+1 1/4), 0 END (+ 1/2), Pers. Imm (+1/4), Not vs. LS: SCB (-1/4), Targets who succeed in a CON Roll at -2 are not affected for 1 day(-1/2), wears off in 1 minute (-1/2)
60 active, 27 real.
Anybody got any comments?
Kintara
Aug 15th, '03, 01:18 PM
Why not Change Evironment?
Edit: Ahh, you can't get the Overall effect you're going for. Just remember you can only affect one roll at a time.
I'd suggest taking either Varying Effect for Change Environment, or linking together multiple CEs to create one widely affecting stench.
Explain the power in common terms, what is it supposed to do? How does Troggy use it?
Chuk
Aug 15th, '03, 01:52 PM
Troggy stinks. In the Other Game, it's a -2 penalty to all actions. As you say, CE wouldn't quite let me do that...I probably don't have to link Images (to Smell), do I? The Visible special effect should cover that. They only stink when they're angry or upset (which is why it isn't Always On).
Although technically maybe it should tack on a Darkness to Smell, since you wouldn't be able to smell anything else.
Kintara
Aug 15th, '03, 02:04 PM
Here's what I suggest, don't convert it precisely. Troggies stink in D&D, and they stink in Hero. But they don't have to stink in exactly the same way, in a rules setting.
I suggest taking a CE, and picking an effect, or a couple of linked effects, that you want to simulate. I'd say that a CV penalty would be a good start. You could also justify other skill categories.
Anyway, the overall negative skill level doesn't really get the effect you want anyway.
Chuk
Aug 15th, '03, 02:13 PM
Originally posted by Kintara
Here's what I suggest, don't convert it precisely. Troggies stink in D&D, and they stink in Hero. But they don't have to stink in exactly the same way, in a rules setting.
Oh, I don't always -- I'm just trying to this time. If I wasn't I probably would have skipped the CON Roll.
Anyway, the overall negative skill level doesn't really get the effect you want anyway.
Why not? It seems to -- it gives a -2 to all actions, just like in the other game.
Kintara
Aug 15th, '03, 02:23 PM
Read the section on Negative Skill Levels on p. 49. What you have statted out would only affect one skill at a time. You can switch it as a 0-phase action, but it doesn't penalize everything all the time.
Agent Escafarc
Aug 15th, '03, 02:42 PM
How about Mind Control or Mental Illusions Based on CON to create a vertigo type of effect. And don't forget Personal Immunity.
Chuk
Aug 15th, '03, 03:06 PM
Originally posted by Kintara
Read the section on Negative Skill Levels on p. 49. What you have statted out would only affect one skill at a time. You can switch it as a 0-phase action, but it doesn't penalize everything all the time.
Aha! Thanks...NSLs are new to me still.
You're right then, probably a CE with CV penalties is the way to go.
Chuk
Aug 15th, '03, 03:14 PM
New Version:
Troglodyte Stench
Change Environment 2", -4 to PER (smell), -2 to CV, 0 END (+1/2), Pers. Imm (+1/4), No Range (-1/2), No Effect if CON roll at -2 (-1/2), only effective for 1 minute (-1/2)
28 active, 20 real.
That's even cheaper, but it works better.
Kintara
Aug 15th, '03, 04:41 PM
Looks good. I think you could best justify a penalty to Int, beyond what you have. Extremely powerful stenches can get you to lose some focus. Give those mages something to worry about as well.
slaughterj
Aug 18th, '03, 06:27 AM
Originally posted by Chuk
New Version:
Troglodyte Stench
Change Environment 2", -4 to PER (smell), -2 to CV, 0 END (+1/2), Pers. Imm (+1/4), No Range (-1/2), No Effect if CON roll at -2 (-1/2), only effective for 1 minute (-1/2)
28 active, 20 real.
That's even cheaper, but it works better.
Is this supposed to be an "Always On" effect, or can they control the release of the stench? If the former, add on the extra lim (and it is a lim, minimizes ability to sneak up on opponents...).
diocletianx
Aug 18th, '03, 08:22 AM
I plugged the New version into Hero Designer and got a different result. Here's what I have:
18 Change Environment 2" radius (-1 : DCV, -1 : OCV, -4 PER Roll: Normal Smell), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (45 Active Points); No Range (-1/2), Conditional Power (Power does not work in Common Circumstances; -1/2), Conditional Power (Power does not work in Common Circumstances; -1/2) [Notes: No Effect if CON roll at -2 (-1/2), only effective for 1 minute (-1/2) ]
Note: 45 Active, 18 Real. you have to assign CV penalty to OCV or DCV.
Hugh Neilson
Aug 18th, '03, 10:51 AM
I believe the 1 minute limitation means Troggy can only stink (or at least impact your CV) for 1 minute. If he dies, the effect would fade immediately. If you want the nausea to outlive Troggy, you need some kind of "continuous" advantage.
Maybe give it continuing charges? Trog's in TOS aren't limited in number of uses per day, but how many times would thet get an opportunity? 6 charges of 1 minute (-0), or 1 fuel charge of 1 hour (also -0) would seem to do it. An hour per day would seem to be plenty, and you don't have to pay for reduced END!
[Let's assume "doesn't affect Trogs" is a +0, shall we.]
slaughterj
Aug 18th, '03, 11:29 AM
Originally posted by Hugh Neilson
[Let's assume "doesn't affect Trogs" is a +0, shall we.]
I think everyone is operating on the assumption that the Personal Immunity is to all Trogs' stench (much like the 5e note that one's twin might be immune to the other's EB).
Chuk
Aug 18th, '03, 11:31 AM
Originally posted by Hugh Neilson
I believe the 1 minute limitation means Troggy can only stink (or at least impact your CV) for 1 minute. If he dies, the effect would fade immediately. If you want the nausea to outlive Troggy, you need some kind of "continuous" advantage.
No, Change Environment specifically states that the changes hang around. The one minute is that the stench only affects a given target for one minute, then they get used to it (that's one minute per day -- they could get dosed again the next day).
[Let's assume "doesn't affect Trogs" is a +0, shall we.]
I figured that was covered by the Personal Immunity, which other Trogs will all have too.
Hugh Neilson
Aug 18th, '03, 12:51 PM
Originally posted by Chuk
No, Change Environment specifically states that the changes hang around. The one minute is that the stench only affects a given target for one minute, then they get used to it (that's one minute per day -- they could get dosed again the next day).
No, it says the power stops functioning when the character stops paying END, though some effects may linger (the example of flowers still blooming). Still changing CV's? I don't bel;ieve that's intended to be covered. Long Lasting as an adder would work, and notes continuing charges are an acceptable substitute.
Originally posted by Chuk
I figured that was covered by the Personal Immunity, which other Trogs will all have too.
I'd cover it with Immunity as well, but some are quite insistent that we follow the "letter of the law" that PI is for your version only (and, well, maybe a sibling).
slaughterj
Aug 18th, '03, 12:53 PM
Originally posted by Hugh Neilson
I'd cover it with Immunity as well, but some are quite insistent that we follow the "letter of the law" that PI is for your version only (and, well, maybe a sibling).
Yep, and they know where they can stick it ;) Obviously it can be circumvented as well with the +0 Adv/Lim "Not vs. Trogs".
Hugh Neilson
Aug 18th, '03, 03:33 PM
Originally posted by slaughterj
Yep, and they know where they can stick it ;)
If they already know, why do they always make us tell them?
:rolleyes:
slaughterj
Aug 19th, '03, 05:56 AM
Originally posted by Hugh Neilson
If they already know, why do they always make us tell them?
:rolleyes:
Because they're secretly masochists ;)
AnotherSkip
Aug 19th, '03, 06:30 AM
Oh btw, the trogs control the release,
they are sneaky bastiges that have camo too...
:)
Chuk
Aug 19th, '03, 07:52 AM
Originally posted by AnotherSkip
Oh btw, the trogs control the release,
they are sneaky bastiges that have camo too...
:)
Yeah, I didn't make it Always On -- the SRD says that they release it when they're angry or frightened. I figured out my point problem -- I did the math wrong (divided by 1.5 vs. 2.5 with the -1 1/2 total of limitations) -- my version should be 11 pts.
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