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Lestat
Oct 1st, '03, 10:58 AM
My player wants to create a speedster charactar. He wants to link Desolidification to Running (only non combat movement) to simulate the fact that is impossible to hit at this velocity.

What kind of limitations would need Desolidification to create such power? The points are two: a) linked to movement (but only non combat velocity), and b) desolidification that works only for damage, not to walk through walls and object.

Thanks.

Dust Raven
Oct 1st, '03, 11:34 AM
I would say it's just a -1 LIm. It boils down to "Cannot Pass Through Solid Objects" which is -1/2 and "Only At Non Combat Velocities" which is around a -1/2.

What are you defining as the SFX that still affects him? I usually use AOE/Explosion Attacks as a default when dealing with speedsters.

Jeff
Oct 1st, '03, 12:49 PM
Have you considered DCV levels for the effect instead of Desolidification? They're the usual way to be hard to hit, and the limitations involved seem to have the effect of just making Desolidification work like lots of DCV levels would in the first place.

Lestat
Oct 1st, '03, 01:39 PM
A lot of DCV would be more expensive and don't give the sicurity to avoide every blow, that is what my player wants. I am not very expert with Hero System, this power construction is abusive?

Jeff
Oct 1st, '03, 01:57 PM
Originally posted by Lestat
A lot of DCV would be more expensive and don't give the sicurity to avoide every blow, that is what my player wants. I am not very expert with Hero System, this power construction is abusive?
I wouldn't say abusive. But it will have some odd implications. Folks with Affects Desolid attacks will somehow be able to hit someone who's just fast where hyper-accurate light-speed supersmart homing missiles can't. You're not going to be able to carry someone when you're running like that unless you buy Affect Real World on STR.

zornwil
Oct 3rd, '03, 11:21 PM
If he's going fast enough his velocity-based DCV should already cover a lot of this, if you use that optional rule. Not dismissing your idea of making him impossible to pick off with individual shots, just mentioning it as I didn't see it yet in this thread.

You could also take DCV skill levels with a limitation (only when running faster than "x" inches/phase, -1/2 or some-such).

You could also combine these two, if you're willing.

Fireg0lem
Oct 4th, '03, 10:00 AM
Another option would be large amounts of Combat Luck, Damage Reduction, or another defensive power to represent that its nearly impossible to get in a clear shot on him.

TheFool1972
Oct 4th, '03, 01:09 PM
You could always say it does not stop "area effect" powers...

The Fool
"You can run fast, I give you that. But can you outrun a 50 foot plasma blast while stuck inside a 10' cube?"

Mole
Oct 6th, '03, 08:53 AM
I looked into velocity based DCV for a friend who is playing a speedster. His SPD is 7 and his running is 30". Therefore his velocity in inches per turn in 210", making his Velocity Based DCV 7. Now, for the most part a speedster character is going to be at least a 30 DEX, with a base DCV of 10. I don't see any advantage in velocity based DCV, but I definitely could be looking at all wrong. :)

zornwil
Oct 6th, '03, 04:18 PM
Originally posted by Mole
I looked into velocity based DCV for a friend who is playing a speedster. His SPD is 7 and his running is 30". Therefore his velocity in inches per turn in 210", making his Velocity Based DCV 7. Now, for the most part a speedster character is going to be at least a 30 DEX, with a base DCV of 10. I don't see any advantage in velocity based DCV, but I definitely could be looking at all wrong. :)

I just thought this guy might be running faster, even if in circles (the old Flash trick).

JmOz
Oct 7th, '03, 04:56 AM
Actualy if I was him I would leave it alone on the NCM (Sometimes you need that huge Move By, even at 1/2 OCV)

I would just get 10" of Megascale Movement, this is equivelent of Movement 10x500x7=35000" a turn, If the DCV bonus is till not enough at this point, THEN link a Desolid to the Megascale Movement

prestidigitator
Oct 7th, '03, 02:47 PM
What I do is add velocity-based DCV to the character's normal DCV if the movement is still combat velocity. I make it mutual, though, so the fast moving character has the same penalties when attacking still targets. I replace the normal DCV only at non-combat velocities (if it is better than 1/2 normal DCV). This might be overly complex, though.