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Thread: Add A Power

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    Add A Power

    There have been many discussions on the boards about certain "thin coverage" areas in the Hero System and how to solve them.

    The purpose of this thread is for the collective brilliance of the Herodom to come together and try to come up with a solution for these problems.

    Task: Construct (in rough draft form) fully distinct Powers for the Hero System for general discussion on the Hero Games Forums.

    Conditions: All Powers proposed will be discussed on the merits of the Power write-up alone. Just because an effect may be possibly duplicated within the current Powers Regime will not be a valid criticism of a Power. The Power should be criticized on whether it is game balanced (e.g. point cost per d6), is overly ambiguous in its write-up (e.g. does not properly conform to the speed chart), etc... Not on whether you feel Power is needed in the Rules.

    Standards: The Power write-up format of Fred or 5ER, with particular consideration being payed to all of the key components of a Power write-up (i.e. Range, Duration, Cost, etc...)

    Just to help the discussion along I will list a few categories that have been discussed before to give people ideas. Please do not limit yourself to these categories alone. Also, do not restrict yourself to only one all encompassing Power for each category; there may require two or three powers to properly cover the breadth of a topic.

    Topics
    Time Manipulation
    Possesion (Body Jacking, Magic Jar Spells, etc...) (Great Discussion with a good IMO outline at the end in this thread: http://www.herogames.com/forums/showthread.php?t=19400 )
    Astral Projection
    Power Duplication/Absorbtion (Rogue's Power)
    Stops Breathing
    Mentally Stun (The person can't act but is not unconcious)

    Sub-Topics
    Regeneration (Generalized as a seperate Power, Regen STR, Regen BOD, etc...)


    Meta-System Breakage
    Invulnerability
    Always Hit

    Have at it Herophiles!

    TB

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    Re: Add A Power

    Great idea for a thread. Should produce alot of creative ideas and thoughtful posts!


    But I fear it will not end well...

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    Re: Add A Power

    Here is a great new power...Ignore.... it is a form of Suppress with a limitation (Only works against those with limited thinking)....very effective!!!!

    How it works, I put those people who people who have nothing productive on the Ignore list. Poof!!! They're gone!!

    I am sure this will generate negative responses back, but I don't see them!!!


    On a serious note, good luck with your project. If new ideas didn't come into this system, we would still be playing 1st ed.
    Please!!!! Enough with the dumb quotes!!!

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    Re: Add A Power

    Quote Originally Posted by MitchellS
    Your ignore power must have an activation roll.
    Purchasing "System Administrator" also makes you Immune to Ignore, as I understand matters.

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    Re: Add A Power

    Code:
    Protean Form  [ Standard Power, Constant, Self-Only ]
    The characters body can be changed or distorted to squeeze through openings.
    It does not allow the character to change his appearance nor does it give any extra reach
    (see Shape Shift and Stretching). Likewise, while in this form, they can travel at thier normal
    movement rate. They can attack and be attacked while in this form.
    
    Protean Form Cost - 20 Points. 
    
    Modifiers
    
    Viscosity (-1/2), +1 Phase (-1/4)
    This limitation reflects that additional time required to move through smaller and smaller openings.
    The opening size is relative to the character's height. For a -1/2 limitation and additional phase is
    required to travel through and opening 1/4 the character's height. You can increase the time
    required for travel by an additional +1 Phase per -1/4 Limitation.
    
    		[Opening Size]	(Extra Travel Time)	{Sample Opening Size: 2m Height}
    Viscosity	[1/500]		(+8 Phases)		{4 mm}
    Viscosity	[1/250]		(+7 Phases)		{8 mm}
    Viscosity	[1/125]		(+6 Phases)		{16 mm}
    Viscosity	[1/64]		(+5 Phases)		{32 mm}
    Viscosity	[1/32]		(+4 Phases)		{64 mm}
    Viscosity	[1/16]		(+3 Phases)		{125 mm}
    Viscosity	[1/8]		(+2 Phases)		{25 cm}
    Viscosity	[1/4]		(+1 Phase)		{50 cm}
    
    Example: Sandman can sift through grates and pipes, but it takes longer for him to do so the
    smaller the opening is. Sandman is 2 Meters tall normally. With this limitation, he could sift through
    an opening that is 1/4 his height in diameter (50 cm), but it would take an extra phase to do so.
    If the opening is 1/8 his height in diameter (25 cm), then it would take 2 extra phases to flow
    through it. For a -3/4 Limitation, a 1/4 diameter (50 cm) opening would require the Sandman 2
    addtional phases to travel through it.
    
    Viscosity Limit (Varies)
    The smallest opening that a character is able to travel through. Openings smaller than this limit can
    not be traveled through. The opening size is relative to the characters height.
    
    		[Opening Size]	(Limitation Value)	{Sample Opening Size: 2m Height}
    Viscosity Limit	[1/500]		(-1/4)			{4 mm}
    Viscosity Limit	[1/250]		(-1/2)			{8 mm}
    Viscosity Limit	[1/125]		(-3/4)			{16 mm}
    Viscosity Limit	[1/64]		(-1)			{32 mm}
    Viscosity Limit	[1/32]		(-1 1/4)			{64 mm}
    Viscosity Limit	[1/16]		(-1 1/2)		{125 mm}
    Viscosity Limit	[1/8]		(-1 3/4)		{25 cm}
    Viscosity Limit	[1/4]		(-2)			{50 cm}
    
    Example: Elasticman can squeeze through  large cracks and pipes, but can't squeeze through a
    screen door or tiny openings. Elasticman is 2 Meters tall normally.
    With a -3/4 limitation, he could squeeze through openings as small as  1/125 his height (16 mm),
    but wouldn't be able to squeeze through any opening smaller than 16mm. Mr Double-Jointed has
    Viscosity Limit as a -2 Limitation. He can crawl through air ducts  that most normal men couldn't
    fit into. Mr Double-Jointed could add Vicosity in addition to Viscosity Limit to simulate that it
    takes him longer to travel through air ducts than when he walks or runs normally.
    Last edited by schir1964; Mar 31st, '05 at 09:51 PM.

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    Re: Add A Power

    STORE

    Body-Affecting Power
    Constant
    Self-Only

    This power allows a character to carry more stuff internally than a normal person can. The items still weigh the same (unless the reduced mass adder is used), but effectively the items take up additional volume while inside. If the Store power is suddenly unable to store the item, the items return unharmed near the character or device supplying the storage.

    Vehicle and Bases should only use the Store power with GM permission. If Store is bought as a Foci, usually this is an item that can Store items within it, and usually it has the reduced mass adder.

    For 5 points, the character can store the volume of which is roughly equivalent to 1 cubic meter, say a large backpack without taking up any space outside the character. For 10 points, it is a roughly equivalent to one hex. For each additional +5 points, the volume increases by a factor of 8. When buying this power, it should be decided what configuration this shape takes.

    Normally, the items still retain their mass for the purposes of carrying them. For each additional 3 points, the items weigh half as much while inside. Realize a densely packed hex worth of stuff may weigh as much as 800 kg.

    Store costs no END to use, but characters still must pay END for the encumbrance for carrying the calculated weight around.

    Adder:
    Instant Retrieval: A character with this +5 Character Point Adder can instantly retrieve something as a zero-phase action. Usually, it takes a full phase to retrieve something or a half phase if it is "on top".

    Limitations:
    Extra Time: This limitation represents the amount of time to store and unpack an item.

    Limited Effect: This limitation represents a storage container that can only contain certain items. This can be a -1/4 for a minor restriction (non-living), -1 for fairly restrictive (only water), -2 for items specifically designed to fit.

    POWER EXAMPLES:
    Backpack of Holding: Store 1 hex, weighs 1/16 (22 Active Points), OAF (-1); Total Cost: 11

    Magic Canteen: Store 1 hex, weighs 1/256 (34 Active Points), OAF (-1), Limit: Water Only (-1); Total Cost: 11
    Last edited by Blue Jogger; Jan 10th, '05 at 02:41 PM.
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    Re: Add A Power

    That is pretty cool. That sort of thing was always a headache to construct.

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    Re: Add A Power

    I posted this before but since it's directly applicable and not in the thread TB indicated and wasn't originally in the HERO format, now reorganized/edited:

    POSSESSION (STOP)

    Type: Standard Power/Attack Power
    Duration: Instant
    Target: Target's DCV
    Range: 5" x Active Points
    Costs END: Yes
    Cost: 15 Character Points for every 1d6 Possession


    A character with Possession can "inhabit" a target, directing its activities and subsuming its identity. Examples of Possession include a demon that inhabits a person, a program that takes over a computer system, and a brain which may be transferred to any number of suitable hosts.

    BUYING POSSESSION

    While the cost of Possession is fixed at 15 points per 1d6, upon purchasing Possession the power must be declared as working against Body, Mind, or Spirit (see "Body, Mind, and Spirit" below); every time the power is used, it may only work against this one declared type of Possession, it may not be changed. Additional types of possession may be purchased and thus combined (see "Advantages and Adders" below).

    Unlike other powers, Possession may also be bought at time of purchase to work against BODY or EGO in applying the "damage' of the Possession attack. However, it must be bought for one or the other only and may not be changed later or according to target.

    Note that there is no necessary/intrinsic relationship between which type(s) of Possession (Body, Mind, or Spirit) is chosen which characteristic the Possession will be declared to work against (BODY or EGO).

    USING POSSESSION

    To use Possession, the character makes an Attack Roll. If he succeeds, he rolls the Possession dice, and subtracts the target's Power Defense (if any). If the remaining total is equal to or greater than twice the target's starting characteristic as chosen at time of power purchase - BODY or EGO (i.e., the BODY or EGO he has when fully healed) - the target is Possessed.

    If the total is less than twice the target's starting BODY/EGO, he suffers no ill effects from the Possession... (note, this should just follow the same basic verbiage of Transform up until the example, where it begins to deviate)...
    Example: Vampiros purchases a 7d6 Possession (possess Spirit and Body, against EGO). This costs (6 x 15 =) 115 Character Points. He later attempts to use his Transform against a target with 20 EGO, and 3 points of Power Defense. On his first attack, he rolls 22 "BODY", which does (22-3 =) 19 BODY of Possession "damage' to the target. Since this is not equal to or greater than twice the target's EGO, the Possession does not occur. On his second attack, Vampiros rolls a 25, causing (25-3 =) 22 "BODY" of Possession "damage" to the target. Although this is not equal to or greater than twice the target's EGO by itself, it adds to the existing 19 points of Possession "damage" for a total of 41 points. This is at least twice the target's starting EGO, so the target is Possessed by Vampiros.
    When Possession does not succeed completely with a single attack, the effects of the incomplete Possession "damage" can be perceived according to the SFX of the Possession. To use the Vampiros example above, Vampiros' first attack caused his target to change facial expression as he thinks dark, horribly heinous thoughts (the effect Vampiros exudes when he takes over someone's Spirit). This causes no game effects - no loss or alteration of Characteristics, Powers, and the like (not even Comeliness) - but does alert the target as to what's going on.

    Because Possession only remains in force while the possessor remains "in" the target, "damage" done but not followed through by a successful Possession dissipates quickly. The Character Points mitigating the "damage" return to the target at the rate of 5 Character Points per Turn. Unlike with Adjustment Powers, the rate of return is not usually allowed to be altered with the Delayed Return Rate Advantage, however, this Advantage may be applied with GM permission.

    BODY, MIND, AND SPIRIT

    Possession, like Transform, has 3 targets - Spirit, Mind, or Body. Spirit possession indicates the person's drive, goals, and emotions change (essentially) but they are intellectually and physically the same person, they don't know that something else is controlling them. Mental possession is essentially like a brain transplant; the target is essentially a shell for the new mental presence, and the new mental presence has none of the knowledge/mental skills of the target given they are displacing those abilities. Body possession means that the body itself has been altered or changed somehow, and the new being may possess the mental and spiritual components of the original person, but those have been fused and over-ridden with a controlling presence that is physically manifest in the person. Of course, there can be crossed forms; although we may think of vampiric transformation as spiritual, it has both a body and spirit component, typically with only the memories and knowledge intact.

    Each possession of course allows the possessor to control the target, but important nuances apply for each form.

    Spiritual possession allows the possessor to have full control over all facets of the target, however any mentalist may Mind Control the target to resist the possessor, and mental commands with the target's "original" self are allowed; however, the mentalist must reach the subconscious level of the target as that is the only level remaining in the possessed form. Also, the target's Psych Disads remain intact and the Possessor must make an EGO vs EGO roll to overcome any hesitation by the possessed to perform as desired.

    Mental possession also of course allows for full control but as the mind itself is switched, all INT and EGO based skills are not available to the controlling party. Importantly, the memories and knowledge of the target are also displaced, as are all Psych Disads. This does not mean the possessor may not leverage powers and the like; it is presumed that the possessor will learn the body's abiltiies after "reaonable" (per GM, SFX, and the power constuctioN) time. However, unlike Spiritual, the mind of the target is gone and may not be reached by Mind Control or other means.

    Body possession allows the possessor to physically control the body entirely, without mental or spiritual inteference. However, without Telepathy or other skills, the possessor is not necessarily aware of the target's abiltiies. Like with spirit, the mind of the target may be reached by any mental means by others, but unlike that, only superficial contact is necessary as the mind is fully aware and intact. It is important to stress that unlike with mental and spiritual control, there is no way for the possessed to act physically independently, even if their mind may so act, regardless of Psych Lims or such. The possessor, though, may not apply any abiltiies which require the specific knowledge or mental skills of the target, much as with mental possession. A very important difference with body possession is that whereas both spiritual and mental possession do allow the possessor to be targeted mentally (instead of the possessed, in the case of spiritual possession), this does not apply with body possession. The possessor's mind is not specifically/necessarily linked in a way that it can be targetted, providing a particular advantage to physical possession.

    Mixing these forms gives the most advantageous of each, except that when combining mental or spiritual with the body form the possessor may be targeted mentally.

    It should be noted that in order to properly apply the powers of the Possessor to the Possessed target, the Possessor simply needs to use the normal Usable by Others Advantage with any powers he wishes the Possessed target to use.

    BREAKING OUT OF POSSESSION

    To break the possession, normally Dispel or a similar Adjustment power would be used. However, both mental and spiritual forms grant additional methods of breaking the possession. With either, the possessor may be (assuming sufficient power is applied) Mind Controlled into depossessing (normally this would be considered an action the possessor is violently opposed to, although of course SFX and common sense should apply). WIth the spiritual form, the possessed target may overcome the possessor if assisted with an EGO vs EGO roll; for this to happen, the mind of the possessed must be reached either via Telepathy or some similar circumstance. Once reached, it may simply be triggered if the possessed is willing to attempt to break out, as this represents the "waking up" of the possessed consciousness. Naturally, most often, the possessor will ensure sufficient EGO to overwhelm targets. Other characters may assist the possessed so long as they have Telepathy or Mind Link to the possessed by adding their EGO rolls as Complementary rolls.

    Depending upon genre conventions and campaign needs, the GM may also impose that a Possession must have (whether in addition to or instead of the above) an all-or-nothing method by which the Possession may be broken.

    ADVANTAGES AND ADDERS

    Multiple Types of Possession: Each additional form is a +10 adder to the total cost (not per dice); even if all 3 forms are taken, there must be some sort of weakness or "opening" for the possession, some link back to the original person. Even in cases where one may employ Possession against Body, Mind, and Spirit, there must be some sort of weakness or "opening" with which the possession may be undone, some link back to the original possession. The GM must approve any multi-type Possession and agree as to the SFX, including the weakness for a Possession against all three types.

    Possessing Multiple Targets: When possessing a target, the possessor has no control over any former or native body they may normally or previously have had. Normally, possessors are bought with a normal native body or as figures that have no corporeal body (with appropriate Disads and possibly Desol or EDM to represent that state); in either event, they may return to their native form simply by abandoning the possessed form, but once that happens, they must perform the Possession over again. To freely switch between forms is a +5 Adder for every x2 forms they may Possess. For example., for +5 they may switch between one other possessed form (presumably the most recent, although this should be dictated by SFX and power definition) and their native form only, with no other forms/possessed being possible to switch among without performing the Possession Attack again on them (and in that case, their other possessed form would then be dropped from this "pool"). For +10 (instead of +5) they could possess up to 3 other forms plus their native form, switching among those. It should be noted though that possessed forms do revert back to the control of the original target as soon as the possessor switches away from them. For a +1 Advantage, the possessor may render all other forms into a catatonic or similar state when not directly possessing them. For a +2 Advantage, with GM permission, the possessor may actively possess all forms at one time.

    Copious examples are required, but that's all I'm up for doing now as that took longer than expected.
    Last edited by zornwil; Jan 12th, '05 at 12:11 AM.
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    Re: Add A Power

    Comments on Possession:

    In the Vampiros example, shouldn't the 7d6 power which works against Spirit and Body cost 115 points (7 x 15 +10)?

    You use "supernatural" in a few places where it should be "spiritual"
    I'm not sure I like allowing Dispel (and I assume Suppress, since it's the only other similar adjustment power) to affect Possession because it relies on the GM's discretion part of Dispel to affect the lasting effects of an instant power.

    So, it looks like Jericho from the Titans would be have a Body Possession with a linked EDM to represent his BODY disappearing when he possess someone.

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    Re: Add A Power

    Quote Originally Posted by rjcurrie
    Comments on Possession:

    In the Vampiros example, shouldn't the 7d6 power which works against Spirit and Body cost 115 points (7 x 15 +10)?

    You use "supernatural" in a few places where it should be "spiritual"
    I'm not sure I like allowing Dispel (and I assume Suppress, since it's the only other similar adjustment power) to affect Possession because it relies on the GM's discretion part of Dispel to affect the lasting effects of an instant power.

    So, it looks like Jericho from the Titans would be have a Body Possession with a linked EDM to represent his BODY disappearing when he possess someone.
    Blah blah, you and your nit picks. (Just kidding, thanks much, edited above or at least will have in a bit. PS - the 90 points thing was an error from copying from the book's original example and then not correcting it when I figured I should change numbers around a bit)

    Actually "no physical body" is so common it almost should be an Adder, but then again the reasons and ways that is manifested seems to vary, so it's probably best to leave it to Desol/EDM/etc..

    I don't know that this should really be a power, anyway, but it's my suggestion as a starting point.
    KTR - as Sinatra said "try a little tenderness"
    Kindness,Tolerance,Respect

    Yes, We Can - we can overturn 16-20 years of increasing acrimony; we can change the level of political discourse; whether liberal or conservative, it isn't just that we can, it is that we must

    I AM the letter C. Look upon my works, and despair!

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    Re: Add A Power

    This is a very cool idea for a thread Teflon Billy. And well acted upon by the presenters. I appreciate the powers and the ideas behind them. Keep them coming.

    As an aside, i've always thought some sort of Fabricate power would be cool.
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    Re: Add A Power

    FABRICATE (!)

    Standard Power
    Instant
    Range (5" x Active Points)

    A character with fabricate can construct non-living, simple items. Some examples of Fabricate include creating water, fabric, furniture, and any basic stuff that does not involve moving parts. A character can not use this power to create expensive works of art (unless he has the appropriate skill and time). He can not normally construct computers, vehicles or living creatures with this power, but may use this power to have the neccessary raw materials on hand. Once fabricated, the items exist until they are destroyed, so GMs should not allow characters to fabricate gold, diamonds and other expensive items unless the characters are able to afford such items as indicated by their Wealth perk. By the odd laws that govern this power, attempting to becoming richer than your Wealth perk would allows makes you have more disadvantages to pay for your increased wealth or your expenses increase until you match your wealth level.

    The cost of Fabricate is 20 character points per 1D6 of Fabricate. Simular to Entangle, each 20 points represents 1 DEF of the material created, each 1D6 (counted as BODY) represents the materials BODY. If the power represents the ability to create liquids, then it is 1 gallon per BODY rolled.

    Advantages and Adders
    May Fabricate Pseudo-living Creatures: A character can create things that have a limited ability to move and interact with the real world. Such abilities cost 5 points and a creature so fabricated should not exceed the point total of the fabricate. (Example: 20 points in Fabricate can create a 20-point creature with 1D6 BODY and with a DEF of 1) Such creatures, however, are slavishly devoted or at least loyal to its creator.

    Limited Class: Normally, the character can create anything up to the special effects of the power, but certain fabrications are limited. This limitation varies up to a -1 for can only create one thing.


    Examples:

    Create Water: 1D6 Fabricate (20 points), 4 Charges (-1), Incantation (-1/4), Gestures (-1/4), Lim: Must be in good standing (-1/2), Lim: Only creates water (-1), 5 Real Points

    Create Things out of Green Glowing Energy: 4 DEF, 4D6 BODY Fabricate w/Pseudo-living (85 points)
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    Re: Add A Power

    Quote Originally Posted by schir1964
    Protean Form [ Standard Power, Constant, Self-Only ]
    The characters body can be changed or distorted to squeeze through openings.
    It does not allow the character to change his appearance nor does it give any extra reach
    (see Shape Shift and Stretching). Likewise, while in this form, they can travel at thier normal
    movement rate. They can attack and be attacked while in this form.

    Protean Form Cost - 20 Points.

    Modifiers

    Viscosity (-1/2), +1 Phase (-1/4)
    This limitation reflects that additional time required to move through smaller and smaller openings.
    The opening size is relative to the character's height. For a -1/2 limitation and additional phase is
    required to travel through and opening 1/4 the character's height. You can increase the time
    required for travel by an additional +1 Phase per -1/4 Limitation.

    [Opening Size] (Extra Travel Time) {Sample Opening Size: 2m Height}
    Viscosity [1/500] (+8 Phases) {4 mm}
    Viscosity [1/250] (+7 Phases) {8 mm}
    Viscosity [1/125] (+6 Phases) {16 mm}
    Viscosity [1/64] (+5 Phases) {32 mm}
    Viscosity [1/32] (+4 Phases) {64 mm}
    Viscosity [1/16] (+3 Phases) {125 mm}
    Viscosity [1/8] (+2 Phases) {25 cm}
    Viscosity [1/4] (+1 Phase) {50 cm}

    Example: Sandman can sift through grates and pipes, but it takes longer for him to do so the
    smaller the opening is. Sandman is 2 Meters tall normally. With this limitation, he could sift through
    an opening that is 1/4 his height in diameter (50 cm), but it would take an extra phase to do so.
    If the opening is 1/8 his height in diameter (25 cm), then it would take 2 extra phases to flow
    through it. For a -3/4 Limitation, a 1/4 diameter (50 cm) opening would require the Sandman 2
    addtional phases to travel through it.

    Viscosity Limit (Varies)
    The smallest opening that a character is able to travel through. Openings smaller than this limit can
    not be traveled through. The opening size is relative to the characters height.

    [Opening Size] (Limitation Value) {Sample Opening Size: 2m Height}
    Viscosity Limit [1/500] (-1/4) {4 mm}
    Viscosity Limit [1/250] (-1/2) {8 mm}
    Viscosity Limit [1/125] (-3/4) {16 mm}
    Viscosity Limit [1/64] (-1) {32 mm}
    Viscosity Limit [1/32] (-1 1/4) {64 mm}
    Viscosity Limit [1/16] (-1 1/2) {125 mm}
    Viscosity Limit [1/8] (-1 3/4) {25 cm}
    Viscosity Limit [1/4] (-2) {50 cm}

    Example: Elasticman can squeeze through large cracks and pipes, but can't squeeze through a
    screen door or tiny openings. Elasticman is 2 Meters tall normally.
    With a -3/4 limitation, he could squeeze through openings as small as 1/125 his height (16 mm),
    but wouldn't be able to squeeze through any opening smaller than 16mm. Mr Double-Jointed has
    Viscosity Limit as a -2 Limitation. He can crawl through air ducts that most normal men couldn't
    fit into. Mr Double-Jointed could add Vicosity in addition to Viscosity Limit to simulate that it
    takes him longer to travel through air ducts than when he walks or runs normally.
    I think this looks alright, but I'm a little iffy with regards to the "extra time" aspects. I think they make the Power too complicated as it stands now. I would structure the power so that Power cost is incremented on the size of the opening, with the Characters standard movement rate to pass through it.

    I'd have the speed of movement penalty be a Power specific limitation, but maybe have it be steps down the time chart or maybe just penalties to movement per phase. I feel that the linear incrementing doesn't mesh well with the logarithmic shrinkage of the hole size. But I could be wrong.

    TB

  14. Join Date
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    Re: Add A Power

    Quote Originally Posted by Blue Jogger
    FABRICATE (!)

    Standard Power
    Instant
    Range (5" x Active Points)

    A character with fabricate can construct non-living, simple items. Some examples of Fabricate include creating water, fabric, furniture, and any basic stuff that does not involve moving parts. A character can not use this power to create expensive works of art (unless he has the appropriate skill and time). He can not normally construct computers, vehicles or living creatures with this power, but may use this power to have the neccessary raw materials on hand. Once fabricated, the items exist until they are destroyed, so GMs should not allow characters to fabricate gold, diamonds and other expensive items unless the characters are able to afford such items as indicated by their Wealth perk. By the odd laws that govern this power, attempting to becoming richer than your Wealth perk would allows makes you have more disadvantages to pay for your increased wealth or your expenses increase until you match your wealth level.

    The cost of Fabricate is 20 character points per 1D6 of Fabricate. Simular to Entangle, each 20 points represents 1 DEF of the material created, each 1D6 (counted as BODY) represents the materials BODY. If the power represents the ability to create liquids, then it is 1 gallon per BODY rolled.

    Advantages and Adders
    May Fabricate Pseudo-living Creatures: A character can create things that have a limited ability to move and interact with the real world. Such abilities cost 5 points and a creature so fabricated should not exceed the point total of the fabricate. (Example: 20 points in Fabricate can create a 20-point creature with 1D6 BODY and with a DEF of 1) Such creatures, however, are slavishly devoted or at least loyal to its creator.

    Limited Class: Normally, the character can create anything up to the special effects of the power, but certain fabrications are limited. This limitation varies up to a -1 for can only create one thing.


    Examples:

    Create Water: 1D6 Fabricate (20 points), 4 Charges (-1), Incantation (-1/4), Gestures (-1/4), Lim: Must be in good standing (-1/2), Lim: Only creates water (-1), 5 Real Points

    Create Things out of Green Glowing Energy: 4 DEF, 4D6 BODY Fabricate w/Pseudo-living (85 points)
    I like it, it is nice abstraction from Summon and Transform.

    Maybe in a similar way that Transform is granulated, have Cosmetic, Minor, and Major Fabricate?

    I'd prefer to have some Metric unit for the "quantity" fabricated. Hmm, maybe have something that would be open to having the Megascale Advantave used? It would make Massive Factories very easy to build in Hero.

    How about a "Requires Raw Materials" Limitation? It would make the power possibly into straight Tranform, but I like having seperate powers over having very generic powers that cover everything. It allows for more subject area specific things to acrete over time.

    How about something that could be used to quantify the complexity of the object being Fabricated?

    TB

  15. Join Date
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    Re: Add A Power

    Quote Originally Posted by Bluejogger
    STORE

    Body-Affecting Power
    Constant
    Self-Only

    This power allows a character to carry more stuff internally than a normal person can. The items still weigh the same (unless the reduced mass adder is used), but effectively the items take up additional volume while inside. If the Store power is suddenly unable to store the item, the items return unharmed near the character or device supplying the storage.

    Vehicle and Bases should only use the Store power with GM permission. If Store is bought as a Foci, usually this is an item that can Store items within it, and usually it has the reduced mass adder.
    Why have a caveate on using Store for vehicles and Bases?

    For 5 points, the character can store the volume of which is roughly equivalent to 1 cubic meter, say a large backpack without taking up any space outside the character. For 10 points, it is a roughly equivalent to one hex. For each additional +5 points, the volume increases by a factor of 8. When buying this power, it should be decided what configuration this shape takes.
    I'd prefer if there was a chart showing the size progression and increments for each level of the Power. I'm also a little iffy with the increments increasing by 8 for every 5 pts. How about set the base being 1 Hex at 10 pts and then have the size doube every 2 pts like it is for FTL? I like the 5pts version of the power being for only one cubic meter, that works very nicely for simple magical items and the like.

    Has Hero defined what a Cubic Hex is?

    Normally, the items still retain their mass for the purposes of carrying them. For each additional 3 points, the items weigh half as much while inside. Realize a densely packed hex worth of stuff may weigh as much as 800 kg.
    I'm not really a fan of having parallel progressions within the same power. How about just have a 5 or 10pt adder "Stored Items Have No Weight"?

    Store costs no END to use, but characters still must pay END for the encumbrance for carrying the calculated weight around.

    Adder:
    Instant Retrieval: A character with this +5 Character Point Adder can instantly retrieve something as a zero-phase action. Usually, it takes a full phase to retrieve something or a half phase if it is "on top".
    Very nice, this is a common genre aspect of "Bags of Holding", good catch.

    Limitations:
    Extra Time: This limitation represents the amount of time to store and unpack an item.

    Limited Effect: This limitation represents a storage container that can only contain certain items. This can be a -1/4 for a minor restriction (non-living), -1 for fairly restrictive (only water), -2 for items specifically designed to fit.
    The Limited Effect limitation seems a little too generous but I'd listen to reasons why these levels are sensible.

    TB
    Last edited by Teflon Billy; Aug 7th, '05 at 03:27 AM.

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