Results 1 to 8 of 8

Thread: How to make a "sick" attack.

  1. #1
    Join Date
    Feb 2003
    Location
    Bertrand, Mo.
    Age
    43
    Posts
    743
    Rep Power
    29

    How to make a "sick" attack.

    In several things now I have seen attacks which make the target sick thereby imparing him in combat. D&D had the stinking cloud spell. Minority Report has the "sick stick."

    How would you do these kind of attacks in HERO.

  2. #2
    Join Date
    Feb 2003
    Location
    Antioch, CA
    Age
    44
    Posts
    4,796
    Rep Power
    1849025
    There's a ton of possible answers. The real question isn't how to make the target sick. The real question is what do you want the sickness to do? If you want it to kill them, then it might be a Gradual Effect Killing Attack. If you want it to make them stand motionless clutching their stomach, it may be a DEX Drain. If you want it to disfigure them, it may be a COM Drain.

    Start from the effect and work back to the cause.

  3. #3
    Join Date
    Feb 2003
    Posts
    75
    Rep Power
    10

    Re: How to make a "sick" attack.

    Originally posted by Herolover
    In several things now I have seen attacks which make the target sick thereby imparing him in combat. D&D had the stinking cloud spell. Minority Report has the "sick stick."

    How would you do these kind of attacks in HERO.
    Depends on exactly what you're trying to do.
    Hurt the target: NND (leave at STUN only, probably).
    Slow up the target: SPD or DEX Drain.
    Decrease target's combat effectiveness: DEX Drain, or perhaps negative OCV with Usable as Attack.
    Weaken the target: STR Drain.
    Poison the target: CON (or other) Drain, perhaps with Gradual Effect.
    Give the target a disease: Transform, or Drain(s) with Gradual Effect.

    Of course, there are other ways to get these effects (these are what occured off the top of my head). Then again, perhaps you had something else in mind?
    Last edited by BasilDrag; Feb 22nd, '03 at 03:03 PM.

  4. #4
    Join Date
    Feb 2003
    Location
    Sunny California
    Age
    42
    Posts
    226
    Rep Power
    161

    Re: How to make a "sick" attack.

    Originally posted by Herolover
    In several things now I have seen attacks which make the target sick thereby imparing him in combat. D&D had the stinking cloud spell. Minority Report has the "sick stick."

    How would you do these kind of attacks in HERO.
    I would make something along the lines of an entangle based on CON instaid of STR(the higher the con the less time it takes to get over being sick)
    And maybe have an NND linked to it.
    When order fails and anarchy riegns, I shall rise and rule supreme...
    ChaosLiege

  5. #5
    Join Date
    Feb 2003
    Location
    Foster City, CA
    Posts
    16
    Rep Power
    0

    Re: Re: How to make a "sick" attack.

    Originally posted by BasilDrag
    Give the target a disease: Transform, of Drain(s) with Gradual Effect.

    and make the transform "Sticky", of course this kindda makes "Gradual Effect" more of an advantage than a limitation.
    Last edited by FeralWhippet; Feb 19th, '03 at 10:15 PM.
    /fw

  6. #6
    Join Date
    Feb 2003
    Location
    Wartrace, Tn.
    Age
    43
    Posts
    274
    Rep Power
    14311

    Lightbulb

    For the 'Stinking Cloud' and 'Sick Stick' types of attacks, I would use... a simple Flash Attack vs. 'sight', with the defense being Power Defense (I wouldn't charge anything for not using a flash defense since FD tends to be about as common as Power Defense). The effects (½ OCV & ½DCV in HTH, ½ OCV & 0 DCV) are very appropriate for a 'sickness attack'.
    The Stinking Cloud would be written like this (written up in AD&D terms):
    Stinking Cloud: 3d6 Flash vs. Sight, Hearing, Mental, Smell (defense is Flash Defense: Smell); 3" Radius (+1¼), Continuous (+1); 1 continuous charge (1 Minute, -1), charge is 'Fire and Forget' (-1), Components (rotten egg or skunk cabbage leaves, -¼), Gestures (-¼), Incantations (-¼); AP:97, RP: 26
    And the 'Sick Stick':
    Sick Stick: 4d6 NND Flash vs. Sight, Hearing, Mental, Smell (defense is Force Field); 1 Fuel Charge that lasts 20 minutes (-¼); OAF (tonfa, -1), No Range (-½); AP: 80, RP: 29

  7. #7
    Join Date
    Feb 2003
    Location
    Anchorage, AK
    Age
    41
    Posts
    72
    Rep Power
    0
    Another possibility you might consider is an NND attack with the "Instant Recovery" Limitation. This was originally used a BUNCH of years back in the Adventurers' Club for the Auto-Hypnotic Gun.

    Basically how it works is this: you build a suitable large NND attack (the AH Gun recommended 8d6 for normals, and up to 12d6 for supers), with the defense being having a sufficiently shielded nervous system, or not needing to eat, or whatever. Then you add on the -1 Limitation "Instant Recovery". What this Limitation means is that, unless the NND does enough damage to either CON-Stun a target or knock him unconscious, the target suffers NO effect from the attack (effectively, he keeps his lunch down). If the attack does do enough damage, he takes the STUN damage and remains doubled over at 1/2 or 0 DCV (depending on how well the attack affected him) until he successfully recovers from being CON-Stunned or takes a normal Recovery. At that point, he immediately recovers ALL the damage and his DCV goes back to normal. Of course, you can hit the opponent multiple times with the Sick-Stick to render him more "unconscious" and delay the point at which he gets to take that Recovery (Post Segment 12 only, Per Minute, GM's Option).

  8. #8
    Join Date
    Feb 2003
    Posts
    320
    Rep Power
    727
    For Stinking Cloud, how about using Change Environment, giving targets CV penalties? (I.e., doubling over in pain from the sickness / violent reaction to the stench, etc.)

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Similar Threads

  1. Magic Items go here!!
    By Xandarr in forum Fantasy Hero
    Replies: 83
    Last Post: May 13th, '12, 03:24 AM
  2. Rule of X ideas?
    By Chuk in forum HERO System Discussion
    Replies: 64
    Last Post: Oct 24th, '11, 07:36 PM
  3. The Wheel of Time
    By NuSoardGraphite in forum Fantasy Hero
    Replies: 191
    Last Post: Oct 22nd, '05, 02:34 PM
  4. Running Combat & Combat Management Sheet
    By bushido11 in forum HERO System Discussion
    Replies: 31
    Last Post: Dec 14th, '04, 04:42 AM
  5. Creating New Powers
    By diocletianx in forum HERO System Discussion
    Replies: 12
    Last Post: Apr 25th, '03, 08:19 PM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •