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Making Someone Bleed


Steve

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Another thread brought up the idea of using a form of Change Environment to induce bleeding. Since the APG introduced a Stunning effect that can be countered by the Cannot Be Stunned power, the logic was that there could also be a form of Change Environment that would be countered by the Does Not Bleed power.

 

How would you build a power to make someone bleed as a form of damage they are taking? Change Environment does currently include an option to do "1 point of damage" to a target without specifying if that is BODY or STUN damage.

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I always felt like changing environment and transform were used as a sort of catch-all for whatever people didn't want to build using the normal rules. I really think a power like this could be done using a damage power that has a continuous effect and it would fit more soundly. Forevermore ultra sound that causes bleeding in the ears our a disease that liquidates you organs.

It would be cheaper and more soundly balanced against other powers.

 

I believe the change environment effect is 5 points for one pip of stun damage which is over priced.

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Bleeding, like suffocation and some other optional damage rules, is a metaconstruct: it is not easy to build using powers.  Whilst I might be of the opinion that Hero should be designed so that anything can be created using Hero, including the rules of the Hero System, that currently is not so.

 

Personally I am not convinced that Change Environment should be used for this (Change internal Environment) or for applying Stunning to a target, but the idea of being able to change the rules of the campaign, at least in limited and specific instances is a useful one.

 

I would allow an attack to cause someone to bleed.  It would be scaleable as you can bleed different amounts.  The biggest problem with simply building it as an NND KA is that the bleeding rules allow bleeding to get worse or better, which is messy to build.

 

So, I'd probably allow it, or I'd come up with a new Power modifier for constant attacks that allow the effect to get better or worse depending on a probability.

 

I do not have time to think about this now.  Not that that will stop me...

 

*sigh*

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Like the causing a stun effect thread. The easiest way would be to make a damage effect with the limitation "damage does not actually take place, only used such that bleeding effect as if this damage had occured"

 

CE can do it, but I'm not surprised it's not well spelled out, given how it's written with a decided 'CE can do (one point of) damage, but we really don't suggest it' vibe.

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