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Taking Damage for Other Characters


Agkistro

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    I've been using the HERO system off and on for some years, and I came across a power I have no idea how to simulate.  I'm creating a character that is essentially an animated mannequin, and one of it's powers is the ability to take damage for other people-  the effect would be a brief teleport where they appear in front of their target just in time to be hit by the bullet/fist/whatever, then appear back where they were.  If possible I'd like this linked to an Absorption.   The two main difficulties are designing a power that affects others AFTER a hit roll has been made by the enemy, but before damage is applied, and actually having the damage actually be applied to the mannequin.

 

Anyone have an idea how to do it? 

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Dive For Cover would cover this - a brief teleport where they appear in front of their target just in time to be hit by the bullet/fist/whatever

A separate/Naked Trigger Advantaged Teleport would cover - then appear back where they were

 

The two main difficulties are designing a power that affects others AFTER a hit roll has been made by the enemy, but before damage is applied, and actually having the damage actually be applied to the mannequin.

 

There are a few different ways to tackle the last one. 

  1. Forget matching the sfx with the first parts and just make this a Usable By Other Defense with a custom Feedback-like Limitation.
  2. Get GM permission to combine Dive For Cover with Roll With The Punch.
  3. I'll add more later....
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Dive for Cover looks like it covers 99% of what I want out of this.  I think I'll by some increased movement speed with a limitation "Can only be used to dive for cover to take a hit for somebody else" and let that be the end of it.   The whole 'teleport and return to starting location'  bit was just fluff anyway. 

 

I'm assuming there's no issue using Absorption at the same time as one aborted to dive for cover?

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This could be a teleport with autofire and a resetting trigger linked to the block maneuver.

 

Another simpler option I would use is Resistant defense usable by others only linked to a major side effect that happens every time. As a GM I would allow you to exceed the normal AP limits for the game.

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Here is a good build I think for 48 points

 

48

Mannequin: Damage Negation (-6 DCs Physical, -6 DCs Energy), Usable Simultaneously (up to 8 people at once; +1/4), Grantor pays the END whenever the power is used, Recipient must remain close to Grantor, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; friend is attacked; +3/4) (120 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Mannequin takes the full effect of the attack; -1), Costs Endurance (-1/2)

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How about using Barrier, with the Feedback Limitation?

 

Interposition:  Barrier, 0 BODY (up to 1m long, 1m tall, and 1/2m thick), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1) (6 Active Points); Time Limit (Extra Phase; -3), Feedback (-1), Cannot Englobe (-1/4), Restricted Shape (-1/4)

 

The SFX is that the character teleports into the way of the attack and then back to where he started.

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  • 2 weeks later...

Mannequin: Damage Negation (-6 DCs Physical, -6 DCs Energy), Usable Simultaneously (up to 8 people at once; +1/4), Grantor pays the END whenever the power is used, Recipient must remain close to Grantor, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; friend is attacked; +3/4) (120 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Mannequin takes the full effect of the attack; -1), Costs Endurance (-1/2)

Damage Negation is a Persistent power, why would it need a trigger?

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Its kind of expensive but if you want a power that simulates this you can buy desolid Usable as attack with a very nasty side effect that makes you take the damage that would have been done to them with each attack.  Damage Reduction 100% or a lot of Damage Negation can give you the same sort of effect but it gets catastrophically expensive to cover everything.

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