Amorkca Posted June 25, 2016 Report Share Posted June 25, 2016 I have some characters I'm converting from old AC adventures into 6e. I'm trying to recall if a characters Leap used to be based off of their Strength and so they would have to have Leaping in the newest incarnation of the game? What about Swimming?? Quote Link to comment Share on other sites More sharing options...
Lucius Posted June 26, 2016 Report Share Posted June 26, 2016 I know that Leap was based on STR. I think Swimming was like Running, a flat x amount for free for everyone. Lucius Alexander Able to leap tall palindromedaries Quote Link to comment Share on other sites More sharing options...
Amorkca Posted June 26, 2016 Author Report Share Posted June 26, 2016 Able to leap tall palindromedaries Is there such a thing?? Quote Link to comment Share on other sites More sharing options...
Amorkca Posted June 26, 2016 Author Report Share Posted June 26, 2016 Okay... to continue... I'm building a character from AC who has Major Transform (Severe) from normal to Berserker... This gives +10 STR, +1 Con, -2 Int, -2 Ego, +1 Spd, +2 End. (33 pts) Plus Automaton Power Takes no Stun (60 pts) Plus some complications... Does this mean the character must get 2x the Targets Body +93 Points to transform them??? Quote Link to comment Share on other sites More sharing options...
Amorkca Posted June 26, 2016 Author Report Share Posted June 26, 2016 Did some digging... On 6E1 306 it explains... When a Transform adds Character Points to a target, if the total of the accompanying Complications equals or exceeds the total points granted to the target, the Transform works normally (it doesn’t become easier). However, one- fifth of any points not compensated for by new Complications adds to the target’s BODY, point for point, to determine how difficult it is for the character to accomplish the Transform. (In short, add [[Points Added-Complications Added]/5] to the target’s BODY.) Transforms that remove existing abilities do not suffer this modifier. Therefore the transform I describe above would just need the regular Transform as the complications added take away from the "benefits" of the power... Quote Link to comment Share on other sites More sharing options...
Tasha Posted June 26, 2016 Report Share Posted June 26, 2016 Did some digging... On 6E1 306 it explains... When a Transform adds Character Points to a target, if the total of the accompanying Complications equals or exceeds the total points granted to the target, the Transform works normally (it doesn’t become easier). However, one- fifth of any points not compensated for by new Complications adds to the target’s BODY, point for point, to determine how difficult it is for the character to accomplish the Transform. (In short, add [[Points Added-Complications Added]/5] to the target’s BODY.) Transforms that remove existing abilities do not suffer this modifier. Therefore the transform I describe above would just need the regular Transform as the complications added take away from the "benefits" of the power... In otherwords if I am going to add 100pts to my target and have 90 pts in Complications also added to the target I have to double their Body+2 in Transformation effect rolled. So for the above transform you are right that you only have to double the targets body to add the abilities. Though Takes No Stun is a VERY VERY Powerful effect and very hard to balance against. Quote Link to comment Share on other sites More sharing options...
dmjalund Posted June 26, 2016 Report Share Posted June 26, 2016 But you would have to divide all their defences by three Quote Link to comment Share on other sites More sharing options...
Amorkca Posted June 26, 2016 Author Report Share Posted June 26, 2016 In otherwords if I am going to add 100pts to my target and have 90 pts in Complications also added to the target I have to double their Body+2 in Transformation effect rolled. So for the above transform you are right that you only have to double the targets body to add the abilities. Though Takes No Stun is a VERY VERY Powerful effect and very hard to balance against. Granted, however this is just re-creating a character from Adventurer's Club into 6e. How the villain would progress from there would be fascinating... But you would have to divide all their defences by three Why for?? I'm not all that familiar with automaton rules... their existing defences are PD 2/ ED 3... Quote Link to comment Share on other sites More sharing options...
Scott Baker Posted June 26, 2016 Report Share Posted June 26, 2016 Granted, however this is just re-creating a character from Adventurer's Club into 6e. How the villain would progress from there would be fascinating... Why for?? I'm not all that familiar with automaton rules... their existing defences are PD 2/ ED 3... 6E1 293 CC 89 Quote Link to comment Share on other sites More sharing options...
Amorkca Posted June 26, 2016 Author Report Share Posted June 26, 2016 6E1 293 CC 89 Thanks! Quote Link to comment Share on other sites More sharing options...
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