MechaniCat

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1. Shooting With Intent to Miss

I'm interested in some different perspectives on how to build a certain power or powers. From a special effect standpoint the maneuver involves shooting an opponent (who is assumed to be able to dodge bullets) with intent to miss. the idea being you are cordoning off an area (similar to suppression fire), trying to get your opponent to dodge left as opposed to right or otherwise bait you opponent into a certain behavior, by shooting at them in a calculated way. Very anime Gun Fu type stuff. The intention of this power is to reduce an opponent(s) DCV from duress or position control. Campaign rules are that guns can't have an OCV above a certain value, and therefore Gunslingers must reduce a target's DCV to be effective. This is the in game mechanic for the assumption that strong warriors can dodge bullets. People can get faster so they can buy however much OCV they want, but bullets are always the same speed regardless of the shooter, so the OCV has a hard cap. My first thought is to use a straightforward Drain with an area of effect, maybe a Suppression Field (which gets around the fact you can't hit your opponent normally), but would like to hear some other interpretations. I thought about Mind Control or Images, but they didn't seem to fit. Change Environment might be a possibility? Using just the 6e source books btw.
2. Maxima and Other Things

I'm trying to nail down some guidelines or generalized rules to find out how comparable those things are (assume we're talking +10 to STR Maxima or STR Hard Cap). I was just throwing some stuff out there, but you say those things aren't comparable? would that be because we're equating +10 STR Maxima to +10 STR? That +10 STR Maxima is worth 10 AP and +10 STR is also 10 AP which is 20 AP less then 2d6 KA? Just looking for your reasoning. I could see an argument that +10 STR Maxima should be worth something like 8 points (10 STR, 10 AP; 1/4 Limitation: might not be used) or something like that.
3. Maxima and Other Things

More than I expected. O= Let's get to it. So it seems there's some confusion over what I'm asking about. I'll see if I can clarify a little. What I'm looking for is a way to compare Maxima to something with an assigned cost, such as a 2d6 KA which is 30pts, if I remember correctly. Having a +10 STR Maxima/Cap for a race Template has no assigned cost. It's ?pts vs 30pts. So other than feeling it out there's no foundation/guidelines to know if giving beastman 2d6 KA (for claws perhaps) is roughly equivalent to giving a dwarf +10 STR Maxima/Cap. Moving maxima/caps around in equal measure is straightforward enough, but doesn't help if you want to balance a maxima change with something that isn't also maxima. Chris Goodwin - So it sounds like how that old system worked, is that you'd be paying in advance for the maxima you would have paid for. i.e. pay for half of the extra three points now, and then pay for the other half when you actually "have" them. Which sounds terrible in most instances. but on the other hand if I take that idea of costing what you would have paid, and then compare it to something else you would have paid then it works out a lot better. If one race can get +10 STR (10 Maxima for 10pt), then one might argue that is equivalent to a race that can learn a 2d6 Blast for 10pts. Then both races have an equal "cost of potential". Mind you the assumption being made there is that only that race can learn that 2d6 Blast. Other races might be able to learn magic or the like, but that would involve hoops that the "Blast" race wouldn't need to jump through. This helps a fair bit actually. Though it doesn't help if I want a race to HAVE a thing and balance it with another race that CAN HAVE a thing. I actually also like the idea of characters being able to obtain legendary status sentry0 and actually intend for the game to have a D&D style power curve over time (You starts as some punk killing goblins and if the gods smile upon you, you eventually become the mystical level 20, and start going toe to toe with said gods). This is part of how the example I first gave is meant to work. Most characters will eventually have massive rPD (like 20-30 maybe) that prevents all but the most powerful of blows because the normal cap for BODY is something like 30. They're surviving on that defense. But our "can't take Resistant Defense" fellow, has a different trick up his sleeve. Like the Undead, he just doesn't care about all those holes in him with his BODY of 150. Which is also means that the higher maxima/cap is guaranteed to be used, because the character wouldn't be able to function if it wasn't. (mind this isn't supposed to limit the race too terribly. Could be the Wizard just never misses a day at the gym.)
4. Maxima and Other Things

I was wondering if anyone had any experience or advice on how to balance uneven Maxima with other things. Like for example what if I wanted to make two race packages be similarly powerful, and want to do this by giving a generous maxima to one (say, a high threshold for strength) and an ability to another (say, some amount of Shapeshift). Does anyone have any useful guidelines to follow for that? Like maybe a converted cost for a race package having a higher maxima then other races, that I could then compare to the cost of a static ability? For context I should probably discuss one of the more extreme cases of this that I want to do. So I'm creating a bunch of Race Packages for a setting I'm developing, and one of things I want to do is have one race with a maxima and characteristic cap for Body that is significantly higher than the other races due to the fact that the race cannot use normal defenses (this races cannot take resistant defense like everyone else, and has a lower DCV Cap) In practice I'd like this to amount mostly to flavor, with this race being able to tank attacks just like the other races but in a different way. (as an aside they would also have a healing acceleration of some kind so they heal all that BODY at the same rate as other races do) I can always just use my best judgement, but whenever possible I like to take advantage of other peoples experience. That's part of Hero System's appeal to me, is the access to the knowledge and experience that led to the conclusion that a given ability should cost X amount of points (and why sometimes it shouldn't). It's kind of a shame to me that (the 6e source book) doesn't seem to have guidance for the sort of thing I want to do.
5. two challenging races to build

So I'll answer some of mallet's questions: They cannot move without being in a conductive medium. It is completely unaware of whether one conductive medium is a bad thing or not and will indeed be trapped in a wire that is severed with no contact to other conductive mediums. Yes the electrical being will die if its medium is destroyed. This is one of the reasons Piloting androids happens at all is so that theses pilots can safeguard and have access to the information needed to make good decisions about where the larger group of electrical beings make their home. The electrical lived a spartan but content and primarily social existence inside conductive mediums (with large conductive materials such as large gold deposits being similar to cities). If I understand how electricity works it's roughly the instance of one electron hitting another in sequence which is why currents need a path. In the instance of these being I envision a rotating pattern of electron whose "age" is defined by how fast this pattern is spinning. They move by trading electrons with nearby molecules. Thus they are made up of the "pattern" and not the parts that make it up. The pattern is what moves along in a path. The spinning allows some allowance for the being to be "stationary". I'm not entirely certain about birth, but it would be one of two methods: Subdivision or electron sharing. Subdivision assumes the being is picking up electrons over time and eventually has enough to create a new being. Electron sharing would be similar to mammalian reproduction but might lead to the parents removing enough electrons to no longer be able to function. Either way a new birth would involve a kinetic event of some kind to deliver the spin and initial momentum that would define the lifespan of the new birth. as for the second race: In the instance of reproduction that would definitely be based on subdivision. There are little to no material parts to the creature, so this shouldn't be an issue. This is more or less correct. The Simpatico would have a range of movement defined by the range of the brainwaves, but could move freely around in them. Brainwaves would have to overlap in order to jump from one source to another. It would die as soon as there are no brainwaves in order to inhabit. I don't actually know how long brainwaves stick around after a source is gone, but a bit meta-game I would probably rule they stick around for a little bit. So they would be able to move within the last range of brainwaves that they most recently had (with whatever limits that might impose) before it dissipates.
6. two challenging races to build

So I have an idea for two races, one of which I intend to use and another which I'm thinking about more for fun. Before you continue I will warn you that both these races use very dubious science/biology, but the concept is interesting so ah well. The first is what I call a Channeller, which is a sapient electrical current. They existed all along in the setting but it wasn't until electrical tools that have input and output that they and other races were able to communicate. When the Channeller is one of, or part of, the currents involved in the use of the device, they can manipulate it. After a time some of these Channellers were able to recognize patterns in the non-sapient currents around them, and began to repeat some of these currents back toward the output of the device they might be in. In a way not unlike people speaking different languages might try to use gestures to communicate, experimentation with these currents and people interacting with the devices lead to first contact. Thus the Channellers learned of an existence beyond the conductors which was their world. This eventually leads to android bodies that Channellers can "pilot" which allows them to interact with other races. Despite this, there will always be a gap between them and others since Channellers and the other races share none of the same senses, but merely translate them between each other, there one to our five and vice versa. I imagine that under normal circumstances the race would be represented mostly as an android that they are "piloting", but this leaves a fringe case of what the rules will do when the Channeller is inhabiting a conductor with no way of interacting with outside forces. Also instances of a Channeller who is jumping conductors quite frequently between say, a buildings defense systems, a cyberpunk "net" and perhaps others. How would you go about constructing a being so inherently foreign to us? Would you build the character as the thing it inhabits with rules for transfer? or build the current, with several zeroed characteristics to represent the fact that an electrical current has no physical presence or the standard five senses? The second race that I'm doing more for fun due to the strangeness of it, is a race I call "simpatico". Simpatico fall into a category of being I call "negative space beings". To explain, art has the concept of negative space, the place where nothing is drawn. If you drew a blue circle then the white space around it would be the negative. It defines the blue circle as much as the blue ink does. A negative space being is based on this idea that a being is made out of the space where things aren't. This is a race that is physically made of up distorted brainwaves, or rather the empty space around them. The brainwaves provide an outline, and the being is the space inside. This gives them natural mental abilities but limited interaction skills since brainwaves are not solid. Further this is a race that must have a brainwave source. So some other race must be nearby to create brainwaves that can be distorted. As a consequence they can read the mind of anyone in the area because their thoughts are what make up the outline of their body. Beyond that they can perform telekinetic attacks toward the individual in a sort of "you die in the dream you die in real life" sort of way. Alternately they can have some sort of artificial brain wave source, but most have something. If for example the Simpatico is being made out of the brainwaves of another individual and that individual dies, then the Simpatico dies as well, no longer having a source to create it's outline. I'm not too sure where to start with something like this as far as building it goes. Interested in other peoples opinions.
7. Magic that requires adherence to a moral code to be used.

Lots of advice and food for thought here. Though I do feel the need to make some clarifications. I tend to imagine the relationship between the character and god to be like a bad Job. Where the manager expects sometimes unrealistic things from the grunts (not having experienced that job or not for a long time at least). But instead of "smile to all customers" it's something like "plant a tree every day" (even though you're in a cyberpunk city where fertile ground can be hard to find). You're a representative of that god/company and anything you do that (they think) reflects badly on them and you're fired. I figure each god you can select will have 5 to 10 tenants you must follow with at least half being reasonable (don't be a dick), and the rest being esoteric or strange (always wear a purple hat facing north or must eat all food offered to you even if it's rotten/not meant for your species/knowingly poisoned). The big difficulties are the latter tenants and would be problematic in some easily foreseeable way, so I don't think a player would be too put off with the weird stuff being an issue since they knowingly agreed to them. Part of that is a desire for magic bought through this style of magic to have a large discount. Which is to say, as characters develop and gain more points to work with, the Patron Magic user is getting powerful spells sooner then other styles of magic. That's because Patron magic is affecting your entire life where the difficulties of other styles of magic are only affecting your spells. And also because it just would feel weird to me if the magic you get from the gods wasn't some of the "best". The first suggestions from Lucius and IndianaJoe3 are what I'm leaning toward currently, but the other suggestions will undoubtedly be useful ideas for later projects.
8. Magic that requires adherence to a moral code to be used.

So I'm a new hero player/gm and I was looking for some advice and opinions on how I would write up a form a magic that comes from some sort of fickle external source. The idea is that this type of magic comes from a god that the character must worship, and consequently follow the moral code of that god. If they don't then the god snatches that power away and the character must prove his worth to recover it (through a quest or some such). Now I am aware there are complications that would be able to simulate the behavioral restrictions, but they don't scale with the powers as a character develops. Using a Complication gives the PC a static amount of points, but doesn't give the character discounts to the power, even though the restriction is becoming greater and greater over the development of the character. A character who loses a small 1d6 RKA for unfaithfulness is getting the same rebate as a character whose losing a 10d6 RKA AND a 4d6 HKA AND some other powers, despite that fact that the second character is taking a much larger risk. Also there's a problem where I want more than one type of magic in the setting that can mixed and matched to a degree. This means that the way this magic works can't be built into the character. It needs to be purchasable wholesale in some way. I have the other types of magic largely worked out satisfactorily, but the other types all work as a VPPs or Multipowers with required limitations so they scale per power in a way that I would prefer this "Patron God Magic" to also scale. I can always make something from scratch, but I would really like to hear some opinions on how to do this using what's already in the system so I can used the point costs as a good starting point for balance. PS: I would put this in the fantasy hero forum, but the setting is a mash-up of multiple genres anyway and I thought opinions from people who work in different genres might be beneficial.
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