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Dodgy area


Sean Waters

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Re: Dodgy area

 

...and also when to relinquish it' date=' see here: http://www.herogames.com/forums/showthread.php?t=2851 )...QUOTE']

 

 

OK, off topic - was unaware of this, seems like madness, even though it is an authoratitive answer. Can't see how the granter can not terminate the power when the power can be dispelled at that end. I mean, if the granter is KO'd then the power turns off (presumably). Even better, unless you buy it persistent you can take the power away by closing your eyes (you need to maintain line of sight).

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Re: Dodgy area

 

Alternate idea, Negative Combat Skill Levels, only for

people trying to hit the hex. I suppose No Range, AoE with

enough area so all likely attackers have the penalty.

 

How does that sound as an alternative?

 

It is an idea, but an expensive one - most characters with a ranged attack are going to be able to avoid it with ease,and it doesn't really fit in with the special effects, but excellent for a 'bad luck' type power.

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Re: Dodgy area

 

We've been thinking of the hex as another character. What we need is an 'imbue item or area' advantage. It would only work for 0 END powers (whether naturally or reduced to 0 END), and would imbue a single item,or a single hex with a power. You can double the radius or number of items for a +5 adder. An area could be centred on an object rather than a fixed point, but does not grant everything in the area the power - just the area, basically what it is made of.

 

The power would last until turned off, or the character leaves the area/object. If you imbue an attack power,it lasts one use. You can not imbue the same power on an object twice at the same time - if someone tries,just apply the largest (GMs may make special effects decisions)

 

+1/4 for 'giving' the power (-1/2 limitation if you can not use it yourself, but only imbue it)

+1/2 for sharing it.

 

Work for you?

 

You could use it to toughen normal glass to be bullet proof, ramp up the damage on an arrow (the damage from the arrow and the imbued power would be seperately applied to defences, like an alpha strike) OR make a hex more difficult to hit.

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Re: Dodgy area

 

Even better' date=' unless you buy it persistent you can take the power away by closing your eyes (you need to maintain line of sight).[/quote']LOS isnt as literal as that. You have to have maintain clear LOS, but that doesnt mean that you literally have to be LOOKING at them for the entire duration. So long as LOS is possible then you are good. Think of LOS as a state rather than as an activity.

 

But I agree about it being odd that the granter cannot terminate the loan at will with UBO. In particular it makes the idea of UBO onto inanimate objects even more obstruse.

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Re: Dodgy area

 

We've been thinking of the hex as another character. What we need is an 'imbue item or area' advantage. It would only work for 0 END powers (whether naturally or reduced to 0 END), and would imbue a single item,or a single hex with a power. You can double the radius or number of items for a +5 adder. An area could be centred on an object rather than a fixed point, but does not grant everything in the area the power - just the area, basically what it is made of.

 

The power would last until turned off, or the character leaves the area/object. If you imbue an attack power,it lasts one use. You can not imbue the same power on an object twice at the same time - if someone tries,just apply the largest (GMs may make special effects decisions)

 

+1/4 for 'giving' the power (-1/2 limitation if you can not use it yourself, but only imbue it)

+1/2 for sharing it.

 

Work for you?

 

You could use it to toughen normal glass to be bullet proof, ramp up the damage on an arrow (the damage from the arrow and the imbued power would be seperately applied to defences, like an alpha strike) OR make a hex more difficult to hit.

On the contrary Ive been thinking of a hex as an object. Usable As Attack covers this. It seems more like you want to avoid paying for a full +1 Advantage.

 

The power constructs I posted above are book-legal and do what you are asking for. If you want to invent some other mechanic to suit when the rules cover the situation already, then I dont have any interest in continuing to hash this out.

 

Good luck.

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Re: Dodgy area

 

If you want the hex to have an increased 'DCV', you can buy a variant of darkness. A character who can't perceive the hex with a targetting sense has an OCV 0 vs the hex's DCV 3.

 

If you want only the hex and not the character himself to have the DCV advantage, you can probably get a pretty large limitation that the Darkness doesn't affect attacks that directly target the character.

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