Demonsong Posted June 9, 2003 Report Share Posted June 9, 2003 How do you make a paralyzing poison? Entange, Def: 0, NND, resistated vers CON? I must admit I am kind of lost on this one. Thanks Quote Link to comment Share on other sites More sharing options...
Kid Chaos Posted June 9, 2003 Report Share Posted June 9, 2003 I would probably go with Mind Control, one command: unable to move. Vs Con instead of Ego. Mind you I'm at work and don't have my book on hand but I recall that being the agreed upon method on the hero mailing list and the old boards. Kid Chaos Quote Link to comment Share on other sites More sharing options...
JmOz Posted June 9, 2003 Report Share Posted June 9, 2003 The thing with paralysist is that it usualy is not all or nothing, thus a speed drain is how I would do it... Quote Link to comment Share on other sites More sharing options...
Kid Chaos Posted June 9, 2003 Report Share Posted June 9, 2003 Are we talking paralyzing poisons in the real world or comics? In comics they are almost always a one shot effect, in some rare cases a hero is able to resist long enough to perform some action. Mind Control would probably cover that with the poison only achieving a +10 or +20 effect. As stated this is sans rulebooks so I'm probably completely off base. A Spd drain would also be a way to do it. Though I would probably buy it to drain the average joe to zero in one shot. Kid Chaos Quote Link to comment Share on other sites More sharing options...
Grailknight Posted June 9, 2003 Report Share Posted June 9, 2003 You can do this best with a Drain, but the Char you drain should depend on special effect. Too weak to move-Drain STR Lack of motor control-Drain DEX Both of these let the target use mental and some defensive powers. Complete paralysis-Drain SPD Having 3 PC drainers made me very handy with these rules in my old campaign. Quote Link to comment Share on other sites More sharing options...
TheEmerged Posted June 9, 2003 Report Share Posted June 9, 2003 Personally, I've always used Mental Illusions (based on CON, +30 mandatory effect, subject still able to percieve real world to a limited extent) as the defacto "stand there like a dork". Doesn't require the telepathic adder, and already has a mechanic for not being able to do anything in the real world. Quote Link to comment Share on other sites More sharing options...
Vondy Posted June 9, 2003 Report Share Posted June 9, 2003 Hmmm..... XD6 Entangle, NND (defense is immunity to poison or protective gear), 1 Continuing Charge (specify duration) ? Some GMs might require the "entangle takes no damage" advantage, while others would assume it was implicit in the SFX (and the fact that you paid for an NND). YMMV Quote Link to comment Share on other sites More sharing options...
JmOz Posted June 9, 2003 Report Share Posted June 9, 2003 NND Entangles ... yuck ... I would require for this F/X the take no damage and Does Body Quote Link to comment Share on other sites More sharing options...
TheEmerged Posted June 9, 2003 Report Share Posted June 9, 2003 You know, I've always wondered about the logic of the NND Entangle. NND attacks do no BODY. Therefore, how would an NND Entangle have any BODY score other than 0? Same issue with the NND Flash in MC. Quote Link to comment Share on other sites More sharing options...
Demonsong Posted June 9, 2003 Author Report Share Posted June 9, 2003 You know, I've always wondered about the logic of the NND Entangle. NND attacks do no BODY. Therefore, how would an NND Entangle have any BODY score other than 0? Same issue with the NND Flash in MC. So would you have to take the does body advantage? Quote Link to comment Share on other sites More sharing options...
Vondy Posted June 9, 2003 Report Share Posted June 9, 2003 Originally posted by JmOz NND Entangles ... yuck ... I would require for this F/X the take no damage and Does Body I don't consider this abusive because there is more than one way to avoid within the definition of the NND, such as immunity to poison or a self-contained suit of some sort. The delivery mechanism may also provide additional defenses, which is the case with those extremely nasty poisoness snake bites in the bestiary. If its poison on a blowgun dart, for instance, a single point of resistant pd should be sufficient to negate the attack and would require the player to take the limitation: delivery mechanism must penetrate/do damage. I don't think the "does body" is appropriate to the SFX (because the character isn't damaged by the poison, just held in place), but I agree a GM would be justified in requiring the player to pay for "takes no damage" (as I noted above). Quote Link to comment Share on other sites More sharing options...
JmOz Posted June 9, 2003 Report Share Posted June 9, 2003 The problem with not taking the body is that when you roll the entangle you use the body rolled for the body of the entangle thus with out it you have a 0 body entangle (At least that is my logic) As for abusive, the reason why I say it is is this: With a normal NND the character will recover (Stun damage) in a short time With Entangle the character with out the defense is out of it for a LONG while Quote Link to comment Share on other sites More sharing options...
Vondy Posted June 9, 2003 Report Share Posted June 9, 2003 Originally posted by JmOz The problem with not taking the body is that when you roll the entangle you use the body rolled for the body of the entangle thus with out it you have a 0 body entangle (At least that is my logic) As for abusive, the reason why I say it is is this: With a normal NND the character will recover (Stun damage) in a short time With Entangle the character with out the defense is out of it for a LONG while Interesting thoughts. You could have the player not take the "takes no damage" advantage and use con as the breakout roll. Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted June 10, 2003 Report Share Posted June 10, 2003 Here's a previous thread on this topic with some interesting variations: http://www.herogames.com/forums/showthread.php?s=&threadid=3473&highlight=vampire+AND+venom Quote Link to comment Share on other sites More sharing options...
Snarf Posted June 10, 2003 Report Share Posted June 10, 2003 I modeled the poison in one of my games as a big speed drain. If you look back in the Hero System Discussion forum archives a week or two you'll find a thread called Paralytic Poison where this topic was discussed. Quote Link to comment Share on other sites More sharing options...
Klytus Posted June 10, 2003 Report Share Posted June 10, 2003 A trick from the ultimate mentalist: how about an Entangle based on ECV (+1) , Transparent to Physical Attacks (+¼), Works Against EGO, not BODY (+½) then toss in Mental Power Based on CON (-½). This might not hold your average brick for very long, but considering that a CON above 30 is rare, 6d6 of this type of Entangle can hold somebody still for a very long time. I'd suggest an additional Limitation to simulate how the effects wear off eventually. Quote Link to comment Share on other sites More sharing options...
JmOz Posted June 10, 2003 Report Share Posted June 10, 2003 Originally posted by D-Man Interesting thoughts. You could have the player not take the "takes no damage" advantage and use con as the breakout roll. Remember takes no damage is not vs internal (IE the person trying to escape) but rather when someone is attacking from outside in Quote Link to comment Share on other sites More sharing options...
Fireg0lem Posted June 10, 2003 Report Share Posted June 10, 2003 I think you are much better off forgetting about the strangely built entangles and drains, and instead buying Nd6 Major Transform, Target to Paralyzed Version of Target, Limited Target Group (Organic targets with relatively normal metabolism and without immunity to poison, -1/2), then buy the recovery down the charts for how fast they come out of the paralysis, possibly tack on that so long as the target can temporarily stave off paralysis by making succesively difficult Con rolls, and some stuff for the delivery method and you are set. Quote Link to comment Share on other sites More sharing options...
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