Lestat Posted October 1, 2003 Report Share Posted October 1, 2003 My player wants to create a speedster charactar. He wants to link Desolidification to Running (only non combat movement) to simulate the fact that is impossible to hit at this velocity. What kind of limitations would need Desolidification to create such power? The points are two: a) linked to movement (but only non combat velocity), and desolidification that works only for damage, not to walk through walls and object. Thanks. Quote Link to comment Share on other sites More sharing options...
Dust Raven Posted October 1, 2003 Report Share Posted October 1, 2003 I would say it's just a -1 LIm. It boils down to "Cannot Pass Through Solid Objects" which is -1/2 and "Only At Non Combat Velocities" which is around a -1/2. What are you defining as the SFX that still affects him? I usually use AOE/Explosion Attacks as a default when dealing with speedsters. Quote Link to comment Share on other sites More sharing options...
Jeff Posted October 1, 2003 Report Share Posted October 1, 2003 Have you considered DCV levels for the effect instead of Desolidification? They're the usual way to be hard to hit, and the limitations involved seem to have the effect of just making Desolidification work like lots of DCV levels would in the first place. Quote Link to comment Share on other sites More sharing options...
Lestat Posted October 1, 2003 Author Report Share Posted October 1, 2003 A lot of DCV would be more expensive and don't give the sicurity to avoide every blow, that is what my player wants. I am not very expert with Hero System, this power construction is abusive? Quote Link to comment Share on other sites More sharing options...
Jeff Posted October 1, 2003 Report Share Posted October 1, 2003 Originally posted by Lestat A lot of DCV would be more expensive and don't give the sicurity to avoide every blow, that is what my player wants. I am not very expert with Hero System, this power construction is abusive? I wouldn't say abusive. But it will have some odd implications. Folks with Affects Desolid attacks will somehow be able to hit someone who's just fast where hyper-accurate light-speed supersmart homing missiles can't. You're not going to be able to carry someone when you're running like that unless you buy Affect Real World on STR. Quote Link to comment Share on other sites More sharing options...
zornwil Posted October 4, 2003 Report Share Posted October 4, 2003 If he's going fast enough his velocity-based DCV should already cover a lot of this, if you use that optional rule. Not dismissing your idea of making him impossible to pick off with individual shots, just mentioning it as I didn't see it yet in this thread. You could also take DCV skill levels with a limitation (only when running faster than "x" inches/phase, -1/2 or some-such). You could also combine these two, if you're willing. Quote Link to comment Share on other sites More sharing options...
Fireg0lem Posted October 4, 2003 Report Share Posted October 4, 2003 Another option would be large amounts of Combat Luck, Damage Reduction, or another defensive power to represent that its nearly impossible to get in a clear shot on him. Quote Link to comment Share on other sites More sharing options...
TheFool1972 Posted October 4, 2003 Report Share Posted October 4, 2003 You could always say it does not stop "area effect" powers... The Fool "You can run fast, I give you that. But can you outrun a 50 foot plasma blast while stuck inside a 10' cube?" Quote Link to comment Share on other sites More sharing options...
Mole Posted October 6, 2003 Report Share Posted October 6, 2003 I looked into velocity based DCV for a friend who is playing a speedster. His SPD is 7 and his running is 30". Therefore his velocity in inches per turn in 210", making his Velocity Based DCV 7. Now, for the most part a speedster character is going to be at least a 30 DEX, with a base DCV of 10. I don't see any advantage in velocity based DCV, but I definitely could be looking at all wrong. Quote Link to comment Share on other sites More sharing options...
zornwil Posted October 7, 2003 Report Share Posted October 7, 2003 Originally posted by Mole I looked into velocity based DCV for a friend who is playing a speedster. His SPD is 7 and his running is 30". Therefore his velocity in inches per turn in 210", making his Velocity Based DCV 7. Now, for the most part a speedster character is going to be at least a 30 DEX, with a base DCV of 10. I don't see any advantage in velocity based DCV, but I definitely could be looking at all wrong. I just thought this guy might be running faster, even if in circles (the old Flash trick). Quote Link to comment Share on other sites More sharing options...
JmOz Posted October 7, 2003 Report Share Posted October 7, 2003 Actualy if I was him I would leave it alone on the NCM (Sometimes you need that huge Move By, even at 1/2 OCV) I would just get 10" of Megascale Movement, this is equivelent of Movement 10x500x7=35000" a turn, If the DCV bonus is till not enough at this point, THEN link a Desolid to the Megascale Movement Quote Link to comment Share on other sites More sharing options...
prestidigitator Posted October 7, 2003 Report Share Posted October 7, 2003 What I do is add velocity-based DCV to the character's normal DCV if the movement is still combat velocity. I make it mutual, though, so the fast moving character has the same penalties when attacking still targets. I replace the normal DCV only at non-combat velocities (if it is better than 1/2 normal DCV). This might be overly complex, though. Quote Link to comment Share on other sites More sharing options...
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