Christougher Posted October 19, 2013 Report Share Posted October 19, 2013 Okay, okay... Too much mathing, not enough rule creating and/or breaking... Chris. Quote Link to comment Share on other sites More sharing options...
Sean Waters Posted October 19, 2013 Author Report Share Posted October 19, 2013 Thank you, Christougher: I was out of my depth before I even jumped into that one. I suspect that the complexities of negative mass are probably a matter of conjecture i.e. you can decide what you like. OTOH low or zero mass is within the purview of real world physics and, more importantly in a game, real world expectations. You could simulate reduction in mass in a number of ways. Here is a weird thing though: there is a big theoretical jump between 'very little mass' ad 'no mass'. At VLM you still have momentum (which is just Velocity x Mass). At zero mass you don't (as anything multiplied by zero is zero). It is changes in momentum that kill you if you fall or hit something at speed. Low mass would increase KB distance but not change KB damage (as the total momentum remains the same, so the change in momentum remains the same). That is easy enough to do for YOUR character (Physical Complication - increase KB distance (but not damage) by a factor of X). Hang on, actually it is not THAT easy because at very low mass and high velocity, the air will slow you down a lot. Feathers fall slower than a lead ball of equal mass. Density thing. OK. Reduce your mass and you can buy the Physical Limitation plus KBR that works over distance, for example -6 KBR (each -1 applies per X metres moved, where X is the multiplication factor of your increased KB). Also you would need some sort of always on flight to simulate slow falling. Technically even 1m of flight will do as any flight at all negates gravity. mind you, that is never going to slow you down. Perhaps something like 4m of flight against the direction of forced movement would do it. You will stop eventually given enough distance and no obstacles in the way. Might need inherent. It is quite a lot more expensive and complicated to do it to someone else... Quote Link to comment Share on other sites More sharing options...
Christougher Posted January 29, 2014 Report Share Posted January 29, 2014 Some of my New Toys: (5E, you can adapt to 6E on your own.) Affects Carried: A variation of the +10 point Protects Carried adder from Force Field; this allows a character's powers to apply to carried items (meaning those not a part of the character sheet). It can be applied to Density Increase, Desolidification, Growth, Invisibility, Shape Shift, Shrinking or Stretching. [GM Note: Still debating application to Duplication,] Reduced END Cost: For certain advantages that double the cost of Reduced END, new advantage levels become available. For a +1/4 advantage END cost is 3/4 normal, and for a +3/4 advantage END cost becomes 1/4 normal. Reduced Range Modifier: This +1/4 advantage reduces applicable Range Modifiers to half normal: -1 at 4", -2 at 8", -3 at 16", etc. Reverse Explosion: For a +0 modifier on Explosion, the explosion starts at 1 DC and builds 1 DC per hex, rather than losing 1 DC per hex, reaching maximum damage at the outside edge of its radius. The Increased Explosion advantage may be combined with this. Cooldown: This limitation (a variation of Extra Time) increases the time before a power can be used again. For each step down the time chart, the power takes an additional -1/4 limitation. (Example: At the base -1/4 level, a power with this limitation can only be used every other phase.) Degrading: This Ablative-like limitation reduces the effect of an attack type power with continued use. At a -1/4 level, the attack loses 1d6 or 5 Active points with any missed attack, or a -1/2 for 2d6 or 10 Active Points. If every attack causes deterioration, the limitation value doubles. Increased Range Modifier: For a -1/4 limitation, the range modifier is double normal: -4 at 4", -8 at 8", -12 at 16", etc. Increases with Range: The reverse of Reduced by Range, this limitation represents a power that starts small and grows larger over a distance. For a -1/2 Limitation, the power begins at 2d6 or 10 Active points and increases by 2d6 or 10 active points with every increase in range modifiers, up to the maximum amount of the power purchased. For a -1 limitation, the power starts at 1d6/5 AP and increases by the same amount per range increment. Leaky: This -1/4 limitation only applies to defensive powers. It treats all attacks against it as if they had the Penetrating advantage: The BODY rolled on the attack dice gets through the defense, so the character takes that much effect (or higher if the total effect is higher than that). If the attack is already Penetrating, the effect increases by +1 for every die rolled. Reduced by Autofire: This -1/2 limitation decreases the amount of damage done by successive autofire shots by 2 DC/10 AP. There is an additional -1/4 limitation if the weakest shot is the first. Reduced by Range: An additional -1/4 limitation applies if the attack is weaker at close range than at long range. The attack starts at 2 DC/10 AP out to 4", increasing by 2 DC every range increment. For an additional -1/4, the attack starts at 1 DC and gains 1 DC for every range increment. Chris. Quote Link to comment Share on other sites More sharing options...
Grailknight Posted January 30, 2014 Report Share Posted January 30, 2014 I like Cooldown and Leaky. Quote Link to comment Share on other sites More sharing options...
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