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Simon

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Everything posted by Simon

  1. Yeah...and you'll want to look into the costing on those -- the Advantage was applied to the Maneuver, not to the base STR.
  2. Any Area at +1/4 gives you up to 2x2 meter areas (that must be adjacent). You would affect everyone within the defined areas unless you also purchase Selective, which largely negates much of the benefit of AOE attacks (you'd need to roll to hit each selected target at their normal DCV). 1. You are incorrect - a 50 STR character would have a base STR attack of 10DC. Applying the Advantage to the character's STR would allow them to make that 10DC attack on an area -- that's the point. 2. You're talking about purchasing AoE: Any Area as a Naked Advantage on the character's STR. That's fine -- it's a separate Power in that case and is something that they can choose to use (or not). It depends on your concept as to whether Naked Advantage is better or if you should just apply the Advantage to the character's base STR. 3. It would not interact with Martial Arts at all -- applying Advantages (or Limitations) to Martial Arts is not something for the faint of heart to even consider.
  3. It would behoove you to truly define what it is you're looking to do. For example: "The character, with some effort, can energize their hands so that anytime they strike someone they absorb some of the target's energy, adding it to the character's STUN and BODY." Then go further: can they punch anything or does it have to be living? What about automata? Would a car do the trick? Can they boost their STUN and BODY past their normal levels, or only restore lost STUN and BODY? If the former, how quickly does that effect fade? If the latter, does the restored STUN and BODY fade or is it permanent? What if the character has been hit by a Drain to their STUN -- can they go above the Drained max? Etc. Define the limiting criteria - give the ability a shape. Then you can build it.
  4. Nice resolution you folks have there. Shame if something were to "happen" to it. This right here is a good example of how defining what you want the effect to be will guide you to the right build. First and foremost, Healing is likely not what you're after. 6E1 page 232: Ignoring that, the first build you have (with Linked) won't give you the effect you're looking for. A generous interpretation of the Linked build would allow the character to spend the time to activate the Healing and then only let them use it when they also use their HTH attack during the 1 min Time Limit. The Trigger build is closer, but you're starting to run into some of the warnings and caveats listed in the text for Trigger in 6E1...namely that you'd be better off making it a Constant Power, assuming you get a GM go-ahead for the whole repeated Healing thing.
  5. You received a lot of information because you posted a freaking essay. And continue to do so. Spend some time learning how to concisely and clearly state what you're after if you don't want folks to take sidelines based on the myriad and varied points in your posts. It's generally to be assumed that you should realize that Trigger is a different Modifier from Linked and intended to represent different things. You started this by suggesting that Trigger could be more limiting than Linked in certain contrived instances....which indicates a lack of understanding of the difference between the two Modifiers and Trigger in particular...so we spent time on that. If you are after a set of gloves that can be charged up such that they emit a large Flash when you strike someone, that's a good case for Trigger. You set the ability (charge the gloves) and then leave it until such time as you successfully hit someone, at which point you can choose to reset the Trigger if desired. It's appropriately classified as an Advantage for this build. If you're after something different, then you build from effect. Define how it works within the mechanics of the system and then take the appropriate Modifiers. Maybe Trigger, maybe Linked, maybe Damage Shield, maybe some combination of them -- it's all about what you're after, which after multiple pages of text that you've posted is still unclear.
  6. You're getting frustrated because you're trying to just slap Trigger onto a concept without paying attention to what Trigger is for. Trigger lets you activate an ability before it is used/fires. You can lay a trap, set a healing spell that fires when your armor is breached (you take BODY), etc. It allows the character to spend the time (and END) for an action before the action takes effect (potentially long before). If we continue with the example of a Flash that fires when a HtH attack hits, you could do this with a Trigger. You activate the Flash along with your HtH attack (spending the END for both). If the HtH attack fails to hit, the Flash is still there and activated (the trap has been set) -- you don't have to reactivate it during your next action/attack (or spend more END for it) - you only have to do that once it actually fires off (takes effect). If that doesn't mimic the effect you're trying to achieve then Trigger is not the right Advantage. If you'd like to have the Flash fire off as a separate attack, but only when you're using the HtH attack, you would do this with Linked. It can't be used without the HtH attack, needs to be activated anytime you want to use it, but also is not bound to a successful hit. If you're looking for something that automatically affects an opponent when they are struck, you'd be better off working with Damage Shield. If you want it to further be limited to only affecting an opponent when they are struck with a particular HtH attack (rather than anytime they are touched by your character), then you'd also take either Linked or Limited Power (again, whichever most closely matches the specifics of what you're after).
  7. Yes, that's always the case with Linked (though it can be the Greater Power, depending on how Linked is setup). The Limitation comes from the fact that you cannot use the Linked Power without first using the Power that it is Linked to. Also note during this that if Power B is linked to Power A and both are Attack Powers, without other Advantages applied to Power B you would pretty much have to state that you're using both before making an Attack Roll -- you don't get to make two Attack Actions. Which brings us back to Trigger -- you're going to want to read the text for Trigger pretty carefully...and note that it does allow you to make a second Attack Roll in the same phase if necessary. That's a pretty distinct Advantage right off the bat...and why I mentioned it as an advantage over MPA in my original response. If you wanted Power B to affect anything that you touched or that touched you without having to make a separate Attack Roll, you'd be talking about a different setup (specifically Damage Shield...and all the Modifiers that entails).
  8. I suspect you're looking at Linked slightly incorrectly. If Power B is Linked to Power A, it can only be used when Power A is used. So far so good. You don't get to make the call "it can only be used when Power A is used and I hit my opponent with Power A" -- that's a Trigger and gives the distinct Advantage of only firing after you have successfully struck your opponent (vs the typical MPA). Trigger is required to have Power B automatically fire when you successfully hit an opponent with Power A (an Advantage). Linked is something you get to take to state that you can't use Power B otherwise -- it only works in conjunction with Power A (a Limitation).
  9. There is a way to turn it off in general, but I don't think that we're going to.
  10. Please avoid discussion in this forum -- not the place for it.
  11. True enough, so you're left with the second paragraph of the writeup for Megascale:
  12. As you note, ignore the part about Characteristics. Dispel is an Instant Power, but it's the effect that you're interested in -- if an ability that has been Drained (or Suppressed) is Dispelled, as the Drain/Suppress fades the ability may "snap back" into being if the current points exceed the amount Dispelled.
  13. Just a quick heads-up for folks: the rules questions forum has been changed a bit, given Steve's schedule and general lack of time to jump in and answer questions these days. The forum is now an open question and answer forum. Threads should stick to similar themes as previously (rules questions pertaining to 6E). Anyone can respond now...and folks can vote/rate answers. The highest rated answer is listed first...and the original poster can select a best-answer (which will be pinned to the top of the list). I'm treating this as something of an experiment for now -- we'll see how it works over time and adjust as needed.
  14. Think in terms of DCs -- a 1 1/2 d6 HKA is 5 DCs. With Reduced Penetration, you'd split that into two 2 DC rolls (there's no "partial damage class") -- 1/2d6 or 1d6-1 You always round down for cases like that -- golden rule: you can't get a bonus out of the Limitation. If the target does not have any applicable defenses, you should not be better off with Reduced Penetration than without.
  15. It should pose some amount of difficulty to get into -- be that time to change, a Secret ID, focus, magical incantations, etc. If the character can simply change to Hero ID at will with no limitation or repercussion, there's no value to the limitation. If the character wants a completely different look when in Hero ID (i.e. your example of human to demon) they should purchase the appropriate Powers -- Shape Shift, Multiform, etc.
  16. None? The forum-correct way to do it is through the use of multiple, nested containers with the various IPS-specific styles defined: <div class="ipsSpoiler" data-ipsspoiler=""> <div class="ipsSpoiler_header"> <span>Spoiler</span> </div> <div class="ipsSpoiler_contents ipsClearfix"> <p> hidden </p> </div> </div>
  17. Generally up to the GM, but I'd personally say that you would need to purchase a new Maneuver. Martial Maneuvers are meant to represent a specific movement and not something that you build on over time (by adding different elements to the Maneuver)....so a particular Martial Art may have multiple forms of Strike, representing more and more advanced knowledge within the art.
  18. You've essentially spelled out what you need to purchase: Multiform with the Personality Loss and Requires A Roll Limitations....Or just Personality Loss, which already entails some difficulty changing back.
  19. You would need to buy Affects Physical World on all STR that you wanted the Advantage to apply to. If the character only has the base 10 STR, you would need to purchase APW against that 10 STR (costing 20 points). If the character purchases +10 STR (for a total of 20) and you want for the full 20 STR to affect the physical world, you would spend a total of 50 points (10 points for +10 STR, 40 points for Affects Physical World on 20 STR)
  20. It simply acts as a Grab, using the Clinging STR to hold onto the stuck individual. All other questions are answered the same as for a grabbed character.
  21. A fellow rogue would be As Powerful. Fellow rogues (all of them) would be More Powerful.
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