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schir1964

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Everything posted by schir1964

  1. Re: New Advantage: Rate of Fire Added concept to New Power Ideas. - Christopher Mullins
  2. Re: Thread Linkage: New Power Ideas [thread=39488]Rate Of Fire[/thread] By Gary - Christopher Mullins
  3. Re: New Advantage: Rate of Fire Rate Of Fire (Advantage) This advantage may be applied to an attack power. The player still rolls three dice for the attack roll plus a ROF Die (usually a unique color). If that ROF Die Roll is less than or equal to the Rate Of Fire level purchased, then the player may choose to roll another attack against the target. Each additional attack costs endurance. Each time an attack roll is made, if the single die roll is less than or equal to the Rate Of Fire level purchased, then the player may continue to make attack rolls. Once the attacks are completed, damage for each attack is rolled and applied separately against the target's defenses. Non-Standard Attacks Non-Standard Attacks have -1 ROF Penalty vs the ROF Level for determining whether an additional attack is possible. So a ROF 3 is treated as a ROF 2 for Non-Standard Attacks. No Normal Defense and EGO Attack are examples of Non-Standard Attacks. Different attack powers with the Rate Of Fire advantage become a pool of attacks the player may choose from for each attack made (which attack power being used must be announced before each attack roll). Example 1: The 100 handed ones in Greek Myth have the potential to hit a target 100 times in a phase. However, that many hands seriously interfere with each other and any given phase might have varying amounts of hands in position to make an effective attack on a man sized target. They purchase +8d6 HA ROF 3 (+1) HA (-1/2) for a total of 53 pts. After adding Str, the 100 handed one can make a 16d6 attack. If he rolls 3 or less on the colored die, he can continue to keep attacking until he finally makes an attack roll with a 4-6 on the colored die. Example 2: A Beholder has 10 attacks in a MultiPower, each with ROF 2 for a +1/2 Advantage. However, it's fairly difficult for it to hit a single target with all its eyes due to the eye stalks interfering with each other. But it can potentially (although highly unlikely) hit a target 10 times in the same phase. If its attack roll results in a 1-2 with the colored die, the beholder can attack again, and even use another attack slot in its MultiPower that has purchased this advantage at level 2 or 3. Note that the beholder cannot "downgrade". If it uses a ROF 2 attack, it cannot later switch to a ROF 1 attack even if it rolled a 1 on the colored die. If the Beholder chooses to use a nonstandard attack eye stalk, he still pays for ROF 2, but only gets an additional attack of a 1 is rolled on the colored die. Level Costs Rate Of Fire 1 (+1/4): A die roll of 1 allows another attack roll. Rate Of Fire 2 (+1/2): A die roll of 2 or less allows another attack roll. Rate Of Fire 3 (+1): A die roll of 3 or less allows another attack roll. Note: A GM may want to put a logical limit in the total number of attacks made, such as limiting the beholder to 10 attacks. Concept organized and reworded for presentation here. Gary, let me know if anything needs to be changed. Original Concept By Gary In This [thread=39488]Thread[/thread]. - Christopher Mullins
  4. Re: New Mechanic: Super Block I wasn't through yet. (8^D) I've updated the initial post. Any thoughts so now? Still more to come... - Christopher Mullins
  5. Super Block [Defense, Costs Endurance] The Super Block power allows a character use the Block Skill to block attacks that would normally be impossible to block or attacks that would normally have severe consequences if blocked. Several variations/levels of enhanced blocking are available. A block is defined as interposing something between the target and the attack. Number of dice and type must be decided at time of purchase for each Super Block power. Imperceivable Attacks Even if an attack is not perceived (invisible, indirect, camouflaged, and so forth), if the character is aware that they are under attack it is still possible, however unlikely, to block the attack. Such attacks/situations automatically impose a penalty to the Super Block. 100% Imperceivable Attack (-10 Penalty To Block Roll): These attacks are 100% invisible or character is in a situation where all his perceptions to the attack are nullified. Imperceivable Attack Source (-5 Penalty To Block Roll): These attacks are perceivable but the direction where the attack will come from is unknown. Simultaneous Attacks (-2 Cumulative Per Additional Attack): Coordinated attacks that are simultaneous become progressively more difficult to block. Area Of Effect Attacks Attacks that are area effect may impose penalties depending on the SFX of the attack and the SFX capabilities of the target. Area Of Effect (-10 Penalty): Area Of Effect (Line, Hex, Radius) without (Accurate, Selective, Non-Selective) modifiers. Area Of Effect (-5 Penalty): Area Of Effect with (Selective, Non-Selective) modifiers. Area Of Effect (-2 Penalty): Area Of Effect with (Accurate) modifier. Change Environment (-10 Penalty): Standard Power. Darkness (-10 Penalty): Standard Power. Explosion (-10 Penalty): Standard Power. Megascale (-10 Penalty): Standard Modifier. Block Power Level The player purchases block dice (damage classes) that represents the total number of effect dice that they can potentially block. This number is called their Block Power Level (BPL). Resolution of a successful block depends on the Block Type purchased. Block Type Absorbing Block: This type of block reduces the attack's effective damage but adds 1" of knockback per two Block Power Levels (before rolling for Knockback Reduction or applying Knockback Resistance). On a successful block, the BPL number reduces the number of Damage Dice that will be rolled. Deflection Block: This type of block changes the path of the attack so that the target of the attack will be unaffected by the attack. However, the attack continues on its new path and will strike whatever lies in that path. The Block Power Level is compared to number of Damage Dice. Block Power Level >= Damage Dice - Successful Block deflects entire attack. Block Power Level < Damage Dice (Penalty = Attack Dice - BPL) - Successful Block deflects entire attack. However, the Block Roll suffers a penalty for every Damage Die above the Block Power Level (Penalty = Number Of Damage Dice - Block Power Level). [*]Reflection Block: This type of block is so precise that the target can choose the path the attack will take and thus can designate the target of the attack. The Block Power Level is compared to number of Damage Dice. Block Power Level >= Damage Dice - Successful Block reflects entire attack. Block Power Level < Damage Dice (Penalty = Attack Dice - BPL) - Successful Block reflects entire attack. However, the Block Roll suffers a penalty for every Damage Die above the Block Power Level (Penalty = Number Of Damage Dice - Block Power Level). Costs Absorption Block: 5 Points Per 1d6 (or 1 Damage Class). Deflection Block: 5 Points Per 1d6 (or 1 Damage Class). Reflection Block: 10 Points Per 1d6 (or 1 Damage Class). Modifiers Difficult To Block (+1/4 Per -3 Penalty): An attack with this advantage is more difficult to block. Easily Blockable (-1/4 Per +2 Bonus): An attack with this limitation is more easily blocked. Area Of Effect Block (+1/2): An Area Of Effect Super Block allows the character to block Area Of Effect Attacks without the area of effect penalty. Inspired by discussions in the 6th Edition Forum. - Christopher Mullins
  6. Re: Can you explain Aid to me? Purchasing a characteristic as a power will always be more point efficient than purchasing Aid/Succor of the same level. However, one major exception. Succor stacks onto itself with each use so as long as you can spend the END each phase, you can keep increasing the stat. Adjustment Powers make more sense once you apply the Affects A Single SFX Advantage to them. - Christopher Mullins
  7. Re: Looking for a name for my "fate points" Catalyst-G
  8. Re: Odd Defense construct Thought you might find this thread interesting. [thread=55685]Thread[/thread] - Christopher Mullins
  9. Re: New Mechanic: Adjustment Power (Overhauled) Reworded some things in the original post to make it clearer. Also changed definition of Transfer to be more broad in scope. - Christopher Mullins
  10. Re: New Mechanic: Adjustment Power (Overhauled) Added following mechanic to handle Transfer instead. Transfer (+1, +1 1/2): Effect that decreases target's ability also increases one single power of the owner's which must be defined at purchase (+1). Effect that decreases the target's ability also increases a single power of SFX (one at a time) which must be defined at purchase (+1 1/2). At 5 Points per 1d6: Transfer (10 Points) Transfer reduces a target's power and boosts a power up to the dice maximum. 1d6 (5 Points): 1d6 Reduction Effect vs SFX (one power at a time). Target - Others Only (+1/2): Zero Endurance (+1/2) Persistent (+1/2) Instant Power (-1/2) Fade Rate (6 Points Per Post 12 Recovery: -1/2) Transfer (+1) Ranged (+1/2) At 10 Points per 1d6. Transfer (20 Points) Transfer reduces a target's power and boosts a power up to the dice maximum. 1d6 (10 Points): 1d6 Reduction Effect vs SFX (one power at a time). Target - Others Only (+1/2): Zero Endurance (+1/2) Persistent (+1/2) Instant Power (-1/2) Fade Rate (6 Points Per Post 12 Recovery: -1/2) Transfer (+1) Ranged (+1/2) Note: Values of modifiers can be tweaked as needed. - Christopher Mullins
  11. Re: Mechanic Definitions: Power Target/Range Modified again. - Christopher Mullins
  12. Re: Need Help With Codes of Conduct [Disadvantage] Codes Of Conduct: Views/Beliefs that a character chooses to follow. [Disadvantage] Group Member: Character is a member of group which he is subject to for any violations of membership rules. Group will enforce rules upon the member regardless of members own values/beliefs. - Christopher Mullins
  13. Re: Mechanic Definitions: Power Target/Range Added Hand To Hand Range. - Christopher Mullins
  14. Re: New Mechanic: Adjustment Power (Overhauled) No Dice Maximum (+1/2): 8 Points Drain is not comparable to Energy Blast since the mechanics work very differently.
  15. Re: New Mechanic: Adjustment Power (Overhauled) Aha! Now it makes sense. Hmmm... - Christopher Mullins
  16. Re: New Mechanic: Adjustment Power (Overhauled) I need more clarification on this. I'll have to think about the rest for a while. - Christopher Mullins
  17. Re: New Mechanic: Adjustment Power (Overhauled) That has always been my conclusion of every analysis I've done. I've reworked the constructs with the premise of 1d6 is 10 Points for examination. Anything else? - Christopher Mullins
  18. Re: New Mechanic: Adjustment Power (Overhauled) Constructs reworked with 1d6 being 10 Points instead of 5 Points. Absorption (9 Points) Absorption allows one to boost a power up to the dice maximum and only up to the amount of damage suffered from an attack (I'm being deliberately vague here). 1d6 (10 Points): 1d6 Effect vs SFX (one power at a time). Target - Self Only (+0): Zero Endurance (+1/2) Persistent (+1/2) Instant Power (-1/2) Fade Rate (6 Points Per Post 12 Recovery: -1/2) Only Up To Damage Taken (-1/4): May only add up to what was taken in damage. Aid (15 Points) Aid allows one to boost a power up to the dice maximum. 1d6 (10 Points): 1d6 Effect vs SFX (one power at a time). Target - Self And Others (+1): Zero Endurance (+1/2) Persistent (+1/2) Instant Power (-1/2) Fade Rate (6 Points Per Post 12 Recovery: -1/2) Drain (13 Points) Drain allows one to reduce another character's power up to the dice maximum. 1d6 (10 Points): 1d6 Effect vs SFX (one power at a time). Target - Others Only (+1/2): Zero Endurance (+1/2) Persistent (+1/2) Instant Power (-1/2) Fade Rate (6 Points Per Post 12 Recovery: -1/2) Healing (10 Points) Healing allows one to permanently restore a power up to the dice maximum and only up to the maximum of the target power. 1d6 (10 Points): 1d6 Effect vs SFX (one power at a time). Target - Self Only (+0): Restoration (+1) Instant Power (-1/2) Reuse Restriction (-1/2) Regeneration (14 Points) Regeneration restores Body up to the original value. 1d6 (10 Points): 1d6 Effect (Set Effect = 1 Body) vs Lethal Damage. Target - Self Only (+0): Zero Endurance (+1/2) Persistent (+1/2) Restoration (+1) No Dice Maximum (+1/2) Instant Power (-1/2) Affects One Power Only (-1/2) Delayed Effect (-1/2): After every post 12 recovery. Succor (25 Points) Succor boosts a power as long as endurance is maintained. 1d6 (10 Points): 1d6 Effect vs SFX (one power at a time). Target - Self And Others (+1): No Dice Maximum (+1/2) Suppress (30 Points) Suppress reduces a power as long as endurance is maintained. 1d6 (10 Points): 1d6 Effect vs SFX (one power at a time). Target - Self And Others (+1): No Dice Maximum (+1/2) Ranged (+1/2) Transfer (20 Points) Transfer reduces a target's power and boosts a power up to the dice maximum. 1d6 (10 Points): 1d6 Reduction Effect vs SFX (one power at a time). Target - Others Only (+1/2): Zero Endurance (+1/2) Persistent (+1/2) Instant Power (-1/2) Fade Rate (6 Points Per Post 12 Recovery: -1/2) Transfer (+1) Ranged (+1/2) - Christopher Mullins
  19. Re: A new approach to Killing Attacks Sean, would you like to rename Tough to Resistant? - Christopher Mullins
  20. New Mehanic: Lethal Attack Killing Attack [Attack, Ranged, Costs END] This power has a good chance of seriously injuring a character. A Killing Attack is comprised of two components: Penetrating Points, and Damage Points. Penetrating points are used to determine if the attack succeeds in damaging the target. Damage points is the amount of damage delivered to the target on a successful attack (defenses do not reduce damage points). The player must decide upon purchase whether the attack does Energy or Physical damage. Attack Resolution Penetration Points > Resistant Defenses Body Damage Taken: Damage Points Stun Damage Taken: (Damage Points) x (1/2d6 + 2) [*]Penetration Points <= Resistant Defenses Body Damage Taken: Zero Damage Points Stun Damage Taken: Zero Damage Points (* See Optional Rules Below) Cost Penetration Points: 3 Points Per Point Damage Points: 3 Points Per Point Modifiers Tough (+1/2): Defenses with this advantage reduce the Damage Points of a Killing Attack. STR Adds To Damage (+1/2): STR increases the damage of the Killing Attack. No Range (-1/2): Killing Attack is reduced to Hand-To-Hand range. Optional Rules Concussive Rule: Killing Attacks that do not penetrate resistant defenses still inflict 2 x Damage Points of Stun which is reduced by any defenses the target may have (resistant or non-resistant). Concept Reworked For Presentation - Christopher Mullins
  21. Re: Thread Linkage: New Power Ideas [thread=70449]Alternative Definitions: Target/Range[/thread] [thread=70456]Alternative Mechanic: Effects Of Sleep Deprivation[/thread] - Christopher Mullins
  22. Re: Mechanic Definitions: Power Target/Range Added more info concerning changing Target Types. - Christopher Mullins
  23. Re: Mechanic Definitions: Power Target/Range What you are addressing here is the problem that the Hero System has with the interaction of two things that are at different scales. There have been other threads that have discussed this and possible solutions on how different scaled things interact: * A 1000d6 Energy Blast at Normal Human Scale vs Earth's Body at Planetary Scale * A 100d6 Energy Blast at Planetary Scale vs Earth's Body at Planetary Scale * A 10d6 Energy Blast at Planetary Scale vs Human's Body at Normal Human Scale I would prefer this solution for different scale interactions instead of trying to fix it with kludges to this mechanic. However, if you think there is an easy fix for it, I'm all ears. (8^D) - Christopher Mullins
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