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schir1964

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Posts posted by schir1964

  1. 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

  2. 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

  3. 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

  4. 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

  5. Re: New Mechanic: Adjustment Power (Overhauled)

     

    (Absorbtion) So I can pay 9 points to add up to 6 points to my STR temporarily' date=' with no Figured's and only if I get hit (-1/4 seems WAY too low for that...), or I could pay 9 points to have +9 STR all the time. Which seems more cost-effective?[/quote']

    No, you can pay 9 Points to add up to 6 Points to any Power Of SFX (One power at a time).

     

    To compare what you describe above would need to include another limitation: Affects Single Power Only (-1/2)

     

    What removes the ability to use an attack action? Absorb and Aid look pretty similar. Does Absorb need a Trigger' date=' making it even more expensive?[/quote']

    An attack gives control to the player of when the power is used. Absorbtion by definition removes the control from the player.

     

    So if you think both these components need to be made into mechanics, suggest some values and I'll see how they work out. And to be mechanically consistent, both must exist in order to add/remove from any power.

     

    (Aid) Tack on "Self Only" and it's 10 points to add 6 points of the characteristic using attack actions and having a fade rate. I could buy 6 points of a characteristic usable by others (+1 1/2 self and 16 others simultaneously) with Range (+1/2)' date=' Persistent (+1/2) for 21 points - that seems a lot more efficient.[/quote']

    If you can get the GM to allow this, fine. Just like I'm going to allow a player to purchase the existing Succor with Zero END Persistent (not going to happen).

     

    Remember, once a power exceeds +2 in Advantages, it becomes an automatic Stop Sign power (at least in my games). GM permission only.

     

    (Drain) So a point power caps out at 27 points drained...I think I'll stick with Energy Blast.

    No Dice Maximum (+1/2): 8 Points

     

    Drain is not comparable to Energy Blast since the mechanics work very differently.

     

    (Healing) Since it's Self Only' date=' it's again pretty limited.[/quote']

    Depends on what the GM defines as the normal time for the power to restore naturally.

     

    (Regeneration) Especially since costs only 40% more' date=' has no limit and requires no attack action. And why is "one power only" a limitation? Do your other powers affect any power I choose?[/quote']

    See above and my original post. If you want to see the costs for the powers that exactly mimic the current ones, then use the mechanics I've provided to do so. This is an overhaul, not necessarily a exact mimic of the original powers.

     

    Therefore:

    I think Drain should have a cap.

    Adjustment Powers should by default affect SFXs not mechanics.

    And so forth...

     

    So a Linked Drain and Aid (self only) cost more than the combined value of Drain and Aid (other people too). That seems to suck' date=' for some reason.[/quote']

    Perhaps. Sean has proposed another possible mechanic that I'm evaluating.

     

    - Christopher Mullins

  6. Re: New Mechanic: Adjustment Power (Overhauled)

     

    You can add or subtract up to the maximum you can roll on the dice, with multiple rolls, and you can add to that total at 1cp for +2 points. For +1/2 you can add OR subtract. For +1 you can add AND subtract.

    For -1/2 you can only add or subtract what you can roll on the dice: the effect is not cumulative to a maximum.

    I need more clarification on this.

     

    I'll have to think about the rest for a while.

     

    - Christopher Mullins

  7. Re: New Mechanic: Adjustment Power (Overhauled)

     

    You did not say - and so I'm assuming - that the defense to an adjustment power is Power Defense. If so' date=' I think it is too cheap in your version to start at 5 points, and it should be re-jigged to 10. If the defense is pd or ed, things could look different.[/quote']

    True, I haven't proposed any changes to the Defense construct.

     

    Aid to Succor:

     

    Start with Aid at 10 points. Add continuous +1: 20 points

     

    Now we have 'costs END' and 'Fades instantly if not maintained' I'm putting that at -1/2. Is it just me or is RAW Succor (and Suppress) way too cheap?

    That has always been my conclusion of every analysis I've done.

     

    I agree some sort of overhaul is needed.

     

    If we start with slightly different assumptions, what we have here might work well. Part of the problem with adjustment powers is that they work against unusual defenses, and part of the problem is that they allow characters to exceed normal campaign limits, so I think the base cost should be 10, not 5.

    I've reworked the constructs with the premise of 1d6 is 10 Points for examination.

     

    Anything else?

     

    - Christopher Mullins

  8. 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

  9. Re: New Mechanic: Adjustment Power (Overhauled)

     

    That's certainly true.I'd replace that Power Advantage with the following Power Advantage:Increased Maximum (+1/2).Each level of this Advantage would double the maximum number of points that the Adjustment Power effects:that is one level of this advantage would enable an Adjustment Power to affect 12 C.P. per die' date='while two levels (a +1 Advantage) would double that maximum to 24 point per die.[/quote']

    Added to the original post.

     

    - Christopher Mullins

  10. Re: A new approach to Killing Attacks

     

    I'd missed the tough advantage. I would make toughened defence more like damage resistance (or why not retain that and keep the name - seems more appropriate) so that you do not get all or nothing defences again. With and advantage a defence is, by default, all tough or none of it is.

     

    Doc

    Sean, would you like to rename Tough to Resistant?

     

    - Christopher Mullins

  11. 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

  12. Re: Mechanic Definitions: Power Target/Range

     

    I've always been slightly concerned about attacks that affect a single target, say an unadvantaged EB, affecting very large targets.

     

    I would suggest that we consider incorporating that idea into the 'target' definition so that we don't have 'any one thing' as a target definition: sure you have a 1000d6 EB, but it is not going to be enough to destroy the planet, even if it is a single target.

     

    Perhaps very large objects should only be meaningfully damaged by AoE attacks, or at least attacks that they can fully fit withint he range of (1000d6 has a 'standard' 50km 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

  13. Effects Of Sleep Deprivation (Alternative Mechanic)

    This is possible replacement for the rules handling Sleep Deprivation for those who may want something with a more effect. This mechanic uses the wakeful time and required sleep time as threshold measurements to define level of effects. This structure might also work for other types of environment effects that exist for characters.

     

    Level Of Effect Time Period: Being awake continuously during a full wakefulness and required sleep time period.

     

    Levels Of Effect

     

    • Level 0: Character gets minimum sleep time required.
    • Level 1: All actions cost 2x END (minimum of 1 END). Begins after being awake for first Level Of Effect Time Period.
    • Level 2: All actions cost 4x END (minimum of 2 END). Begins after being awake for 2 Level Of Effect Time Periods.
       
    • Level 3: All actions cost 8x END (minimum of 3 END). Begins after being awake for 2 Level Of Effect Time Periods.
    • ...
       

     

    Using this structure the GM can modify the effects to fit better for various types of campaigns.

     

    - Christopher Mullins

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