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schir1964

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Everything posted by schir1964

  1. Re: Mechanic Definitions: Power Target/Range Zero Range renamed to No Range. - Christopher Mullins
  2. Re: Mechanic Definitions: Power Target/Range Added Line Of Sight to range types. Also, Unlimited Range is supported by the current system. There is an Advantage that allows you remove the Max Range limitation on a power. At least, I think I remember reading that somewhere in the book. - Christopher Mullins
  3. Re: Mechanic Definitions: Power Target/Range Yes, in order to clear up some confusion on how some advantages/limitations are applied. - Christopher Mullins
  4. 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
  5. Target/Range Definitions For Powers (Breakdown And Application) Powers have a default Target Type and default Range. Target Type Self: Power may only affect the owner of the power. Any One Thing: Power may affect any one thing. Area: Power encompasses a defined area and any thing within the area is affected. Note: Target Type is a linked progression. To change from Self to Area requires two steps (Self -> Any One Thing -> Area) and vice versa. Also, any modifiers that change the Target Type to Self or Area require only one level to address changing Any One Thing to Self or Area and vice versa. Max Range No Range: Power has a Max Range of Zero. Reach Range: Power has a Max Range of Normal Reach. Standard Range: Power has a Max Range based on the Active Points in the Power. Throwing Range: Power has a Max Range based on owners throwing maximum. Line Of Sight Range: Power has a Max Range of Sight Perception. If you can see it, your power can reach it. Unlimited Range: Power has no Max Range limit. - Christopher Mullins
  6. Re: Area of Effect Defense I'll bring this up again. W. Jason Allen wrote an article in Digital Hero on how a GM may allow Area Of Effect to be applied to the Force Field power. It covers how it would work and various pitfalls to look out for. So the idea shouldn't be discounted out of hand. Check out the Article and see if it is applicable to what is being attempted. Corrected: Author Corrected per Hyper-Man (thanks). - Christopher Mullins
  7. Re: Thread Linkage: New Power Ideas [thread=70117]Adjustment Power (Overhauled)[/thread] - Christopher Mullins
  8. Re: New Mechanic: Adjustment Power (Overhauled) Absorption (4 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 (5 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 (7 Points) Aid allows one to boost a power up to the dice maximum. 1d6 (5 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 (6 Points) Drain allows one to reduce another character's power up to the dice maximum. 1d6 (5 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 (5 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 (5 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 (10 Points) Regeneration restores Body up to the original value. 1d6 (5 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 (12 Points) Succor boosts a power as long as endurance is maintained. 1d6 (5 Points): 1d6 Effect vs SFX (one power at a time). Target - Self And Others (+1): No Dice Maximum (+1/2) Suppress (15 Points) Suppress reduces a power as long as endurance is maintained. 1d6 (5 Points): 1d6 Effect vs SFX (one power at a time). Target - Self And Others (+1): No Dice Maximum (+1/2) Ranged (+1/2) 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) - Christopher Mullins
  9. Adjustment Power (Adjustment) An Adjustment Power adds or subtracts points from a target's ability (must be defined at purchase). An Adjustment Power affects any ability of a specific SFX one power at a time (must be defined at purchase). Components Constant Self Only Maximum Effect: Maximum that can rolled on the dice purchased. Costs Endurance: Adjustment Power affects target for as long as endurance is spent. Cost: 5 Points Per 1d6 Modifiers Fade Rate (-1/4 Per 1d6): Effect fades xd6 Points after post 12 recovery (1d6 Set Effect = 3 Points or 1 Body). Extended Fade Rate (+1/2 Per Step Extended): Fade effect is extended via the Time Chart. Target (Self Only +0, Others Only +1/2, Self And Others +1): Defines what targets the power may be used against. This advantage does not grant range to the power. No Dice Maximum (+1/2): No dice roll maximum effect restriction. Increased Dice Maximum (+1/2 Per Doubling): Doubles the current dice roll maximum threshold. Each additional level doubles it again. Instant Power (-1/2): Power and effect is instant. Restoration (+1): Effect is permanent for any power that is below its original value. Reuse Restriction (-1/2): Once Maximum is reached the effect can not be used against the same power again until such time has passed where the power would have restored normally on its own. Transfer (+1, +1 1/2): Effect that transfers points from self to target or target to self which must be defined at purchase. From Power Of SFX to Single Power (+1). From Power Of SFX to Power Of SFX (+1 1/2). Other Standard Modifiers Apply Where Applicable - Christopher Mullins
  10. Re: Thread Linkage: New Power Ideas [thread=70088]Activate[/thread] Concept By Kdansky In This Post. - Christopher Mullins
  11. Activate (Attack/Adjustment) This power allows the character to activate powers (Turn On) that are external to the character and are visible. So any focus or power that can be perceived by normal senses may be activated (intent). Activating a power is simply turning the power on and does not automatically grant any sort of control over the power. The player may purchase activate at five points per die. This power costs END. To activate a power the attacker must make a skill vs skill roll vs the target concerning the power. If the target has skill with the power, that skill is used, if not, the target's base OCV is used. If the attack is successful, then the target's power is activated. Once activated, the player then rolls their activate dice to determine how many active points of the power is activated. If the target power is scalable, then total active points rolled on the dice is activated. If the target power has set number of active points that must used for the power to turn on, then the total rolled must be equal to or exceed the active points in the target power or the power will fail to turn on. If the target power is turned on, the power will work normally and the target character will get the all the benefits/detriments that the power would normally grant the character. Even if the target power fails to turn on, the target will know that an attempt to activate their power has occurred. Cost 5 Points Per 1d6 Activate Modifiers Targeting (+1/2): This advantage allows the character to aim the power if the power can be aimed for use. Range penalties are calculated by summing the total distance from the Attacker to Target Power to Final Target of activated power. Note: This advantage does not grant Telekinesis for controlling aiming of target powers that require target characters to aim the power (such as rifles and so forth). If used on such powers, the attack automatically fails. Concept By Kdansky In This Post. Reworked here for easy reference. - Christopher Mullins
  12. Just wanted to wish everyone a Merry Christmas! But since this the System Rules Discussion thread: How would you build the power to spread good will to those around you? - Christopher Mullins (8^D)
  13. Re: Lose Weakness This is a good construct, but I think it might be better if it was designed as an Advantage to Defense Powers. What value it should be needs to be figured out. - Christopher Mullins
  14. Re: Area of Effect Defense I believe one of the Digital Hero articles actually gives a House Rule example of how to apply Area Of Effect to Force Field. You might find that useful. - Christopher Mullins
  15. Re: Problem with Drain/Suppress. Explain please. You are correct Tom, Suppress and Succor have no Cap on them so a character can attack over and over again against the same target increasing the effect of the power. However, my understanding was that you still had to make an attack roll, since you are continuing the previous effect by paying END and every additional attack requires additional END expenditure to maintain. Addendum: Yes, adding continuous onto Suppress/Succor does remove the additional attack roll requisite. - Christopher Mullins
  16. Re: Can you see where I'm coming from? Clarification: The combat rules concerning Perception states that the GM needs to take the sum of all modifiers to Perception of an event or situation and if the sum is Positive, then event/situation is automatically perceived and no Perception roll is necessary. However, if the sum is Negative, then a Perception roll is required with the Negative result used as a penalty to the roll. I've always felt that standard guns should always be built with a level of Invisible Power Effects since source of the power is not easily tracked back to the point of origin. But that is another discussion altogether. Anyway, I suppose the GM could assign a negative modifier for this specific situation to account for the inability to perceive the point of origin. I think the rules already do this, but again, finding all the little rules does make it difficult to come to that conclusion initially. Perhaps you should rename this category to Non-Perceivable Powers, since an Invisible Power may not have any noticeable effects (Drain CON, IPE). The person may not be able to perceive they have been attacked with "standard senses". So we really need to define exactly what Visible/Non-Visible/Invisible/Perceivable/Non-Perceivable means as far as mechanics are concerned. I know you've addressed some of this, but I think it needs to be completely addressed in a bit more organized manner. Just a suggestion. Just My Initial Thoughts - Christopher Mullins
  17. Re: VVP or Multipower That is true, unless you tack on the Advantage: Any 1 Power Of SFX. It is listed in the section on Adjustment Powers. You can expand the scope of any adjustment power with various advantages listed there. Thia beat me to it. (8^D) - Christopher Mullins
  18. Re: Other emotions for Enraged rules [thread=69801]Extreme Reaction Disadvantage[/thread] - Christopher Mullins
  19. Re: New Disadvantage Idea: Phobia Concept added to the [thread=42607]New Ideas/Mechanics Thread[/thread]. - Christopher Mullins
  20. Re: Thread Linkage: New Power Ideas [thread=69801]Extreme Reaction Disadvantage[/thread] Concept Inspired By The Main Man In This [thread=62628]Thread[/thread] - Christopher Mullins
  21. Extreme Reaction (Disadvantage) A character with Extreme Reaction will respond in a predictable manner when exposed to the situation/condition and will be solely focused on the situation/condition ignoring everything else around them. Reaction Type The reaction type describes the character's reaction to the situation/conditions and must be specified at time of purchase. Reaction Roll The reaction roll is the chance that the character will have an extreme reaction to the situation/condition. This roll is made upon first exposure to the situation/condition and every phase after that until the character reacts. The re-roll may be moved up the time chart at a reduction of points in the disadvantage. Recovery Roll The recovery roll is the chance that the character has to return to normal once they have been removed/insulated from the situation/condition. No recovery is possible as long as the character is exposed to the situation/condition. The character gets one recovery roll per phase until they recover. The character gets an accumulated -1 Bonus to the roll each phase after the initial recovery phase. The re-roll may be moved up the time chart a an increase of points in the disadvantage. Action Roll (Optional, By GM Permission Only) The action roll is the chance that the character has to take any action outside their reaction. The character gets one action roll per phase. This option reduces the points of the disadvantage. Note: This disadvantage is basically the Enraged/Beserk disadvantage reworked to be more generic. Concept Inspired By The Main Man In This [thread=62628]Thread[/thread] Reworked Here For Easy Reference - Christopher Mullins
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