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schir1964

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Everything posted by schir1964

  1. Re: New Mechanic: OmniPool Framework Original Post Updated. - Christopher Mullins
  2. Re: New Mechanic: Manipulation (Campaign Rules) I was already in the process of bumping other threads to make them more accessible to those who may not be reading the particular thread where it was asked about. That was easier than trying to place links everywhere that people were discussing these things. I figured those who already had read them and had no other input would ignore them while those who hadn't would find them easily.
  3. Re: New Mechanic: Manipulation (Campaign Rules) I bumped it up for someone else who was asking about manipulation. I can't imagine why you would bother to post again to this thread again. Weird. - Christopher Mullins
  4. Re: Analysis: Extra Limbs - SFX or Power? Bump. - Christopher Mullins
  5. Re: New Mechanic: Reach Bump. - Christopher Mullins
  6. Re: Thread Linkage: New Power Ideas [thread=64130]OmniPool Framework[/thread] By Klaus Mogensen - Christopher Mullins
  7. Re: Idea Feedback: Manipulation Bump. - Christopher Mullins
  8. Re: New Mechanic: Manipulation (Campaign Rules) Bump. - Christopher Mullins
  9. Re: New Mechanic: OmniPool Framework This mechanic copied here for easier reference and to add it the New Powers thread list. - Christopher Mullins
  10. OmniPool An OmniPool allows several conceptually linked Powers to be collected in a single framework. The character gets a point break compared to buying the Powers separately, at the cost of some freedom: All the Powers in an OmniPool must belong to the same overarching concept. The Powers can be considered different aspects of the same power, e.g. a telekinetic force or an elemental power. If a Power doesn't fit into the overarching concept, it doesn't belong in the OmniPool. The GM is the final arbitrator in how broad an OmniPool concept can be. If one of the Powers in the OmniPool is Drained or Suppressed, the other Powers are likewise affected (they are, after all, aspects of the same power) Depending on how the OmniPool is bought, it may not be possible to use all the Powers in the OmniPool at the same time. OmniPool Structure An OmniPool consists of a number of Powers and two Limits. Active Limit: No Power in the OmniPool can have an Active Cost greater than the Active Limit. Linked Powers that go off together count as one Power for this purpose. Real Limit: The total Real Cost of Powers in the OmniPool that are active at one time cannot exceed the Real Limit. If you e.g. want two Powers of Real Cost 60 and 30 to be active at the same time, the Real Limit should be at least 90. Powers: Powers are bought in Power Slots. A Power Slot can consist of one or more Powers. The cost of a Power Slot depends on how flexible access to the Powers in the Slot are. There are three different types of Power Slots: A Fixed Slot, a Scalable Slot and a Variable Slot (which itself comes in four varieties). Variable Slots allow great flexibility, but are a bit complex in use and are hence only recommended for experienced players. Power Slots Fixed Slot: When a Power in a Fixed Slot is active, the full Real Cost of the Power in the Slot counts towards the Real Limit, even if the Power isn't used at full power. Scalable Slot: The player can decide from phase to phase how much of a Power in a Scalable Slot that is active, and only this portion of the Power counts towards the Real Limit. Variable Slot: A Variable Slot can be a different Power or combination of Powers every time it is used. A Variable Slot can be Fast or Slow depending on how easy it is to change the Power(s) in the Slot, and it can be Free or Limited depending on the range of Powers available. All Variable Slots are Scalable. A Fast Slot can be changed instantly. Changing a Fast Slot can be either conscious or automatic (not both). If conscious, you can change the Power(s) as a 0-phase action. If automatic, the Power(s) change to fit the circumstances without conscious character control (and will change even if the character is unconscious). This is e.g. suitable for an adaptive power that changes to fit a certain environment or the last attack the character was hit by. A Slow Slot can only be changed between scenes. Changing a Slow Slot usually requires several hours of tinkering or meditation and most likely access to a workshop and/or a collection of reference manuals (e.g. magic tomes). The exact circumstances depend on the overarching concept of the OmniPool. A Free Slot can be changed into any Power(s) that fit within the overarching concept of the OmniPool. A Limited Slot can only be changed into a narrow range of Power(s). In general, the Powers in a Limited Slot must do more or less the same thing, e.g. be different variations of a fire attack, different Movement Powers, different Drains, or different defenses. The GM may allow different kinds of restrictions on the range of Powers, e.g only Powers the character's current opponent has (a mimic power), but the range of Powers should be much narrower than what is allowed by the overarching concept of the OmniPool. OmniPool Cost Active Limit: Cost = 1 point per 2 points of maximum Active Cost. If a Limitation is shared among all Powers in the OmniPool, the same Limitation can be taken on the cost of the Active Limit. Real Limit: Cost = 1 point per 2 points of maximum active Real Cost. No Limitations can be taken on the cost of the Real Limit. Fixed Slot: Cost = 1 point per 10 points Real Cost of the Power(s) in the Fixed Slot. Scalable Slot: Cost = 1 point per 5 points Real Cost of the Power(s) in the Scalable Slot. Variable Slot: Cost depends on the combination of Fast, Slow, Free, and Limited: A Fast, Free Slot costs 3 character points for every 2 points of Real Cost. A Fast, Limited Slot costs 1 character point for every 1 point of Real Cost. A Slow, Free Slot costs 1 character point for every 2 points of Real Cost. A Slow, Limited Slot costs 1 character point for every 3 points of Real Cost. _________________________________________________________________________ Example: Shape-Change OmniPool 23 Active Limit 46 45 Real Limit 90 05 Fixed Slot: Shape Shift All Shapes, 0 END (+½). Real Cost 45 09 Scalable Slot: Growth rank 6, 0 END (+½). Real Cost 45 09 Scalable Slot:Shrinking rank 3, 0 END (+½). Real Cost 45 09 Scalable Slot: Stretching 6", 0 END (+½). Real Cost 45 30 Variable Slot (Fast, Limited): Any Movement Power that fits shape. Real Cost 30 Total Cost: 130 Example: Elemental Magic OmniPool 10 Active Limit 50, Limitation: All Powers require Gestures (-½), Incantations (-½) and Extra Time (-½) 20 Real Limit 40 15 Variable Slot (Fast, Free): Real Cost 10 10 Variable Slot (Slow, Free): Real Cost 20 10 Variable Slot (Slow, Free): Real Cost 20 10 Variable Slot (Slow, Free): Real Cost 20 Total Cost: 75 The Elementalist must spend hours of preparation to memorize three major spells, but can do all sorts of minor 'cantrips' (Active Cost 25 with the standard limitations) without this preparation. Two major slots or any less-than-full-power combination totaling 40 real points can be active at the same time. Instant spells take a full phase to cast, spells with duration take 1 turn to cast. The 'cantrip' slot can be used to cast just as powerful spells as the other slots (50 active points) if extra limitations are taken on the power, e.g. Concentration (-½), Focus Spell Book (-1) and additional Extra Time worth -1 (~ 1 minute for instant spells, 5 hours for spells with duration). Concept By [/b]Klaus Mogensen
  11. Re: New Mechanic: Limbs It was my first attempt as trying to create a new mechanic for building base templates where any race or creature can be created from scratch. I pretty much abandoned this one for a more basic one. This thread did serve to point out that I was going in the wrong direction. I bumped this thread so I could get the thread number easily. I'll bump my other threads so it may make more sense. - Christopher Mullins
  12. Re: New Mechanic: Limbs Bump. - Christopher Mullins
  13. Re: Thread Linkage: New Power Ideas Just bumping this thread to the top for easy reference for those participating in the Hero 6th Discussions. - Christopher Mullins
  14. Re: Thread Linkage: New Power Ideas [thread=62712]Area Effect: Arc[/thread] By CTaylor.
  15. Re: New Advantage: Area Effect Arc The concept is sound. Values and how it may be implemented may vary. Good idea. Added: [thread=42607]New Mechanic Ideas[/thread] - Christopher Mullins
  16. Re: Hero Mod: Iron Age Hero To simplify things, your are basically going to have the following: LF (Lethality Factor) = 3 nSD (Normal Stun Defense) = Defense (vs Normal Attacks Only??) nBD (Normal Body Defense) = RoundAtTwoThirds ( nSD / LF ) (vs Normal Attacks Only) rSD (Resistant Stun Defense) = Defense (vs Normal Attacks and Killing Attacks) rBD (Resistant Body Defense) = RoundAtTwoThirds ( rSD / LF ) (vs Normal Attacks and Killing Attacks) So if character had purchased both nSD(10) and rSD(6) they would have the following: nSD = 10 nBD = 3 rSD = 6 rBD = 2 Could you run the sequence for both Normal and Killing Attacks for the following character that has "both" defenses up (normal PD = 10, Armor = 6rPD) I want to make sure I understand the method with this combination. Thanks. - Christopher Mullins
  17. Re: The cost of killing damage What I've always wondered is the following: If the GM wants to build a specific Genre (Heroic) and the Genre has the following criteria (to get a certain game feel): 1) Defenses/Armor are not easily obtainable and in some cases are counter productive to certain pursuits. 2) Killing Attacks are easily obtainable since a sharp stick can be used as a small Killing Attack. 3) Characters are given choices of race types with certain inherit Defenses/Armor. 4) Characters are given choices of lifestyle types with certain restrictions. The GM expects there to be variety of characters in play, but I can't fathom why any player would choose to play race that has no inherent defenses or lifestyle that makes wearing Armor or having Defenses counter productive to the lifestyle. Especially when certain Killing Attacks could take them down in one shot and death not long after that. So if the GM expects that in his campaign that 80% of the populace won't have external Armor/Defenses (Resistant Defenses) of any kind, how does he build such a campaign and still include Killing Attacks without them overpowering some of the characters? (Presuming players actually choose characters that can be taken out in one shot) What would your solution be given the criteria above? (Question to any GM) - Christopher Mullins
  18. Re: The cost of killing damage It will certainly be interesting to see the results. Good luck. - Christopher Mullins
  19. Re: The cost of killing damage First, keep the sarcasm in check. I haven't attacked you or you ideas. I was only suggesting that your formula may not be as useful for other games. Again, I have characters that make decisions based on uncertainty all the time. If you unable to fathom such a possibility existing, I'm not going to try to convince you to do so. There would be no point.
  20. Re: Superhero Images Wow, there is so much more definition to it now. There was more there than I could discern the first time around. Looks great. Here's what I did originally for comparison: - Christopher Mullins
  21. Re: Superhero Images Nice color work. - Christopher Mullins
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