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schir1964

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Everything posted by schir1964

  1. Re: New Mechanic: Movement Pretty much done with the construct. I'll think about trying to do this another way just to see what I can come up with. - Christopher Mullins
  2. Re: New Mechanic: Movement Not sure I understand. Where does my construct imply that you can apply the Movement Type to only part of the Movement Rate? Each Movement Type is considered a discrete thing and is applied to all of the Movement Rate. Is there a SFX you have in mind? Why? Even so, you would simply do as suggested by GamePhil and take the total distance that can be traveled in a turn and divide it by your Speed. This gives you Movement Rate for a single phase. And you would still have the option of tracking your travel over the segments. If the character is expecting his velocity to be zero at the end of his phase, then they are accelerating the first half of the distance and decelerating the second half of their distance. If the character plans to use non-combat movement, then they need to retain their velocity at the end of their phase and continue accelerating in their next phase. Allowing the player to track their distance per second and modify their movement path is a feature in my opinion. And see it as no more problematic than the current rules where a character can technically hold their full move until the last segment and move the same distance in 1 second as they would in 2 seconds, 3 seconds, 4 seconds, 5 seconds, or even 6 seconds depending on the speed of the character and when they initiate their full move in their phase. But that is just me. I'm sure that most people may not like doing all that tracking. Not sure what you mean here. With the current system, if you have two characters with same running movement, yet the first one is Speed 2 and the second one is Speed 6, suddenly the second travels much further in single turn than first one, yet they both will move the exact same distance in the same segment when both do a full move on segment 11.
  3. Re: New Mechanic: Movement It depends on the SFX really as to what you are trying to simulate. Example: Normal Running does not require a skill since the SFX legs allows the character to run by default with no chance of failure (given ideal conditions). If one wanted to have running that had no failure regardless of conditions, that might require purchasing a Skill or Modifier. Or if one were to strap on some stilts and use them for running would require a skill since the running (distance/type) is technically external to the character. The same can be applied to any type of "Externally" available mode of travel. Anyone might be able to use it (given proper knowledge), but to attain a level where there no chance of failure usually requires skill. Now if the external mode of travel is completely self controlled (elevator, train, sky lift) or designed to be a simple extension of the character (bionics, powered armor, leaping shoes) then no skill is needed. Just My Take - Christopher Mullins
  4. Re: New Mechanic: Movement The movement would purchased for the Vehicle. Driving/Piloting a vehicle are skills. - Christopher Mullins
  5. Re: New Mechanic: Movement Actually, I would put Flight under Routinely (+4) which makes it 5 Points per meter. Oh wait.... I see what you are saying. It would need to be 5 Points Per 2 Meters. I need to adjust the values to account for that. Yes, I'm still working on that. I'm open to any suggestions. What problems do you see it causing? (Probably something I"m overlooking) - Christopher Mullins
  6. Re: New Mechanic: Movement I generally prefer the method of building up to what you need. Your method would make things difficult for those GMs that use Active Point caps in their campaigns as guidelines since it would result in the more useful/uncommon modes of travel granting the same travel distance in comparison to other less useful/common modes of travel. However, my current construct does lend itself to that method if one desired. You would just increase the cost of Movement Rate and change the definition of Movement Type from being an advantage to being a limitation of appropriate value.
  7. Movement (Standard / Constant/ Costs Endurance) Movement allows the character to travel from one location to another. Movement Rate Movement Rate is the maximum straight line distance the character can travel in one second. This does not mean that the character travels through that distance (see Movement Type). Movement Rate Cost: 1 Point Per 1 Meter Movement Type Movement Type represents the boundaries of the movement being used. The player should reason from SFX to determine which Movement Type best represents in what manner the character travels. Movement Type is applied as an Modifier to the character's Movement. The player can purchase Movement multiple times to reflect separate and various ways the character can travel. 0 Dimensional Movement (+2): Character vanishes at one location only to immediately appear at another location. None of the distance between the two points is traversed or perceived by the character during travel. 1 Dimensional Movement (-1): Character travels along a predefined path and may not deviate from it but may stop at any point along that path. The character may travel on any path that already exists, furthermore, the character may only switch paths of travel where they intersect. 2 Dimensional Movement (+0): Character travels on a predefined surface and may travel anywhere on that surface. It is possible to change from one surface to another identical surface where they intersect. 3 Dimensional Movement (Varies): Character travels within a predefined space and may travel anywhere within that space. Frequency/Usefulness The modifier value depends on the frequency/usefulness of the movement type specified within the campaign. Rarely (-1/2): This movement type will rarely be needed or useful in the campaign. Occasionally (+1/2): This movement type will occasionally be needed or useful in the campaign. Routinely (+1): This movement type will routinely be needed or useful in the campaign. Frequently (+2): This movement type will frequently be needed or useful in the campaign. [*]4 Dimensional Movement (+1): Character travels from one location to another location by traveling in 'non-space' that exists outside of normal space (yet within the same space). While in 'non-space' the character interacts normally with everything else that is in 'non-space'. However, the character does not interact with anything that is in normal space nor is even able to perceive normal space. Modifiers External Forces (-1/4 to -2): Movement is affected by external forces (gravity, currents, temperature). Float Only (-1): Character can simply float (the ability to remain relatively stationary in spite of external forces). The movement rate purchased is only used to counter any external movement imposed on the character. Multi-Mode (+1/4): An additional a mode of movement may be applied to the same Movement Rate. Reduced Rate Of Travel [*](-1/4): Movement Rate is reduced by at least 20% of the total movement rate. [*](-1/2): Movement Rate is reduced by at least 30% of the total movement rate. [*](-3/4): Movement Rate is reduced by at least 40% of the total movement rate. [*](-1): Movement Rate is reduced by at least 50% of the total movement rate. [*](-1 1/4): Movement Rate is reduced by at least 60% of the total movement rate. [*](-1 1/2): Movement Rate is reduced by at least 70% of the total movement rate. [*](-1 3/4): Movement Rate is reduced by at least 80% of the total movement rate. [*](-2): Movement Rate is reduced by at least 90% of total movement rate. Traveling While Blind Traveling while blind regardless of Movement Type is dangerous. If a character hits an obstacle/obstruction during travel while blind, even at the destination location, they will suffer damage. There are several advantages that allow for various levels of safety for blind travel. Crash Damage (1 Damage Class Per Second Of Continuous Travel): Crash damage can be Normal or Killing. Crash damage is applied against defenses normally, however, knockback Dice are tripled for determining Knockback. Merged Damage (Varies): All characters using 0 Dimensional Travel will not suffer any Crash Damage due to nature of the movement type, however, the character has merged with the obstacle at the destination and suffers Merged Damage when merging or un-merging. Thus, the damage the character suffers varies based on the character's state/density vs the obstacle's state/density. Merged Damage is Killing Damage. Merged Damage bypasses all defenses. Character/Obstacle States Diffuse: Character/Obstacle is diffuse (gaseous/fluid) such that they merge easily. Dense: Character/Obstacle is dense (solid/rigid) such that they do not merge easily. Merged Damage Character State / Obstacle State Diffuse / Diffuse: Merged Damage (1 Damage Class). Dense / Diffuse: Merged Damage (2 Damage Classes). Diffuse / Dense: Merged Damage (3 Damage Classes). Denser / Dense: Merged Damage (6 Damage Classes). Dense / Dense: Merged Damage (9 Damage Classes). Dense / Denser: Merged Damage (12 Damage Classes). My attempt at creating a non-sfx based movement mechanic. Thoughts? - Christopher Mullins
  8. Re: New Mechanic: Protean Form Original Protean Form Thread [thread=74270]Passing through small gaps[/thread] Check these out for context of idea. (8^D) - Christopher Mullins
  9. Re: One Last 6E Preview: The Covers! Well, one thing is for sure... it will be easy to tell which is 5th Edition vs 6th Edition from a distance. (8^D) - Christopher Mullins
  10. Re: Multipower-Like Movement Powers Movement [Constant / Costs Endurance] The Movement power allows the character to travel from point A to point B. There are two components to Movement: Movement Rate and Movement Type. Movement Rate Movement Rate reflects the character's total travel distance per time unit. It is purchased as Meters Per Second. Combat Movement Rate Cost: 1 Point Per 2 Meters Non-Combat Movement Rate Cost: 5 Points Per x2 Combat Movement Movement Type (Adders) Movement Type represents the various SFX of movement and must be specified at time of purchase. Flight (20 Points): Flight allows the character to move through a gaseous medium in three directions. Gliding (10 Points): Gliding allows the character to move through a gaseous medium in two directions and must move in a specific third direction in order to move any other direction (iow: moves in a static vertical direction in order to move horizontally) Leaping (10 Points): Leaping allows the character to move from point A to point B by traveling in an arc that can not be changed or stopped by the character once started. Distance of point B may require a skill roll for accurately reaching point B. Running (15 Points): Running allows the character to move along a horizontal surface to which a external vertical force is being applied to the character in order to keep contact with the surface. The character can move anywhere along the surface as long as the surface remains horizontal (relatively) to the vertical force being applied. Swinging (10 Points): Swinging allows the character to move from point A to point B by traveling in an arc using an anchor point selected by the character and can not change direction once started. Distance of point B may require a skill roll for accurately reaching point B. Swimming (10 Points): Swimming allows the character to move through a liquid medium in three directions. Teleportation (20 Points): Teleportation allows the character to move from point A to point B without traveling through a medium. Distance of point B may require a skill roll for accuracy of reaching point B. Tunneling (10 Points): Tunneling allows the character to move through a solid medium in three directions. Moving through solid mediums leaves a non-solid trail. Here is another version of this concept without using a Multipower construct. Works just about the same though. - Christopher Mullins
  11. Re: Sixth Edition Showcase #6: Defense Powers Post #17 Post #53 Post #56 (Response to prestidigitator's full post)
  12. Re: Sixth Edition Showcase #6: Defense Powers Dan Simon. Hero Designer programmer and administrator of the Website that these boards reside on. Just Some Information - Christopher Mullins
  13. Re: Thread Linkage: New Power Ideas Could you be more specific. What exactly do you think needs to be changed? - Christopher Mullins
  14. Re: Passing through small gaps [thread=74452]Protean Form[/thread] Thanks to Jaws, here was my version of this mechanic. - Christopher Mullins
  15. Re: Thread Linkage: New Power Ideas Thanks. I've moved the concept into the new boards for safe keeping. (8^D) - Christopher Mullins
  16. Protean Form (Standard Power / Constant / Self-Only) The characters body can be changed or distorted to squeeze through openings. It does not allow the character to change his appearance nor does it give any extra reach (see Shape Shift and Stretching). Likewise, while in this form, they can travel at their normal movement rate. They can attack and be attacked while in this form. Protean Form Cost: 20 Points Modifiers Viscosity (-1/2): Character takes longer to travel through smaller openings based on relative size. [Relative Limit Size] (Extra Travel Time) {Limit Size Based On Normal Human - 2m Tall} Viscosity [1/500] (+8 Phases) (4mm} Viscosity [1/250] (+7 Phases) {8mm} Viscosity [1/125] (+6 Phases) {16mm} Viscosity [1/64] (+5 Phases) {32mm} Viscosity [1/32] (+4 Phases) {64mm} Viscosity [1/16] (+3 Phases) {125mm} Viscosity [1/8] (+2 Phases){25cm} Viscosity [1/4] (+1 Phase) {50cm} Viscosity Limit (Varies): The minimum size [based on a fraction of the characters height] opening that a character can travel through. [Relative Limit Size] (Limitation Value) {Limit Size Based On Normal Human - 2m Tall} Viscosity Limit [1/500] (-1/4) {4mm} Viscosity Limit [1/250] (-1/2) {8mm} Viscosity Limit [1/125] (-3/4) {16mm} Viscosity Limit [1/64] (-1) {32mm} Viscosity Limit [1/32] (-1 1/4) {64mm} Viscosity Limit [1/16] (-1 1/2) {125mm} Viscosity Limit [1/8] (-1 3/4) {25cm} Viscosity Limit [1/4] (-2) {50cm} Thanks to Jaws, my old Protean Form mechanic has been recovered, such as it is. I'm placing it in a new thread for safe keeping. (8^D) - Christopher Mullins
  17. Re: Passing through small gaps Actually, that would be me. (8^D) Sean does not even come close in that regard. (8^D) - Christopher Mullins
  18. Re: Thread Linkage: New Power Ideas [thread=74357]Alternative Luck System[/thread] By Sean Waters. - Christopher Mullins
  19. Re: Fortune favours the brave Alternative Luck System (Talent?) Luck allows a player roll the dice to see if the character is "Lucky" under defined circumstances. If the character is "Lucky" they gain some beneficial result based on how the Luck is defined. There are two major divisions of Luck (Standard, Cosmic) and three levels (Minor, Major, Total) of scope within each division that can be purchased. Standard Luck (8- Roll) Standard Luck is restricted to things that affect the character directly or where the character is actively involved. Minor (5 Points): The scope of luck is within a narrow arena. Examples I'm good at finding lost items. I always seem to look in the right place. [*]Major (10 Points): The scope of luck is within a broad arena. Examples I always seem to say the right thing in social situations. [*]Total (20 Points): The scope of luck affects everything. [stop Sign] Examples I live a charmed life. Everything I touch just seems to turn to gold. Increased Skill Roll: +5 Points Per +1 Skill Roll Cosmic Luck (8- Roll) Cosmic Luck affects the character directly and indirectly. The universe almost seems to realign itself to favor the character. Minor (10 Points): The scope of luck is within a narrow arena. Examples I usually don't lose anything. I seem to look in the right place or someone returns anything I might have forgotten about. [*]Major (20 Points): The scope of luck is within a broad arena. Examples I tend to get the VIP treatment at social events. I get invitations to events that others with money can't even seem to buy. [*]Total (40 Points): The scope of luck affects everything. [stop Sign] Examples I won the lottery today from a ticket I found on the ground yesterday. Increased Skill Roll: +10 Points Per +1 Skill Roll Modifiers Friendly Immunity (+1/2): This advantage makes the character's friends immune to the negative effects of Luck. GM Guidelines First off you should never simply apply a skill bonus as a result of Luck. That sort of luck should be bought as a skill level (or damage add) that is defined as luck, and possibly No Conscious Control or with an Activation Roll. A successful luck roll gives the player script control. Luck should result in something that you can not really build a power for and that may change the story: a helpful NPC appears, a bit of building collapses on the villain, and so forth. With good results on Cosmic Luck, almost anything is possible. Luck does not directly affect the lucky character's friends (in fact it may harm them) unless it is bought with Usable By Others or Friendly Immunity. Concept by Sean Waters Sean, let me know what needs to be changed/corrected. I would like some more examples so if anyone would like to contribute, I'll add them in as I get them. - Christopher Mullins
  20. Re: Sixth Edition Showcase #5: Body-Affecting Powers Ditto. - Christopher Mullins
  21. Re: Superhero Images Countess: Draft 2
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