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Beast

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Posts posted by Beast

  1. 8 minutes ago, Duke Bushido said:

    First and foremost:

     

    Thanks, Beast!  :D

     

     

     

     

    That's sort of the key how you would do it:

    Swords getting a +1 OCV....  when?   All the time?   Or with certain maneuvers?

     

    Make a maneuver chart that includes the standard maneuvers and then sword-specific maneuvers.  In other words, rather than try to refigure all the damages and DEX modifiers and all that per weapon, create a weapon-specific maneuver chart.  I could be way, _way_ off base, but I think it would allow you to specifically demonstrate more difference between one sort of sword and another, if that's what you're going for.

     

    Even from weapon to weapon:  Swords get a "Stab" or "thrust" maneuver, and axes do not-- or they are very, very bad at it, given that all their weight is as far from the wielder as it can get.  Spears do not get "slash" or "chop" maneuvers-- or these maneuvers are defaulted to "subdual damage only" or something like that, and possibly even take damage from being used this way.

     

     

    In this way, rather than "swords get a +1 OCV, period," one class of swords gets +1 OCV with these things; -1 OCV with these things, +1 DCV with these things-- etc, etc, etc.  Plus you can have damage mods based on the maneuver: Thrust may take a CV penalty, or even require an extra Phase, but my have a BODY damage bonus all it's own, or perhaps even grant "armor piercing" or some such to at least some part of its damage.

     

    Like I said, I really didn't put thought into this; I was at work, so I was only able jot down the quick glimpse I took around the the room when the light flicked on.  Lots of work?  Definitely.  Worth it?  No idea.  However, the work, like almost everything else in HERO, is front-loaded.  Once it's done, then it's done.  When Koloth the Virile buys his axe, it comes with this handy maneuver chart he can tape to the edge of his character sheet.

     

    Sure: "Weapon's Element" and all that--

     

    but here's another angle.

     

    Remember that the current beloved and "core essential" martial arts rules were originally not that at all, but a particularly creative GM playing around with Skill Levels to custom tailor some ideas for a very specific campaign.  The idea caught a lot of fancies, and >BOOM< -- essential rules; inviolable part of the HERO System; Duke has to hear about it forever no matter how silly he finds it to be.

     

    Such hyper-specialized "this is how fantasy weapons work" rules might be next; who knows?

     

     

     

     

     

    if this is accurate-- and I assume it is-- then we were kicked out for sparring with $1.29 Shinai.  about 40 inches long, make a great slapping noise when hit and sting....  well, more than a bit, but what do you expect for a buck-and-a-half?  :lol:   A strip of masking tape down the length makes a handy edge.  ;)

     

    And yes; seriously.  We were kicked out of the SCA for sparring with whiffle bats.  Apparently, in spite of it being whiffle bats-- the very thing with which siblings and stooge beaten their other siblings for a couple of generations-- because we were not wearing armor while doing it.  :rofl:

     

    I haven't told that story in years.  In fact, the last time I told it, I told it here.   Right after the myth of the North American Whiffle Bat, actually.  We had a couple of Australians from Perth who did not understand how a Whiffle bat could terrorize one roommate but not the other, so I sent them one.   :D  

     

     

     

    Maneuver charts by weapon I LOVE(sorry the crunch geek came out)

     

    whiffle bats
    childhood trama?

     

    Just now, Christopher R Taylor said:

    I like some of these ideas, but the problem is you don't want to turn it into Chart Law where you have to consult table 4.2 to find out what matrix you use on page 742 adjusted by chart 13.8

    I'd just base it off of the Fam chart

     

  2. 23 minutes ago, Christopher R Taylor said:

    I do like the idea of maneuvers that one weapon is better with than others, but I'm not sure how to really represent that in Hero terms.  Swords getting +1 OCV kind of covers that, its just a good overall weapon that is easier to get a useful hit with, while axes hit harder, but take a particular sort of swing

    battle ranges the to be expanded
    normal in Hero is 2m
    for me that is sword(rapier)range
    next is 1m dagger(mostly stabby weapons, some slash)Swords lose +1 OCV, too close to swing a 2handed axe, etc....

    grapple(closer would be having sex)stabby weapons can only apply 1/2 of normal strength(not 15 down to 10 but 15 down to 8

     

  3. 46 minutes ago, Duke Bushido said:

    For those of us who havent dabbled in fencing and also may have been thrown out of the SCA for dueling with whiffle bats, could you explain what that actually means?   No alarm; I genuinely,have no idea what half of those terms mean, and I would like to fix that particular knowledge gap.  :D

    Sure no problem
    a stophit is where both fencers are at the ready
    Fencer A quickly moves 1 foot forward and is leaning forward(knee is over the foot)and extending their main gauche(a dagger with a hand guard that is more than just a cross piece)

    Fencer B extends his rapier into his lunging foe(a rapier is 3 times longer than a dagger or main gauche)and allows fencer A to impale himself on his blade
    Fencer B uses is main gauche to engage and deflect fencer A's rapier

    so in this the longer weapon wins
     

    there are other maneuvers that also allow long weapons to shorten up to defend or attack up closer than normal(Hafting is 1 term)
    there may be need to a new range(in close,melee,inside your foes normal weapon range.....)

    the attack range of a dagger is at best 12" from the wielder's furthest reach
    the attack range of a rapier is 36" from the wielder's furthest reach
    range is also a big factor

     

    Wiffle bats??????????????
    we spared with shinais and fencing masks and maybe gloves and that was light weapons in the SCA group I hung out with
    and we made Naginatas out of closet poles and broken shinais(using the unbroken bamboo staves)

    a shinai is bamboo sword( no edge the string is that)made from a length of bamboo about 44" long split longways and then held together with leather for a handle,end cap and a mid piece
    they make a great slapping noise and sting a bit when you get hit but nothing major
    a naginata is a sword blade on the end of a haft 30" of blade 5' of pole
    I could take on 3 people with shinais and win 50% of the time 90% vs 1 or 2

  4. On 12/3/2021 at 8:04 AM, theinfn8 said:

    I work with swords mostly, so that is my typical baseline. So do we assume that "fists" means no DEX limit then and proceed from there? Most knives are probably in the same speed category as a punch. Larger knives moving slightly slower, then moving to short swords, rapiers, arming swords or back swords, long swords, and then the bigger two handers. How much of a drop is reasonable without seriously (or unrealistically) limiting a character? And are we attacking that from a perspective of real life emulation, cinematic/fiction emulation, or just making the weapon differences more interesting than it currently is? There might be some overlap, but they all seek different end states.

     

    I absolutely loved the discussion on firearm rounds and body armour in the Dark Champions forum. I've adopted that model (mostly) when I implement modern weapons in a game. It would be awesome to have something similar for melee weapons.

    I would also factor in reach over speed
    I use to fence and do light weapons, and a stophit with a waited move and rapier beats a dagger lunge everyday and I'm slow

  5. On 6/7/2021 at 3:05 PM, armadillo said:

    First let me say that I was always onboard for the idea of mutants. In Marvel, there are all these people with powers but for some reason mutants are singled out to be feared and hated.

     

    But, to me, it always worked. I bought into it. Captain America could be high-fived in public by a little kid, but someone suspected of being a mutant wouldn't be allowed anywhere near that kid, even if that mutant just saved the day.

     

    I guess what I'm asking is, What is the psychology of this situation? Why does it work and ring true narratively?

    at least in the comics depending on the power, when it first appears
    1 they are young and do not have a clue what they can do
    2 it is usually a very emotional time when it happens
    3 some powers are just too explosive and lots of damage being done
    4 some are just born what might be considered deformed or demonic

     

  6. On 8/19/2021 at 12:58 PM, Hey I Can Chan said:

    Because 6E eliminates hexes entirely and goes with straight-up meters instead, I've been using in my campaign 1 hex = 1 m. I considered just going gridless, but changing facing and Turn Mode still use 60-degree increments and, so far as I'm aware, Roll20 lacks a protractor.

    if there are hexes you can figure out down to 30 degrees easy, 15 degrees if you have help

    squares get you 45 degrees easy and 22.5 degrees if you have help

     

  7. 5 hours ago, Hugh Neilson said:

    I'd be OK with the EDM provided the Base was paid for.

     

    As a GM, I'd be looking at the -2 (or higher) limitation for those END costs and expect it to have a commensurate in-game effect.  The only way that happens is if there are reasons for you to switch to other slots, so you either have to decide to live without those other slots or pay a huge END cost to switch.

    the Base is bought using pg 27 apg2
    yep she has to make make a choice and live with it

    4 hours ago, Nekkidcarpenter said:

    The 'No Range' limitation is usually already -1/2, and requiring a Grab roll seems like it should be an extra limitation.  

     

    Barrier 8 PD, 1 BODY (up to 4m long, 2m tall, and 1/2m thick), Cannot Be Escaped With Teleportation (+1/4), Personal Immunity (+1/4), One-Way Transparent (all attacks; +1) (50 Active Points); Feedback (-1), No Range (-1/2), Costs Endurance (to maintain; -1/2), Limited Power Must hit targets full DCV with a Grab maneuver (-1/2), Lockout (other things on this list) (-1/2), Increased Endurance Cost (x2 END; -1/2), Nonresistant Defenses (-1/4), Unified Power (-1/4)

     

    This completely stops the target from Teleporting for a phase as it must first break the Barrier, and using our Hero meta-knowledge it's highly unlikely they would have an appropriate bought power to allow them to break the Barrier and then Move.

     

    My version limits PD and ED foes and I can upgrade w/ exp
    and AP negates Cannot escape via t-port

     

  8. It was suggested to me in the game to use Change Enviroment and a -40m to teleport

     

    My grip is inescapable:  Change Environment (-40m of any mode of Movement), Costs Endurance Only To Activate (+1/4) (50 Active Points); Increased Endurance Cost (x10 END; -2), No Range (target must be grabbed; -1/2), Lockout (other stuff in this list; -1/2), Unified Power (-1/4)

    AP on t-port halves the minus from the CE(both the GM and I agreed on this)
    so to escape the target needs to exceed the minus from the CE(still limits range teleported) or break the grab

     

  9. 4 hours ago, Hugh Neilson said:

    That being the case, you only need a control cost adequate for 26 AP, so 13 x 3 (no skill roll; 0 phase)/1.25 (unified power on all powers) = 31.  If I am adding the 3 Multipowers correctly, they total 52 points, which leaves a 21 Real Point pool.

     

    If all the powers have Incantations and 2-handed gestures as well, the Control Cost is 13 x 3/2 = 19. which leaves enough for a 33 real point pool - enough to run a few 26 (or less) AP powers with -1 limitations at the same time.

    the total of the 3 MPs is 63 active pts running running at the same time (15pts Multifuction hands, 22pt make the golem move, alter the form of the golem 26pts)
    I would prefer no gestures or incantations just unified
    so Hugh what does the whole VPP look like?
    Do VPPs in 6th work like 5th ed or is it reversed I could never wrap my head around if the active and the control where not the same

  10. On 7/23/2021 at 5:58 AM, Nekkidcarpenter said:

    You went to a lot of effort to avoid buying a VPP.  The mixture of defensive spells is interesting, though I believe RAW only allows 'Cannot be escaped with Teleportation' on Entangles and Barriers that completely enclose the target, so as a cheap way to block Teleportation I'd disallow it.  Also, I disallow any purchase of Power Defense on any character that saved points with 'Unified Power'. 

    Well going with a VPP of 63 pts(what those 3 MPs had in active points would raise her points to 498)
    the vpp would look like this
    1 Various  Magics added :  Variable Power Pool, 63 base + 26 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (102 Active Points); all slots Gestures (Requires both hands; -1/2), Unified Power (-1/4), Incantations (-1/4)
     

    or this(a bit cheaper I did not like the changes to VPPs  so I rarely use them) she becomes 489pt
    2 Various  Magics added :  Variable Power Pool, 26 base + 63 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (120 Active Points); all slots Gestures (Requires both hands; -1/2), Unified Power (-1/4), Incantations (-1/4)

    I could toss the Library of the ages:  +2 with all Non-Combat Skills (and save 5 pts)

     

     



     

  11. On 7/23/2021 at 5:58 AM, Nekkidcarpenter said:

    You went to a lot of effort to avoid buying a VPP.  The mixture of defensive spells is interesting, though I believe RAW only allows 'Cannot be escaped with Teleportation' on Entangles and Barriers that completely enclose the target, so as a cheap way to block Teleportation I'd disallow it.  Also, I disallow any purchase of Power Defense on any character that saved points with 'Unified Power'. 

    for me there are too many different limitations and some things that cannot go into frame works like naked advantages and senses
    I could try getting the 3 MPs into 1 VPP

     

  12. 3 hours ago, Terminax said:

    I dunno if I'd be cool with the setup without the full character sheet. It seems overly fussy and gamey to me.

    Here you go the full character sheet

    Nemesis
    Anastasia Romanova

    VAL    CHA    Cost    Roll    Notes
    55    STR    15    20-    HTH Damage 11d6  END [2]
    18    DEX    16    13-
    30    CON    20    15-
    13    INT    3    12-    PER Roll 12-
    13    EGO    3    12-
    18    PRE    8    13-    PRE Attack: 3 1/2d6
    9    OCV    30
    6    DCV    15
    1    OMCV    -6
    3    DMCV    0
    6    SPD    40    Phases:  2, 4, 6, 8, 10, 12
    10    PD    8    10/25 PD (0/15 rPD)
    10    ED    8    10/25 ED (0/15 rED)
    15    REC    11
    50    END    6
    13    BODY    3    
    60    STUN    20

    Movement    Cost    Meters    Notes
    RUNNING    0    26m/52m    END [2]

    LEAPING    -2    44m    44m forward, 22m upward


    TELEPORTATION        10m/20m
    TUNNELING        17m/34m

    Characteristics Total: 196

    Cost    Powers
    45    +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points) - END=
    45    Resistant Protection (15 PD/15 ED) - END=0
    36    Life Support  (Eating:only once per week; Immunity All terrestrial diseases and poisons;Immortal; Safe in High Pressure; Radiation; Intense Cold;Heat in Low Pressure/Vacuum; Self-Contained Breathing;only has to sleep 8 hours per week) (36 Act Pts) - END=0
          - END=
        Golem body, all slots Unified Power (-1/4) - END=
    7    1)  Tongues spell: Universal Translator 16- (24 Active Points); Increased Endurance Cost (x8 END; -1 3/4), Costs Endurance (Only Costs END to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=16
    5    2)  Library of the ages: +2 with all Non-Combat Skills (20 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Increased Endurance Cost (x4 END; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) - END=8
    12    3)  Extra dimensional home: Custom Power (55 Active Points); Increased Endurance Cost (x10 END; -2), Concentration (0 DCV; -1/2), Restrainable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) [Notes: (1024 cubic meters 32m x 16m x 2m tall) stuff in storage
    2 cases of MREs
    4 5gal jerrycans of water
    extra clothes
    burner phones
    cost 15
    pg 27 apg2] - END=50
          - END=
        Body magical advantages - END=
    3    1)  Magical Face Hardened(4 pts): Hardened (+1/4) for up to 45 Active Points of Resistant defenses, Constant (+1/2) (16 Active Points); Increased Endurance Cost (x7 END; -3*), Lockout (-1/2), Unified Power (-1/4) - END=0
    4    2)  Magical defenses(pts): (Total: 18 Active Cost, 4 Real Cost) +9 Mental Defense (9 points total) (9 Active Points); Increased Endurance Cost (x7 END; -1 1/2), Lockout (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4) (Real Cost: 2) plus Power Defense (9 points) (9 Active Points); Increased Endurance Cost (x7 END; -1 1/2), Lockout (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4) (Real Cost: 2) - END=14
    5    3)  Magical Grip(9pts): : Affects Desolidified Any form of Desolidification (+1/2) for up to 30 Active Points, Constant (+1/2) (22 Active Points); Increased Endurance Cost (x7 END; -3), Lockout (-1/2), Unified Power (-1/4) - END=14
    2    4)  Magical Grip(5pts): : Cannot Be Escaped With Teleportation (+1/4) for up to 30 Active Points, Constant (+1/2) (10 Active Points); Increased Endurance Cost (x7 END; -3), Lockout (-1/2), Unified Power (-1/4) - END=7
          - END=
        gems of seeing, all slots Increased Endurance Cost (x7 END; -3), Lockout (normal sight; -1/2), Perceivable (unnatural eye colors white or gold depending on which is in use; -1/2), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) - END=
    6    1)  White eyes(combat mode) Magic based: Radar (Unusual Group), +4 to PER Roll, Discriminatory, Analyze, Telescopic:  +14 (36 Active Points) [Notes: No mods untill past 1km can be seen by those with a magic sense] - END=28
    8    2)  Golden eyes: Detect and read/ analyze magic A Large Class Of Things 14- (Unusual Group), Discriminatory, Analyze, Partially Penetrative, Range, Sense, Targeting (44 Active Points) - END=28
          - END=
    8    Multi-function hands: Multipower, 15-point reserve,  (15 Active Points); Restrainable (-1/2), Unified Power (-1/4) - END=
    1f    1)  wedging/poking in her frail looking fingers to climb: Clinging (70 STR) (15 Active Points) - END=0
    1f    2)  Stiletto fingers or axe hand: (Total: 14 Active Cost, 14 Real Cost) HKA 1 point (3d6 w/STR), Variable Special Effects (Limited Group of SFX; various blades and axes; +1/4), Reduced Endurance (0 END; +1/2) (9 Active Points) (Real Cost: 9) plus +1 OCV (Real Cost: 5) [Notes: Pushed 5d6hka  Haymaker 6d6-1hka  pushed haymaker 6d6 +1hka] - END=0
    1f    3)  Predictive magic: +3 OCV (15 Active Points) - END=
          - END=
    18    Various magics to move an Iron Golem: Multipower, 22-point reserve,  (22 Active Points); all slots Unified Power (-1/4) - END=
    1f    1)  Magic  from Boots of Striding and Leaping: Running +14m (26m total), Reduced Endurance (1/2 END; +1/4) (20 Active Points) [Notes: 55.16 mph] - END=1
    2f    2)  Magic  from Boots of Striding and Leaping w/ a lot of levitation: Leaping +44m (44m forward, 22m upward) (22 Active Points) [Notes: 47.52 mph] - END=2
    2f    3)  Magic  from Boots of Striding and Leaping blended in to a Super Parkour movement style: Running 10m, x4 Noncombat, Usable [As Second Mode Of Movement] (leaping; +1/4) (22 Active Points) [Notes: max NC 95  mph max span 88m 538m  per turn
    phase 0 22m/ 1 44m / 2 66m /3 88m] - END=2
    2f    4)  Knockback Resistance -22m (22 Active Points) - END=0
    1f    5)  Teleportation 10m, Safe Blind Teleport (+1/4), MegaScale (1m = 1 km; +1) (22 Active Points); Increased Endurance Cost (x2 END; -1/2) - END=4
    1f    6)  Tunneling 15m through 2 PD material (19 Active Points) - END=2
    1f    7)  Spot welding repairs using Hellfire and a bit of pounding to repair metal: Healing BODY 1d6, Decreased Re-use Duration (5 Minutes; +1) (20 Active Points); Restrainable (-1/2), Limited Power Power loses about a third of its effectiveness (self only(not for flesh and blood); -1/2), Perceivable (-1/4) - END=2
          - END=
    8    Magics to alter self: Multipower, 26-point reserve,  (26 Active Points); all slots Increased Endurance Cost (x5 END; -2), Unified Power (-1/4) - END=
    1f    1)  Shape Shift  (Sight, Hearing and Smell/Taste Groups, limited group of shapes), Costs END Only To Change Shape (+1/4) (25 Active Points) - END=10
    1f    2)  Bright Sunlight/Intense Magnetic field/Wyld magic/Cold Iron: Change Environment (-1 to Characteristic Roll or Skill Roll, Varying Combat Effects), Area Of Effect (4m Radius; +1/4), Costs Endurance Only To Activate (+1/4), Variable Special Effects (Any SFX; +1/2) (26 Active Points) - END=10
    1f    3)  Bright Sunlight as a flashlight: Change Environment (-1 to Sight Group PER Rolls, Varying Combat Effects), Costs Endurance Only To Activate (+1/4), Area Of Effect (64m Cone; +1), Thin Cone (-1/4) (26 Active Points) - END=10
    1f    4)  Gates to Hell hot/cold: Killing Attack - Ranged 1 point, Area Of Effect (2m Surface; +1/4), Costs Endurance Only To Activate (+1/4), Personal Immunity (+1/4), Variable Special Effects (Limited Group of SFX; Hot or Cold; +1/4), Constant (+1/2), Uncontrolled (+1/2), Penetrating (x4; +2) (26 Active Points); Leaves A Trail (+1/4*) - END=10
    1v    5)  Hot/cold as hell: Change Environment (+3 Temperature Level Adjustment), Costs Endurance Only To Activate (+1/4), Varying Effect Very Limited Group (hot or cold; +1/4), Area Of Effect (64m Radius; +1 1/4) (25 Active Points); No Range (-1/2) [Notes: Temperature
    Level          REC Lost END Lost per 20 minutes
    Comfort Zone —                   —
    1 (-1)                -1                   -1
    2 (-2)                -2                   -2
    3 (-3)                -3                    -3
    4 (-4)                -4                    -4
    5 (-5)                -5                    -5] - END=10

    Powers Total: 230


    Cost    Skills
        Presence Skills may add + 3 for Striking Appearance
    3    1)  Acting 13-
    3    2)  Charm 13-
    3    3)  Streetwise 13-
        
        Dex skills
    3    1)  Stealth 13-
    2    2)  Teamwork 10-
        
        Int based
    2    1)  Navigation (Land) 12-
        
        general
    3    1)  Power:  magic skill 11-
        
    3    Scholar
    1    1)  KS: Binding Magic (2 Active Points) 11-
    1    2)  KS: Cults, Covens and Secret Organizations (2 Active Points) 11-
    1    3)  KS: Legendary Magic Items and Artifacts (2 Active Points) 11-
    1    4)  KS: Monsters, Legends and Myths (2 Active Points) 11-
    1    5)  KS: Occult History (2 Active Points) 11-
    1    6)  KS: The super powered scene (2 Active Points) 11-
    1    7)  KS: Transmutation Magic (2 Active Points) 11-
    1   😎 KS: World history (2 Active Points) 11-
        
        everyman skills
    0    1)  Climbing 8-
    0    2)  Deduction 8-
    0    3)  Language:  English (completely fluent; literate) (4 Active Points)
    0    4)  Paramedics 8-
    0    5)  Persuasion 8-
    0    6)  PS: model 11-
    0    7)  Shadowing 8-
    0   😎 TF:  Everyman Skill, Small Motorized Ground Vehicles
    0    9)  AK: SF bay area 8-

    Skills Total: 30

    Cost    Perks
    3    BARF Base
    0    Fringe Benefit:  Custom Adder, Federal/National Police Powers

    Perks Total: 3

    Cost    Talents
    9    +3/+3d6 Striking Appearance (vs. all characters)

    Talents Total: 9

    Value    Complications
    5    Distinctive Features:  Detects as magical (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    10    Distinctive Features:  usually the hottest woman around (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    15    Hunted:  DEMON(she is a magical artifact) Infrequently (Mo Pow; Harshly Punish)
    10    Hunted:  past assassinations coming back to haunt her Infrequently (As Pow; Harshly Punish)
    10    Physical Complication:  she has no organs(normal healing powers have no effect on her Iron Golem body (Infrequently; Slightly Impairing)
    15    Psychological Complication:  protective of the inocent (Common; Strong)
    10    Social Complication:  Secret Id Infrequently, Major

    Complications Points: 75

    Base Points: 400
    Experience: 68
    Experience Unspent: 0
    Total Character Cost: 468

  13. 3 hours ago, archer said:

     

    And inadvertently ticks off a lot of his employees and customers by thanking them for financing his junket into space....

    And how long has he been funding Blue Origin?
    Tesla paid for Elon Musk to launch HIS personal car into space for a grand tour of our local orbit
    some people need to get a life
    of course since he sold all interest in Amazon
    How many will stop buying from Amazon or drop their Prime accounts?
    not many is my guess, or enough to make a dent like what happened to Disney+ over Gina

  14. 10 hours ago, steriaca said:

    I believe Lockout can only be taken on Multipower slots officially. That of course doesn't really mean a thing, as the GM can say "that's an exception" and makes it so.

    as 3 of the 4 powers are naked advantages they cannot go into an MP

     

    9 hours ago, Grailknight said:

     

    Lockout can be taken on any Power per CC. Though it's given value is -1/2, the description says it should be adjusted based on how many and what powers are affected.

     

    As to the OP, I'd allow it assuming it wasn't pulling from a different END source than the rest of your powers. I can remember several combats in my old campaign where it would be a useful powerset but would have come back to bite you.

    all draw End from the same source

     

    5 hours ago, dougmacd said:

    Interesting use of Unified and Lockout to represent a Multipower-like construct.

     

    One possible monkey wrench: Naked Advantages cost END, so the Costs Endurance limitation is inappropriate (making the Increased Endurance Cost a lot scarier).

     


    Doug

    In 6E, they apparently they cost END even when the base power does not (6E1 p314)!

    pulled the cost end lim and added Constant(as NA they get to now become instant 
    redone below(COSTS DID NOT CHANGE

    Body magical advantages

         Magical Face Hardened(4 pts):  Hardened (+1/4) for up to 45 Active Points of Resistant defenses, Constant (+1/2) (16 Active Points); Increased Endurance Cost (x7 END; -3*), Lockout (-1/2), Unified Power (-1/4)

         Magical defenses(pts):  (Total: 18 Active Cost, 4 Real Cost) +9 Mental Defense (9 points total) (9 Active Points); Increased Endurance Cost (x7 END; -1 1/2), Lockout (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4) (Real Cost: 2) <b>plus</b> Power Defense (9 points) (9 Active Points); Increased Endurance Cost (x7 END; -1 1/2), Lockout (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4) (Real Cost: 2)

         Magical Grip(9pts):  : Affects Desolidified Any form of Desolidification (+1/2) for up to 30 Active Points, Constant (+1/2) (22 Active Points); Increased Endurance Cost (x7 END; -3), Lockout (-1/2), Unified Power (-1/4)

         Magical Grip(5pts):  : Cannot Be Escaped With Teleportation (+1/4) for up to 30 Active Points, Constant (+1/2) (10 Active Points); Increased Endurance Cost (x7 END; -3), Lockout (-1/2), Unified Power (-1/4)

     

  15. Body magical advantages

       Magical Face Hardened(4 pts):  Hardened (+1/4) for up to 45 Active Points of Resistant defenses (11 Active Points); Increased Endurance Cost (x5 END; -1*), Lockout (-1/2), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4)

       Magical defenses(pts):  (Total: 24 Active Cost, 6 Real Cost) +12 Mental Defense (12 points total) (12 Active Points); Increased Endurance Cost (x7 END; -1 1/2), Lockout (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4) (Real Cost: 3) <b>plus</b> Power Defense (12 points) (12 Active Points); Increased Endurance Cost (x7 END; -1 1/2), Lockout (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4) (Real Cost: 3)

       Magical Grip(9pts):  Affects Desolidified Any form of Desolidification (+1/2) for up to 55 Active Points of Strength (27 Active Points); Increased Endurance Cost (x7 END; -1 1/2), Lockout (-1/2), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4*)

       Magical Grip(5pts):  Cannot Be Escaped With Teleportation (+1/4) for up to 55 Active Points of Strength (14 Active Points); Increased Endurance Cost (x7 END; -1 1/2), Lockout (-1/2), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4*)

  16. On 7/9/2021 at 10:34 AM, Christopher R Taylor said:

    The bullets being forced out makes for neat looking effects but usually makes no sense.  Wolverine being shot in his adamantium skull would make the bullet just bounce off, not sink in and then be pushed out.

    what if the bullet is pushed out by rebuilding the damaged tissue along the wound track(last damaged 1st healed)
    when stitching a deep wound you deal with the deepest part first , not the surface damage

     

     

  17. Had first ed played it a bit

    acted at Renn faire with John Wick back in the 90's(I'm in Pirate Nations)
    I found that  the spending on stats for keep dice was the way to go(you want to keep at least 3 dice)
    I was on the 2nd ed Kickstarter, but have not played 2nd ed

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