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WistfulD

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Posts posted by WistfulD

  1. A VPP with a custom Limitation on what Powers it CAN'T be used for is probably the easier way to go.  I doubt that a Hammer-space item is going to allow for some of the more unusual powers like Growth for example. It's typically going to be attacks of some sort right?

    Well, I'm not sure. I'm still thinking this out.

     

    Netzilla, edm certainly could work, although I do prefer to have things with more defined boundaries than that. As Hyper said, a VPP certainly would work if it just allows the appearance of "objects" and thus pretty much anything could come out.

     

    IndianaJoe3, can you tell me anything about the fantasy hero complete build? Might it be in the 2009 version of fantasy hero, which is the one I own?

     

    Let's explore what Grailknight said. What if it was stuff my character picked up? Let's say it is a heroic campaign, and this was pretty much a stealth bag of holding. The character couldn't just pull out ANYTHING, just stuff that they already had access to. The power just let them carry it all past being frisked or disarmed/disrobed/etc. My current thought experiment is a character in our space opera campaign (Guardians of the Galaxy inspired). The character is a small, maybe 2' tall talking pteradactl-like alien, who can, when needed, pull out a 7' long anti-material sniper-rifle like gun. "Where was he keeping that gun?" his allies would say. "How'd he get that through security?" the cops would say. "Run!" his opponents would say! :-) That's why I was thinking a Naked Advantage which would turn his OAF gun into an IAF.

  2. AKA Mary Poppins or Felix the Cat's magic bag, AKA where'd those/that come from? See TV Tropes

     

    Some characters (espcially cartoon/comic characters, but also webcomic, comic book, and sitcom characters) have a magic knack for pulling items out of their back pocket, purse, or just off camera. Often of dimensions that defy the laws of physics. How would one stat out this ability?

     

    My initial thought is to say that it is a naked advantage, applyied to an absense of limitation instead of an advantage: Naked Advantage (makes any focus inobvious, regardless of original status). Another option would be a change environment penalty on concealment rolls, only to offset penalties, such that a person could effectively hide a blue whale on their person. Any additional thoughts?

  3. Okay, I am trying to understand effects that are a single attack, but have effects that fall under two powers. I'll present a simple one and you tell me if I've done it correct, and I'll present a harder one that is vexing me.

     

    Simple Case: Acid dripping claws - The Cthulian horror Xix'lthuhpuh has sharp claws that drip acid. This power is:

    HKA 1 1/2D6 (3D6 with 20 STR) (25 Active Points); 25 Real Points

    Plus

    RKA 1 Pt. Damage Over Time (some specifics, I don't care; +5) (30 Active Points); Limitation (only occurs if claws do damage; - 1/2). 20 Real Points.

     

    The total power is 55 AP, costs 45 points, costs 5 END (7 with the STR), and the power is legal for a power framework. Both affects can be tied to a single attack roll. All that correct, yes/no?

     

    Now second power: Fight into corner - the swashbuckling musketeer Portlios has the ability to slowly take advantage of his tactically superior fighting, and reduce his opponent to a helpless mess.

    This power is:

    Attack with rapier (a HKA, but not built into the character)

    Plus

    Drain attributes 3D6 Expanded Effect (DCV and OCV; + 1/2) (45 Active Points); Limitation (only occurs if sword does damage; - 1/2), No Range(-1/2) 22 Real Points

     

    Now, this second one, because the rapier attack and the drain cannot be part of a combined power, doesn't work, right? It would instead need to be set up as a trigger (of hitting with the rapier, the doing damage could still be a limitation?). Is that also correct?

     

    I guess I'll ask the rest of my question after I confirm/disconfirm that I have these assumptions correct. Thanks all!

  4. Does the difference actually mater?

    People have died from flesh-wounds and the resulting infection, because they could not get proper care in time. Because there WAS no proper care in that age of mankind or in the area they were. And even if you survive that attack, you are knocked out cold. Propably for longer then bleeding out needs...

     

    Emergency servics in Australias sparsly populated areas uses Aircraft and have the other side drive towards them, because otherwise you could not render help in a time that would help.

     

    The answer to that is, of course, does it matter to you?

  5. First of all, I appreciate everyone taking the time to reply.  I'm looking through the Hero System Equipment Guide, pg. 89 to be specific, high end weapons (those doing 3 1/2d6 K and up) do seem to scale up really fast and I would imagine tank armor and what not probably scales to accommodate that.  Maybe the simplest thing is to compress those higher numbers somewhat.  That seems to be a rather simple solution for me anyway and one that I can live with.

     

    That would work. The discontinuity is that Joe normal with a high body, and maybe some light armor can get hit with an anti-tank weapon and bleed out instead of being killed instantly. If that's where you want to put the incongruity, I'd say it works pretty well for a supers game.

  6. The problem with building a game out of superheroes is this: if Superman and his comparable enemies can rip apart tanks, why isn't Batman dead? Buildings errupting, tanks go flying. One piece of shrapnel from that to the chin and Batman's head comes off. Now in the comics, that's not a problem because in the interest of storytelling, Batman never gets hit by that shrapnel. In a game, however, that kind of author discretion is difficult to maintain without it seeming like GM handholding. Therefore, there will always be some form of disharmony between superhero survivability/effect, normals' survivability, and physical objects that exist in the world with both of them. You can choose to put the discontinuity somewhere else if you like, but you can't eliminate it.

  7. I'm really uncomfortable with this line of reasoning. Frankly, there is nothing in HERO that requires high IQs, though there might be a correlation between people with a STEM focus and HERO system mastery. My hypothesis has more to do with the way that information is presented than anything else; simply put, until 6th edition, HERO has had a very dense presentation, and that's just not an effective way to communicate information to everybody. For some learning styles, it's great!

     

    But it is entirely disingenuous - and frankly unworthy of this community - to posit that people who "get" hero quickly must have a higher IQ than others. 

     

    I think there is a lot of misinformation about intelligence in what I will call the "nerd community." I also think people have very skewed understanding of IQ and what it is for (and what it is good for). We all also want to think that we (or our group of friends) is in "the top ____" of intelligence. Some of us are right. A lot are not (studies consistently show that people, especially those that did somewhat well in school, consistently overestimate how rare their own intelligence level is).

     

    A certain amount (but not much) of mental accumen is needed to grog the Hero system. Perhaps a greater amount to enjoy working with all those numbers. Still, it is 6th, maybe 7th grade math.

  8. You would still pay normal END for the STR.

    But if you add DC of any kind (STR, CSL, Martial Arts, normal Maneuvers, Chicken) to an attack with "Advantages that affect the Damage calculation", they get those advatanges for free. DC (Damage Classes) is a somewhat abstract figure of measuring the "power of an attack regardless of advantages".

    Adding 30 STR (6 DC) to a 2D6 Normal Damage, NND (+1) (4 DC) results in a 10 DC attack with all the advantages.

     

     

    Also this example power should show why Martial Arts NND does not allow you to add STR:

    It is a 2D6, 0 End(+1/2), NND(+1) that only costs 4 Real Points.

    Martial Arts balance/pricing is so fragile, it has no chance to work out if you do not at least buy 10 points worth of MA maneuvers.

    I'm not sure which rules set you are refering to, but your first paragraph is not correct for 6e. If you add DCs to attacks with advantages, you have to refer to the charts in 6E2 pp100-102, which are effectively the same as dividing the DCs added by the 1+advantage total.

     

    I think we all agree that martial art pricing is quite cheap compared to other powers. Whether that is a good thing is certainly an open topic, but it appears to be deliberate. The NND attacks are, however, aberrant within that assumption, which is why we're discussing altering them.

  9. A significant factor to remember is that, although most coins were gold or silver, most money (or at least most of an economy) was not in coins. I lord's wealth was not just in the coins in their coffers, but in their land, the crops the land produced, and the serfs to till that land (and the training of the serfs, and the fact that the local dragon hasn't burned down the trees in the orchards),.. and on and on.

  10.  

    "No. You can't use one slot of a Multipower to effect another slot. You can't put a Killing Attack in one slot, STR in the other, and combine them to enhance damage. And you can't use Aid in a slot to help another slot.

     

    You would have to buy the Aid outside the Multipower. Then it CAN add to a Multipower slot."

     

     

    Further, you would have to aid both the multipower's active point limit, and the power itself. That's one of the downsides to multi-powers.

     

    Edit: hmm, that quote didn't quote.

  11. How does one go about creating a "linked additional level of power with a greater focus"? That's a new one I haven't come across yet.

     

    <snip>

    As mentioned above, allomancy is a power that shouldn't be able to be aided, supressed, drained, etc..

     

    I was working off this quote:

    "Unified Power typically represents constructs where the character needs multiple Powers (in the game system sense) to build all of the aspects or facets of a single power (in the campaign world sense). For example, when creating an air elemental, the GM might apply Unified Power to Desolidification, Flight, and Invisibility, since he bought them all to represent aspects of a single “Body Of Air” power."

     

    Following this example, the Coinshot Multipower (steel allomancer) seems to fit this description. It requires multiple "powers" mechanically to make what is narratively a single power.

     

    If really pressed, and a way was presented to stop an allomancer from using their power, it would technically affect all of the subpowers that make it up. You would in effect have to turn off their ability to burn metals. No burn = no power. So ultimately I'd have to say that yes, Unified Power would appy.

     

    For the first one, let's use blast, since it is simple, and only the focus limitation.

    Power: blast (impure metal) Blast 6D6 (30 Base Points); no advantages (30 Active Points); Focus (any metal - Inobvious, Accessible, not difficult to obtain; - 1/4) 24 Real Points.

     

    Power: blast (pure metal) additional Blast 6D6 (30 Base Points); no advantages (30 Active Points); Focus (only pure metal - Inobvious, Accessible, difficult to obtain; - 1/2), Linked (to impure metal blast; -1/4) 17 Real Points.

     

    That gives you a power that does 6D6 with impure metals, or 12D6 with pure metals.

     

    As to the second, I don't know if you can take universal power if you have taken inherent. That sounds like trying to get the points back with a limitation that can never come into play. I'd consult the GM.

     

     

  12.  I don't know why he decided TK worked that way, but that was his vision of the power.

     

    The psionic characters in the Asimov Robot/Empire/Foundation superseries could kill people by creating a small build-up of heat in people's brain. It's not unheard of. As long as he wasn't like "you said my character had telekinesis, give me my instant death ability!" it's pretty reasonable. Just make him add that to his TK multipower if done in Hero. It'd would be an ACV, AVAD, Does Body, RKA with Limitation (requires called shot to head), possibly RSR(anatomy), and limitation (only works on creatures with brains). Pay the points and you can do anything. :-)

  13. If you know specific spells, then I think a power framework is the best option. A single framework is entirely possible (and will give you an active point reserve capable of doing the more powerful spells).

     

    As to specific points

     Power Framework = Multipower (1 per metal? - Each metal has its own set of 'powers/spells' in the multipower.)  

    * Limitations on Framework:
    --- Always On + Inherent? Not if they don't work when you are unconcious. No for inherent. Why would they be considered always on?
    --- Charges (Clips [1 per Focus]; Fuel Charges) - Metal Once Ingested? If you can find and ingest more to get more charges in a day, expendable focus might be what you are looking for.
    --- Focus (Inobvious, Accessible, Breakable, Universal) - the Metals for ingestion? Are the accessible? If you ingest them when you cast the spell, and thus can be taken away to prevent you from casting, this would be the case. Don't forget expendable.
    --- Limited Power (impure metal = 1/2 power)? That's one way to do it. You could also have a base power with a less limiting focus (any metal) and also a linked additional level of power with a greater focus (pure metal).
    --- Side Effect (Toxicity) - No clue how to set this one up. Probably as a complication. Perhaps Dependency (side effects, lack of dependent material causes loss of powers).
    --- Stops working if Knocked-Out/Stunned (unconscious) That's the basic state of powers in the Hero system. It is simply not adding the inherent advantage.
    --- Trigger (1 defined set of conditions [only 1 applies at a time], No Time Action, Trigger Expires) - Burning/Flaring? You probably don't need a trigger if consuming the metal is part of the casting, as it is a focus.
    --- Unified Power (all the powers are linked) Linked is a specific term in Hero. All powers can be considered linked if they are in the same power framework (draining or supressing the framework will drain/supress them all. The question is, if someone casts suppress telekinesis (to supress your push metal ability), will it stop your stiltwalking ability as well?

    Flaring is perhaps the hardest part. The Hero system is not set up to 'boost' powers very easily (for instance, it is hard to make a "temporarily enchant weapon" spell. You pretty much have to create the weapon you want as a power, and make the weapon it enchants merely a focus of opportunity). The GM might allow buying Damage Classes (and perhaps allow them to be used even with non-damaging spells) with the limitation (burns charges/expendable foci).

  14. Seeing Steve's answer, I'm just a little surprised at the 4x effect: I expected him to go with a max of 2x effect.

     

    Well, Steve is known for ruling as it looks like the books best support, rather than what he thinks would be best, even if it is a subject that the books don't specifically address.

     

    I'd say that the 4x is not what I would do, but I'm okay with it. A character taking two vulnerabilities is really asking to get wall-smeared if they run up against both at once.

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