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Christougher

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Posts posted by Christougher

  1. Those 10 points for x8 NonCombat are still Active Points.  I don't recall any specific mention that adders do not cost END.  As I read it, and it may have been answered this way in one of the FAQs, it means that you'd pay 4 END whether moving at combat or noncombat speeds.

     

    So, the much simpler formula to use is 40 * (1 + 1/2) = 60 / 10 = 6 END.  Makes the math easier, and I don't think one or two more END is going to hurt that much.

     

    Chris.

  2. I've no idea what 6E says on the subject, as I've stuck with 5ER mostly, so here are a few random thoughts.

     

    Flash seems reasonably priced for a single sense.  

    When expanded to other senses, is it 6d6 Flash Sight and Hearing for 48(8*6) points(seems expensive) or 9d6 Sight and Hearing for 50(45+5) points(too cheap)?  

     

    Seems about the same for Flash Defense, 1 point for +1 defense, but paying that again for each sense means sinking a lot of points into a defense that rarely used, or rarely has an effect?

     

    Would it be better to price additional senses as an Advantage?  At a +1/4 per added sense group, affecting all senses just doubles the price rather than quintuples it.

     

    Discussion and opinions please?

     

    Chris.

     

     
  3. Are you looking for a way to determine pricing levels, or actual prices?  When I set up my fantasy campaign, I was using a 100:1 exchange rate from one coin to the next, with silver being the base metal. (There are also 10x bars around.)  My summary on pricing was like this: 

     

    An unskilled day's wages are 1 silver.   Ten copper will buy a meal, while a private room is a silver.  Weapons cost in the tens of silvers, while a good suit of armor or a horse is paid in gold.

     

    So, for the aforementioned Flint and Steel?  It's a durable, reusable item, but not terribly expensive or difficult to produce.  So I make it cost one silver.  (Barring exceptions like no flint or no steelmaking smithys or some clown buying up every tinderbox in town.)

     

    Chris.

  4. The rules state that Absorption to Stun adds back after the damage is taken; if the damage taken is enough to Stun or KO, what happens?  This is what I understand and believe:

     

    1) A Stunned character remains Stunned, even if the added Stun exceeds their CON.  Any non-Persistent powers drop unless the character can recover from being Stunned that phase(per 6E2 105).

     

    2) A KO'd character returns to being conscious, if the added Stun results in a positive Stun total.  Any non-Persistent powers stay active because they drop at the end of the Segment, but the character is no longer KO'd at that time.

     

    3) A character both Stunned and KO'd returns to being conscious and is NOT stunned(per 6E2 106 KO'd need not recover from Stunned), if the added Stun results in a positive Stun total.  Any non-Persistent powers stay active because they drop at the end of the Segment, but the character is no longer KO'd at that time.

     

    Followup:

    In 1) above, if the character's Absorption also increases CON, would the character still be Stunned if the new CON total was higher than the amount of Stun damage taken, either before or after the Absorption added to Stun? Example: I have 20 CON and take 21 Stun.  I Absorb 6 points to CON giving CON 23, and 6 points to Stun giving Stun - 21 + 6 taken of 15.

     

    Chris.

  5. Well, rather than recreating damage systems, here's an idea I'm working on for my Master of Orion game.  Each ship has an Engineering skill (or Well Put Together or Structural Integrity or something like that), and every time the ship takes damage, a skill roll is made.  Failing the roll means some system or another is damaged, with the skill roll (and possibly number of systems) modified by the damage taken.

     

    Chris.

  6. WHAT ??????!!!!!!!

    You DARE take my idea and adapt it ?????!!!!!!

    I shall turn up on your doorstep and give you a HARD stare.

    But I might be in disguise. So any insect, bird or animal, or maybe at a stretch a human, who gives you a hard stare in the next few days, that might be me.

     

    Well, yeah.  Plagarism is the sincerest form of compliment.   :winkgrin:

     

    Chris.

  7.  

    The strange thing is there lots of built in examples kind of breaking the rule.  Such as Density Increase only costing 4 pts per level, so at a lot of breakpoints the active cost of Density Increase breaks the DC limit.  You end up getting more strength than you can use in a punch.  Just seems strange.

     

    Also, another weird one is Ripose from the Fantasy Hero book:

     

    Game Information: Trigger (when character is
    hit by or Blocks an enemy’s attack and wants
    to strike back, activating Trigger takes no time,
    resetting Trigger is a Zero Phase Action; +¾) for
    up to HKA 4d6 (45 Active Points); OIF (weapon
    of opportunity; -½), Requires A Sword Tricks
    Roll (-½). Total cost: 22 points.
     
    Why is the 4D6 HKA only 45 points here?  Shouldn't it be 60 active points?
     
    Of course I realize I'm probably just reading too much into the details, but, just trying to understand how it works.  
     
    I do agree that the active points limitation is a nice tool for setting world parameters, giving both the player and the GM some stability in this extremely open ended system.

     

     

    In this specific instance, the 45 points is the cost of the Advantage only.  +3/4 of a 60 point attack.  You have to supply the 60 AP attack yourself.

  8. A few one liners:

    Porcupine is a human archer wearing spiked armor resembling his namesake.  

    Kudzu is a sentient plant, a mass of vine tendrils with a small central knot.

    Runestone is a magic user with runes tattooed on his skin, so that touching them casts his magic.  

    Briquette is a female brick, sheathed in flames surrounding charcoal-looking armor.

    Dragon is a normal martial artist with scale armor, katar claws, a whip tail and jetpack and wings to fly.

    Plutonium Blonde is a radioactive female metallic brick with an obviously fake wig.

    Matchstick is a martial artist who uses flaming Arnis batons.

    Ol' Sparky is a convicted murderer wearing a scorched orange jumpsuit from when gained electrical powers from his trip to the chair.

    Pachyderm looks like an anthropomorphised elephant mammoth, but that fur covers a high-tech battlesuit.

    Sick Puppy is a mentalist in a gimp mask and suit who makes you beat him to feed his Absorption.

    Steam Punk is a steampunk battlesuit with piston fists and steam vent blasts and jump jets.

    Balloonatic is an evil clown who creates balloon animals, even out of himself or other people.

    Arcanamatron is an ancient animated metal golem.

     

    I know gun users aren't favored, but two that might be interesting:

    Volt 45 uses comically oversized pistols that fire bolts of electricity and eject spent AA batteries as 'shells'.

    War Glock wears a trenchcoat instead of the robes of old, casting magic with one hand, often on the gun in his other.

     

    A two-for-one:

    Flint and Steel are brothers and mutants.  Flint turns stonelike and grows to twelve feet.  Steel has metallic density increase and is stronger, so their unusual "Fastball special" is Steel throwing Flint.

     

    And finally I also want to nominate someone else's 1-800-ZOMBIE from the theme team threads.  As a zombie who creates 'zombie copies' of people he touches.

     

    Chris.

  9. Hippie chick Christine Maxwell understands and manipulates the energies inherent in crystals.  After a supervillain battle leveled her shop, she realized that more, larger crystals would give her the ability to help more people.  As Crystal, she appears to be a "power armor" clad heroine, but her armor is transparent(translucent?) quartz studded with crystals, showing her mundane (artist's choice) clothing underneath.

  10. In my extremely limited experience firing a bow you pretty much have to concentrate, set, and not move around dodging attacks very much if at all, so the 1/2 DCV thing makes perfect sense to me.

     

    I agree about swords.  I see the balance like this:

    Swords +1 OCV

    Axes +1 damage class

    Maces +1 stun multiplier

    etc

     

    that gives you advantages for each weapon, but distinctive bonuses that give people options.

     

    In the 5E downloads section is my work-in-progress Weapons and Armor spreadsheet basically designed this way.  Everyone is welcome to take a look, cuss and discuss. :)

     

    Chris.

  11. Don't call him Fuzzy Wuzzy.  Theodore Eugene Behr worked for a drug and chemicals research company trying to invent a new and better version of Rogaine.  Was he successful?  Yes and No. An "accident" with his latest test formulae turned his hair steel-hard and given him the ability to grow it out several meters at will.  (In game terms, some Growth, a few meters of Stretching and a nasty Damage Shield.)  Because he believes it was no accident, Theo is looking for revenge and doesn't care who he hurts to get it.

     

    Chris.

  12. Is General Mayhem going for a military theme?  I have a quasi-military team whose members were military equivalent occupations: Cavalry, Armor, Sniper, Medevac, Recon, etc.

     

    I also have a team of "evil heroes" called the All Americans, (American Way, American Maid, American Ingenuity, etc) to which I'm adding a new member based your last - American Pastime.

     

    Chris.

  13. That's not a Transformers logo ... but now I kinda wish it was. A Transformers X-Wing would be pretty kick-ass :rockon:

     

    Actually, they had a line of these within the last few years.  Luke Skywalker into Xwing, Vader into his Tie Advanced, Han and Chewie combined into the Falcon.

     

    Chris.

  14. The being known as Pancake has a very simple motivation for its hatred of giants..It used to be a normalish human until a gigantic villain stepped on it.  An adaptive mutation allowed Pancake to survive as a two-meter wide, one centimeter tall circle of flesh, but it can never be returned to its original form.  It's not always useful in a fight with giants, but its hatred never wavers.

     

    ETA:  Was typing while the above was posted.

     

    As was said before, that is just sick, twisted and awesome.  I may have to steal it for my game.

     

    Chris.

  15. I read somewhere that the Minions from Despicable Me are genetically-engineered kernels of corn. I don't know if that's true, but I read it.

     

    Given the new Minions movie posits their existence millions of years before humans and genetic engineering, I don't believe this to (still) be the case.

     

    Chris.

  16. Hello,

     

    Happy holidays!

     

    I am trying to understand Background versus Characteristic-based skills, specializations, etc, their costs, roll structures, etc.

     

    In 6e, Volume 1 p54, 'Skill Cost Structures', Science, for instance, is listed as Background. Then they go on to explain how that is usually INT-based; not Science, per se, although it is (or should be), but Background skills in general. What's the difference? Sounds Characteristic based to me: i.e. General Science, or Science: Astronomy, Science: Chemistry, and so on.

     

    Furthermore the cost structure looks very similar to that of a Characteristics based skill (i.e. INT based). I could see a true Background skill being just 2 CP to opt-in; +1 per 1 CP thereafter.

     

    Finally, the base roll is said to be 11-; which if you work out the math, is the same as saying INT-based (or whatever the Characteristic is). If you take the base INT, what is it, 10, and calculate it out, 9+10/5, you end up with, uh-oh-eee! 11-! (non-common core calculation... :rofl:). This sort of allusion is mentioned in a couple other places; i.e. the actual calculation is masked by a hard-number.

     

    This is where my GM discretion kicks in, but I thought I'd posit the scenario to the forums. If I can generally summarize, it's all about the roll, base cost, cost per level, and whether (probably) that was based on a Characteristic.

     

    Thank ye...

     

    Yes, skill pricing appears to be based on the same math (9 + CHA/5) across the board.

     

    For my games, I've changed cost structure slightly: Unskilled is a 7- roll for 0 points, Familiarity is a 9- roll for 1 point, all* skills have an 11- roll for 2 points, and a minimum 12- roll for CHA based and other skills, which gets the CHA/5 adder.

     

    * Even CHA based skill rolls, which used to go from 1 point 8- familiarities to full CHA based 12-, 13-, 14- or higher with no middle ground.

     

    I've also briefly toyed with the idea of removing Science skills, making them either KS or PS.  Either that or dump the distinction for all skills and make them all KS or PS...

     

    Chris.

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