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SteveZilla

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Everything posted by SteveZilla

  1. Re: What fundamental thing would you change about the Hero system? Because when one is exerting themselves to cause damage (punching at someone), their muscles are working to accelerate their fist. Guiding one's fist to it's target always takes a balance/fluidity of one's muscles which is just about the opposite of using one's muscles to hold a limb rigid. That balance is actually quite easy to disrupt, given correct timing. It's also a matter of leverage. Blocks usually happen near to the target, giving him the benefit of leverage, and the attacker's limb is at almost full extension, giving it the disadvantage of leverage. And "Block" could be the mechanic behind a form of dodging -- it doesn't have to mean the actual F/X. F/X are left to the player to define in Hero System. And it's Comic Book Physics to boot. From Wikipedia on Wing Chun Kung Fu (http://en.wikipedia.org/wiki/Wing_chun): Wing Chun believes in using the least amount of required force in any fighting situation. It believes that small movements, properly timed and correctly positioned, can and should be used to defeat large movements. This is achieved through balance, body structure and relaxation. The Chinese saying "8 taels to move 1000 catties" (referring to an old Chinese measurement system) is appropriate here in describing how a small amount of force, precisely applied, can deflect large and powerful attacks.
  2. Re: What fundamental thing would you change about the Hero system?
  3. Re: What fundamental thing would you change about the Hero system? Wouldn't one also need to change how Skill Roll numbers are calculated? Just doubling everything isn't mathematically correct. For an extreme example, on 3D6, a 3- roll wouldn't translate to a 6- on 3D12. Here's the two charts for comparison: 3D6 ##- Roll % 3D12 ##- Roll % ---- ----------- ---- ------------ 3 0.462962963 3 0.05787037 4 1.851851852 4 0.231481481 5 4.62962963 5 0.578703704 6 9.259259259 6 1.157407407 7 16.2037037 7 2.025462963 8 25.92592593 8 3.240740741 9 37.5 9 4.861111111 10 50 10 6.944444444 11 62.5 11 9.548611111 12 74.07407407 12 12.73148148 13 83.7962963 13 16.55092593 14 90.74074074 14 21.06481481 15 95.37037037 15 26.15740741 16 98.14814815 16 31.71296296 17 99.53703704 17 37.61574074 18 100 18 43.75 19 50 20 56.25 21 62.38425926 22 68.28703704 23 73.84259259 24 78.93518519 25 83.44907407 26 87.26851852 27 90.45138889 28 93.05555556 29 95.13888889 30 96.75925926 31 97.97453704 32 98.84259259 33 99.4212963 34 99.76851852 35 99.94212963 36 100 So instead of 9+STAT/5, to get roughly the same chances, it'd have to be 17+STAT/2.5. That way, a stat of 10 which makes a 11- roll on 3D6 (62.5%) would make a 21- (62.3%) on 3D12. And a stat of 20 would make 13- on 3D6 (83.79%) would become (83.44%). Close enough for government work.
  4. Re: Did the palindromedary eat the title?
  5. Re: What fundamental thing would you change about the Hero system?
  6. Re: What fundamental thing would you change about the Hero system? I would do a couple of things: 1. Make Flight cost 3 pts per Inch. It's much more versatile than Running because of one word: Altitude. Turn modes, on the rare occasion a GM uses then, don't offset the benefit. 2. Double the cost of everything (and the point returns from disads) so that there is no kludge from having END and COM "cost" a half-point each. Endurance Reserve, being a power, is defined as "spending 1 CP gets you 10 END or 1 REC", so I don't see it as part of the "half-point" problem. After a doubling, it would just be 1 CP gets 5 END or 2 CP gets 1 REC. Or we could keep it uniform and make it 2 CP for either 10 END or 1 REC. In a point based system, there shouldn't be anything that "costs" less than a point as a base value.
  7. Re: Speedster trick, would you allow this? With the Teleport version, there is that whole pesky "The character must define a reasonably common set of defenses that cancels out the attack." that I've seen many players conveniently "forget". Also, I would expect the "set of defenses" to be chosen in line with the F/X of such a power -- which IMO restrics the choices a good bit.
  8. Re: Order of the Stick OotS is one of the comics I read religiously now. Favorite line: "Hey, look, I just regenerated a finger. Guess which one." (#191)
  9. Re: The Silver Age - a new Guardians' campaign
  10. Re: The Silver Age - a new Guardians' campaign There's been some slight changes to this campaign's requirements. Here's the re-done call for characters: The Artful Dodger struggled against the ropes that held him to the crane's arm. If he could just... get... his hand... loose... he could reach his utility belt, cut the ropes, swing to the ledge, use his pocket laser to cut through the lock on the door, and be free before the crane could finish its deadly task of lowering him into the pool full of crocodiles. As he wiggled his hand free, the Dodger couldn't help but thank his lucky stars that Doctor Evil left him in here all by himself! **************************************************** The Silver Age! is looking for six (8) players, and I am now taking submissions. The campaign page is officially on the Campaign index page. For simplicity, here is a direct link to the campaign: http://www.globalguardians.com/campaigns/silverage.php Read that page! I say this, because characters that don't fit the attitude and the times will not be accepted into play! Starting in 1948, and continuing for the ten years, the heroes of the Golden Age (and, surprisingly, the villains they fought) began to fade away. Some died in World War II, of course. Others died of causes unrelated to their crime-fighting, or were injured, or retired to be with their families or for any of dozens of possible reasons. By 1956, the number of confirmed metahuman incidents around the globe was less than 10. Such incidents were so few in 1957 that the year has since been dubbed "the year without metahumans". In 1958, a new generation of heroes (and villains) began to make their presence known. It didn't take too long for experts in such things to figure out that this new generation tended to be more powerful than their predecessors, as well as being less provincial. These new heroes were facing threats far greater than the fancily-costumed gun wielding criminals the heroes of the 30s and 40s tended to face. Its now June of 1963. The player characters all made their debut sometime between the start January of 1958 and December of 1960 and have been making a name for themselves ever since. Six months ago, they were each contacted by a man representing U Thant, the Secretary-General of the United Nations. Three months ago, the Secretary-General presented you to the public as the Global Guardians. Characters created for this campaign must be stereotypically Silver Age in nature, and when I say stereotypical, I mean stereotypical. Characters that would be fully approved of by the Comics Code Authority and that would fit into the time period like a hand fits into a glove. All characters in The Silver Age! should follow these guidelines: Starting Points: 250 Maximum Disadvantages: 150 Maximum Points From Non-Psychological Limit Disadvantage: 50 Maximum Points From Psychological Limitations: 75 Maximum Active Points for Any One Power: 60 Maximum DEF (Resistant or Not): 25 Special Restrictions, Requirements and Exceptions: It is advised that the player make use of all 150 points of Disadvantages. All player characters are required to purchase Fringe Benefit: International Police Powers for five points. All player characters are required to take the 20 point Psychological Limitation: Code vs. Killing. There will be no exceptions to this requirement. Each character is allowed a single exception to the Active Point Cap of 60 points; for a single power, the character may take up to 75 active points. Each power so taken must be unique to the individual character. (For example, if someone takes 75 active points of Energy Blast, no other character is permitted to take 75 points of Energy Blast.) This is an international team. Characters should thus be from countries all around the globe. That being said, no character from any Communist country (as of 1963) will be accepted. As far as power sets are concerned, I am looking for the following. If your character doesn't fit one of these character archetypes, it will not be considered: A Superman-style flying brick. An Aquaman/Sub-Mariner-style aquatic brick. An Atom/Ant-Man/Wasp-style shrinker A Flash/Quicksilver-style speedster One flying energy blaster. One Speedster As far as the sources of each character's powers, I would prefer that players use some of the classic origin sources from the Silver Age. These include, but are not limited to being an alien in exile, being connected to real world mythology in some way (European, naturally enough), wielding a gizmo of unknown origin, having an encounter with something mystical, inheriting your powers from a parent or mentor who himself was a Golden Age hero, and gaining your powers through a science experiment (especially if the experiment was sabotaged by the Commies!). I am looking for a single female character. No more, no less. Submissions will remain open until March 19th. Positions will be filled on the merits of the character rather than on a first-come-first-served basis. A Note On The Setting In comic books the Silver Age was that period between the late 1950s and early 1970s. In my opinion, the Silver Age began with DC Showcase #4, the first appearance of Barry "The Flash" Allen, and ended with either Green Lantern/Green Arrow #76 (the beginning of social relevance, one of the big hallmarks of the Bronze Age) in 1970, or The Amazing Spider-Man #121 (the Death of Gwen Stacy... the first death of a major non-villain character in any comic book, ever!) in 1973 Silver age comics differed from their Golden Age counterparts in that the characters were more rounded and well-conceived. Most Golden Age characters in the comics were cardboard cut-outs with powers. Bruce Wayne, for example, was a millionaire playboy who put a suit on and fought crime. Nothing else. In the Golden Age, the writers never bothered to go into *why* he did it other than the rather shallow response "oh... because his parents were killed by a mugger". They never actually delved into what precisely that sort of experience would do to a person. Granted, the Silver age didn't delve *too* deeply into character development. But it was a start. The characters began to have conflicts that weren't related to their crime-fighting careers. They suddenly had girlfriends (or very rarely, wives, though that was more common in the Bronze Age) who wanted their attention, and who interfered with their crime-fighting appropriately. They had jobs which they had to attend to and actually perform, lest they get fired, and this interfered with their crime-fighting. All of this was something you never saw in the Golden Age. I mean, really... in the Golden Age, Superman might have been a reporter in his Secret Identity... but Clark Kent never seemed to ever be shown typing at his desk in the newsroom. Believe it or not, one of the biggest changes between the Golden Age and the Silver Age was the origin story: the greater majority of Golden Age characters never had their source-of-power explained, or else the explanation was a secondary consideration to the fact that they had these powers and nothing else really mattered. So while Silver Age characters never got as rounded and deep as Bronze Age (1970s to early 1980s)/Gilded Age (1990s to present) characters (and the Iron Age... the 1980s to early 1990s for the most part... was a return to cardboard cut-outs) were, they were better explored than their Golden Age counterparts. The Silver Age was heavily based on science fiction, which is understandable given the times... it was the beginning of the Nuclear Age, the Space Age, and the Computer Age, all rolled into one. Extraterrestrials abounded as both heroes and villains. Characters gained their powers through intentional application of science and technology, or else gained their powers in some sort of scientific accident (the term "radiation accident", for a sudden gain in power, dates back to this period because so many heroes gained their powers from exposure to radiation). Huge monsters were commonly fought by the heroes (at Marvel Comics, the heroes fought so many monsters they actually created a place called "Monster Island" to explain where they were all coming from). Aliens invaded on a daily basis. It was fun! Also, and this was a direct result of the Comics Code Authority, stories tended be light-hearted when compared to later ages. Villains were corny and their crimes even more so. Heroes never faced tragic situations which shook their world-view to the core, no matter how dastardly the villains plots were. The threat of imminent death of the hero, his friends, or his loved ones just was never there. I mean, sure, the heroes were "in danger", but he wasn't going to die, and neither were the innocent bystanders around him. In a lot of cases, the stories were actually played for laughs (go watch the old Batman TV series starring Adam West and Burt Ward... you'll see what I mean). As a result, the heroes tended to be a little bland and vanilla, but that was okay because vanilla was okay back then. (And besides, the Bronze Age... which I think of as the greatest period of character development in the history of comic books) was just around the corner. Give you a good example: these days, the Joker is a psychotic madman who kills at random. In the Silver Age, he was an inventive genius who was more of an eccentric but harmless prankster and thief than a murderous psychopath. (Ironically, the Joker was more murderous in the Golden Age than he was in the Silver...) Sure, he might tie Batman down to the Unnecessarily Slow Dipping Mechanism in order to drop him into the vat of acid, but it was going to take that thing an hour to finally dunk Batman anyway, so everybody knew Bats would escape. This is not the Joker that nerve gases a theatre so he can watch "The Bicycle Thief" by himself. The murderous psychopath stuff didn't start up until the 70s when Batman was written by Denny O'Neil. So let the fun commence!
  11. Thought I'd share the opening announcement here. ------------------------------------------------- Reflecto, criminal master of mirrors, stepped through the dressing room mirror as if walking through the front door. He had come to Llewellyn's Finery that afternoon on the pretext of looking for an engagement ring. In actuality, it was to case the joint. He knew exactly what he wanted... everything in the front jewelry cases, plus the stuff in the storeroom in the back. And while he was there, he'd find a nice engagement ring, and maybe a fur coat. Mathilda would love it. He knelt behind the front counter and took out a small mirrored disk. The special mirror focused the lights of the display into a tight beam that cut slowly into the glass. Wisps of smoke rose toward the ceiling as he worked, slowly and patiently. He had almost managed to open the case when the lights came on. Reflecto looked up, suddenly, at the brightly colored figure standing in the front door of the shop. "Well, well, well... looks like the janitor forgot to take out the trash.", the voice was strong and confident, and Reflecto recognized it immediately. "The store's closed, Reflecto... you going to come quietly, or do we have to do this the hard way?" Reflecto scrunched his eyes closed, as if against the sudden onset of a headache. "Aw, fudge!" ****************** The Silver Age! is looking for eight (8) players, and I am now taking submissions. The campaign page is not officially on the Campaign index yet, but it is on the website at: http://www.globalguardians.com/campaigns/silverage.php Read that page! I say this, because characters that don't fit the attitude and the times will not be accepted into play! Starting in 1948, and continuing for the ten years, the heroes of the Golden Age (and, surprisingly, the villains they fought) began to fade away. Some died in World War II, of course. Others died of causes unrelated to their crime-fighting, or were injured, or retired to be with their families or for any of dozens of possible reasons. By 1956, the number of confirmed metahuman incidents around the globe was less than 10. Such incidents were so few in 1957 that the year has since been dubbed "the year without metahumans". In 1958, a new generation of heroes (and villains) began to make their presence known. It didn't take too long for experts in such things to figure out that this new generation tended to be more powerful than their predecessors, as well as being less provincial. These new heroes were facing threats far greater than the fancily-costumed gun wielding criminals the heroes of the 30s and 40s tended to face. Its now June of 1963. The player characters all made their debut sometime between the start January of 1958 and December of 1960 and have been making a name for themselves ever since. Six months ago, they were each contacted by a man representing U Thant, the Secretary-General of the United Nations. Three months ago, the Secretary-General presented you to the public as the Global Guardians. Characters created for this campaign must be stereotypically Silver Age in nature, and when I say stereotypical, I mean stereotypical. Characters that would be fully approved of by the Comics Code Authority and that would fit into the time period like a hand fits into a glove. All characters in The Silver Age! should follow these guidelines: Starting Points: 250 Maximum Disadvantages: 150 Maximum Points From Non-Psychological Limit Disadvantage: 50 Maximum Points From Psychological Limitations: 75 Maximum Active Points for Any One Power: 60 Maximum DEF (Resistant or Not): 25 Special Restrictions, Requirements and Exceptions: It is advised that the player make use of all 150 points of Disadvantages. All player characters are required to purchase Fringe Benefit: International Police Powers for five points. All player characters are required to take the 20 point Psychological Limitation: Code vs. Killing. There will be no exceptions to this requirement. Each character is allowed a single exception to the Active Point Cap of 60 points; for a single power, the character may take up to 75 active points. Each power so taken must be unique to the individual character. (For example, if someone takes 75 active points of Energy Blast, no other character is permitted to take 75 points of Energy Blast.) This is an international team. Characters should thus be from countries all around the globe. That being said, no character from any Communist country (as of 1963) will be accepted. As far as power sets are concerned, I am looking for the following. If your character doesn't fit one of these character archetypes, it will not be considered: One Aquatic Brick. One Archer With Trick Arrows. One Super-Strong Brute With A Heart Of Gold And The Looks Of Ten Miles Of Bad Road. One Flying Brick Who Also Possesses Some Kind Of Energy Blast. One Martial Arts-Using Gadgeteer Whose Gadgets Are All Themed. One Shrinker. One Speedster. Note: By "speedster" I mean "someone who runs really fast", though I might take a variation if its an interesting enough character. Super-teleporters need not apply. One Flying Energy Blaster. As far as the sources of each character's powers, I am looking for the following. If your character doesn't fit one of these categories, he will not be accepted. One Alien In Exile. One Character Based In Real World Mythology. Note: As racist as it sounds, the mythology in question should be restricted to a European culture so as to better fit with the Silver Age setting. One Character Wielding a Gizmo of Unusual Origin. One Character Who Had An Encounter With Something Mystical And Gained Powers From That Encounter. Note: the character need not be a wizard. One Second-Generation Hero Who's Powers Are Similar If Not Identical To Their "Ancestor" Hero. Three Men-of or Two Men- and One Woman-of Science Who Gained Their Powers Through Experimentation or Their Own Technical Brilliance. Note: At least one of these three characters must have gained their powers because of an accident caused by Commie sabotage. I am looking for a single female character. No more, no less. Submissions will remain open indefinitely until either all the positions for all desired archetypes, in combination with the desires sources of power and the single female character, are filled or it becomes obvious that not enough interest exists for this campaign to proceed. Positions will be filled on the merits of the character rather than on a first-come-first-served basis. Once an archetype and source of power has been filled, I will make an announcement to that effect. Players who submit a character for a position that is filled by someone else will be offered the opportunity to submit for another position. All submissions should be sent to jbutler@globalguardians.com A Note On The Setting: In comic books the Silver Age was that period between the late 1950s and early 1970s. In my opinion, the Silver Age began with DC Showcase #4, the first appearance of Barry "The Flash" Allen, and ended with either Green Lantern/Green Arrow #76 (the beginning of social relevance, one of the big hallmarks of the Bronze Age) in 1970, or The Amazing Spider-Man #121 (the Death of Gwen Stacy... the first death of a major non-villain character in any comic book, ever!) in 1973 Silver age comics differed from their Golden Age counterparts in that the characters were more rounded and well-conceived. Most Golden Age characters in the comics were cardboard cut-outs with powers. Bruce Wayne, for example, was a millionaire playboy who put a suit on and fought crime. Nothing else. In the Golden Age, the writers never bothered to go into *why* he did it other than the rather shallow response "oh... because his parents were killed by a mugger". They never actually delved into what precisely that sort of experience would do to a person. Granted, the Silver age didn't delve *too* deeply into character development. But it was a start. The characters began to have conflicts that weren't related to their characters. They suddenly had girlfriends (or very rarely, wives, though that was more common in the Bronze Age) who wanted their attention, and who interfered with their crime-fighting appropriately. They had jobs which they had to attend to and actually perform, lest they get fired, and this interfered with their crime-fighting. All of this was something you never saw in the Golden Age. I mean, really... in the Golden Age, Superman might have been a reporter in his Secret Identity... but Clark Kent never seemed to ever be shown typing at his desk in the newsroom. Believe it or not, one of the biggest changes between the Golden Age and the Silver Age was the origin story. The greater majority of Golden Age characters never had their source-of-power explained, or else the explanation was a secondary consideration to the fact that they had these powers and nothing else really mattered. So while Silver Age characters never got as rounded and deep as Bronze Age (1970s to early 1980s)/Gilded Age (1990s to present) characters (and the Iron Age... the 1980s to early 1990s for the most part... was a return to cardboard cut-outs) were, they were better explored than their Golden Age counterparts. The Silver Age was heavily based on science fiction, which is understandable given the times... it was the beginning of the Nuclear Age, the Space Age, and the Computer Age, all rolled into one. Extraterrestrials abounded as both heroes and villains. Characters gained their powers through intentional application of science and technology, or else gained their powers in some sort of scientific accident (the term "radiation accident", for a sudden gain in power, dates back to this period because so many heroes gained their powers from exposure to radiation). Huge monsters were commonly fought by the heroes (at Marvel Comics, the heroes fought so many monsters they actually created a place called "Monster Island" to explain where they were all coming from). Aliens invaded on a daily basis. It was fun! Also, and this was a direct result of the Comics Code Authority, stories tended be light-hearted when compared to later ages. Villains were corny and their crimes even more so. Heroes never faced tragic situations which shook their world-view to the core, no matter how dastardly the villains plots were. The threat of imminent death of the hero, his friends, or his loved ones just was never there. I mean, sure, the heroes were "in danger", but he wasn't going to die, and neither were the innocent bystanders around him. In a lot of cases, the stories were actually played for laughs (go watch the old Batman TV series starring Adam West and Burt Ward... you'll see what I mean). As a result, the heroes tended to be a little bland and vanilla, but that was okay because vanilla was okay back then. (And besides, the Bronze Age... which I think of as the greatest period of character development in the history of comic books) was just around the corner. Give you a good example: these days, the Joker is a psychotic madman who kills at random. In the Silver Age, he was an inventive genius who was more of an eccentric but harmless prankster and thief than a murderous psychopath. (Ironically, the Joker was more murderous in the Golden Age than he was in the Silver...) Sure, he might tie Batman down to the Unnecessarily Slow Dipping Mechanism in order to drop him into the vat of acid, but it was going to take that thing an hour to finally dunk Batman anyway, so everybody knew Bats would escape. This is not the Joker that nerve gasses a theatre so he can watch "The Bicycle Thief" by himself. The murderous psychopath stuff didn't start up until the 70s when Batman was written by Denny O'Neil.
  12. Re: Favorite Abuse If you go with Inobvious, Inaccessible, I don't think they even need to be worn any more, just carried on the person somehow. Which means you don't need Extra Limbs then. "Hey, let me show you my bag of 4,096 magic pebbles!" (4096 = 12 doublings = 60 AP)
  13. Re: Life Support: How much is "Intense"? IMO DBZ is a bit extreme (from what little I've seen), but not totally undoable. If you make a minor adjustment to the "game world", it becomes much easier: Dirt: 0 DEF, 2 Body Rock: 1 DEF, 4 Body. (or just take *all* scenery and divide the DEF and Body by 5) --and-- All Attacks by characters have (for free) Does Double Knockback Distance. The values of the environment aren't written in 5 DEF 19 Body stone. ;-) At least, that's my take on modeling a DBZ game-world. :-)
  14. Re: Comparing starship speeds.
  15. Two questions, both raised after reading the FAQ section on Desolidification: Would it then be valid to argue for the *addition* of Presence Attack dice if the Desolid character *can* affect the target while desolid, and the target knows this? Or would that require buying extra Presence with "Only for Attacks", "Only vs targets that know he can be desolid and still affect them", and either "Linked to Desolidification", or (more likely) "Useable only while Desolid"? What about a Desolid character's Power's Side Effects -- either those that affect him, or those that affect the environment (or both)? (Sorry if this was covered in the Revised book or elsewhere -- I thought it important enough to ask explicitly.) Thanks!
  16. I understand that a 200 Base + 150 Disad (350 total) character who spends 10 XP to buy/improve a stat/skill/power/etc. becomes a 360 point character (200 Base + 150 Disad + 10 XP). But when a character spends XP to reduce/remove a Disad, how is it normally handled? 1. The character gains an entry in the Disads section, stating how much was spent on Disads (thereby keeping the "Disad" points even -- but these points don't get listed elsewhere). The problem(?) here is that the total points doesn't change despite spending XP. 2. The character gets the "XP spent on Disads" entry as well as counting those XPs for the character overall. This would show that the character has grown since creation (I.e., his total points have gone up). 3. Something else? Thanks!
  17. Normally, when using the +5 pts to double the number of a particular equipment, you get a whole other (or more) of that equipment. Would it be legal to apply this +5 doubler to just a portion of an equipment's powers (say, one of it's frameworks)? I'm thinking this may be a way for a Battlesuit to have "redundant systems". That way, when Ace, The Helpful Hardware Man gets hit, his entire Weapons Array/Flight Pack/Life Support/whatever doesn't go kaput on the first damage. If so, this raises a second question. Normally, it's possible for a character with multiple duplicates of an Equipment to use both/all of them simultaneously. I.e. a second pistol bought with the +5 doubler could be used simultaneously with the "original" one. Would a Battlesuit's redundant system also be useable simultaneously with the "original" one? Thanks!
  18. I saw this limitation, and wondered if it was legal: 4 clips of 1 Continuing Fuel Charge lasting 1 Hour (Increased Reloading Time; +0) Specifically, the Clips and the Increased Reload Time. The way the revised 5th ed. is worded, I always thought that 1 (fuel) charge meant only one charge, not one charge per clip, and take as many clips as you like. Thanks,
  19. If multiple shots from an autofire attack each get BODY past the DEF of a breakable focus, how many powers get destroyed? Just one regardless, or one per shot?
  20. A charcter wants to not be better at something, just quicker than those at the same skill level. I suggested buying skill levels with "Only Vs. Time Penalties", referring to the Rev. 5th ed. book, p 45. That way, with three levels bought this way, the character can choose to take one step less on the time chart, from the "average" time the GM says the job takes, without any effective loss in Skill Roll value. Kinda like the way Range (Penalty) Skill Levels only offset range penalties. First off, do you see any problem with such a construct, and second, can you offer any guidelines on what value to set such a Limitation to? Thanks!
  21. How does one determine the Mass of a Focus? Is there an acceptable "range" that this Mass must generally fall inside of? If a player wants his character's OA Focus to be unusually heavy (like a couple of tons ) would it be just an F/X, a Limitation (he has to use END for STR every Phase, for instance), or an Advantage (almost nobody else can move it, once it is taken away from the character)?
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