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Netzilla

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Everything posted by Netzilla

  1. Assuming 6e: Blast with Armor Piercing is 0.8 dice per DC due to the +1/4 Advantage. Since Haymaker adds 4 DCs, that comes out to 4 * 0.8 = 3.2 dice, which rounds down to 3. So the 8d6 AP Blast becomes an 11d6 AP Blast when Haymakered. With explosion, it depends on the Advantage value of the explosion but the process is the same.
  2. You can find a few monster and race write-ups on the following pages along with conversions of things from other game systems (or notes on how to convert). I'm sure others will be along soon with further suggestions. http://www.killershrike.com/ http://surbrook.devermore.net/index/archive.html
  3. Depends on the blade. Pulling off a joint lock with a pocket knife might require a bit more finesse than most can manage.
  4. You should also take a look at the Automaton rules.
  5. Hope he recovers fully and quickly.
  6. Ah, so it may be a bit of versionits (if it's also not in the 6e HSMA book).
  7. Also, don't the rules already state that not all maneuvers in an art can be used with weapons, depending on description. I seem to recall something about not using maneuvers defined as kicks with your sword. Kind of like how different maneuvers will use different hit location rolls by maneuver description.
  8. Blessed is the mind too small for doubt.
  9. Make sure your ventilation ducts are too small to crawl through.
  10. The right of way goes to the biggest guns.
  11. Just adding an example... Let's say you have a Sword with a STR min of 10 and your character has a 25 STR. If you don't add any extra damage via STR, you're only using 10 to wield the sword. As a result, you only pay END on 10 STR. If you use 5 extra strength to increase the sword's DC by 1, you're using 15 (10 to wield + 5 for the extra DC) and you pay END on 15 STR. If you go all out and use all 25 STR for +3 DCs, you'll pay END on all 25 (10 to wield +15 for extra DCs).
  12. Stay alert, trust no one and keep your laser handy.
  13. I've not personally seen the imbalance between melee and ranged combat that your statement implies. As JohnyAppleseed noted, melee attacks get to add strength damage while ranged don't. So, at the basic level there's a balance. After that, specific manuevers that apply to both affect both equally. I don't think it's as clear cut as you do. The rules make physical area less important for mental powers than for physical, but they don't make them irrelevant. Outside of just needing LoS (really Line of Targetting Perception), Mind Link has (very broad) range modifiers, Mind Scan requires you to define an area of effect and can provide physical location information, external enhancements (like binoculars or a remote camera) don't count when establishing LoS, the RAW interaction between Haymaker and mental powers, and so on. So, the rules do take physcial location into consideration in regards to mental powers. However, all that said, if you posit a setting where mental powers truly don't care about physical location at all, then you'll need to apply house or campaign rules to reflect that. You'll also need to adjust the costs of mental powers (or their defenses) to compensate. The RAW assumption is that physical location does matter (if less so) and the mechanics reflect this. The haymaker rules are only incongruent if you look at them through a lens of certain (admittedly common) mental power SFX.
  14. Even at a -4, martial artists and other high-OCV concepts will be tossing out haymakers all the time. However, my main problem with this is that it still makes Haymaker a better manuever for ranged and mental attackers than it does for melee attackers. The melee attacker losses the attack entirely (no chance to hit at all) if the target moves a meter or two while ranged and mental attackers still have a chance to hit. Thus, ranged and mental attackers have an inherent advantage. Unfortunately, I don't really see a way to resolve that unless you also change the way the manuever works for melee characters (i.e. the attack gets a chance to go off before the target can move). You could try going to route of allowing the attacker the option of 'hastening' the haymaker to possibly hit the target as they start moving. This would likely require a DEX roll-off and incur a major OCV penalty (perhaps 1/2 OCV) but even then that might be unbalanced. Plus it lessens the set-up requirement that the current manuever has. Well, you can add me to that list. Like I stated earlier, it has to do with the setting assumptions of the campaign and the SFX of the mental attack in question. I even provided examples from a few well-known settings. Once you've decided how mental powers work in your campaign in general, and for your character in particular, you can work out how to describe mental hits and misses (including with haymakers).
  15. Sure, haymakers require setup. Ideally, you want your target immobilized in some way (someone else does a grab or catches them in an entangle that takes no damage, they're already prone, etc). That's kind of the point. The big payoff requires some work to set it up or you risk good odds of it completely wiffing. Classic high risk/high reward. That brings us back around to house ruling the maneuver in regards to ranged and mental attacks. Such house rules should keep the high risk/high reward nature of the maneuver and (ideally) require a decent setup to pull off properly. Most of the OCV penalty alternatives I've seen suggested so far seem a bit too light to me.
  16. Eh, I see them miss frequently usually because the target would rather abort than be hit by the haymaker. Don't see why diving out of the way shouldn't work vs a melee attack. That's because the rules really aren't set up for segmented movement. That, plus the fact that I find them to be a PITA, means I don't ever use them.
  17. ::boggle:: Yeah. I thought my opinion of Carson was about as low as it could get, and then I heard about this last night.
  18. Every girl's crazy 'bout a sharp dressed man.
  19. I have been so bad about keeping up with quotes. The following are all scattered over various games and are presented with minimal context. Our cast: Nymeria - Human huntress Lexi - Human priestess Braddoc - Halfling thief [bronwyn's brother] Bronwyn - Halfling illusionist Grim - Orcish monk Danwell - Elvish sage Gar - Dwarvish priest Griff - Human (angelic) fighter **** Gar -- Have you heard the song of my people? It goes, "Nomnomnomnomnomnomnom!" **** Brad -- We may well be the greatest ecological disaster this world has ever seen. Nym -- Only second. Brad -- Oh, Skyfall. Nym [pouting] -- That's my point, we're only #2. Gar [chanting] -- WE'RE NUMBER 2! WE'RE NUMBER 2! **** Brad -- All I know is that Fate gets you into trouble, not out of it. GM -- Hey, Fate gives you all the tools you need to solve your problems. Brad -- Not all the tools. Not the intelligence to use them. Nym -- Fate gives you all the tools but none of the instructions. Like Ikea. **** Lexi [OOC about to roll dice while we all watch] -- Now you're giving me performance anxiety. **** Nym -- When's the uterine eviction? **** Gar's been complaining about how he keeps missing in combat and a couple of us go over his math and determines that he only needs something like a 7 to actually hit. Still, he'd been rolling 5s and 6s. Gar [a few rounds later] -- Whoohoo 17! That's three high rolls in a row! Brad -- Sure. Since they know how easy the roll is, your dice are going to give you all your high rolls now. Gar [at his dice] -- You bastards! **** Brad [OOC after a dice mishap] -- Bad die! No mixing with Gar's dice. They're a bad influence.
  20. As Hugh, Lucious and others have intimated, all of this really hinges on how you envision mental powers working for a given campaign. It's not the same from one setting to another (WH40K's the Warp vs the Force vs Marvel's Astral Plane and so on). Once you've got that worked out, you can work out how hits and misses for mental attacks appear in general. From there you can try to extrapolate to haymakers. For example, with WH40K, all mental powers are focused through the warp, an alternate plane of psychic energy. That plane has a general correspondence with our physical reality such that changing locations in the warp will change your location in our physical reality when you return to it. It's not a one-to-one relationship, but there is some level of correspondence. Of course, that also varies based upon the tides and flows of warp stuff. So, someone shifting position in real space ends up shifting their psychic presence in the warp. That makes it pretty easy to envision why the haymaker misses. Marvel's astral plane has some similar characteristics as there seems to be some correspondence between locations in the physical and astral realities (though Marvel's psychic realm is much more stable and less scary than WH40K's). So, the same explanation still works. With the Force, it's a little trickier as we don't really have an alternate plane of existence (I've never seen evidence that the Force travels via hyperspace or the like). We have seen that Luke, Vader and Leia are all capable of communicating (and for L and V, detecting) each other over significant distances. Presumably some degree of Mind Scan is involved. The fact that the various characters are on separate space ships traveling at (presumably) high velocities doesn't seem to have a bearing on this. As a result, it seems that there's a 'campaign rule' in effect that eliminates relative motion as a factor when it comes to mental powers. In such a campaign, I would rule that Haymakers don't apply to mental powers and possibly set up a different 'Mental Haymaker' that was either a power to be bought for points or a separate maneuver with different penalties that make more sense given the nature of the setting. As I recall, the Champions Universe astral plane is roughly similar to the Marvel model and so, presumably, the same rules would apply.
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