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Black Rose

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Everything posted by Black Rose

  1. Thanks, everyone, for all your comments. Looking at them, I think I'm going to <sigh> fudge it slightly and use Allocable (+1/4) on 14 Active points worth of PD/meters. That would give me: 3 (base) + 1 (2m Tunneling) + 10 (6 PD material) = 14 + 14 * 1.25 (Allocable between meters and PD) = 17 for a total of 31 pts. I was thinking of doing something with Lockout on the PD and Meters above the minimums (2m and 6 PD): 3 (base) + 1 (2m Tunneling) + 10 (6 PD material) = 14 + 14 / 1.25 (+14m Tunneling) + 14 / 1.25 (+7 PD), both Lockout on the other (cheesy, I know) = 11 + 11 = 22 14 + 22 = 36 And the RAW do say you should go for the more expensive option... And 36 isn't a crazy amount for the ability, considering the alternative is only 31 pts.
  2. This might be something I'm simply overlooking, but how would you pull off this effect with Tunneling: Character can move at normal speed (16m/Phase in this case) through up to... say... PD 6 material. For every +1 PD they can Tunnel through, their move is reduced by 2m. The only thing I can think of is a Multipower, but that feels very kludgy. The idea seems pretty reasonable to me. Thoughts?
  3. For practical purposes, let's say 8m radius is a good start, with 16-32m radius as a "soft cap", and 500m radius for the "oh God, the villain is stealing the House of Lords!" Basically bare earth or empty water. In a city, there would probably be some cinder blocks (whether or not there were any there), empty pipes and bare wires sticking out like some kind of cartoon. The affected area "shrinks" in on itself for about a Turn, maybe two if it's bigger. When its all done shrinking, it looks like a cantaloupe-sized (or bigger, just not casually one-hand-holdable) model of what was just taken, surrounded by a translucent spherical "energy field". The caster or someone else can then carry the sphere to where they want it. The caster can just "turn it off" and bring the stuff back, but someone else would have to break through the field somehow. The sphere "grows back" at the same rate it shrank. Think of this more as an "I just stole the Crown Jewels!" effect as opposed to "I just kidnapped every member of the Royal Family and the corgis!" It might even be better to skip affecting "living things" entirely -- I wouldn't sterilize the soil or kill the plants, but I'd leave the cat behind.
  4. Or at least close to it. How would you, HEROdom Assembled, put this spell (Move Terrain) together? You can define an area, and everything in it is shrunken down and tucked into a little pocket dimension. Anyone who can physically (DCV) OR mentally (DMCV) dodge the effect can try to do so; if successful, they are unaffected. Once the area is shrunken down, it can be moved to a new spot and opened back up. Suitable for moving stuff more than people -- dodging it is really easy, and it takes a little bit for the effect to fully happen, so you get multiple tries. It's called Move Terrain and not Imprison people for a reason, after all. So far, I've done EDM UAA for the "grab people" part, and I'm considering Major Transform AoE for the "turn this place into that place". Any thoughts?
  5. Any item they come across. The source material has the energy cost based per pound, but also has the cost recurring every Hour, so I'm not too worried there. The examples given are shortening/scaling up a rope and a blade, with another mention that doing this to clothes would make them unwearable. I think you and LoneWolf are right. Probably how I'm going to roll with it, since I can't figure a non-Transform way to do the opposite of Stretching, UOO. But then, how do I create the opposite effect? Stretching, UOO -- assuming that doing it to objects is "legal" -- would be perfect for one half of what I want.
  6. I'm not sure how to express this one but let's go anyway. I want a power build that allows me to extend or contract an object along one (or more) dimensions. So, make a rope longer, shrink a ladder, yadda yadda. For extending I could see Stretching UAA, but not for contracting. I could go the Transform route, but I like that to be more of a last choice. USPD is irritatingly void on answers, at least to my searches. Does anyone have any ideas? TIA
  7. I'm trying to simulate a spell from GURPS Magic, specifically the Mirror spell. Paraphrasing, it "makes a reflective surface, either on an object (one-sided) or freestanding (two-sided). Doesn't have to be flat. Blah blah scientific paradigm blah blah make parabolic reflectors yadda yadda." I want the "bounce light" effect, and the "reflection" effect, but the "make a precise enough parabolic reflector and melt lead" effect (which is mentioned in the description BTW) is one I'm leery of.
  8. Skipping the ever-popular "if you're the GM, you can do anything you want!" answer, I have a question regarding mirrors. I'm not going to get into the idea of many parabolic mirrors making a heat beam ("Go-go-gadget Archimedes!)... at least, not yet. But how would you build the usual effects a mirror would have? Would Reflection, Only Light Effects be enough, and just handwave other minor effects with a Power skill roll?
  9. Here's the fluff as I envision it. Evil-nasty necromancy spell that "prevents" its victim from healing. Natural healing simply doesn't work. Any kind of assisted healing can try to "fight" the spell and get through to heal the victim. If you "win" the fight, the spell is weakened a little, and eventually dissipates. Here's some crunch: every time you try to regain BODY (Paramedics, Heal spells, etc.) there's some kind of Skill vs. Skill contest (I wanted it to be less about "big honkin' Heal spell!" and more about effort). If the Healing side wins, you regain however much BODY and the Spell side gets a little weaker (kinda like Ablative). Eventually the Spell side is gone. Any ideas for how to put this together? Aside from "Major Transform 8d6 (person to person with the affliction I just described; heals back after being chipped away enough)"?
  10. I could be reading the book wrong, but the only real drawback is the MegaRanged action taking a Full Phase (meh) and halving your DCV (annoying, but tolerable). I was using Must Cross Intervening Space in this case to mean you can't get into sealed areas. I figured passing through prison bars and such would make sense -- you're a clump of mist -- but that is a good point that the Limitation as written would not allow that. Oooh, good point! If it's already an attack, making it an Area of Effect covers the rest, especially since it's a one and done effect.
  11. Good point. Given the value of is only -1/4, I'd probably change the wording slightly and make it -0.
  12. Trying to figure out how to cost this build. Here’s the fluff: I turn into swirly mist and send out misty tendrils (of mist!) that can turn anyone nearby I choose into the aforementioned swirly mist, then draws us into a big ol' knot of swirly mist (BOKOSM). Said BOKOSM then flies off to our destination, and we all turn back into ourselves. If I try and pick you but you don’t want to go, you can attempt to avoid it. Crunchy bits: “anyone nearby” is within about 10 meters; “flies off to somewhere” doesn’t need to be Flight (I am currently using Teleport, Must Cross Intervening Space) and is within about 10 km; “try to avoid it” is currently the required defenses for UAA -- Desolid (can't touch you), energy-based Defenses (also can’t touch you) or a flat out DEX or CON roll at -1 (you "dodged" or held yourself together with intestinal fortitude); "Casting Limitations" are Requires A Roll, a fatiguing Side Effect, and Variable Limitations. The build as I have it currently written: Air Vortex: Teleport 10m; MegaRange (1m = 1 km; +1), Usable As Attack (defense is Desolidification, energy-based Defenses, or a DEX or CON roll at -1; +1¼), Usable By Nearby (10m; +1); Casting Limitations (-2), Extra Time (1 Turn (Post-Segment 12); -1¼), Must Pass Through Intervening Space (-¼). AP/RC: 42/9 Any thoughts?
  13. Okay, I wasn't clear. Apologies. Clearly I've been in my own head too much lately. Let me try to explain again. Your character (REC 5, END 50) has a Defensive power with Costs END on it; it costs 5 END per Phase to use. I can modify the END cost in the following ways (as I understand the rules): 1/2 END or 0 END on it (modify or remove the Costs END Limitation) Costs END Only To Activate (modify the Costs END Limitation) (if it's a Defense power) use the Defense-Based END Cost -- I do think this is a cool idea, BTW Delayed END Cost at "per Turn" or "per Minute or more" I want to make a modifier that says "This END you just spent right now? It can't be Recovered until this power is Dispelled/turned off/wears off/etc. Your END ceiling is lowered by this much." The guy in the example above? He spends 5 END, lowering his END to 45, and no matter how many Recoveries he takes? Can't get his END above 45 until that power is Dispelled/turned off/wears off/etc. Obviously this is of no value for powers that last less than a Turn. I see it used more for Persistent powers and Instant powers where the effect sticks around for a while (Transforms, Mind Control, etc.). Effectively, it "Drains" some of the user's END until the power/effect turns off -- that's where all that Drain-based Side Effect stuff came from in the OP. The reason for the heavy END spend was to simulate a system (GURPS) with a smaller energy pool from which to cast and which recovers more slowly. GURPS Fatigue Points are different from HERO END -- in terms of just recovery rates, it's a 1:200 ratio. And I have no interest in modeling it that exactly. That's why I liked the idea of spending END and not being able to recover it for a while. Not exactly. What I want is a way to say "this Characteristic (specifically END, but I've toyed with the idea of spells that reduce the caster's other Characteristics, like INT, EGO, or something like that) is penalized until the effect is over." Like the really powerful spells that cost the caster INT or years of life, but once the spell is over, the "cost" comes back to the caster. Like a rental deposit. I really hope I was clearer.
  14. When you say "and he may not recover any that has not been used up by the spell," do you mean I paid 20, but only needed 12, so 8 is wasted, or I paid 20, and can't REC that Prepaid END until it's "used up" or otherwise dissipated, or Something else entirely? I don't know if it came across in my first post, but I like the idea of portioning off some of this finite-in-size-but-replenishing pool, and only getting it back when you undo your working. I did something similar with a Multipower, where some of the slots "took up" more points than they were actually worth. The movement powers (Running, Leaping) cost like normal, but the +2 SPD boost was worth 40 AP, effectively eating the whole pool.
  15. I've been trying to make my thoughts on this topic coherent for a while. This has been sitting in a Chrome tab for the better part of a month. Hopefully, my point comes across, but I already know I'm going to have to clarify this at some point. I'm trying to figure out a proper valuing for what I call the END Lockout Limitation. This Limitation means that the power (usually Persistent, sometimes Constant, or even Time-Limited) "locks out" some of the character's personal END. I plan on using this for a magic system, one with a lot of Differing Modifiers builds, so something to bear in mind. EX: Golden Torch (REC 10, END 50) can manifest a Flame Aura, which grants Resistant Protection and some Life Support; total value is about 40 AP. To use it, Golden Torch "pays" 20 END to activate the Aura. For as long as the Flame Aura is "on", his END cap is at 30 and he cannot Recover above that. Obviously, since END costs 1 CP for 5 pts, it needs to do more than 1 END per 10 AP, thus the example being 1 END per 2 AP. I did a basic calc using the Side Effects Limitation as a template: Drain END 1d6 (returns after 6 Hours (+2)), Always Occurs, Predefined Amount (5 END); -1/2; this is "worth" 30 AP, so I'm defining this as 1 CP (5 pts) of END per 50 Active Points, or 1 END per 10 Active Points. If I "double" that -- Drain END 1 1/2d6 (returns after 6 Hours (+2)), Always Occurs, Predefined Amount; -???); the Drain is "worth" 45 AP (halfway between Major and Extreme) it becomes 2 CPs (10 pts) of END per 50 Active Points, or 2 END per 10 Active Points. If I "triple" that -- Drain END 2d6 (returns after 6 Hours (+2)), Always Occurs, Predefined Amount; -1 1/2); the Drain is "worth" 60 AP, and it becomes 3 CPs (15 pts) of END per 50 Active Points, or 3 END per 10 Active Points. By the RAW, it can't really go up from here, but the trend is obvious -- -1/2, then -1, then -1 1/2. Using that assumption, if the END is "Locked Out" for 6 Hours (a little longer than Long Term END, but it all comes back as soon as it's "unlocked" and you don't have to rest to Recover it), END Lockout is worth -1/2 for 1x END, -1 for 2x END, and -1 1/2 for 3x END. And we could go from there -- -2 for 4x END, -2 1/2 for 5x END, and so on, basically using the Increased END Cost values just one step off From my perspective, for the purposes of calculating value, the important parts are: how much END is Locked Out compared to the Active Point value of the power does the value change if the power is used for longer or shorter lengths of time Anyone have any thoughts?
  16. They can't be "disbelieved" as such. Someone could look at them and say, "no corgi has a stride that long - these must be false!" but they would still look like a corgi with meter-long legs had walked through your garden. Using your examples, I think it's skill roll penalties. I don't necessarily want there to be a real scent - it's just tracks and associated disturbances, like broken grass and twigs.
  17. The effect I'm trying to simulate is a spell (or item) that lets the subject leave tracks like those of some other being (woman's high heels, child's sneaker, soldier's boot, bare foot, etc.) or even an animal. My brain keeps going in different directions on this -- is it a penalty to Tracking, or some kind of Images, or even a Transform (the answer to everything)? Ideally, there's a weak version that can be ignored by hounds or basic tracking spells, and a strong one that can even give them trouble. I'd swear I saw a writeup for a magic item, but I can't find it. Anyone have an idea for this?
  18. I'm trying to replicate the idea of the Sealed Advantage from GURPS 4e. Paraphrasing, Sealed means the character (or device) is: "encased in a layer impermeable to both gases and liquids, making you waterproof and immune to corrosive or toxic substances that have to touch you to affect you." According to the advantage write-up, you still need to breathe (no LS: Self-Contained Breathing), but whatever means by which you breathe is covered by the Sealed effect. You also get no protection from pressure differences (no LS: Safe In High Pressure, Low Pressure/Vacuum). Currently, the build I have is Life Support (Immunity To Corrosive Or Toxic Agents That Must Touch Skin; 3 AP), but I think there should be something for the "waterproof" effect. I just don't know how to realistically replicate it. I tried the Equipment Guide, but either there's nothing there or I'm missing it. Any thoughts?
  19. No, the heating is the actual point, not a side effect. The purpose is to raise the temperature of an object; the Cool spell does the opposite. The source material (GURPS Magic) has it as a gradual increase over time (+20 degrees F per minute) and I was trying to maintain that element. It might be too much fiddling, though. Minor (or Major) Transform with Partial Transform would get the feel of that, right? Cosmetic makes it hot to the touch (but not damagingly hot), Minor makes it... soft?, and Major fully melts it (assuming a solid from the start). I think I will keep the Change Environment at a lower level for minor effects.
  20. The closest things I was able to find that were even vaguely similar: Boil Liquid (HSG 133): uses Change Environment to raise the Temperature Level of a container of liquid Multi-Purpose Energy Weapon (*cough*Phaser*cough*; HSEG 191): "project[s] a low-power burst at a rock or metal wall to provide heat in cold climates" Let me make my visualization of the effect clear, this will be easier if you know GURPS Magic (Heat, M74). I want a spell that will gradually raise the temperature of a non-living object up to one cubic meter by... let's say... one Temperature Level (20 degrees Fahrenheit) per Phase. Takes a while to get to really high levels, but it can be held at the specific temperature for as long as the caster maintains END spend. I know that this is several powers in a trench coat -- Change Environment is good, but gets insanely expensive past a certain point; RKA squeaks by with "this is a 'heat beam' and is heating this thing up, though the actual damage done isn't enough to get past DEF" but feels like a kludge; possibly Transform, but isn't everything deep down? Thing is, I feel like this is a not-unreasonable effect to produce for a pyromancer -- "I control fire and heat, I use my power to heat that thingy up." Anyone have any ideas?
  21. For my own use, I'm compiling a meta-Object Table that will compile the PD, ED, and BODY of various objects (and in this case, where it came from), using the information from the Breaking Things section of 6e2, the Common Martial Arts Scenery table from HSMA, the Fantasy Objects and Door Table from FH, and so on. I'm not planning to drop everything from the Equipment Guide (though I might have "Generic Pistol", Generic Rifle", etc.), and Champions doesn't seem to have one. Does anyone know where else I can find such information?
  22. I realized that my examples were probably confusing, so lemme try again. Spell #1 (Conduct Power): A technomancer has a spell that allows them to serve as a power conduit between an active power source (which, thanks to TUV, I'm defining as an END Reserve) and a device in need of power. The spell has two “subjects”, the END Reserve and the device that uses END. At the moment I've got three possible solutions for this: Aid the device's END Reserve Usable Simultaneously on the END Reserve so the device can use it 6e Transfer (Drain and linked Aid) from the END Reserve to the device #1 covers fueling the device but doesn't affect the power supply. That could matter if you were "supposed to be" tapping an opponent's END Reserve, like their Power Armor. If I can tap Tony Stark's arc reactor to fuel my blaster, he might not be able to use his PA at full capacity or something. #2 seems like the most efficient way to do it, though it might be better as Usable As Attack. I'm not sure. But it lets a thing use the END Reserve, and that's what I want. #3 "technically" does what I say the power does, but in the costliest and most complicated way. Thanks, I hate it. But it, for a given value, works. Comparatively, I think Spell #2 (Lend Power): the character can act as the power source itself, not needing to be a conduit. is just adding a Power Source SFX to the caster's END Reserve, in addition to the Magic SFX. And it flows from the same thought process as option #2 above. Any thoughts?
  23. A lot of the stuff below is for my own use; apologies if it bores/confuses anyone. Based on things suggested above, for my setting I think it's best to define a "Scrying Powers" category and say, "If you're doing anything that I-the-GM consider scrying, regardless of the means (Clairsentience, Enhanced Senses, Mind Link, Mind Scan, whatever), I'm calling it a Scrying Power, and it falls into the Scrying Sense Group." For my purposes, I'm going to use: Change Environment to simulate scrying resistance, for individuals, objects, or locations Invisibility to simulate "immunity to scrying" Images to simulate scry-spoofing Mind Link and Mind Scan, when used as scrying (as opposed to being some psionic thingie) will not be considered Mental Powers in this case and fall under the "Scrying Powers" category.
  24. In my setting, there are a small number of "gaze attacks", which are what they sound like -- creature (or caster) looks at their target, and the target is (usually) affected; think Dracula's Mind Control, Medusa's petrifying gaze, or Cyclops from the X-Men's optic blasts. I'm trying to build a defense that only covers gaze attacks. The problem is, these things are all over the map -- Blasts, Flashes, RKAs, Mental Blasts, Mental Illusions, Mind Control, Transforms... you get the idea. I need something that isn't insanely expensive but does the job. I considered Damage Negation, but even if I bought Gaze Damage Negation, it doesn't cover Flashes, Transforms, etc. Anyone have a good idea, or can point me to somewhere obvious that I missed? TIA
  25. This one's a two-fer! I want to do two different builds. Both are intended to affect an area, so AoE is assumed: Build 1: any spirits in an area are visible -- maybe Dispel Invisibility, or something with Images, but then there's a Detect issue... Build 2: any spirits in an area are tangible -- maybe Dispel Desolidification, or a Naked Affects Physical World Advantage, but that gets expensive very quickly... And if I go the Dispel route, do I need to Dispel the whole power? But if it's Inherent, that doesn't apply, does it? Any thoughts?
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