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crayadder

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Posts posted by crayadder

  1. I am trying to build a cruiser that is formed by a bunch of smaller vessels connecting together.

     

    My vision is that I would have 50 or so smaller ships, say corvettes with a crew of 5 each, that would all be able to connect to each other, creating the rooms, corridors, and systems of the cruiser.

     

    If ships got destroyed or needed to leave for recon missions or the like, the rest of the ships could rearrange to best suit the cruiser's needs. For instance, if it took 5 corvettes to create the engines and one of them got damaged or destroyed another from elsewhere on the cruiser could take its place, sacrificing some functionality from the system/part of the ship it came from.

     

    Say there are a number of weapons systems on the cruiser and each one takes two corvettes to create. You could take one corvette from a weapon system to replace the destroyed one in the engine to bring the engine back up to peak performance while the power and capabilities of the weapon system the corvette came from would diminish.

     

    So, how would you build this? I'm guessing Multiform will be used, but I'm not sure how or how to build in the transient system levels based on how many ships are used in them.

     

    Thanks,

    Cray

  2. Hi all,

     

    I am creating a disease that a fly can pass on to a victim which will make the victim develop clinging. The clinging will be inherent and always on, so the victim will not be able to touch anything without sticking to it. I tried just buying clinging useable as an attack, but I'm not sure that all the adders will transfer and how would I make it be permanent?

     

    thanks for your help,

    Cray

  3. Hello all,

     

    I'm trying to find the modifiers to hit rolls for ranged attacks on a target which is moving away, toward, and perpendicularly across the line of fire and up and down in the line of fire. Can't seem to locate it in the big book.

     

    Basically I am creating an archery trick shot competition and need to figure out how much to increase the difficulty of the shot based on the different motions of the target.

     

    Can someone point me in the right direction?

     

    thanks all

  4. Re: Is This Power Viable

     

    Thanks for all the input. Just in case you're interested and or have more input on this, here is the build I ended up doing based on a story element I created around the ability.

     

    The character was trained by an assassin's guild. The guild has masters who train the assassins. Understandibly, an assassin can't have all the skills he or she will need for all the jobs they will do in during their careers. When a job comes up that requires special skills the Assassin most qualified will see a Master Instructor who will perform The Grasping.

     

    The Grasping is a form of hypnosis that puts the recipient into a state where they can learn a new skill 100 times faster than it would normally take. It is not without its drawbacks however. It takes an hour for the Master to put the assassin into the Grasping and it only lasts for as long as the Assassin has endurance. This reduces the number of Assassin's who can use the grasping to the very skilled as most don't have the fortitude necessary to stay in the Grasping long enough to learn the new skill.

     

    When the grasping is over the Assassin generally suffers great fatigue and the inability to focus for some time, though the after effects are not always consistant and really depends on the length of time the Assassin stays in the Grasping and the individual characteristics of the Assassin's personality and natural ability to focus.

     

    It has been whispered that some Grandmasters have learned how to put themselves into The Grasping, but no one has heard of anyone currently alive who has shown the ability.

     

    The Grasping: Rapid Learning ( x100) with Mental Group,

    • Usable By Other (+1/4) (12 Active Points); (put someone into The Grasping)
    • Extra Time (1 Hour, Only to Activate, -1 1/2), (Takes and hour to enter trance)
    • Variable Limitations (requires -3 worth of Limitations; usually drain int and ego 1 1/2d6 returns at 5 per hour; -1 1/2), (is actually variable side-effects and always happen with use of the ability. They differ based on recipient, but generally are a temporary loss of EGO and INT)
    • Increased Endurance Cost (x3 END; -1), (Only the most resilient Assassins can use this ability and reduces the risk of learning too powerful a skill)
    • Activation Roll 13- (-3/4), (There is always a chance of this failing outside of the Master's skill at Hypnotism)
    • Costs Endurance (-1/2), (Self explanatory)
    • Conditional Power Require an aplication of Hypnosis for others or meditative trance for self (-1/2), (Need to have a skill in Hypnotism to use)
    • IAF Focus: Source of knowldge (-1/2) (The training materials necessary to learn the skill mst be handy or the trance is wasted)

     

    So, how does this look?

  5. Re: Is This Power Viable

     

    Hi Beast,

     

    Thanks for the quick reply. Actually, my PC is using this so that he can allot into skills more often as my campaign is very Roll-Play heavy with little time passage so raising skills takes a long time. I'm not averse to the concept as it can get frustrating going weeks with little character advancement.

     

    I'm not sure what you mean about

    ...or Cramming to make use of it as a skill

     

    Can you clarify?

     

    thanks again

  6. Hi there,

     

    My PC has proposed the following power build for his character to allow him to learn faster.

     

    Rapid Learning ( x100) with Mental Group, Usable Simultaneously (up to 2 people at once; +1/2) (15 Active Points);

    • Extra Time (1 Hour, Only to Activate, -1 1/2),
    • Side Effects (Side Effect affects both character and recipient of Power's benefits; 1 1/2d6 INT and EGO drain (Return rate 5/ hour); -3/4),
    • Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2),
    • Costs Endurance (-1/2), Activation Roll 14-; -1/4)

     

    This ability allows an individual to learn at a far gaster rate then normal. It takes an hour before the rapid kicks in which I think will keep more balance with this ability. And the side effect will affect both characters that this ability benifits.

     

    My question is this: Wouldn't concentrating throughout the use of the power make it hard or impossible to concentrate on what the character is trying to learn? Or does that disad not play into the character's ability to focus on what he's trying to learn?

     

    What do you think?

  7. Hi all,

     

    Can someone explain how AOE: Trail works or point me to where to look. It isn't in any of my source material and searching for it has proven to be an exercise in frustration ;).

     

    thanks, I appreciate it.

  8. Re: List Your CO Heroes!

     

    I think what you are looking for is an emblem (not an insignia, which comes in a frame). However it's only available on certain kinds of costume pieces, whereas insignia are more generally available on different costume pieces.

     

    That said, I'm not 100% certain there isn't a circle around the L in the emblem or something. Can't check right now since I'm not at my game computer. I just know emblems are more like 'painted on' whereas insignia actually project from your costume a bit.

     

    Thanks for the info Zed-F! It's strange that I pick t-shirt and can't put a simple monogrammed letter on it. At least now I have something to look for though, must go update my costume!

  9. Re: List Your CO Heroes!

     

    Hi there,

     

    So far all I have is Lobe. I've seen some spectacular character designs and I applaud you all for your inventiveness. Sadly, I can't even add a simple 'L' to my chest without it being in some sort of frame.

  10. Re: A Luck Power

     

    Thanks for all your extremely quick and helpful responses!

     

    Dan Simon has a luck-based character on Killer Shrike's site that might fit your needs (or give you ideas of your own. The character' date=' and links to the character sheets, are here.

     

    This is perfect Aylwin! Thanks so much for the link.

  11. Hi all,

     

    I am creating twins who share the power of luck. This luck goes beyond the basic Luck Power. For those of you who watch Supernatural, the episode called Bad Day at Black Rock portrays the kind of luck I want to create. Basically, the twins are able to cause luck to happen when within a certain proximity to each other.

     

    As an example, the twins are riding their horses down a trail and are jumped by a group of bandits. Bandit number one fires a crossbow at one of them. Inexplicably, the horse that the twin he shoots at is riding steps in a depression in the trail causing the twin to lurch out of the path of the bolt. The bolt flies off into the forest.

     

    The twins draw their swords and defend themselves. Two bandits attack one of the twins with their swords simultaneously and accidentally end up entangling their swords in front of the twin as he jerks out of the way. He is then able to deliver quick stabs to the exposed bandits.

     

    The bandit number one drops his crossbow, draws his sword and charges the twin he shot at. They clash blades and begin a slow circle in place while trying to score hits on each other. When the bandit has circled 180 degrees from his original position a bear with a crossbow bolt stuck in its side bursts from the forest and rips him from the saddle. The twins ride off before it can turn its attention to them.

     

    So you get the idea. I was thinking, since the effects of the luck are so varied that it would make sense to build the power using Transform, though the twins can't actually control the specific effect they can only instigate the power. Would Transform be the best choice?

     

    Second question: The twins can't use their power when they not within 100 meters of each other. Would this be handled with a simple ritual disad?

     

    thanks for your input,

    Cray

  12. Re: Guidlines For Skill/Power Advancement

     

    Burning Wheel also requires failure. Specifically you need X successes and Y failures based on your current skill level.

     

    This has been house ruled into most of the games I run at this point, and I find it works well if you make X about 3*level and Y 2*level, Crayadder. YMMV.

     

    That is perfect! I love it. Thanks for the tip. I will definitely use a similar mechanic along with my Point Maximums.

  13. Re: Guidlines For Skill/Power Advancement

     

    Another possibility is to include PSLs in calculating a CV limit. Or create another limit above the normal one that PSLs can't surpass (CV limit +4' date=' or 1.5 times normal CV limit, or something like that). Then allow the player to buy as many as he wants, but only a certain number are going to be applicable at any given time, depending on the circumstances and penalties.[/quote']

     

    Another good idea that I like. This would add to my already existent CV caps.

  14. Re: Guidlines For Skill/Power Advancement

     

    The "can't buy it up until you miss" idea is nice and simple to implement, but be careful that the player doesn't work around it by trying to make wildly difficult shots (only targeting eyes or something) with the express purpose of missing.

     

    I would also point out that if the character is already hitting almost all of the time, then more points in OCV is kind of a waste, isn't it? If it is within the concept of the genre, maybe he should start buying powers to represent truly awesome bow skills (buying a simple RKA with OAF bow effectively allows him to ignore lots of the standard bow limitations for instance).

     

    You might also put caps in place that are based on the character's point total, something like maximum DC allowed is Total Character Points/20, so that a 150 pt character can't have an attack over 7 DC, but a 160 pt character could go as high as 8 DC. You could work a similar bit for max OCV and such. This also gives a feel of level advancement if you like that sort of thing.

     

    I agree that the points would be a waste, but if the PC wants to waste points that fine. I just want to remain consistent with my rulings as that is something I value as a PC.

     

    The cap idea is a good one and I have implemented that already for the various CVs so I am at least covered for that ;) and now I have a beginning structure for the rest.

  15. Hello Herophyles, (I love that term)

     

    Straight up, I suck at searches. I've tried for 30min to find something on this, but have failed miserably. I am sure there's gotta be a number of threads on the subject, but danged if I can't find them.

     

    I am looking for advice/suggestions on how those who GM manage player growth with respect to increasing skills and powers. I'll give you a scenario - A PC who is a fairly kick-butt Thief/Archer has a nice set of complimentary skills that make him very deadly with a bow.

     

    A quick summary of said skills:

     

    Skills & Talents

    • Fast Draw arrows 13-
    • WF: Blades, Bows
    • Penalty Skill Levels: +4 vs. Hit Location modifiers with bows
    • Penalty Skill Levels: +4 vs. Range Modifier with bows
    • Rapid Attack (Ranged)
    • +6 with Martial Maneuvers
    • +1 Overall
    • Ambidexterity (no Off Hand penalty)
    • Combat Archery
    • Mounted Warrior (Ranged Combat)
    • Rapid Archery

     

    Martial Archery

    • Defensive Shot ½ -1 +2 Strike +1 DC
    • Distance Shot 1+1 +0 -2 Strike +1 DC , +1 Segment
    • Far Shot ½ +1 -1 Strike +1 DC
    • Offensive Shot ½ -1 -1 Strike, +5 DC
    • Quick Shot ½ +1 +0 Strike, +3 DC
    • Ranged Disarm ½ +0 +0 Disarm, +4 DC to Disarm
    • Trip ½ -1 -1 v/5, Target Falls
    • +1 Ranged Damage Class(es)

     

    Okay, so my take on character advancement is that the better you are the harder it is to get better. This seems sensible. Right now though, I am mostly ruling on instinct and I would like to solidify that nebulous system of going with my gut on skill increase decisions by adding a stable element.

     

    Say this character played one session, got points and wanted to spend some increasing his/her PSL vs HLM. I would say no frickin way. Sure you shot 14 arrows and hit everything you aimed at. So what? But then I have to answer the question: "Well then, when can I increase it?"

     

    What I want to create is a standard for incremental change so that I can answer that question. I could just throw one together, but I want to know what would you suggest as I am sure that there are conditions that I haven't thought of that would affect whatever system I create.

     

    thanks,

    Cray

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