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BhelliomRahl

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Posts posted by BhelliomRahl

  1. Re: Consuming a defeated Foe to gain his Power; It's the Demon Way.

     

    Fortunately or unfortunately depending on how I feel its been decided that someone else will run our Tuesday game as I am running a Monday at present. The friend running it is using a modified HARP system (by him). So far it seems to work.

    However I will keep my notes and designs filed for use at a later date.

     

    Heres what I have so far:

     

    Characters starts on 50pts build with 10pts matching complication. Key note is that I have modifed the starting Characteristic. Most have been halved.

    I have then all given them a template (Free) to represent there base character the Lemure (or the blob) Form a Lvl.0 Demon.

     

    Demons ranges in Level form 1-10 with 10 being equivilant to godlike powers. Within each level their is a range of demon types (Concepts). I have started to represent these as templates.

    Templates (Rough): Brute, Necromancer, Sorcerer, Succubus/Inccubus, Schemer, Controller, Infernal Crafter, etc. I will come up with better names and various ideas.

    When the players reach a certain point of experience they will gain a new Demon Level and and a semi-random (Roll on a table with modifers determined by Roleplaying and what souls they have consumed) demon type template. Each template in a level will be build on the same points with Characteristic modifiers, powers, complications and points for skills. They will also gain some points to spend as they choose. All Template stack with the Lvl.0 Lemure Demon but replace other levels. Meaning that with each level players could loose or gain different powers and abilities. What this means is that players may not get the type of Demon they want.

    So they have several choices:

    1) Remain in their current Form and make it work for them.

    2) Change form to a lower level which does what they want.

    3) Gain experience rapidly to gain a new level and hopefully get a type better suited to them.

     

    As the game progesses players will have several character sheets representing each of their level. (Or at least the ones they intend to use)

     

    The main method for a Demon to grow in power is the consumption of the souls (the flesh is just a bonus) of Humans, animals, and demons. The potency of the soul depends on many things; Purity (of goodness, evil or rage), Honour, Magical Power, etc.

     

    Death:

    Usually with Demons when they are destroyed they are weakened and then banished to the void in their Lemure form, however the players have been bound to the material realm. What the results of the Lemure being destroyed I have not decided. The players will need to regain enough energy to be able to take a stonger form.

     

    The demons powers are not new they are memories of previous existences. Throughout time they have been stepping stone to other and risen to godhood with dominion over all creation then have fallen to the void and the process begins again, this cycle has repeated countless times but this time is different.#

     

    What do people think?

  2. Re: TUALA MORN -- Interested In More Stuff?

     

    Sounds Interesting. I would be most interested in the PDFs.

    I always enjoy regional magic, seeing how magic is handled differently based upon cultural surroundings and history.

     

    Possible in the future when all the parts have been released I would be interested in a combined hard copy. PDFs are great for when I am working at home but can be a real pain when I'm at the club.

  3. Good day.

     

    The Glossary says the the base power cost is the cost of the power before Adders or Advantages are added. However when determining the base cost in relationship to standard range for something like Clairsentience it confuses me.

     

    Standard Range is the Base Cost x 10m

     

    Example:

    Want to build a Clairsentience power for Sight & Hearing that has 4 Perception Points which are Mobile with a range of approx. 2.0km

    Build:

    Clairsentience (Sight; 20pts); Add Sense Group Hearing (10pts), Targeting (10pts), 4 Perception Points (10pts), Mobile Perception Points (24m/Phase; 10pts), Range (x4; 10pts).

    = 70 Active Points

     

    I would say the the base cost is 20pts therefore the range is 800m. However I think I have done this wrong, it does not read right in the book. How I read the power description I think the Base cost factor in the all the adders except the Range increase giving it a base cost of 60 and a overall range 2400m.

     

    When do you add the adders?

     

    Could you please explain this for this power and others.

     

    Thank you.

  4. Good day.

     

    Desiging a Power Suit which utilise remote drones for observation and attack. The Power Suits has several Orbs which float around it when active.

     

    Power Orbs (4 of them) - My Build (Rough):

     

    Blast 4D6 (20pts); Indirect (Variable Source Point; +1/2), Constant (+1/2); Focus (OIF; -1/2) Quantity (4no; 15pts)

    Clairsentience (Sight; 20pts); Perception Points (x4 - 10pts) Targeting (10pts), Mobile Perception Point (24m/phase; 10pts); Focus (OIF; -1/2)

     

    To represent that both powers use the same focus do I need to use the limitations' Linked or Unified.

     

    What are peoples opinions?

  5. Re: Armour/Power Suit that can retract into a non-functional state.

     

    Changing clothing depends on the game effect you want to have from it. Is it a viable way to hide in addition to no being in Secret Identity? Could he give away the clothing? Or is just that he has not a "power activation shreds clothing" complication?

     

    The suit in inactive form has a cache of Smart Cloth. Smart Cloth is a Nanotech Fabric which can change shape and texture in response to commands (Verbal, Manual or Cybernetic Link). When in active form it acts as skin suit. If needs be it can act as a limited form of armour if the fabric is hardened; probably best to represent this as either OIAI or make the defense a constant power with No End and have it require an activation period.

    The Smart Cloth will give the character benefits for disguise, concealment and stealth, as there outfit can be changed. Best to represent this with some Skill Levels used for this catagory with extra time for equipping.

  6. Re: Armour/Power Suit that can retract into a non-functional state.

     

    I think I will I will go for option one. Its the simplest. In its inactive form it will not gain any powers that the active form does not have only be prevented from using them.

    Genrally its takes a Full Phase to equip the armour but for 1/2 Phase Actions only partial equipping is possible. Just the gauntlets for example.

    However if I wanted the inactive form to have a power which the active form does not have could I buy it as Only in Non-Heroic Identity. This power would be a ShapeShift - Sight & Touch relating to form normal clothing. Or do I need to do this as a Multiform.

  7. Good day.

     

    Looking to create in my game a Exo-Suit that is created from a nanotech Liquid Metal that can change its form.

    Initially the armour has only 2-modes (Forms):

    1) Inactive - Appears to be a collar, 2 bracers and 2 bands above the feet. While in this form the armour provides no benfits other that commuications and limited sensors.

    2) Active - It flows from its inactive form to a full body Powersuit (This takes 1-Full Phase). In this form the suits offers enhanced Physical Characteristics, Armour, Movement (Flight), Enviromental Safety and several other features.

     

    The Suits' components exist within the nanotech Liquid Metal buts also within another dimension anchored by the parts in this dimension. This effect is SFX and will not build mechanically. The only way to disrupted it is to disable the parts that anchor it but the the anchor only be severed by the destruction of the anchor here.

    When the suit is active it his physically here and cannot be force to return to its inactive form. (Possible if the computer was Hacked but would be extremely difficuilt due to nature of technology.

     

    I already have several suits built in their Active Forms but have not devised the method for them to enter Inactive Form.

    Some of my ideas:

    1) Put in the Limitation Only in Alternative Identity for the powers which are only available in Active Form. Leave the changing to SFX.

    2) Put a small Multiform within the Active Form for when it enters Inactive Form. Only pay for the cheaper form which will be probably less that 10pts.

     

    Shape Shift seems wrong as the suit does not maintain its powers in Inactive Form.

     

    Whats are peoples thoughts?

  8. Re: Consuming a defeated Foe to gain his Power; It's the Demon Way.

     

    This will be the main source of there experience. But they are not going to defeat demons by the score. Starting as Demonic Imps they will be virtually powerless. They will be stepped on, beaten down, used by the greater demons in their machinations. Only through cunning and paitence will they stand a chance. A major worry is that if they gain power too quickly the stronger demons may take notice of them personally, then things become interesting.

     

    But most importantly they will be suspicious of each other. Knowing my players they will scheme against each other making plans for defense and attack. They very well may kill each other.

     

    The plan was to start them on 125pts with 25pts matching complications. Greater Demon builds start about 500pts and Demon Lords can go up to 1000pts. I reckon each player may gain about 5 points per 6 hour session. Will be many years before they are powerful enough to challenge the greater demons. They will gain a small amount of experience points outside of this but this is limited to skills and perk development (this in conjuction with Roleplaying). Will have to modify the 'Demonic Consumption' Power, also each Demon will have a Limited Essence pool to draw from (Probably 5% of the Demons Build Points). The players will have to decide how much each gets (I will try to make it so the essence total does not split equally amoung them).

    As a house rule I will allow them to gain powers with Demonic Consumption that they did not have as long as the demon the essence is taken from possessed it.

  9. Good day.

     

    This is an old scenario my friends have run several times. They have used Rolemaster and later HARP. Its coming round to my turn to run it and was planning to go the Hero 6E way.

     

    The general concept is that they are low level demons, weakling imps not even on the ladder and through cunning, deception and killing we grow in power and strength.

     

    The main way for a demon to increase its power is to consume the essence of a weakened/defeated demon. Doing this it gains the powers of the demon to a limited effect.

    I was planning to use the Chao Blade power Blade Theft form HS-Fantasy p.298.

    This seems to contain most of what I need. I will remove the bit about losing the power. Also need to increase the time the power is retained for, its meant to be permanent.

    However what I need to represent is the ammount of points received is dependant on the power of demon. Theres little point in a strong demon killing a much weaker one due to the fact that he will gain virtually no power. To gain strength the demon must target those of similair power to him or stronger.

    I'm thinking of a conditional limitation. That if the energy is drawn from a lesser demon half the result and if its much weaker quarter.

     

    Example of Demon Consumption:

    Aid 5d6, Variable Effect (Any Characteristic or Power that the consumed Demon possesed; +1/2), Delayed Return Rate (Permanent; +4) (165 Active Points);

    Extra Time (1 Minute; -1.1/2), Only Aid Self (-1), Only Work when the targets essence is consumed (-2), Limited Effect (Power operates at Half effect if target weaker that self; -1)

    Total Real Cost: 25 points

     

    What are people thought?

  10. Good day.

     

    Looking to run a Pulp/Fantasy game in which magic and science have combined in an interesting method; Automations/Puppets, commonly referred to a Dolls.

    There are several types of Automations:

    1) Basic Units which can only operate when directly controlled by Magician

    2) Living Automation - Have a crystal core which houses there essence. Have emotions similair to humans.

     

    Automation have extraordinary/magical abilities called Sorcery but need their magician present to supply the power. An Automation can only have one type of sorcery built into it; Sorcery concept are Primal Elements, Lesser Elements and Tershiary Elements (Will define these later). Their will be some exceptions to this rule.

     

    Was wondering how to build them.

    Key Points:

    1) Automation Build

    2) Crystal Core - Can a crystal be transfered to different dolls or are they fixed. What limitation are imposed on it (Obedience).

    3) Sorcery - Limitations and Power transfer between Magician and Doll.

    4) Control - Living Doll will have limited free will depending on limitations imposed during build. How will the magician control it.

    5) Power

    ----------------------------------------------

    My Ideas:

    Both will be bought as followers. The basic unit as an automation but the living automation will be handled a little differently.

     

    All the automation will have limitation on them that they can only use there special abilities in the presents of their magician. Was considering having the Magician have an END reserve to use to power the automation special abilities.

    Maybe a skill for channeling the power to the automation also.

    Same skill for controlling the doll.

    ----------------------------------------------

     

    My concern was that the automations would be a lot more powerful than the players, probably built on more points. Thinking that if every automation is like this it will not be to much of a issue.

     

    What are people ideas on the build?

  11. Re: Dealing Additional Damge to Creatures due to a Weapon's Material

     

    It seems more like a Campaign Rule/Everymonster Vulnerability

    Would this be a limitation, if every monster was effected by Silver in the same manner? Or would it just be a rule that monsters suffered x2 Body to Silver. I would say its a limitation as silver increases the damage above normal. i.e a steel sword does 5 body but a silver sword would do 10 body.

     

    Of course a silver sword deals less damage to non-monsters. This is a computer game mechanic for using 2 weapons. I was wondering if a steel sword forged with silver in it would normally do less damage than a purely steel sword? If this is the case how best to represent it in the game. As I will prebuild the weapon I would just reduce the damage or build a limitation into silver swords of some sort.

    Thoughts on this?

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    The extra Damage does not come from teh sword' date=' it coems from the Mosnters beign vulnerable.[/quote']

    Yes, its a aspect of the monsters that they are vulnerable to silver not a special quality of the sword.

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Another option is to Limit (a part) of the Monsters defenses to "Not vs. Silver". With that you could buy higher defense (for the same poitns).

    For example, Vampires are so dangerous because they have high defenses. But those high defenses are (in part) bought by taking a Limitations on the defenses.

    15 rPD, Cost Endruance to maintain is the same Price as 10 rPD.

    This might be a better way to handle it. Would represent that a monster can be hurt by a non-silver weapon but takes a lot more effort, where as the silver sword bypasses these defenses.

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    What I need to decide is why does silver do extra damage to monsters. Its possible that it could effect them if it comes into skin contact with them. Opens up new methods of attack (Silver Dust Bombs). This would have to be done as a susceptability to Silver, Skin contact, per Phase, 1d6 damage. This would also mean that any attack with a silver sword would do an additional 1d6 damage with no defense.

  12. Good day.

     

    Was thinking of run a Dark Fantasy game along the lines of 'The Witcher'. Was wondering what people thought was the best way to handle the Silver Sword.

    The Silver Sword does additional damage to monsters.

    I initially used the Talent: Deadly Blow - Monster Slaying with Limitation OAF - Silver Sword.

    The other option was to Link a Killing Attack to Sword Attacks with the Limitations: OAF - Silver Sword and Conditional Power - Only against Monsters.

     

    But on second thought would giving all monsters Vulnerablilty - Silver be more appropiate.

     

    What are peoples opinions?

  13. Re: AoE HTH attacks and Blocking

     

    I will break with the line of thought with a House Rule.

     

    This rule will not be valid in all situations but when the SFX is correct.

     

    When a character wants to block an AOE attack with a shield I would let him if the SFX supported it. Meaning if the player wants to block the fist with a shield, yes but against a fireball, if its explosive AOE possibly other than that no. Of course Interference could still be used. What happens if the block succeeds, the player takes no damage from the attack but knockback is still present. Either the player gets embedding in the ground or thrown across the battlefield. Like most of the comic books.

     

    I am saying this a is house rules but the the rules (6E1 p.57) for blocking do state that the GM can allow a HTH AOE attack to be blocked if he deems the circumstances appropiate.

     

    Thinking along the lines of Interference. The player could possible us the AP of his Strength to interfere with the fist. The two opponents locked in struggle, seem iconicly epic. Again this is a house rule and would have to be situationaly acceptable.

  14. Re: How to make a Spirit Material.

     

    You could define beings as native to a particular realm and the rules of manifestation' date=' the rules of the realm, might be different depending on what your native realm is and what realm you are entering.[/quote']

     

    I like this idea. Maybe I might combine this with some of mine. A character's form is defined by his ancestry and the realm they exist on at present.

    If I create some templates for each realm and ancestry which can be applied where appropiate.

    Might be worth including a VPP in the template, size depending on strength of the individual which can be distributed to physical characteristics and specific powers.

     

    When materialising on the physical plane I presume that the same form would materialise each time?

    Most being have a form which they percieve themselves to possess and will take this form when materialise. However more powerful beings can change what form they appear as.

     

    What interests me here is whether Plane Walkers would be able to perceive other Plane Walkers and whether attacks with a trans-dimensional advantage might be able to attack another form (presuming that the walker inhabits all three planes at the same time)

    When a being is in one Realm he does not exist on the others. So attacking a targets Astral Self while they are materialise is not possible, however a materialised being can attack a Astral being if they are close enough to the veil between the two realms (The Astral Realm close to the the veil mimics the Material Realm).

     

    Thank you

  15. Re: How to make a Spirit Material.

     

    Is that a heroic or superheroic campaign?

    High Power Heroic. Setting started as a Futuristic Cyberpunk including Esper Powers but has grown to encompass Dimensional Travel, Intergalatic Travel and a form of Magic which works by altering the universal code, this is very new and has been discovered by exploring a Pre-Human Ruin. (Every phenonimium in universe can be expressed in a language (similair to a computer code) and certain people can temporary rewrite this code - Magic)

     

    How exaclty is mortality handeled?

    This is an unknown for most people. An Astral Spirit is a combination of Soul and Mind. When the body dies the Spirit returns to the Astral Realm, most people enter a cycle of rebirth but beings which greater control over their Spirit (Espers, Sorcerers, etc) can exist in the Astral and function. Over the centuries may gain enough power to materialise on the material or they could chose to enter the cycle of rebirth.

     

    When the body on the matieral Plane is destroyed' date=' what happens to the "real" character?[/quote']

    When the body of a materialised Spirit is destroyed the Spirit is returned to the Astral Realm. A Spirit is virtually impossible to destroy, it can be contained.

     

    When he creates a material body' date=' is he on both realms simultaniously or only on one?[/quote']

    All spirits maintain a connection to the Astral Realm even its but a shadow when on the Material Realm. This shadow is unpercievable and does not interact with it in any fashion. Its only function is to pull the Spirit back to the Astral Realm if is body is destroyed.

     

    Hope that helps

  16. Good day.

     

    Firstly let me explain the world. For this query a rough understanding of three realms of existance is required (There are others but those are not required for this).

    Material: Our World

    Astral: A Realm of the Mind and Spirit, what exists here are the spirits of creatures and reflections of the material world. Certain people can project there minds here and move about. The key point is that there is not physical aspect to this realm,

    Ethereal: This realm consists of Ectoplasm. Ectoplasm has no set form but when a spirit/mind is placed upon it, it takes physical form. The Landscape mirrors the Astral Image of the Material but the will of strong entities can reshape it. So in gerenal most Astral entities have taken form on the ethereal realm, they can do this with little effort (as natural as breathing). This allows interaction. Beings from the material realm can travel here in there physical form. Likewise Astral entities can enter the material realm either through a portal or if strong enough can create their own entrance.

    Time and Space do not function as they do in the Material realm.

     

    If a spirit releases its ectoplamic body on either the Ethereal or Material Realms it returns to the Astral Realm.

     

    This comes to my question, how to make a Spirit Material. Generally I have built the creatures for the material realm as thats where the players have been. However the story is expanding and so are the concepts of the players, one of them has become a spirit himself and we have used possession to possess robotic bodies but he is evolving. Its becoming more important to have a set mechanical method for this process of materialisation.

     

    When a spirit takes physical form its physical abilities are based upon its mental strengths and physical appearance does not correspond to abilities or power. i.e. a frail looking human could infact have the ability to lift 5ton.

     

    My initial Ideas:

    1) Build the creatures as normal for the material realm and state as fact that when in the Astral Realm have no physical abilities.

    2) Build a Multiform Power. Original Form is the Astral and the Physical is a secondary.

    3) Create the creature as an AI and the physical body as a vehicle.

    4) Use the AI as a base and when the creature comes to the Material Realm convert the mental characteristic to Physical. i.e. INT to STR, EGO to DEX, PRE to CON, etc. Method used for Spirits in Shadowrun.

    5) Build the creature as a Spirit with Desolification Alway On and then buy a Naked Power to remove the Always On Effect from Desolifaction.

     

     

    What ideas do people have?

  17. Re: STORMLords

     

    I have just started to read the STORMLords blog and it looks really interesting. I am hoping he does decide to Kickstarter the project, a pity about Mythic Hero. Maybe another option is Print on Demand, although not sure what difficulties this would present.

     

    I will definitely be getting a copy or three.

    I really think you only need 2 copies, one to keep at home safe and another to use, done that with most of my Hero books. Unfortunately my players are not as kind to my books as I am.

  18. Re: Proper Whip Build in 6e

     

    This is how I built the whip used in one of my games.

     

    7 Whip: Multipower, 15pt Reserve; all OAF (-1)

    1f 1) Whip Slash: RKA 1/2d6; OAF (-1), Limited Range (6m; -1/4), Reduced Penetration (-1/4), Real Weapon (-1/4), Strength Minimum (5; STR Minimum Does Not Add to Damage (-3/4)).

    1f 2) Whip Grab: Stretching 6m, Reduced Endurance (0 END; +1/2); OAF (-1), Always Direct (-1/4), No Noncombat Stretching (-1/4), Cannot Do Damage (-1/2)

    1f 3) Whip Swing: Swinging 12m; OAF (-1), Extra Time (Full Phase (-1/2)

    Basically is the Whip from HSEG but with swing added in, need some method to escape over the pit as the boulder comes behind you.

    Considered adding a STR bonus for purpose of grabbing, but felt that a whip does not enhance a grab but allows it to be done at range.

     

    Might be worth adding:

    Whip Strangle: Energy Blast 1d6, AVAD-NND (Hardened Collar or Does no Need to Breath (+1/2), Reduced Endurance (0 END; +1/2); OAF (-1), Limited Range (6m; -1/4), Real Weapon (-1/4), Strength Minimum (5; STR Minimum Does Not Add to Damage (-3/4)).

    Might not be realistic but it worked for my game.

     

  19. Re: I can't decide what to run! Which of these sounds fun?

     

    I would highly suggest you private message Susano and see if you can get his L4D stuff. It would save you a ton of work and you can always tweek and change any design things you don't aggree with.

     

    I would agree, I just checked out Susano's Dragonball Z Hero World and it looks very good. Not sure if I would use it all, but gives you a great place to start.

     

    Always had a fondness for DBZ, was the first game I run in the club I founded at my school. Used the Official DBZ books, what is interesting to note is the Power Level comparison table. It gives Superman a power level of 300. DBZ characters start out at a mininium of 1100. This will present your greatest problem, there really is not a mechanical method in Hero to represent the full power available to them without giving them 100000's of points (A starting level character can blow a planet up and will given the chance).

    I would suggest running the game without worrying about the devastating powers mechanically. Factor in enviromental destruction as Special Effects and Planet / System Destruction as plot or stated effect. This will stop a lot of nights thinking on it (personal experience).

    ------------------------------------------------------------

     

    With your Water Ninja I would create powers as:

    Water Manipulation - Telekinesis - Only to Control Water

    Healing - Conditional Power - Must be in contact to large body of water.

    Water Form - Desolification, Shape Change, Stretch (Reach), etc. Depending on what powers Water form gives him.

    Pressure Blade - Hand Killing attack (Fx - Water), Focus OIF - Water

    Giant Form - Growth - Conditional Power. Volume of Water equal to size grown.

    Immune to Physical Damage. Either build him with enough defensive points to negate all potential damage or use desolifcation - only to defend against physical attacks, no non-combat use.

     

    Possibly a vulnerability to an opposing element.

     

    Most of the powers for any of the ninja can be built similarly but with different FX and with Limitations representing the need for the appropiate Element to be present.

     

    For Maelstrom look into getting APG1. It has details on the Power Combining, with several different methods for doing it.

     

    APG2 has an interesting section on using Dimensional Travel to represent entering specific phenomenon, i.e. the Speed Zone or Stopped Time. I was thinking of using this for DBZ super speed. Characters enter it and are unperceivable to people unless they have a specific sense or can enter it themselves. With this system the people in this zone could fight for 1 turn but to people outside the zone only 1 segment has passed. As in the Cell Games when Goku and Cell fought, where the Z-Fighter could percieve them (mostly), but Mr Satan and the reporters were unable to follow them except when their movements stopped.

    ---------------------------------------------------------------

     

    Overall the games all look very interesting.

     

    I always think the most important thing is to find a game that you are comfortable running. If you enjoy the game your running and bring life and vibrance to the world, those feelings are passed onto the players who can't help but enjoy it too.

  20. Good day.

     

    Got an interesting one here for you.

     

    Got a player in my game who has created several VPP. As I advised he has written up all the powers he intended to use in them. However he has bought the Pool with enough points to have every power active at the same time, so the VPP costs more than if he bought them without the pool. I have advised him of this but in insists on using the pools.

    He says the reason for this is that he can use all the powers at once but does not need to keep them on but can allocate points to them from the pool as a Zero-Phase Action and does not require a power skill roll as he is not reallocating points within the pool but using free floating ones.

     

    What do you think of this? Should it still take a Full-Phase and require a Power Skill roll to allocate the free points in the pool or is it free as he speculates. If the power is persistant would it automatically activate on the segment the points are allocated to it or would it occur on the following phase as a Zero-Phase action when the player activates it?

     

    Thank you.

  21. Re: Making a Invisible Power more Invisble.

     

    Thanks for the input.

     

    I really need to just say no seems like some of the best advise. I will take that to heart.

     

    My player is a little paranoid, he is technically a convict serving the corporation instead of imprisonment. Although his quality of life is much higher and has very little restrictions except that his boss (another player) is Dr Frankenstein crossed with Dr Moreau.

    Cyber Hacking is a problem (Not as serious as some people fear) but he already has advanced protection.

    ---------------------------

     

    I don't understand what he has done with the VPP, I have checked his math and it works out more expensive. Although he still insists on the VPP, he says its so he does not have to have them active all at the same time but can turn them on as a Zero Phase action with out a power skill roll.

    Can I confirm this? As the pool points are not allocated does it take time allocate them to a power and does it require a roll? (I will put the question to Steve)

     

    Thank you.

  22. Good day.

     

    I currently running a cyberpunk game and one of my players wants to make his encrypted communication with his drone harder to detect. Currently we are using Mind Link to represent the encrypted communication.

    Mental Awareness is used to detect these signals and Telepathy to intercept them.

    Mind Link is already an invisible power but my player wants to use the Invisible Power Effect advantage: +1/2 - Effects of Power are Invisible to other characters but not target.

    The point is to render his communication invisble to Mental Awareness.

     

    Am unsure if: 1) This will work and 2) If I should allow it.

    What are peoples thoughs on this or a better method for doing it.

     

    The fact is that you cannot make a signal invisible but possible disguise it as something else. I suggested using cryptography to encode and disguise his communications. Says he will also do this in addition plans to by a VPP for languages and to change languages during communication for additional communication.

     

    This brings me to another point. This same player has been making liberal use of VPP and am getting a little unsure. Generally he is buying VPP with a big enough Pool to have all the powers in it active at onces but only activates them when needed.

    He says he does this so that when he activates a power does not need to spend time allocating points. I made the point that technically he is allocating points from the pool to a power.

    Has used VPP for senses, movement, invisibilty and enviromental movement. To be honest I think he is breaking the system and using the VPP to get all the powers cheaper than they should be.

    i.e. Enhanced Perception is a Special power and should not be put in a VPP but the rules allow exception for a gadget of common usage with GM permission.

    This player does have a habit of finding loop holes and methods to fully exploit and break system rules.

     

    Do people have any advise on how to handle him?

  23. Good day.

     

    With the release of Mass Effect 3 my group has decided to play a game using its setting. My group are fighting the Reapers on Earth.

     

    Creating the Biotic Abilities (Ability to manipulate Mass Fields). Would like some input into their creation, have given general mechanics

    Most of the abilities are simply to create;

     

    1) Throw - Knocks the target and those behind him backwards - Blast (Stun Only) - Ranged AOE - Cone with Double Knockback. – Ideally throw does no damage itself but the target suffers this from impact with objects behind them. Maybe use telekinesis limiting it to throwing the target away from you instead, no damage from the throw but use knockback rules for damage.

     

    2) Lift - Telekinesis - Only to lift the target, no manipulation, Initial Directional Momentum Remains. AOE - Radius 2m Time Limit 1-Turn, Cost End to Activate Only.

     

    3) Stasis - Entangle - Only one target. Time Limit 1-Minute. Neither Target or Entangle can be interacted with (Cannot take damage or be touched). Wondering if I need to add Desolification or just leave as is.

     

    4) Warp – RKA with Damage over Time and Drain Resistant PD.

     

    5) Shockwave – A wave of concussive force not blocked by barriers – RKA, AOE – Line 20m, No Range. Passes through barriers except shielding (bought as indirect).

     

    The following I am have some issue with.

     

    5) Barrier - Creates a kinetic barrier around user and weakens with each attack. Was thinking Resistant PD 20pts. Costs End to Activate, Time Limit 1-Minute. It needs a variant of Ablative - Its a -1 limitation to reduce the Active Points by 5pts if damage exceeds the Protection. Might be better to use a pool of Stun and Body which reduces with damage taken, would represent the barrier weakening. However furthering the previous two ideas I could combine Damage Negation with a Body Pool. Take Absolute Rule and say that it negated all Physical damage but body damage reduces the pool, when the pool is gone the barrier drops.

     

    6) Singularity – Creates a sphere of extraordinary mass, this creates a gravity effect drawing all objects and people into its orbit. During its duration anyone unshielded entering the field drawn into it. – Entangle; Area of Effect - Radius 4m & Time Limit 1-Turn. Constant, Uncontrolled. Entangle cannot be damaged. Link Telekinesis with AOE – Radius 8m, Time Limit 1-Minute, Constant, Uncontrolled Limited Effect – Draw to sphere of mass and orbit it.

     

    These are powers taken directly from Mass Effect. With time and development am sure my group will devise different methods to utilise the powers.

     

    What do people think, could use some input into this.

     

    Thank you.

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