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Mazeus Xenon

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Everything posted by Mazeus Xenon

  1. Re: Mass Area Effect Do you think "Affecting Any Spell" would be only a +1 Advantage? I would see it as a +2 myself... it IS a very potent effect!
  2. Re: Mass Area Effect Yeah, i kicked around the VPP things as well - THAT was expensive no matter how I did it! I may just have to junk this idea and do something else with it...
  3. I have been kicking around a few ideas for this and none of them work out the way I want them to, so I figured I'd post here and see what people think. What I am trying to do is make a magical amulet that causes all the spells the wearer has to gain an Area Effect. They could choose between whether or not to use the effect but would affect ANY spell they have, from a fire blast to a healing spell, from a skill bonus to a skill penalty, and everything in between. I have thought about a transform that lasts for only a single action (-2 Limitation?) or a naked Area Effect advantage with a +2 Advantage of "Any Spell' and setting a maximum Active Point limit to the naked avantage. Neither really works for me (and I won't even mention the truely crazy idea I had for a massive Multipower) so I welcome input on this. I can, of course, just say it works that way but I would much rather have this defined within the rules than simply making it work! Thanks folks!
  4. Re: Penalty Skill Levels Have you ever seen Farscape? Well, that is my favorite show of all time and my Avatar is a character from the show (my favorite of course); just an Icon from a desktop theme. I am upset the show was cancelled some time ago... but that is a discussion for a different discussion board! Mazeus Xenon
  5. Re: Penalty Skill Levels Yeah, that's kind of what I thought. Although I can see the arguement for allowing it to be purchased at normal cost to offset the penalties within a specific manevuer (1 1/2pts to offset the penalty for Off Strike but only with a Broad Sword or something like that) I certainly understand why you shouldn't allow it! Always good to know I am not the only one that gets confused with this stuff... thanks as always folks!!! Mazeus Xenon
  6. OKay, I am sure somewhere on the boards this has been discussed but i can't seem to find it... Anyway, I was just wondering what qualifies for "a specific type of negative modifier" to Penalty Skill Levels. Sure, they mention Ranged Penalties and Targeting Penalties, but what about buying PSL for something like Move By, Sweep, or a Martial Disarm? Would each of these be their own specific modifier (basically forcing me have to buy the skill for each MA Skill to offset the penalties) or what? Would "Combat Maneuver Penalties" cover everything or what? Just wondering what the "official" rules say (if anything) as I know i can make it mean whatever I want, but I would like to start somewhere... Oh, and please don't quote pages from 5REd as I do not have it - I have the "original" 5ED as I haven't had the opportunity to get it yet and don't really have the $$$ to buy it right now... thanks! Of course, a quick quote of the rules for this would be welcome, if they are that different from 5ED! Mazeus Xenon
  7. Re: Length of a summon Wow... I never knew I would open such a can of worms with this one! I thank everyone for their input and basically put together this house rule (I am such a gaming nerd that I have written my own player's manual for all of my house rules): "The type of tasks involved also affect the time a creature remains. As a standard, a being will remain in service for 1 day for every task available. If no new task is assigned after 24 hours, the creature will use up an available task to repeat the task for the next day. The exception to this rule is when the task involved potential stress or heavy tasking of the summoned creature, primarily in combat. Combat actions use up tasks every phase, but these do not count against the total days a creature will be available. This basically indicates the number of successive combat-like actions a summoned creature can perform before the character must re-dominate them. If attacking in combat has not been already setup as a task (“Defend Me from Harmâ€, “Kill that guy over thereâ€, etc.) then activating the summoned creature into combat must have a task available to perform the action. The creature may still react in combat as normal but may not necessarily attack enemies over friends, if they go into combat at all. Failing a roll does allow the character to use another available task to force the creature to continue with the action but does lower the total number of tasks available." Basically it allows the summoned creature to exist for 1 day per task, as long as there is a task available per day. I have also put down Advantages and Limitations to alter the time (increase or decrease it). I do end up having to "just say no" to a few of my players (I have one in particular who truely tests me every game), but it is nice to set down some rules I can live with!
  8. Re: Length of a summon Okay, I must be an idiot or I don't have the right rules book... nowhere does it state that an Amicable summon will only last for a limited time or #of tasks... The rules do state that the EGO/5 is the standard but someone can perform a second test of will to keep the summon creature around for another X tasks. If something is slavishly loyal, it would take little ability to force it to stay longer. Now I may be reading into this far more than I need to, but it never actually states that one task is 1 phase in length. Summoning a Demon and having it usable for only 5 phases seems a little weird, especially if is "Defend this lair against all intruders" may take a lot longer than "go kill that guy over there". I know as a GM I can basically do whatever rule I want, but I am looking for some other possible hard facts to help me out... I just don't see the text as meaning "1 task per phase" but as something more broad than that. Of course, this is just my opinion... what do you think?
  9. I have been looking through a number of other posts that have answered part of this so I apologize for some duplication here... Anyway, I am looking for a way to setup a "Animate Statue" effect for a spell. Basically, I built it as a Summon but only want the statue to be active for a specific amount of time. As I understand it, as Summon is an instant effect, a continuing charge does,'t really apply. What suggestions are out there for making this work out? I am thinking of having it set so that the statue is animated for like 5 minutes or something (long enough to usable in a combat or to break down a door or whatever). A couple of ideas I have are as follows: 1) Limitations of either Limited Time Frame: 5 Minutes (-1) or Costs END to Maintain (-½, maybe -1) 2) Have a required Disadvantage to the "Golem" that means it automatically ceases to animate after a specific amount of time (rather large Physical Limitation?) 3) ... um... no more ideas... anyone else? And if I am missing something obvious (like a previous post that covers all of this already) feel free to direct me that way! Thanks folks, Mazeus Xenon
  10. I was starting this primarily as a discussion of how one would create a "Rope of Climbing" as there could be many, many different ways of doing it I would welcome input. And as I am bringing it up, any other general discussion with magic item creation would be welcome as well (I never know what I may need to ask!). Anyway, about the rope, here's what I have found/heard: 1) Buy as TK to lift person(s) using the rope or hold rope in place 2) Buy as a massive bonus to the Climbing skill 3) Buy as clinging only when touching the rope 4) Flight, only usable on a surface and only when use rope to climb Any other ideas? I'm not sure which one I like the best... I am leaning towards the clinging (with "Does Not Resist Knockback" as well) And feel free to bring up any other items (or tell me where the "official" discussion is so I can join in as well)
  11. Re: Independent vs. Universal Focus Well, no, I don't want to know why someone would reduce the cost (that should be obvious) just looking for opinons on the two. What do other GM do? Do you put a "life span" on a Universal Item when it is given away to someone else before it can be replaced or what? I know there are no rules for this and I can just make whatever rule I want up (and I have) but I just wanted other's opinions on the two! From a player's point of view, every magical item ever created would be a Universal focus so anyone can use it and it can be easily replaced. For a GM point of view, everything magical should be Independant to stop a "mass production"... Anyway, I am rambling - let me know what you think! Mazeus
  12. Okay, other than the "GM can just make a rule" idea, what is the idea between an Independent power and one with a Universal focus? All things being equal, what would someone ever make a power Independant except to lower the cost? Just wondering what others think... I understand the concept but was just wondering about the application! Mazeus
  13. Okay, I apologize if this has been covered before but I just recently started looking for an answer... Anyway, With Change Environment, I fully understand that you must have the Broad Group Advatage to have any weather-related effect. However, what about themultiple adjustments possible? If I wanted to have a high wind and dark area, should I buy multiple Change Environments and link them or is there a way to do this all within a single purchase of the power? Basically, can I combine CV Modifiers AND PER Modifiers in a single Change Environment? Also, would I have to urchase every possible variation within a Change Environment for weather (Temperature, skill checks, PER rolls, etc.) or does the advantage take care of this and you then simply spend 5pts per modifier? I hope this makes sense... Mazeus
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