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MagicPegasus

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Everything posted by MagicPegasus

  1. I assume if you had a slot in a Multipower with Darkness, 4 Continuing Charges, that you could use another slot and still keep the Darkness going. If not, how would you do that?
  2. I have a powerfull supervillain that can create any type of weather condition over a large area using Change Environment. If she wants to create a hurricane, do the prexisting weather conditions have to be condusive to a hurricane in the first place, or can I take that as a limitation for the power? Would she only be able to create one over warm ocean areas for about a 4 month period each year and only if there was a tropical depression there to begin with, because those would be the natural conditions before any hurricane could form naturally. That's the effect I'm trying to go for. Could I take the limitations: Existing Weather Conditions Must Be Condusive to Forming a Given Type of Weather Effect (-1/2), Weather Effect Must Behave Simularly to Natural Weather (-1/2). For instance, she could only create the hurricane over warm ocean areas, only durring a 4 month period each year, there must already be a tropical depression ther. Also the hurricane she creates would have to follow one of the traditional hurricane routes at a normal speed and if it goes too far inland it will diminish and just become a regular thunderstorm. She could also create fog or a winter blizard or any other type of weather and those two limitations would apply to whatever type of weather she wants to create. In the 5E rulebook it has an Ice Sheet as an example. Could that ice sheet be created in the middle of a desert, and as soon as END is no longer paid the ice begins to melt like normal? I want my character to only create an ice sheet in the winter and on relatively cold ground. Could you tell me if the two limitations I made would be apropreate, or if the power is supposed to work differently?
  3. I have a powerfull supervillain who can create any type of weather condition. I have the Change Environment power all worked out for her. My question is what are the game effects when she creates a particular type of weather? What would be the effects for rain, snow, thunder storms, winter blizard, or a catagory 5 hurricane? Does anyone have specific suggestions?
  4. Re: Range of Light There are different flashlight sizes and types. An average camp flashlight with two D-cell batteries might look like this: Regular Flashlight: (5 pts) Images 1" radius (20 Active Pts) (0 END +1/2, Persistant +1/2) (OAF -1, Only To Create Light -1, 4" Range -1/4, Only Usable For 4 Hours Constant Use -1/4, Not Usable In Water -1/4) The example in the book has No Range and that would be more light a camp lantern. A dark night has -4 to PER Rolls. The hexes beside the 1" radius that is fully illuminated would be at -1 PER, 2 hexes away would be -2 PER and so on till -4 PER for a dark night. By if it is just a regular night (maybe with a full moon or nearby street lights) it is -2 on PER instead of -4. A 1 million candle light halogen flashlight is much brighter and has a much greater effective range for complelely lighting up an area. It might look like this: Halogen Flashlight: (6 pts) Images 2" radius (22 Active Pts) (0 END +1/2, Persistant +1/2, +1" Radius +1/4) (OAF -1, Only To Create Light -1, Only Usable For 4 Hours Constant Use -1/4, Not Usable In Water -1/4) The range is standard so it works out to 113". Both flashlights are persistant because a flashlight can be turned on so it is only on when you hold down the button or set so it stays on all the time. If you have it set to stay on and you get knocked out, the flashlight stays on till the batteries run dead. My flashlights will represent those effects. And if you want to get rid of the Not Usabel In Water limitation, then buy a waterproof flashlight. They cost 1 pt more.
  5. Re: Power Construction Question Assuming the effect of "forget me" is intended to be imediate, the best way to do it is make the character invisible. When he does something, you remember what he does, but you don't remember him or him doing that thing. Invisibility to All Sences (50 active pts) (0 END +1/2, Persistant +1/2) (Always On -1/2, Not Usable Against Characters With 10 or More Mental Defence or 20 or more EGO -1/2, Characters That Encounter Him Make an EGO Roll -3 One Hour Later And If Successful They Remember Seeing Him And What He Did -1/4). The last limitation creates the effect of "now I remember seeing him..." Using Mind Control with an area of effect that covers anyone within a line of sight would mean a radius of maybe 1/4 mile or 1 mile. And that would be extremely expensive and overly complicated. But even that would not cover people with telescopic vision, clairscentience, or other special sence powers. What if he is in a stadium filled with 10,000 people or in front of a news camera with an audience of 1 million people? Obviously you can't make attack rolls for each of them and its extremely expensive to have the area effect be planetwide to cover any tv audience. And your forgeting about the automatic Breakout Roll everybody gets. A large group of people with no mental defence and ordinary EGO will not be affected by his "forget me" power. Invisibility solves all these problems. And Darkness around him doesn't work very well either. They will see that there is a darkness effect. People tend to notice a strange darkness effect and they will pay attention to it. They will see the darkness moving around like maybe there is a person in there. If someone wants to they can just attack whoever is in the darkness effect with an area effect attack. invisibility works beter here too. Now if your character attacks with a weapon they will see the attack, because invisibility doesn't cover that. So you may want to get IPE on his attacks if you are concerned about this. IPE to all sences is a +1 advantage.
  6. Re: How would you build this Mental Defence (Invisible Power Effects +1/2, IPE Hides the Effects of the Use of the Power -1/2) This would make your Mental Defence invisible even if the mentalist bought detect mental powers as a targeting sence. This already hides the effects of your mental defence and you don't need acting or some special transform power to decive the opponent. But it wouldn't hurt if you want to be especially convincing to counter someone with special enhanced senses.
  7. Is there an existing Champions power that alows you to erase a character's memory or implant a new memory? I know you could devise a transform power to do this, but I think a powerfull mentalist should be able to do this without inventing some clever new power. Telepathy alows you to read or send surface thoughts, read memories, read hidden thoughts, or read subconscious thoughts. Perhaps as a house rule just add Erase a Specific Memory +30, Create a New Memory +40. A memory would need to be erased and then a new one implanted as a separate roll if the new memory would contradict an existing memory. This way all existing characters with Telepathy could do this, but with increased difficulty rolls only the most powerful mentalist could do this successfully.
  8. Re: Character for Review: Cpt Starlight For a climbing device I use Clinging with lots of limitations. Regular Climing skill only gives 3" movement. Clinging (can't use STR to stick to surface, only verticle up or down movement, no -1d6 kb, max of 30" total movement because of line length, max of 10" movement per phase, must have the Climbing skill, -1 1/2). Each item being a 1/4 limitation. He doiesn't have to make a skill roll for each phase he moves, unless he is moving in a unussual manor or something bad is hapening to him. This device is a Powered Grappling Line that pulls the character up to the top of a building. He can be climbing along as he's moving or just let it hoist him up.
  9. Re: X-men characters I liked a lot of the ideas, but I would have made them around 500 points. I can't see Wolverine with only 20 DEX and 4 SPD. The average Joe starting super character usually has more DEX and more SPD than this. One idea is to give him Fast Recovery: 10 pts: +30 STUN (only usable to improve his recovery times when unconcious, -2)
  10. Re: Your Favorite Useless Power Perk: Access to Internet forum for discusing useless powers X-Dim Movement (to exact parralel universe were everything is the same as your current universe) Perk: Reform Party Presidential Candidate Telepathy 4d6, 0 END (+1/2), Only usable to comunicate the meaning of obvious finger gestures (-2), gestures required (-1/4)
  11. Re: Speeding Up The Game I like the idea of a player being ready at the start of his turn. A 20 sec time limit with 2 time outs in a game session for complex questions and answers. If you don't go quick you loose your turn. Or maybe if you go too slow your character gets a -2 OCV, -2 DCV penalty for that phase. Players won't want the penalty so they'll go quicker.
  12. Re: Passing Strike (martial maneuver) Unbalanced? Imagine that MA with 50 STR and 30" Flight doing a Passing Strike flying downward and hitting a target in the air. Flying downward he gets 60" velocity. He does 22d6 damage and gets +1 OCV as a bonus. Now do you see how it can be overly powerful?
  13. Re: Passing Strike (martial maneuver) Unbalanced? The problem with passing strike is that it gets too powerful when you got a martial artist with fast movement. Take a MA with 50 STR and 30" Flight. He has the following maneuvers: 10d6 Defensive Strike (+1 OCV, +3 DCV) 12d6 Martial Punch (+0 OCV, +2 DCV) 16d6 Passing Strike (+1 OCV, +0 DCV) With those three options I would go with Passing Strike almost all the time and crush my enemy quickly. I made a character like this for myself but decided he was too powerfull and a bit overbalanced. I'd be doing lots more damage than the other players for the same amount of points. I would change Passing Strike in my campaign because of this. It could be changed to STR + v/10 to reduce the damage and maybe make it +1 OCV, +1 DCV. I don't know how many points this would come to for the maneuver because I don't have the book. But it looks like 4 pts for the maneuver might be fair. Using the above example the new Passing Strike would look like this: 13d6 Passing Strike (+1 OCV, +1 DCV)
  14. Re: 6-2 Stun Multiplier Method I like some of your ideas and alternate ways of doing the STUN multiplier. The original method of 1d6-1 has a number of built in problems and that is why the 5E rules has 4 alternative methods. And some of you folks have your own house rules to deal with the problem. And that's why I came up with two of my own methods. The 6-2 method replaces a roll of 6 with a 2. But I like my other idea more. In the hi/low method (or 1d2+1) you roll a six-sided die and a roll of 1,2, or 3 gives you a x2 STUN multiplier while a roll of 4,5, or 6 gives you a x3 STUN multiplier. For me, this is the way I would go. Using the Hit Location Table generates a nice bell curve where you only get a x1 6.5 % of the time and a x5 with only 4.6 % probability. And it adds color by saying where you hit. The downside is it takes a bit longer to use and that it has an average STUN multiplier of x2.86. I now feel that this is too high an average. As another poster pointed out, the HLT was only introduced in Danger International and the original method had a lower average. Rolling 1d4 does make identifying the STUN multiplier die very easy, and it gets rid of the x5. But the x1 still comes up 25 % of the time. Using 1, 1, 2, 3, 4, 4 does get rid of the x5 and it has an average of x2.5 which I think is the perfect average. But the x1 and x4 will each come up 33 % of the time. A 1, 2, 2, 3, 3, 4 variant would put the wieght towards the middle and would be a good improvement over the 1d6-1 (minimum of 1) system. But you need a table or a special die with only those numbers in order to impliment the idea. You could get a black die for your STUN multiplier and use a black marker to change the 6 to a 2 and the 5 to a 3. But for easy implimentation the 1d2+1 (or hi/low method) works the best. It is actually simular to the flat x3 method, except it generates x2 and x3. As DoctorItron pointed out, killing attacks use less dice than normal attacks with the same active points. This means that on a 4d6 RKA it is more likely to roll all 6's or all 1's than on a 12d6 EB. That effect alone creates a minor STUN lottery for killing attacks. That's why I don't have a problem with just going with x2 or x3 as in the 1d2+1 method.
  15. Re: Any Suggestions for a Hero Newbie? If you're into customizing things you could use the hero game system to run the game in and use another system to add realilistic evnvironmental elements and a fleshed out background. The hero system is basically the best out there, but it lacks enough pre-made stuff for the GM and players. Often the GM has to make stuff from scratch, equipment, characters, locations, etc. You might use books from other games to flesh out your world. This may or may not help you specifically, but it is one approach to using the game. Myself, I use this system for what it's best at -- the Champions superheroes game. Hope this helps a bit.
  16. Re: 6-2 Stun Multiplier Method I got my chart of 3d6 roll probabilities and it was acurate within 0.001%. So I was able to recalculated the Hit Location Table with it with complete accuracy. It turns out that the average STUN Multiplier from it is actually 2.8652 (or 2.86). So that table definately makes killing attacks more powerfull. And that's not even including called shots.
  17. Re: 3d6 Dice Roll Probabilities Thanks very much for everone who responded. I got my chart and recalculated the Hit Location Table with it. It turns out that the average STUN Multiplier from it is 2.86. So that table definately makes killing attacks more powerfull. And that's not even including called shots.
  18. Re: 6-2 Stun Multiplier Method Using 1,2,3,3,3,4 does reduce the extremes somewhat, but it's hard to impliment without a new chart or a die with just those numbers on it. Using a straightforward d3 STUN Multiple is very quick and simple, but it generates an average number of 2. An average between 2.5 and 2.8 is probably the best. My hi/low method will do this. Another way to look at my hi/low method is that it is a 1d2+1 STUN Multiplier.
  19. Re: 6-2 Stun Multiplier Method Thank you all for responding to my posting. I agree that the main problem with the 1d6-1 method is the STUN Lottery as it is so aptly refered to. My 6-2 method was mainly trying to get the resulting average STUN multiplier to equal that of the Hit Location Table. It did achieve that goal but the STUN Lottery problem is still out there. Hi/Low STUN Multiplier My original idea for an improvement in this regard was what I called the Hi/Low STUN Multiplier. It is a super simple idea that is very easy to impliment. You simply roll 1d6. On a roll of 1 to 3 the multiplier is x2, and on a roll of 4 to 6 the multiplier is x3. This generates a number between 2 and 3 with an average of 2.5. It completely gets rid of the STUN Lottery effect, and it generates a random multiplier very quickly. The reason I didn't post this as my first suggestion was that it's ave was 2.5 and maybe that was too low considering that 1d6-1 (minimum of 1) will give you 2.67 and the HLT will give you 2.82. This begs the question as to what the average STUN multiplier should be in the first place. If you compare a 12d6 EB with a 4d6 RKA you find the following averages: 12d6 EB (42 STUN/12 BODY) vs. normal 4d6 RKA (37 STUN/14 BODY) vs. resistant (using 1d6-1 method, min of 1) 4d6 RKA (42 STUN/14 BODY) vs. resistant (using flat x3 method) 4d6 RKA (39 STUN/14 BODY) vs. resistant (using my 6-2 method) 4d6 RKA (35 STUN/14 BODY) vs. resistant (using my hi/low method) 4d6 RKA (35 STUN/14 BODY) vs. resistant (using 1d6-1 method, no min) My first observation is that using the flat x3 method you do just as much STUN and more BODY than the 12d6 EB. I would rather have the RKA than the EB anyday because it is more powerful for the same amount of points. The 1d6-1 and 6-2 methods do a more resonable amount of damage but they a plagued by the STUN Lottery effect. Now, if you remove the minimum of 1 restriction from the 1d6-1 method you generate a number between 0 and 5 with an average of 2.5. This is exactly the same average as my hi/low method. Now it will do an average of 2 points less STUN damage with a 60 point attack, but considering that it is only vs. resistant defenses, I think it is balanced. The hi/low method is fast and balanced and gets rid of the extreem randomness. It is my first choice.
  20. The best idea I've seen is to have dice roll results predeturmined. This could be particularily useful when the GM is running many NPCs. What I would suggest is that for all NPCs, the GM could mark down on there character sheets the average damage from each of his or her attacks. And also a high-low variation which would have the average x1.20 and the average x0.80. When it's +/- 20% the 0.5 roundoffs are rare and generate easier numbers to work with. Examples: Fire Blast: 12d6 EB (Ave: 42/12, Hi: 50/14, Low: 34/10) Fire Flash: 6d6 Flash (6" radius) (Ave: 6, Hi: 7, Low: 5) Heat Burst: 4d6 EB (NND, 4" radius) (Ave: 14, Hi: 17, Low: 11) 15 STR Thug w/ Baseball Bat: +3HA (OAF) (Ave: 21/6, Hi: 25/7, Low: 17/5) Agent w/ Laser: 2 1/2d6 RKA (AP, OAF) (Ave: 23/9 Hi: 28/11, Lo: 19/7) For a STUN Multiplier use x2.67 if you are using the standard 1d6-1 (minimum of 1) rule. This is the average rolled on this STUN Multiplier. To deturmine if the amount of damage just roll 1d6 and use this chart: Roll Effect 1 or 2 Low 3 or 4 Ave 5 or 6 Hi This way you just roll to hit and roll 1d6 to deturmine damage. It's very quick. And if you got a supervillain team of 5 and 8 agents and your up against 6 heroes this will speed things up alot. Heroes could use this system too at there discretion. Now if you has just 1 very powerfull supervillain fighting the 6 heroes then the GM doesn't need the hi/low damage system so much and could use it at there discretion. This is one idea for speeding up the game. Please post here if you have other ones.
  21. Re: 6-2 Stun Multiplier Method I recalculated the average STUN multiplier from the Hit Location Table and came up with 2.82. So my original conclusions are all still valid. The 6-2 Method would work quite well.
  22. Can someone post a more acurate 3d6 dice roll probability chart? The one below doesn't seem to be completely accurate. Also, if you post it, can you do it to at least 0.1 % accuracy? Example: 3d6 Roll Percentage 3- 0.5 4- 3 5- 7 6- 12 7- 19 8- 28 9- 39 10- 50 11- 60 12- 70 13- 80 14- 87 15- 92 16- 96 17- 98 18- 100 There is a 1 in 216 chance of rolling a 3 on 3d6. That's 0.46 %. And I need to see the percentages to 0.1 % or 0.01 %. I'd like to see how these numbers are being rounded.)
  23. Re: 6-2 Stun Multiplier Method I think I will need to recalculate my average from the Hit Location Table.
  24. I love the 5th Edition rules and think they are a big improvement over the 4th and all the other Editions I've used since the beginning of this fantastic game. But the stun multiplier rules could use an improvement. I have come up with an improved method for generating a STUN multiplier. Currently, the rules give you the following five options: (1) Roll 1d6-1 (minimum of 1). This generates a number from 1 to 5 with an average of 2.67. (2) Flat x3. This generates the number 3 with an average of 3. (3) Roll 1/2d6. This generates a number from 1 to 3 with an average of 2. (4) Roll 1/2d6+1. This gererates a number from 2 to 4 with an average of 3. (5) Use the Hit Location Table. This generates a number from 1 to 5 with an average of 2.84. It is my impression that the Hit Location Table will generate the sort of average STUN multilplier that the game designers wanted, since this is the system that they spent the most time on. So if you are going to use one die to generate a STUN multiplier, it would be best if it also generates an average of 2.84. I have come up with a system I call the 6-2 STUN Multiplier Method. You simply roll 1d6 and if the result is a 6, it becomes a 2. The average STUN multiplier for this method is 2.83, almost exactly the same as the Hit Location Table. The following outlines the 6-2 Method: (6) Roll 1d6 (a roll of 6 becomes a 2). This generates a number from 1 to 5 with an average of 2.83. Using the 6-2 Method: When you roll a 6 you can just realize that it's really a 2 you rolled for the STUN multiplier. Or, if you want, you could take a black 1d6 and remove 4 of the dots using a black felt marker so it looks just like the 2 on the die. This makes the result very obvious and makes this STUN multiplier method easy to use. If Hero Games ever put out a box package for the game it could include a STUN multiplier die with the following sides: x1, x2, x2, x3, x4, x5. Let me know what you think. -Kevin
  25. If a character's DEX gets drained, does that effect figured characteristics? If so, how many points of DEX does he need to loose before he looses a point of SPD? And if I have 2d6 Drain SPD, how many points do I need to roll before it lowers the target's SPD?
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