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name_tamer

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  1. Re: Confused about Combined Attack

     

    Example 1:

    Sword in right hand.

    Dagger in left hand.

     

    Attack opponent A with sword (Strike).

    Attack opponent B with dagger (Strike).

     

    Not using martial arts, not using haymaker, etc.. Just striking with each.

     

    Multiple attack or combined attack?

     

    Example 2:

    Pulson blaster in right hand.

    Laser pistol in left hand.

     

    Attack opponent A with pulson blaster (Strike).

    Attack opponent B with laser pistol (Strike).

     

    Not using martial arts, not using haymaker, etc. Just striking with each.

     

    Multiple attack or combined attack?

     

    Yay for the "Similar threads" tool at the bottom of the page!! It appears that Steve has answered this question.

     

    It looks to me from the linked thread like both of these are combined attack. But if I wanted to perform a (non-strike) combat or martial maneuver with either weapon, or attack more than one opponent, then I would have to use Multiple Attack (and two-weapon fighting would come into play).

  2. Re: Confused about Combined Attack

     

    (6E2' date=' p 74) specifically excludes Combat and Martial Maneuvers from Combined Attacks. Using either will make it a Multiple Attack.[/quote']

     

    Example 1:

    Sword in right hand.

    Dagger in left hand.

     

    Attack opponent A with sword (Strike).

    Attack opponent B with dagger (Strike).

     

    Not using martial arts, not using haymaker, etc.. Just striking with each.

     

    Multiple attack or combined attack?

     

    Example 2:

    Pulson blaster in right hand.

    Laser pistol in left hand.

     

    Attack opponent A with pulson blaster (Strike).

    Attack opponent B with laser pistol (Strike).

     

    Not using martial arts, not using haymaker, etc. Just striking with each.

     

    Multiple attack or combined attack?

     

    Example 3:

     

    For example, suppose a military robot in a

    Science Fiction campaign has a pulson blaster

    (Blast 8d6) built into its right hand and a laser

    (RKA 2d6, Armor Piercing) built into its left. If

    it fires each of them once against a single target,

    that’s a Combined Attack, performed as a standard

    Attack Action with +0 OCV, +0 DCV modifiers.

    (6E2 74)

  3. Re: Confused about Combined Attack

     

    My confusion is, it seems that fighting with two weapons is Multiple Attack.

     

    Two-Weapon Fighting is the ability to use

    the Combat Maneuver Multiple Attack (6E2 73)

    with greater skill and accuracy than normal when

    using two weapons (one in each hand).

     

    (6E1 92)

     

    To me, fighting with two weapons sounds like two powers + one target, which the text says is Combined Attack.

  4. 6E2, page 74 says

     

    Using two or more powers or similar abilities

    (but not Combat/Martial Maneuvers or the

    like) once against a single target isn’t a Multiple

    Attack. It’s a Combined Attack, and counts as

    type of Strike.

     

    As an example, it says

     

    suppose a military robot in a

    Science Fiction campaign has a pulson blaster

    (Blast 8d6) built into its right hand and a laser

    (RKA 2d6, Armor Piercing) built into its left. If

    it fires each of them once against a single target,

    that’s a Combined Attack

     

    But 6E2, page 38 (in the sidebar about building combat-capable characters), discussing Two-Weapon Fighting, says

     

    Making multiple attacks in a Phase,

    either against one targets or multiple targets,

    involves the Multiple Attack Combat Maneuver

    (6E2 73)

     

    When is making two attacks with two different powers a Combined Attack, and when is it a Multiple Attack?

  5. Re: Help finding a Demon

     

    Thanks a millions

     

    You're welcome. Glad I could help.

     

    Here is a link to the writeup, courtesy of the Internet Archive Wayback Machine. Because the Machine has been a bit glitchy, here is the writeup itself in plain text:

     

     

    CRUCIBLE by W. Jason Allen

     

     

     

    Background/History: Thanks to natural talent and her father's financial support, it only took Felicity Larkin a couple of years to become known for her fine jewelry. Her attention to detail and exquisite craftsmanship made her pieces highly desirable amongst the wealthy. She worked hard to produce as much as she could, refusing to bow to popular consumerism and allow mass production of her designs. This kept her pieces rare, in demand, and highly valuable. Her financial future seemed secure.

     

    Occasionally, Felicity would accept custom commissions. One of her regular customers, a well-to-do business man from Vibora Bay, brought an old family heirloom to be reworked with new gold, as the original gold workings were tarnished and of poor aesthetic design. The piece appeared to be a large opal, bound with interlocking bands of a dark, almost copper-colored gold. What was unusual about the bands was the engravings on them. They looked like flowing scrollwork, but the lines were broken up at odd intervals, making for a very strange pattern. Felicity could see why her customer wanted the gold removed and redone; the bands were not pretty at all.

     

    As Felicity attempted to heat the gold enough to remove the bands, using a solder so as to not damage the opal, an odd feeling passed over her, like the creepy feeling one gets when standing in a graveyard at night. She shrugged it off and continued working. The gold wasn't melting at the proper temperature, so she increased the heat. The first gold band parted - and exploded.

     

    Felicity was thrown back into the wall, dazed. When she managed to clear her head, she realized her workshop was all but ruined. Surprised to find herself alive, she wondered what had caused such an explosion. Then she saw it. Where the opal had been was now a small vortex of energy, swirling silently in mid-air. A dark, shadowy form hovered on the other side of the room, apparently disoriented and confused. Felicity began to flee the room in fear, but it was too late. Two tendrils of energy lashed out from the vortex to strike both Felicity and the shadow. Felicity screamed, and passed out.

     

    When she awoke, the Felicity that had been was no more. She knew now that the opal had not been bound with gold, but with orichalcum, a rare and magical metal. The opal was an ancient device once used to bind humans with creatures from the Netherworld. Of Felicity and the shadow creature, it had made a creature filled with the desire to corrupt and destroy the innocent, with several demonic powers. Their minds were now one, and completely given to darkness. Calling herself Crucible, she began her nightly reign of terror.

     

     

     

    Personality/Motivation: Where Felicity was once kind, if vain and aristocratic, she is now cruel and sadistic. She conceals her personality change, but it is becoming more difficult with time. Her mind and body have been merged with a dark spirit from the Netherworld, turning her into a creature similar to a succubus. Crucible thrills in corrupting people, whether by directly controlling them or by manipulating them into doing what she wants. She feeds on their pain and internal conflict. Then when she has tired of them, she feeds on their life force.

     

    Crucible thinks nothing of causing pain to others for her own amusement. She will play practical jokes of the most horrid kind, just to watch people cringe. Why not? Humanity is not worthy of consideration. They are weak, pathetic creatures with no reason to be alive other than to amuse her. But, when someone stands up to defend themselves or others against her, she strikes swiftly and without mercy, draining their life away and tossing them aside like garbage.

     

    Crucible is cold and condescending, certain of her superiority and success. Her ultimate goal is the fulfillment of her every whim and pleasure, both physical and emotional.

     

     

     

    Quote: "Come here, darling, I have something to show you...."

     

     

     

    Powers/Tactics: The merging granted Crucible several demonic powers, some of which simulate the powers of a succubus. Bat-like wings allow her to fly. She can become a cloud of mist, slipping into the tightest of secured areas. Her touch drains away life essence and she can throw a lance of flame. Screaming souls from the Netherworld obey her will, flying about a target to prevent movement. With a sword of spectral flame she can severely injure even intangible targets. She can even take control of a person's mind and manipulate them directly.

     

    Crucible prefers to attack from surprise or ambush, but will fight in the open if there is no other choice. She preys on those who think highly of themselves, such as the rich or powerful, but will gladly victimize anyone. Her most favored targets are flashy, well-known superheroes.

     

    Crucible's powers and enhanced characteristics only apply in her demonic form. However, as there's no way to prevent her from changing forms shorts of keeping her unconscious, she does not take Only In Heroic Identity for her powers.

     

    There are two serious limitation to Crucible's abilities. First, she must consume at least one life (i.e., drain BODY until death) per week or her own life force will begin to slowly and painfully fade away. Second, any sort of holy aura will repulse her like an impenetrable force wall. The most common holy aura is that of land and buildings consecrated to goodness. This is not restricted to lands consecrated by Christianity, Judaism, or Islam, but includes any religion that consecrates an area with the intentions of protection and peace. She is also repulsed by auras of the faithful. If a good person of strong faith (i.e., the person has a Psychological Limitation to represent their faith) presents an icon of their faith and rebukes her, Crucible and the other person both make an Ego roll, with Crucible's at a -5 penalty (because of the limitation). If Crucible wins, she can act normally against the person. If the person wins, Crucible cannot physically touch the person, with her hands or hand-to-hand attacks. She can still use ranged attacks against the person, but with a -5 OCV penalty.

     

     

     

    Campaign Use: Crucible is a consummate seductress, frightening yet irresistible. As Felicity, she could easily be known to heroes who are wealthy or to mages who have others make their foci. She maintains a fairly brisk jewelry business. Despite the wealth of the jewelry business, Crucible has been known to rob banks and jewelry stores, either for extra cash or to bait a trap for a gullible hero she wants to torment or seduce.

     

    Crucible is most useful as a random element in an otherwise solid scenario. She might happen to be after the witness the heroes are trying to find, or latches onto a convenient DNPC. One of her favorite pastimes is trolling for victims. There's not a section of town she hasn't wandered, trying to bait someone into assaulting or propositioning her. She usually does this in Crucible form with an overcoat and hat to hide her more obvious demonic features.

     

    DEMON has become aware of Crucible and monitors her activities, hoping to learn the nature and origin of her powers in hopes of duplicating the effect. They do not yet know her Secret Identity, but do know she maintains one. The Police, of course, want her for several counts of assault and murder, amongst other charges.

     

    Crucible is becoming more evil as time goes by, and holds a grudge forever. Anyone who spurns her 'affections' or prevents her from playing her games or feeding on life force will earn her enmity. She will play vicious pranks and practical jokes to annoy her target, and when that doesn't work or her victim fights back, she'll get brutal. People die horribly when she gets brutal....

     

    To increase her power level, boost her Dexterity and Speed, give her Sight Group Flash Defense, add more points to the Multipower reserve, and put a Major Transform (human into willing slave) in the Multipower. You might also add a Summon Demon ability. To lower her power, drop the Multipower's point reserve, lower her Dexterity and/or Speed, and reduce her Defenses some (Armor, Mental Defense, and Power Defense).

     

     

     

    Appearance: Felicity's long auburn hair, green eyes, and impressive figure have attracted many would-be boyfriends, and she has gone through several after her merging. She wears designer clothing and maintains her appearance meticulously.

     

    One might think that Crucible's bat wings, short curved horns, and ridged tail would make her decidedly unattractive, but the opposite is true. Her jet black hair, opalescent skin and red eyes also mark her demonic nature, but many still find her unbearably appealing - until they get to know her better. She wears revealing, lingerie-like costumes and has several different designs.

     

     

     

    CRUCIBLE

     

    Val Char Cost Roll Notes

     

    30 STR 20 15- Lift 1600 kg; 6d6 HTH

     

    26 DEX 48 14- OCV: 9/DCV: 9

     

    30 CON 40 15-

     

    15 BODY 10 12-

     

    18 INT 8 13- PER Roll: 13-

     

    21 EGO 22 13- ECV: 7

     

    20 PRE 10 13- PRE Attack: 4d6

     

    20 COM 5 13-

     

     

     

    18 PD 12 Total: 18 PD (12 rPD)

     

    16 ED 10 Total: 16 ED (10 rED)

     

    6 SPD 24 Phases: 2, 4, 6, 8, 10, 12

     

    12 REC 0

     

    60 END 0

     

    45 STUN 0

     

     

     

    Total Characteristics Cost: 209

     

     

     

    Movement: Running: 6"/12"

     

    Leaping: 6"/12"

     

    Flight: 15"/30"

     

     

     

    Cost Powers END

     

    60 Demonic Powers: Multipower, 60-point Reserve 0

     

    6u 1) Hellfire Lance: EB 12d6 6

     

    6u 2) Hellfire Sword: HKA 2d6 (3d6 with STR), Affects Desolidified (+1/2), Armor Piercing (+1/2) 6

     

    6u 3) Essence Drain: Drain Characteristic 4d6, Variable Effect (any one Primary Characteristic; +1/4), Reduced Endurance (1/2 END; +1/4) 2

     

    6u 4) Screaming Souls: Entangle 3d6, 5 DEF, Entangle And Character Both Take Damage (+1/4), Cannot Be Escaped With Teleportation (+1/4) 6

     

    6u 5) Seduce: Mind Control 12d6 6

     

    6u 6) Mist Form: Desolidification (affected by magic), Reduced Endurance (0 END; +1/2) 0

     

    20 Steel-Toe Stiletto Boots and Spurs: Multipower, 30-point Reserve, all slots OIF (-1/2) 0

     

    2u 1) Steel-Toe Spikes: HKA 1d6 (2d6 with STR), +2 Increased STUN Multiplier (+1/2), Reduced Endurance (0 END; +1/2); OIF (-1/2) 0

     

    2u 2) Spurs: HKA 1d6 (2d6 with STR), Penetrating (+1/2), Reduced Endurance (0 END; +1/2); OIF (-1/2) 0

     

    15 Spiked Gloves: HA +4d6, Reduced Endurance (0 END; +1/2); Hand-to-Hand Attack (-1/2), OIF (-1/2)

     

    11 Deceptively Silky Skin: Damage Resistance (12 PD/10 ED) 0

     

    60 Demonic Toughness: 50% Physical and Energy Damage Reduction, Resistant 0

     

    10 Demonic Will: Mental Defense 14 0

     

    10 Demonic Form: Power Defense 10 0

     

    30 Bat Wings: Flight 15", Reduced Endurance (0 END; +1/2), Restrainable (-1/2) 1

     

    5 Demonic Eyes: Nightvision 0

     

     

     

    Perks

     

    5 Money: Well Off

     

     

     

    Skills

     

    6 +2 with Demonic Powers Multipower

     

     

     

    2 AK: Lower Planes 11-

     

    3 Breakfall 14-

     

    2 CK: Campaign City 11-

     

    3 Concealment 13-

     

    3 Conversation 13-

     

    3 High Society 13-

     

    3 KS: Gemstones and Precious Metals 13-

     

    3 KS: Jewelry 13-

     

    2 KS: Supernatural World 11-

     

    4 Language: Demon Speech (native accent)

     

    3 Persuasion 13-

     

    3 PS: Artist 13-

     

    3 PS: Jeweler 13-

     

    3 Seduction 13-

     

    3 SS: Gemology 13-

     

    3 SS: Metallurgy 13-

     

    3 Stealth 14-

     

    3 Streetwise 13-

     

     

     

    Total Powers & Skills Cost: 324

     

     

     

    Total Cost: 533

     

     

     

    200+ Disadvantages

     

    0 Dependence: Must Consume One Human Life per Week or Suffer 3d6 STUN Damage (Very Common)

     

    10 Distinctive Feature: Mystic Aura (Not Concealable; Always Noticed; Unusual Senses)

     

    20 Enraged: Advances Spurned (Uncommon), go 14-, recover 11-

     

    15 Hunted: Police 8- (Mo Pow, NCI, Limited Area, Imprison)

     

    10 Hunted: DEMON 11- (Mo Pow, Watching)

     

    15 Physical Limitation: Repelled by Holy Auras (Infrequent, Fully)

     

    15 Psychological Limitation: Corrupts the Innocent (Common, Strong)

     

    10 Psychological Limitation: Prankster (Common, Moderate)

     

    15 Psychological Limitation: Regards Humanity as Cattle (Common, Strong)

     

    10 Psychological Limitation: Vengeful (Uncommon, Strong)

     

    15 Social Limitation: Secret Identity (Frequently, Major)

     

    10 Vulnerability: 2x Effect from Holy Magic (Uncommon)

     

    188 Experience Points

     

     

     

    Total Disadvantage Points: 533

     

     

     

    [Edited to put lengthy post behind spoiler tag.]

  6. Re: Help finding a Demon

     

    Why not just get them out of The Algernon Files?

     

    The Hell's Belles in Superline #5 are a different group than the Helle's Belles in the Algernon Files. Here's a link to the cover, which shows the Belles.

     

    This was a group of 6 PL12 villains, so fairly powerful in M&M terms, and designed for a superhero campaign. I assume that's what Bengalelf is going for.

     

    Digital Hero #16 contains a 533-point succubus called Crucible. Good Characteristics (epic normal level - think Captain America), a 60-point MP of Demonic Powers (Hellfire, Mind Control, etc), Batwing Flight, Multipower of Spiked Gloves, Damage Reduction. Never ran her in a game, but I would think six of these would be too powerful (but could probably be modified to a more reasonable level) for a group of starting heroes. At one point Crucible's stats were posted as a free preview to the issue. I can't find that on the HERO website anymore, and I don't know whether Digital Hero issues are still available for purchase (or if so, how - maybe someone better connected could chime in).

  7. Re: Regeneration Costs

     

    A note to name-tamer: The Advanced Players Guide provides costs for Regen faster than 'per Turn'' date=' breaking it into 'per phase' and 'per segment' values. I won't post the values here (the book is well worth the asking price, it has some amazing stuff in it), but I will say your values are way off. ;)[/quote']

     

    Thanks.

     

    Yeah, I just got those numbers from converting 2 Body/turn, 3 Body/turn, 4 Body/turn, 6 Body/turn, 12 body/turn. I assume the APG (which I've ordered, but won't get to read until I'm done with both volumes of 6E - whew!) does something like a continuation of +2 points for each additional step down the time chart. But I'll see when it arrives (& when I get to it!)

  8. Re: Regeneration Costs

     

    there have been similar issues in the past with movement powers.

     

    Are you referring to noncombat doublings and/or megascale? Because there are at least some drawbacks to moving at noncombat speeds (or at megascale), whereas there don't seem to be any drawbacks for moving your regen up the time chart rather than taking more BODY regeneration.

     

    for me, i tend to say "if you are going to speed up the recovery, only buy 1 body".

     

    Yeah, that seems to be the bottom line. But as I pointed out in my response to Hugh, note that one of the sample powers is written up differently.

  9. Re: Regeneration Costs

     

    Hugh,

     

    You make some interesting points.

     

    First, I'm disappointed that Steve chose not to not answer the first part of the question, which was, from a game effect standpoint, is there a difference between buying (say) 7 BODY/week and (say) 1 BODY/day. You and he are both right that it has design philosophy implications. However, because Regeneration is something that keeps getting rejiggered from edition to edition, and because I'm basically just picking up 6E now (working my way through the book slowly and methodically, trying to understand all the changes) I really wanted to know: is there a game effect difference? Of course, it's Steve's board, and he can do what he wants and allocate his time as he wants; I certainly won't argue about that.

     

    In answer to my question to Steve (re game effect), Daltwisney has pointed out something that I should have realized if I had thought it through more, which is that the more costly version of the power is actually less effective; this leaves me gobsmacked.

     

    The rest of your post is all about game design/philosophy, which is lots of fun, but really I was more interested in merely what the rule meant.

     

    You ask whether 1 BODY regeneration per hour is worth 96 points or 8 points, and leave it up to the player or the GM to decide which to buy. (I certainly know which power construct I would buy if I were playing a regenerating character.) But a valid question is, what do the rules say about how much it's worth? They seem to give two vastly different answers; it's apparently "worth" about the same as either having a 106 STR or having an 18 STR.

     

    I tend to agree with you that it really only makes sense to deal with 1 BODY per increment until you get to the 1/turn level, but this is just a confirmation of my thought that it doesn't really make sense to have 24 BODY/day be a viable structure. But note that one of the sample powers in 6E1 (is that the right abbreviation?) is 2 BODY/hour, 16 points. I think any player who buys that instead of 1 BODY/20 minutes, 10 points, is a sucker unless the GM rules that faster healing is simply off-limits.

     

    And I agree with you about the fine-tuning; when you go past 1/turn you run into other problems:

     

    Cost 1 Bod per

    2 Week

    4 Day

    6 6 Hours

    8 1 Hour

    10 20 Minutes

    12 5 Minutes

    14 1 Minute

    16 1 Turn

    32 6 Segments

    48 4 Segments

    64 3 Segments

    96 2 Segments

    192 1 Segment

     

    All pretty academic, I suppose; fun to kick around.

  10. Sorry if this has been answered elsewhere.

     

    Rules Question:

    From a game effect point of view, what is the difference, if any, between:

    Regeneration: 7 BODY/week (14 Active Points) and Regeneration: 1 BODY/day (4 Active Points)?

    Regeneration: 5 BODY/minute (70 Active Points) and Regeneration: 1 BODY/turn (16 Active Points)?

     

    The obvious follow-up question, which verges on a "Design Philosophy" question (which I know you don't like answering):

    If there is no difference, why would anyone ever pay the higher cost?

     

    Thanks.

  11. Re: Dr Yin Wu

     

    Dr. Fang is more science- (or Science!-) oriented; pulp Dr. Wu is more pulp-mystic; he has most of the "Psychic Powers" listed in Pulp Hero, if you have that book. Dr. Wu has better characteristics; Dr. Fang's skill list is a lot better, and he has a scary +5 with all intellect skills. Dr. Wu has a vicious Dim Mak, and his Kung Fu is probably a little more effective. Points-wise, Dr. Fang is 662, and pulp Dr. Wu is 565; much of the difference is in Perks (78 for Dr. Fang including 50 points spent on Contacts, 18 for Dr. Wu with no Contacts).

  12. Re: Dr Yin Wu

     

    speaking of pulp isn't he written up in PULP HERO MASTERMINDS AND MADMEN/MAMEN AND MSTERMINDS?

    i always get that title mixed up

     

    He is not written up in Masterminds & Madmen. Instead, another "Fiendish Oriental Mastermind," Doctor Fang Shen, appears in that book.

  13. Re: Thrilling Hero Adventures

     

    Assuming you're talking about a PDF of the book itself' date=' yes, AFAIK -- I don't see any reason to deviate from usual practice here.[/quote']

     

    That was what I was talking about. Good news :), and thanks for the information.

  14. Re: Mutants and Masterminds: Iron Age Opinions?

     

    Normally I really like their material' date=' but Iron Age really wasn't anything special. If you are a fan of the subgenre you'll know everything that is in there anyway.[/quote']

     

    This was my feeling exactly. I have it, and I'm glad I do, but it is my least favorite M&M supplement. Of course, I didn't really like the actual iron age, either.

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