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Cool_Manchu

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  1. Like
    Cool_Manchu reacted to Gnome BODY (important!) in How would I build... "collections of powers"   
    VPP would be my go-to as well. 
     
    Barring that, a Multipower of Multiforms.  Each Multiform is identical to the base character other than that it replaces the Multipower with a different, book-appropriate, Multipower. 
     
    Edit: Actually, no, I'm overthinking this.  Build it as a single big Multipower, add a Limitation to each slot stating it is in "Book X" and switching the MP to a slot in another book takes longer than normal. 
  2. Haha
    Cool_Manchu reacted to Gnome BODY (important!) in Accelerated Falling   
    Sounds to me like you need to tell physics to put on its spandex and get with the program already. 
  3. Like
    Cool_Manchu reacted to Christopher in Darkness and Shadow Powers Questions   
    Indeed all Sense Affecting Powers - Darkness included - cover a whole Sense Group by default. And I think it was that way back in 5E too.
    And UV Detects are very likely in the sight group*.
     
    *Funny enough I can think of a way to detect UV that does not nessesarily go into the sight Group: Geodi LaForges Visor. It seems to operate more in the Radio Group, IIRC.
    It might still be in Sight Sense Group, but I think it is more likely to be Radio Sense Group.
  4. Like
    Cool_Manchu reacted to Ninja-Bear in Darkness and Shadow Powers Questions   
    Doc isn’t Darkness now by default versus Sight Group so a simple UV googles ain’t going to defeat it. Unless your saying that the limitation-only in shadows limits Darkness to normal sight. Correct?
  5. Like
    Cool_Manchu reacted to Hugh Neilson in Darkness and Shadow Powers Questions   
    OK, 6e Usable as an Attack is typically +1 1/4, so I'm not sure where the extra +1/4 comes from (unless it is an earlier edition change).  He can only use it on one target at a time, and I believe Doc is correct that he has to hit, or the power does not work.  The example on p 359, 6e vol 1, notes that "with an attack roll" a UAA Flight spell forces the target to fly.  It can also have only one target, so he can affect only one opponent, and the target has to stay within line of sight.  He can't take a recovery and maintain a constant power.  Nothing prevents him from dodging.
     
    What can the opponent do?
     
    If he has the senses to get around the Darkness, this is actually pretty advantageous.  The PC with the power can see through it, but his teammates can't, so that restricts the ability of his teammates to attack the target of this power.  Coming close (or if the target gets close to them) can blind teammates just as easily as opponents.  Getting out of Line of Sight ends the power, which could happen due to the target's actions, or his own teammates (an Opaque barrier, for example).
     
    Presumably, he bought the power outside of any framework - having this in a Multipower means it would shut off if he reassigned the pool.  That means it's a significant investment, so it should be pretty useful.  If he's tossing that "only in dark or shadows" limitation on it, to me that would mean the target must be in darkness or shadows before he can use the power.
  6. Like
    Cool_Manchu reacted to Doc Democracy in Darkness and Shadow Powers Questions   
    So this is where you need to talk to the player. If he means, only where shadows exist then this is not a severe enough complication. If it means, when immersed in shadow, then it does. Being in a strong torch casts a shadow from you but you are not in shade.
     
    PS: I keep forgetting about the sight group...
  7. Like
    Cool_Manchu reacted to Christopher in Darkness and Shadow Powers Questions   
    I was going to just quote parts of Limited Power (6E1 382). But as it turns out, the Book explicitly advises against that Limitation:
    "The GM should also watch out for Power Limitations that are too sweeping. For instance, a character probably shouldn’t be allowed to buy all of his powers with the Limitation Only Works In Darkness. Such a character would be worthless during the daytime and very powerful at night; that’s no fun in a roleplaying campaign, and it’s unfair to the other players. Logically, the player is probably going to ask the GM “Will this adventure take place at night?” before every game — and if the answer is no, he won’t play, or will play some other character"
     
    Even if just a ally is able to cause Darkness, the value of the Limitation would go way down. If he can even cause Darkness himself, it basically becomes worthless. It might fall into the territory of linked in this case.
     
    There are few things I loathe as much as Usable As Attack.
     
    The best way to deal with UAA is to plain not allow it for anyone. It is like the Secure Storage of a Doctor, Demolitions Technician or some of the stuff you find in a Military Armory.
    The second best way is to ask the players: "Do you really want enemies to use such powers against you?"
    Regard it as always marked with STOP sign. There are few things in the book that can break a game quite as reliably as this one thing. Most GM experience with it is about the cases where you got the right combination of players and UAA'd power where you can allow it without instantly breaking the game.
  8. Like
    Cool_Manchu reacted to Hugh Neilson in Darkness and Shadow Powers Questions   
    I would ensure the player understands that switching the multipower will shut off the darkness.
     
    It would be interesting to see an opponent with Darkness (same or different SFX) - which would remove LoS.
  9. Like
    Cool_Manchu reacted to Doc Democracy in Darkness and Shadow Powers Questions   
    more important than being rules-legal is for GM and player being on the same page on how things will play out in-game.
  10. Like
    Cool_Manchu got a reaction from Doc Democracy in Darkness and Shadow Powers Questions   
    Thank you everyone for the well thought out responses. This truly is one of my favorite forums.
     
    So this is how it is shaking out, Clinging Darkness is going to be part of a 40 active point Mulitpower that includes the characters Desolidification, Invisibility, Teleportation, all of which are fixed. I don't have an issue with the 0 END as it will still need to be line of sight. 
     
    The player and I talked about his vision of how the "only in shadows/darkness" works. He explained that all of the powers listed above only work when he or his target is fully immersed in shadow (i.e. you are fighting downtown, unless it's high noon, a side of the building will be projecting a shadow. So given that he's set a size/parameter, I think it's much more workable. 
     
     
  11. Like
    Cool_Manchu got a reaction from Hugh Neilson in Buying Down OMCV to Zero   
    According to the Champions Complete book, pg 11, "Selling Back Game Elements," it states, "Characters can sell back Characteristics to a minimum of 1. Running/Leaping/Swimming can be sold back to 0m if the character lacks that movement ability entirely. If an Everyman Skill is sold back, the 1 CP gained must be “paid back” before that Skill can be purchased later.
      This implies that you can in fact buy down OMCV to 1, saving six CPs. How the GM can make someone "pay" for this is to put them in an Astral Environment or the like, where the rule of the realm is that all powers are based on OMCV for your "to hit" rolls.   I too "feel like it is cheating." However, if you look at the suggestion from Hugh above regarding the Astral Plane (or any other that the GM chooses) where all offensive powers suddenly become dependent on OMCV. Given you can only accrue six CPs from this, it doesn't seem game breaking in any way to me as it can be effectively countered if so desired. Especially considering the total benefit gives a character 1.5% more points to work with, if you are in a 400pt campaign.    I do feel that it is up to individual GMs to make the call, but I love the thoughts and input from the Hero community on these things. 
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