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feralucce

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Posts posted by feralucce

  1. Re: Vampire: the masquerade style blood pool

     

    Unfortunately... that is what the original game did... it, imo, was terribly unbalanced... BUT... not all of the powers too blood to use

     

    Celerity (typoed celery the first time) was advanced speed. It allowed an extra action per level of the power, and took one blood point per extra action taken. Very powerful but very draining.

     

    Potence was heightened strength, yet was always on.

     

    Auspex (heightened awareness and psychic ability) was on and off, without blood use until "level five" which was a psychic projection...

     

    In this series of adaptations we're working on, we are attempting to be faithful to the material... SO the powers would all use a number of charges to pull off, all from a central endurance reserve.

     

    With what we've discussed, I am thinking the reserve would be set up based on the cost of celerity in ten increments, with a custom limitation that uses one increment per use, whether or not the rest of the endurance is used and each increment can only be used to fuel "one level" of the power so that using a power with a cheaper activation cost doesn't allow them to use multiple levels per increment...

     

    Does that sound functional?

  2. Re: Vampire: the masquerade style blood pool

     

    really?

     

    Newb here... BOG standard?

     

    I mean... the powers in V:tm use a series of charges, basically... powers typically use a number of blood points to activate....and I want to simulate the charges that apply to all vampiric powers while at the same time making them pay for the powers (i.e. don't want them in a multipower

  3. For those of you who have not played the vampire the masquerade game, the blood pool is kind of like an endurance reserve , but with charges that can be refilled by feeding.

     

    We want to build a pool that has charges that get used by powers, etc.

     

    I am not sure how to build the pool with regards to the charges vs points in the reserve and recovery... any ideas?

  4. Re: regeneration and bleeding

     

    it's more a case of simplicity... and a matter of the fact that he DOES bleed. It's conceptual... and If I build the drain or supress to add the bleeding mechanic, then it seems, even to me, that it is specifically targeting him with an npc... and I don't do that... it seems too forced and way too specific unless they eventually get to the point where all the villains in the campaign decide they need to be removed. Which, at this point, is very unlikely, as it's like watching the key stone cops as supers

  5. Re: Has this ever happened to you?

     

    In Hitchhiker's Guide to the Galaxy... there was a gun called the Kill-o-Zap gun...

     

    "The designer of the gun had clearly not been instructed to beat about the bush. "Make it evil," he'd been told. "Make it totally clear that this gun has a right end and a wrong end. Make it totally clear to anyone standing at the wrong end that things are going badly for them. If that means sticking all sort of spikes and prongs and blackened bits all over it then so be it. This is not a gun for hanging over the fireplace or sticking in the umbrella stand, it is a gun for going out and making people miserable with."

     

    I think that qualifies as a gun with striking apperance

  6. I know, I know, the book says you can modify rules due to common sense, but typically, when the book outright says "NO" I tend to listen.

     

    The situation is that one player (you know the kind) wants to play a wolverine clone with ridiculous regeneration.

     

    Can anyone think of a good reason that, in this situation, the bleeding should NOT stop? My instinct is to have the character stop bleeding when the regeneration first goes off

  7. Re: Giant robots! Another meme too cool for its own good.

     

    Response speed may or may not be an advantage of mecha; it depends on how quickly a mech's limbs can move. If the mechanics of the limb's movement don't move quickly, then all the human speed in the world won't make an inch of difference.

     

    You are forgetting the 5th law of anime phsysics.

     

    Law #5

     

    Law of Mechanical Mobility, Second Law of Anime Motion - The larger a mechanical device is, the faster it moves. Armored Mecha are the fastest objects known to human science.

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