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Killer Shrike

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  1. Like
    Killer Shrike got a reaction from Manic Typist in Lets Talk Disads: The Point Trap   
    Re: Lets Talk Disads: The Point Trap
     
    I handle Disadvantages in Race Package deals as offsets for the cost for this very reason -- it does not make sense to me that a character from a particular race would be less of an individual just because their Race Package uses up a lot of their max Disads.
     
    Here's how it works out in practice in my High Fantasy HERO campaigns:
     
    Less base points (50 instead of 75)
    Max PERSONAL Disadvantage points = 75
     
    Race Package Disadvantages offset the cost of Race Packages; Race Packages must cost at least 0 points.
     
    All Race Packages have NCM for 20 points and a Distinctive Feature: Member of Race worth 5 or more points (typically 5 but some Races qualify for more if they are universally disliked).
     
    The net effect is a 150 point character plus any points in their Race Pacakge paid for with extra Disadvantage points required by the Race Package. *
     
    With the exception of specifically indicated Options and "Choose" groups a Player has no ability to alter or cannibalize a Race Package; they must take the good with the bad.
     
    Alternate NCM is also handled directly in the Package; any Characteristics taken from a Race Package are bought as Powers and thus are immune to NCM doubling -- the net effect is they increase both the starting and the NCM levels of that characteristic. Thus if a Race Package grants +3 STR then a character of that Race starts with 13 STR and has an effective Maxima of 23 STR.
     
    Similarly any Characteristic penalties taken in a Package modify both the starting and maxima values. Thus if a Race Package imposed a -2 DEX then a character of that Race starts with an 8 DEX and has an effective Maxima of 18 DEX.
     
     
    Works like a charm.
     
    *In HERO Designer this is easily accomodated by setting the Disadvantage limit equal to 75 + the cost of Disadvantages in the Race Package.
  2. Downvote
    Killer Shrike got a reaction from Erkenfresh in Magic system opinions   
    Re: Magic system opinions
     
    This is very similar to the Metier Magic System on my web site:
     
    http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/Metier.shtml
     
    I addressed the issue regarding the pointlessness of most Lims in a Multipower Magic System by making the definition of Limitations on the MP Pool itself an intrical part of the Magic System's design and paired them directly to Advantages.
     
    The example styles are based around concepts, but they could just as easily be based around more defined schools. The mechanic is independent of the specific application. It also allows players to invent their own styles, which is always fun.
     
     
    Also, as an aside, the limiting of the REC on a END Reserve is rarely worth the bother. The Extra Time lim on such a small number of points has very little effect in the actual cost, and all limiting it does is encourage players to find ways to work around it in clever / degenerate ways.
     
    There are several better approaches:
     
    a) Don't allow REC at all, or restrict REC to a bare minimum, and require some other means of restoring the END Reserve. The END Reserve I used in my Thanomancy Magic System is an example of this in action --
     
    http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/adeptologyThanomancy.shtml
     
    -- their END Reserve REC is capped at their character points divided by 150, rounded in their favor. So a 125 pt character can have 1 REC, while a 425 pt character can have 3 REC. Each Thanomancer must also have a "Drain Life" ability that is Transfer based defined as BODY to END Reserve REC. The actual design of the Drain Life power is left to the player, such things as number of dice, fade rate, ease of use and what not vary from Thanomancer to Thanomancer.
     
    That basic idea is very morphable to suit a lot of different variations.
     
    Rather than restricting REC, restrict the size of the Reserve instead. You could do something like limit the size of the Reserve based on character points, skill level, a custom talent, some combination of Characteristics, or some combination thereof.
     
    In other words, you could state a guideline that the Reserve cannot exceed the characters Total Points / 5 rounded to the nearest 10's; in which case a 150 pt character could have 30 END and a 175 pt character could have 40 END.
     
    Or you could state that no more points than the character's (INT + EGO + PRE) / 10 can be spent raising the Reserve; Thus a character w/ 20 INT, 15 EGO, 10 PRE could spend 45/10 = 4 pts on their Reserve -- for 40 END.
     
    Or if a single Skill Roll of some sort applies to the Magic System you could state that no more than the (Skill Roll - 10) points can be spent on the Reserve. So a Skill Roll of 15- would allow up to 50 Reserve. Alternately (Skill Roll - 7) could be used to allow dabblers to have up to 10 Reserve (the 15- guy would have a limit of 80 END in that case)
     
    And so on.
     
    If you limit the END Reserve instead of the REC, you are basically saying that in any given encounter the caster will start with some juice, which is a good thing since it allows them to participate instead of the down side of an expended method where if they blow thru their Magic in an encounter they are screwed for the whole day. However, in a given encounter they must husband their resources -- depending on how much END their Spells average they will have to exercise discretionary judgement.
     
     
    c) Bring Long Term Endurance into the picture in some fashion, whereby even though the character pays for the END for Spells from their END Reserve, the LTE rules are still applied.
     
    You could just use the normal method of accruing LTE, just including END spent from the Reserve into the total END spent.
     
    You could require the use of the "Fatigue" Limitation I discuss in this document:
     
    http://www.killershrike.com/FantasyHERO/HighFantasyHERO/GeneralSpellRestrictions.shtml#FATIGUE
     
    You could keep it simple and just state a ground rule that every casting of a Spell accrues 1 LTE.
     
    What linking it to LTE loss does in gameplay is allow a character to cast pretty freely, but become increasingly fatigued. Using the by the book LTE, constant spells tire a caster very quickly. By the two variants I mentioned volume matters but duration doesnt.
     
     
    Any of those 3 options work better than limiting the Recovery of the END Reserve, IMO.
  3. Like
    Killer Shrike got a reaction from BoneDaddy in Quote of the Week from my gaming group...   
    This weekend in our CU game the PCs were finishing up a struggle with a pocket of zombies at the requisite rural farmhouse in pursuit of the shadowy Papa Zombie and his enforcer, Ogun.
     
    The previous week 2 of the PCs of our group the Millennial Men were captured by Ogun and some lesser vodoun serving Papa Z, and the two heros were entrapped in a warding circle, further surrounded by a barn full of Zombies.
     
    Major Savage, a Terran Marine from the far future crashlands nearby after falling thru a dimensional rift while doing battle against the invasion fleet of Istvatha V'han in his timeline. Picking up on a homing beacon implanted in one of the two captured PCs, he thinks its a signal from another stranded Marine and tracks it down. He kicks in the door and is quite surprised to see a small horde of 20 odd zombies standing around 2 strange looking individuals that seem to be trapped in some kind of stasis field.
     
    Chaos breaks out, and eventually he manages to free the other 2 PCs, who are unknown to him. During the fight, the player realizes he's buring through the charges on his gun at a good rate and decides its time to conserve ammo. The GM suggests he butt-strokes the Zombies instead of shooting them. The player looks at the GM strangely out of the corner of his eye and says "Uh...no, I think Ill just keep shooting". A few Phases later his ammo situation concerns him again and again the GM suggests butt-stroking the zombie. This goes on twice more, with the player looking at the GM stranger and stranger each time.
     
    Finally he breaks down and says
    "OK, I give up; what good would it do to stroke the zombies butts?"
     
     
    Myself, the other 2 players at the session, and the GM are all prior military, so we all busted up. It never occured to any of us that someone might not know what butt-stroke meant in context with a rifle and in the middle of close combat.
     
     
     
     
    * For those of you who dont know, in military parlance to "butt-stroke" someone means to strike them with the butt end of a rifle, preferably in the mouth or across the bridge of the nose or jaw, or at the temple. In the gut will do to, but the general idea is to mess someone up without wasting a bullet. When done in conjunction with a bayonet affixed, this is usually called "hooking and jabbing".
  4. Like
    Killer Shrike reacted to Duke Bushido in Champions Jargon   
    Re: Champions Jargon
     
    Splort: Any damage that simply didn't need to be rolled. For example, a character who had jumped from the plane only to find his chute was still safely under his seat, or, in a supers game, when a character attempted to steady a building that had been knocked over by a villain with demolitions. As the building began to teeter over, the character realized that not only was he not strong enough, he couldn't push enough, either. Splort.
     
    School Bus: I had a set of yellow dice with black pips-- highly visible-- that I required new players to use so that experienced players could help them figure totals, etc.
     
    Short bus: a set of similarly-colored very lage dice I bought specifically to address one player's habit of blatantly lying about his rolls.
     
    Captain @$$-saver: Any NPC who was sent in specifically to ask in a booming God voice: Are you guys _sure_ this is what you want to do?
     
    Dandy: Recovering D&D player.
     
    WelfareMan!: Character with absolutely no possible way to make a living or live a life outside of combat. Usually had obscenely potent attacks and combat skills. Couldn't think his way out of a wet paper plot device.
     
    Spandex Commandos: supers in general, particularly the 'gritty' type, such as Batmunch and Punisher.
     
    Rapist: player who felt it to be an essential part of the game to exploit every meta-aspect of the rules at every possible moment-- Gamism run to psychosis. Usually found playing WelfareMan.
     
    Mason: player who _always_ played a brick. See also Shriner.
     
    Stripper: the guy who _always_ played a woman, no matter what. And usually a comely one, with identical personality in every genre, and every campaign. See also things I won't say in public.
     
    Roundhouse Rex: any character that relied on Haymaker but refused to understand the CV penalties involved. Sometimes for years.....
     
    Dice Storm: I think we all know what this is, and I think most gamers call it that.
     
    You know, it occurs to me that I've been gaming too long......
     
    I need to stop, because I think my group may have a book-length lexicon in the works!
  5. Downvote
    Killer Shrike got a reaction from APE in Alternate Mass Combat System (Rough)   
    Here is the rough draft of an Alternate Mass Combat System I made a couple of years ago in May of 2003, and recently got around to editing.
     
    Im interested in getting constructive criticism.
     
    Thanx!
  6. Like
    Killer Shrike got a reaction from Captain Obvious in Alternate Mass Combat System (Rough)   
    Here is the rough draft of an Alternate Mass Combat System I made a couple of years ago in May of 2003, and recently got around to editing.
     
    Im interested in getting constructive criticism.
     
    Thanx!
  7. Like
    Killer Shrike reacted to Enforcer84 in CHAR: Zarth The Dragon   
    taken from MMM, here's the art loving dragon himself
     

    [b]Zarth - Hembolt Burch, art dealer.[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 45 STR 35 45 18- HTH Damage 9d6 END [4] 16 DEX 18 16 12- OCV 5 DCV 5 25 CON 30 25 14- 20 BODY 20 20 13- 18 INT 8 18 13- PER Roll 15- 15 EGO 10 15 12- ECV: 5 25 PRE 15 25 14- PRE Attack: 5d6 12 COM 1 12 11- 18 PD 9 18 18 PD (15 rPD) 18 ED 13 18 18 ED (15 rED) 4 SPD 14 4 Phases: 3, 6, 9, 12 16 REC 4 16 50 END 0 50 58 STUN 2 58 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 9 LEAP 0 9" 9" forward, 4 1/2" upward [b]CHA Cost: 179[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 32 [b][i]Spiked Body[/i][/b]: HKA 1d6+1, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (80 Active Points); Always On (-1/2), Activation Roll 14- (-1/2), No STR Bonus (-1/2) - END=0 60 [b][i]Dragon Powers[/i][/b]: Multipower, 60-point reserve - END= 3u 1) [b][i]Fire Breath[/i][/b]: RKA 2d6, Area Of Effect (12" Line; +1) (60 Active Points); Increased Endurance Cost (x2 END; -1/2), No Range (-1/2) - END=12 4u 2) [b][i]Hypnotic Gaze[/i][/b]: Mind Control 8d6 (Human class of minds), Reduced Endurance (0 END; +1/2) (60 Active Points); Eye Contact Required (-1/2) - END=0 75 [b][i]Draconic Weapons[/i][/b]: Multipower, 75-point reserve - END= 6m 1) [b][i]Bite[/i][/b]: HKA 2d6 (4d6 w/STR) (30 Active Points) - END=3 6m 2) [b][i]Talons[/i][/b]: HKA 1d6+1 (2 1/2d6 w/STR), Armor Piercing (+1/2) (30 Active Points) - END=3 9m 3) [b][i]Spiked Tail Bash[/i][/b]: HKA 2d6 (4d6 w/STR), Penetrating (+1/2) (45 Active Points) - END=4 12 [b][i]Quick Spiked Wing Buffet[/i][/b]: HKA 1/2d6 (1d6+1 w/STR), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4) (12 Active Points) - END=1 15 [b][i]Scaly Skin[/i][/b]: Damage Resistance (15 PD/15 ED), Does Not Protect Location 18 (+0) - END=0 15 [b][i]Tough Body[/i][/b]: Energy Damage Reduction, Resistant, 25% - END=0 15 [b][i]Tough Body[/i][/b]: Physical Damage Reduction, Resistant, 25% - END=0 10 [b][i]Protection From Fire[/i][/b]: +25% Resistant Energy Damage Reduction (15 Active Points); Only Works Against Fire (-1/2) - END=0 18 [b][i]Heavy[/i][/b]: Knockback Resistance -9" - END=0 10 [b][i]Strong Mind[/i][/b]: Mental Defense (13 points total) - END=0 8 [b][i]Magical Beast[/i][/b]: Power Defense (8 points) - END=0 30 [b][i]Wings[/i][/b]: Multipower, 30-point reserve - END= 2u 1) [b][i]Flying[/i][/b]: Flight 15" (30 Active Points); Restrainable (-1/2) - END=3 1u 2) [b][i]Spiked Wing Buffet[/i][/b]: HKA 1d6 (2d6 w/STR) (15 Active Points) - END=1 17 [b][i]Hordesense[/i][/b]: Detect Hoard 13- (Unusual Group), Discriminatory, Analyze, Sense - END=0 5 [b][i]Dragon's Eyes[/i][/b]: IR Perception (Sight Group) - END=0 5 [b][i]Dragon's Eyes[/i][/b]: UV Perception (Sight Group) - END=0 5 [b][i]Dragon's Nose[/i][/b]: Tracking with Normal Smell - END=0 6 [b][i]Dragon Senses[/i][/b]: +2 PER with all Sense Groups - END=0 5 [b][i]Spiked Tail[/i][/b]: Extra Limb (1), Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4) - END=0 [b]POWERS Cost: 374[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 32 +4 with All Combat 2 AK: Home Region 11- 2 AK: Northern Mountians 11- 3 Concealment 13- 3 High Society 14- 3 PS: Appraise 13- 2 PS: Painter 11- 2 PS: Sculptor 11- 3 Persuasion 14- 3 Scholar 2 1) KS: Arcane & Occult Lore (3 Active Points) 13- 2 2) KS: Art History (3 Active Points) 13- 2 3) KS: Art Styles (3 Active Points) 13- 4 4) KS: Dragon Lore (5 Active Points) 15- 1 5) KS: Heraldry (2 Active Points) 11- 2 6) KS: History (3 Active Points) 13- 3 Stealth 12- 3 Streetwise 14- 3 Survival 13- 3 Trading 14- [b]SKILLS Cost: 80[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 5 Money: Well Off 25 Cave Lair & "Museum" 40 Drakine Forces 3 Well-Connected 2 1) Contact: Art Dealer in Auroch (Contact has useful Skills or resources) (3 Active Points) 11- 2 2) Contact: Ashira Greenstar, Elvan Sculptor (Good relationship with Contact) (3 Active Points) 11- 14 3) Contact: Deep Dwarven Artisans (Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 12- 1 False Identity: Hembolt Burch, Art Dealer [b]PERKS Cost: 92[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 3 Lightsleep 18 Shapechanging (Human Form) 20 Universal Translator 13- [b]TALENTS Cost: 41[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 10 Physical Limitation: Huge (-6 DCV, +6 PER Rolls to perceive) (Frequently, Slightly Impairing) 10 Physical Limitation: Limited Manipulation (Frequently, Slightly Impairing) 20 Psychological Limitation: Overconfidence (Very Common, Strong) 15 Psychological Limitation: Greedy; Loves Gold And Treasure (Common, Strong) 15 Psychological Limitation: Fine Art Devotee (Common, Strong) 10 Psychological Limitation: Enjoys the company of Artists (Common, Moderate) 20 Reputation: Powerful creature, 14- (Extreme) 15 Social Limitation: Secret Identity (Frequently, Major) [b]DISADVANTAGES Points: 115[/b] Base Pts: 75 Exp Required: 576 Total Exp Available: 589 Exp Unspent: 13 Total Character Cost: 766
  8. Like
    Killer Shrike got a reaction from Black Rose in Immunity and invulnerability   
    Re: Immunity and invulnerability
     
    Here's an old thread where I posted a possible custom Power to do Invulnerability:
     
    http://www.herogames.com/forums/showthread.php?t=1698
     
    Here is the full post:

     
    If Invulnerability were really really desired in a campaign, I would recommend using the 'Create New Power' rules in FREd.
     
     
     
    Figure out how much it costs to be Invulnerable to an SFX using Desolid vs Damage Type, and then redefine it as "Invulnerability" with a behavior tailored to the effect desired.
     
     
    So, Desolid, Only to Protect against Limited Form of Attack, 0 End, Persistant gets us close. Then, we will want to "Buy off" the built in "cant affect Physical World" limitation of Desolid; the book indicates that a GM can insist on making people taking Desolid to mimic Invulnerability buy Affects Physical World on everything else or not as they see fit. Im betting most GMs dont, however Ill comprimise with a +1 Advantage to accomplish this half way between buying it off and not buying it off. Usually with Desolid you have to define a SFX that will affect the character, but we can skip that with our version because this form of Desolid is explicit rather than implicit; in other words ALL other SFX hurt the character normally EXCEPT the one the Invulnerability is bought against.
     

    Cost Power END 60 Invulnerability: Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2), Buy off Cant affect Physical World (+1) (120 Active Points); Only To Protect Against Limited Type Of Attack (-1)  
    Power Cost: 60
     
    OK, so we define Invulnerability:
     

    60 Invulnerability: Custom Power (60 Active Points) Constant, Self Only, 0 END Persistent [Notes: A character with this Power is immune to the direct effects of any Power directed against him with a Specific tightly defined SFX, whether that effect would be beneficial or not. This includes any of the characters own powers which are not Self Only or Sensory in nature; thus Instant powers such as Aid and Healing cannot be used on oneself unless specifically limited to Self Only if they are of a SFX covered by the Invulnerability.]  
     
    This compares well to 75% Resitant Dmg Reduction for PD or ED, which is more generally broadbased, but doesnt stop all damage, and Invulnerability will protect vs some powers that dont fall under Dmg Reduction because they dont deal in pure damage.
     
     
     
    A character with this power would be Invulnerable to a single tight SFX. Thus 'Mutant powers' may or may not be tight enough depending on how prevalent mutants are in a campaign setting; similarly 'Magic' is rather broad and will not be tight enough in a Magic-heavy campaign but would be fair in a campaign where Magic was rarer. See below for more on this. For example, the Marvel hero Collossus is Invulnerable to Magic (for all intents and purposes); Magic is fairly uncommon in the Marvel universe (it comes up, but is relatively Uncommon) so this is acceptibly tight in that setting.
     
    An Invulnerable Character still takes Knockback normally and Invulnerability does not provide protection from Knockback damage unless the SFX of the Invulnerability covers Impact damage or Knockback damage (Invulnerability to Knockback Damage, 60 Active Points, Nonpersistant (-1/2), Activation 14- (-1/2), 30 real cost). Characters that want to represent a complete nullification of effects by a SFX to include not being affected by Knockback should buy Knockback Resistance Linked to thier Invulnerability.
     
     
     
    A few Modifiers might be specifically appropriate to Invulnerable.

    Scope: The broadness of the SFX defined should have an effect on the cost of the power. A reasonably tight single SFX should represent a SFX that approximately 10-15% of the potential opposition possess within the campaign as whole. Thus, SFX: Heat/Fire, SFX: Radiation, SFX: Magnetism are all tight single SFX in most supers campaigns but SFX: Mental or SFX: Mutant Powers are usually not as they cover a broader range of powers/abilites unless mutants or mental powers are abnormally scarce. Similarly Invulnerability to "My Brothers Mutant Powers" is much more specific and should be less expensive. To affect a broader or more narrow SFX use the following chart:
     

    Scope Modifier Vs. a tight SFX and a single specific Individual with that SFX -2 Vs. a tight SFX and a Small Group (family, fellow test subjects) with that SFX -1 1/2 Vs. a broad SFX and a single specific Individual with that SFX -1 1/2 Vs. a broad SFX and a Small Group (family, fellow test subjects) with that SFX -1 Vs. a tight SFX and a Group (race of people or a large sub-race) with that SFX -1 Vs. a broad SFX and a Group (race of people or a large sub-race) with that SFX -1/2 broad SFX (appoximately 25% prevalent) +1/2 very broad SFX (appoximately 50% prevalent) +1 extremely broad SFX (appoximately 75% prevalent) +1 1/2 encompassingly broad SFX (appoximately 100% prevalent) +2  
     
    For example, SFX:"Blunt" or "Impact" (however you want to phrase it) would be a SFX that stops, among other things (including Knockback and falling damage), STR based damage; practically EVERYTHING can do this type of damage in HEROs, so this is an Encompassingly Broad SFX (+2) and costs 180 points. {Off hand, that seems fair to me for the magnitude of such a power.}
     
     
    However, SFX:"Slashing/Piercing" or "Edged" (again, semantic of choice) damage is a tighter SFX; maybe 50% to 75% of the opposition will have a piercing/slashing weapon (including projectile weapons). In most supers, with an emphasis on non-lethal I would go with 50%, but in a Fantasy or Dark Champs setting 75%. Thus this would cost 120 to 150 points depending on setting.
     
    Thus, in a normal supers campaign with more non-lethal attacks, it would cost 300 points to be Invulnerable to Blunt and Edged Damage which is pretty encompassing. Points wise it is equivalent to 100 PD Hardened x4 Armor.
     
    SFX:"All Energy" is similar to "Edged", but reversed. In most supers campaigns many enemies will have Energy attacks, whereas in Fantasy or Dark Champs, etc they will be less prevalent; therefore 75% in supers, 50% in more realistic settings where EBs and RKAs vs ED are less common. Thus this Invulnerability would cost 150 points in a Champs game.
     
    To be Mr. Invulnerable with no offsetting Limitations would therefore cost 450 points in most Champsion games, granting across the board protection from Physical and Energy attacks regardless of source. If that character applied even a single Limitation such as Visible to all 3 forms of Invulnerable detailed above, it would cost 360 points, and when combined with Nonpersistent (-1/2) comes in at 257 points, leaving almost 100 points for Strength Linked to Invulnerable and sundry other abilities in a 350 point starting game.
     
     
    SFX: All Superhuman Powers (ie anything bought as a non-FOCI/item based superhuman ability built using the Powers rules) is obviously a +2 Scope. However, it is important to note that Invulnerability only protects against affects that apply effect or damage directly, and not the secondary benefits of such powers. Thus an opponent with Density Increase or Strength bought as a Power has great strength, and when striking with strength damage would still affect a character with this type of Invulnerability. So for example, Collossus's strength-based strike, Wolverine's Claws (bought as SFX: metal claws, not SFX: mutant power), and Cyclops shooting a tree branch overhead to fall upon such a character would all do damage as normal, but all direct Power Attacks such as Storm's lightning Bolts, Psylockes Psi-blade, or Leech's Power Suppress would fail to affect a character with this Encompassing SFX Invulnerability. As a secondary example, someone with Invulnerability to all Mutant Powers (depending on campaign, ususally either Very Broad, 120 pts or Broad, 90 pts) in the same situation would also be immune to Storm, Psylocke, and Leech since all of those characters are using Mutant Powers, but would not be safe from the Human Torch's Nova Blast because that does not have a Mutant Power SFX; the character with the Invulnerability to all Superhuman Powers would be completely safe from it.
     

    Hulled: If a Character or Vehicle's Invulnerability stems from a protective outer skin or outer layer and thier insides do not benefit from any sort of Invulnerability, having only any normal defences, then that is roughly equivalent to a mild form of Restrainable and is worth a -1/4 Limitation. Any attack, including some Conforming AoEs (such as gas clouds and similar), some Change Environments, and some Indirects which can circumvent the Invulnerable Hull are applied normally, ignoring the Invulnerability. Further, some circumstances may circumvent the Invulnerability for all attacks outright, for example an Invulnerable Hulled Vehicle with an open door would lose the benefit of its Invulnerability to an attack that was able to exploit such an opening, typically with a -2 to hit or with a Called Shot if using Hit Locations. Finally, opponents that have successfully Grabbed an Invulnerable character or Vehicle may strike at openings in the Hull with the usual penalties for Grabbing while keeping a hand free if they can reasonably reach those openings. For most characters, as opposed to Vehicles, openings in thier 'Hull' would include thier eyes, nostrils, ears, mouth, and other bodily orifices at the GMs discretion.

    Weakness Some Invulnerable Characters have a specific exclusion clause to thier Invulnerability. For some, it is a literal location on thier body (an Achille's Heel), for others its a specific material (such as Baldur and Mistletoe or Superman and Kryptonite), and for still others its more abstracted. If a character has a single location on thier body that is not protected by thier Invulnerability, this can be best represented by using a process similar to the Focus rules. The spot may be either Obvious or Inobvious, and either Accessible or Inaccessible. It is usually appropriate to also take either a Vulnerability or Susceptibility (or both) revolving around the Weakness to depict a truly serious frailty.
     
    An Inobvious Inaccessible Weakness is a -0 Limitation; it represents a Weakness which is neither apparent or exploitable in combat and is not limiting enough to gain points from. Such a Weakness basically serves as a flavorful character hook or as an enabler for a larger concept; for example a character with such a Weakness may take a Physical Limitation that occurs if the Weakness is exploited as Infrequent or something similar.
     
    An Obvious Inaccessible Weakness is worth -1/4; it represents a part of the characters body that is noticably unprotected or
    vulnerable, such as thier eyes perhaps, but which is generally difficult or impossible to target in combat; suprise attacks or attacking the character while they are incapacitated will do the job; this form of Weakness can be used to represent a character that must concentrate to maintain thier Invulnerability, like Captain Britain for example, and when caught by suprise or incapacitated are as vulnerable as anyone else (aside from any other defenses they may have).
     
    An Inobvious Accessible weakness is worth -1/2; it represents a Weakness which is not obvious or apparent but which can be targeted in combat to circumvent the Invulnerability. There are two basic types of Inobvious Accessible Weaknesses, Locations and Materials. Location Weaknesses are a place on the body of a character which is not protected by the Invulnerability; an opponent that knows about the locations may take a -2 OCV on attack rolls if not using Hit Locations, or may make a called shot if using Hit Locations to target this area and if successful will completely bypass the characters Invulnerability. Material Weaknesses represent an Invulnerability which does not affect a specific type of material such as alluminum, silver, or wood; a weapon constructed of that material (even a makeshift weapon) will always circumvent the Invulnerability. Superman's weakness to Kryptonite or the Norse god Baldur's weakness to mistletoe are examples of this type of Weakness (Material), as is the classic Achille's Heel (location).
     
     
    An Obvious Accessible Weakness is worth -1; it represents a weakness which is both clearly identifiable and exploitable in combat. By taking a -2 OCV to thier attack rolls or by making a called shot if using Hit Locations, opponents can circumvent the characters Invulnerability entirely. Such a weakness is rare, but examples include the classic Power Suit\Super Body Armor without a Helmet or face mask.

    Some existing Modifiers might behave in interesting ways with this power. Some of them are listed below:
     
    Affects Desolidified: Though derived from Desolid, Invulnerability is now a seperate power and is not affected by powers with this Advantage.
     
    Area of Effect: Normally this has no bearing on Invulnerability, but Areas of Effect that are bought Conforming do have an effect on Hulled Invulnerability. A Conforming attack treats a Hull as a wall, but may at the GMs discretion seep into any breaches or openings in a Hull circumventing the Invulnerability and having its normal (or a reduced) effect. For a character with a Hulled Invulnerability, this might indicate a poison gas or a fire ball which gets into his respiratory system even though his skin is unharmed.
     
    Armor Piercing: AP has no effect vs a character Invulnerable to the SFX of the AP attack.
     
    AVLD: AVLD has no effect vs a character Invulnerable to the SFX of the AVLD attack. Invulnerable is not a 'Defense' per se and thus cannot be defined as the targeted Defense of an AVLD attack.
     
    BOECV: If the Invulnerability applies to the SFX of the BOECV attack, then the BOECV attack has not effect.
     
    Inherent: Invulnerability can be bought Inherent.
     
    Indirect: Normally Inderect is immaterial to Invulnerability, but can interact with Invulnerability if the Hulled Limitation is taken with Invulnerability. If an Indirect Attack is bought in such a way to circumvent a targets 'outer layer', or which indicate a particularly accurate form of attack which is 'guided' then as circumstances indicate Indirect of this sort will allow the circumvention of Hulled Invulnerability. Often the Invulnerable character can take steps to minimize this flaw by closing any breaches in thier Hull but at the GMs discretion a suitable Indirect attack may continue to exploit this weakness by taking an appropriate penalty to thier attack roll ranging from -2 OCV up even if the Invulnerable character is attempting to prevent it.
     
    NND: NND has no effect vs a character Invulnerable to the SFX of the NND attack. Invulnerable is not a 'Normal Defense' per se and thus is not circumvented by an NND attack if the SFX of the NND Attack is covered by the SFX of the Invulnerability.
     
    Penetrating: Penetrating has no effect vs a character Invulnerable to the SFX of the Penetrating attack.
     
    Personal Immunity: This Advantage may be taken on Invulnerability, although it is a limited use case. This would allow a character to affect themselves with a targeted beneficial effect if the SFX of the Invulnerability would normally prevent it. The primary use for this would be if a character had an Aid or Healing Power not bought Self Only which had a SFX covered by thier own Invulnerability.
     
    Usable On Others: This can be applied normally to Invulnerability. However, some duration or other means of ending the effect should be defined as normal for a 0 END Constant Power.
     
    Variable Special Effects: At the GMs discretion, this Advantage may be allowed to represent an Invulnerability which may be 'fine tuned'. However, this could be very powerful and should be considered a STOP sign ability.
     
     
     
    Ablative: This is not appropriate to Invulnerability; a better way to represent an "Ablative" Invulnerability is using either a Burnout Activation or Charges.
     
     
    Activation: Activation Rolls are appropriate to Invulnerability, particularly with either the Jammed or Burnout rules. Burnout particularly could be used to model an "Ablative" coating.
     
    Charges: In general, since Invulnerable is already a 0 END Constant power, Charges are inefficient. However, they can be taken with Invulnerable if desired, and is another method that can be used to represent an 'Ablative' coating or even a '9 Lives' effect. However, the Fuel option should not be allowed, or at least treated as a Yield sign power. Boostable Charges have no relevance to Invulnerability.
     
     
    Nonpersistant: This can be taken with Invulnerability, and can also be combined with Concentration, Costs Endurance only to ACtivate, Increased Endurance, and Extra Time to represent a kind of Invulnerability that takes some effort to 'turn on', and when combined with Visible may indicate some kind of Armorskin or a metamorphosis into some more durable form.
     
    FOCI: Foci works normally with Invulnerability unless the Weakness modifier is also taken on Invulnerability. A GM should carely examine an Invulnerability with both FOCI and Weakness to ensure that they are 2 seperate issues and not a 'double dip'. Typically a FOCI will benefit from whatever Invulnerabilities it grants. Thus an Amulet of Fire Prevention which grants Invulnerability to Fire would itself be immune to fire damage. This is open to GM's interpretation however, particularly in the case of a Fragile FOCI.
     
    Gradual Effect: This is not appropriate for Invulnerability.
     
    OIHID: This Limitation is appropriate to Invulnerable, but see Visible below and Nonpersistent above.
     
    Restrainable: This is not normally appropriate to Invulnerability; see Weakness instead.
     
     
    Visible: Much like Armor, Visible Invulnerability takes the form of some outward indication that the target is particularly resistant to harm. Unlike Armor, the visual appearance should give a very strong clue of the appropriate types of damage the Invulnerable character is resistant to. Thus someone with Visible Invulnerability to fire may have red skin and constantly flaming hair as a SFX. Someone with a Visible Invulnerable to Mental may have an effect apparent to any with Mental Awareness such as a specific aura or a constant mental static surrounding them. The net effect is anyone possessing a power of the SFX that the Invulnerable character is protected from should be able to 'guess' thier Invulnerability by making an Intelligence check, PER Roll, Power Skill check, or even automatically as the GM decides before deciding to attack them.
  9. Like
    Killer Shrike reacted to Steve Long in Blind Teleportation 5ER   
    Re: Blind Teleportation 5ER
     
    1. That’s up to the GM. It’s possible that misperception could be worse than lack of perception, depending on the circumstances.
     
    2. It’s an Attack Roll. The Range Modifier always applies to Attack Rolls unless some rule or circumstance indicates otherwise.
     
    3. Being Flashed would certainly constitute “unable to perceive the target location with a Targeting Sense.”
     
    4. The rule on 5E 233 establishes a penalty to the Attack Roll. It doesn’t dictate what the character’s OCV is; that’s going to depend on his DEX and many circumstances, one of which might be “unable to use senses at all due to Darkness.”
     
    5. It’s an Attack Roll. Normal rules for making Attack Rolls, and what can be used to modify them, apply.
     
    6. I’m not going to take the time to walk through every step of this; the five questions I just answered ought to cover the situation sufficiently.
  10. Like
    Killer Shrike got a reaction from OddHat in The New Circle   
    Re: The New Circle
     
    A tighter Two-Face parrallel.
     

  11. Like
    Killer Shrike reacted to Zeropoint in Physics students needed   
    Re: Physics students needed
     
    To start with, the formula for kinetic energy is E = 1/2 * m * v^2. Using the numbers above, this works out to 1.425 x 10^7 joules. That's fourteen and a quarter million joules.
     
    But let's take a different approach. Assume Spiderman brings the train to a stop in twelve seconds (I'm just pulling this number out ot the air--watching the movie with a stopwatch would give you a much more accurate final result). This gives us an acceleration of 29.0576/12 = 2.421 m/s^2. (Incidentally, this is about 1/4 g)
     
    Force = mass x acceleration = 33762.2 x 2.421 = 81740 Newtons. So how much is that? A Newton, the unit of force in the metric system, is the amount of force which will cause one kilogram of mass to accelerate at one meter per second per second. At the surface of the Earth, gravity imparts about 9.81 m/s^2 acceleration, meaning that a kilogram weighs 9.81 Newtons. So, exerting 81740 Newtons of force is equivalent to holding up 81740/9.81 = 8332 kg, or 8.332 metric tons. This works out to a STR of about 43 or so.
     
    You could also just multiply the mass of the train by its acceleration in gravities for the same result: 33762.2 x (2.421/9.81) = 8332.
     
    For Spidey's actual STR score, consider that he may have been Pushing and adjust accordingly.
     
    Zeropoint
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