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Nevenall

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Everything posted by Nevenall

  1. Re: Movement between phases I don't care if somethings logical as long as it's simple and works well enough for most game situations.
  2. Re: Movement between phases If everyone had a Speed of 1 things would be just as complicated but in different ways Ah! Per segment movement helps. It determines exactly how far Moving Character has gotten when the Barrier goes up. Moving Character can abort to decelerate/steer around it or crash assuming there's enough room to do so. Which depends on how accurately the barrier is placed. But if the barrier goes up in the same segment at a later DEX then Moving Character can't abort BUT will have only 1 segment's worth of movement to accelerate in so the crash may not be particularly spectacular.
  3. The fragmented nature of HS movement has always presented a conceptual hurdle to me. It's hard not to imagine people moving and stopping and moving and stopping, but the other day I realized that you can treat velocity just like the modifiers from combat maneuvers. Meaning that, if a character doesn't end his movement at the end of his phase he will retain the same velocity in the same direction until the start of his next phase. Does anyone else treat movement in this way? And if so, how would you handle it if someone in a later phase wanted to create a barrier directly in the path of the moving character? Also, what if Barrier Placer Person did it in the same phase as the moving character but a later DEX?
  4. Re: Seeing in the dark I can totally agree there's a conceptual different between detecting and understanding, but I don't think you need new mechanics to make that a part of your game. Just remove INT's contribution to PER rolls, use PER rolls and other sense modiferes for detecting, and Deduction for understanding what you are observing. Or even just tell the players what information they detect and let them puzzle out what it means for themselves.
  5. Re: Seeing in the dark How is this different from Discriminatory and Analyze? Isn't this really just a bonus to a PER roll?
  6. Re: Post "gotchas" here I just noticed another awesome thing. Age is gone as a disadvantage/complication.
  7. If a power takes AVAD as a limitation not an advantage does it still require the Does Body advantage? Specifically would a Drain Body that worked against PD (-1) still require Does Body?
  8. Re: 6E: Contagious Disease? Here is how I would make an attack who's effects are similar to a contagious disease. Technically you can't buy a real contagious effect. The closest you can get is Sticky +1/2, but Sticky only transmits if someone touches the character who was originally hit with the power. The Wailing Death: Drain BODY & END 2d6 Reduced Endurance (0 END; +1/2) Expanded Effect (x2 Chars) (+1/2) Sticky (+1/2) Does Body (+1) Delayed Return Rate (points return at the rate of 5 per Week; +2 1/2) Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (7 damage increments, damage occurs every 1 Day, can be negated by Disease Curing; -2 1/2) Attack Versus Alternate Defense (CON acts like Power Defense; -1) 120 Active Points, 27 Real Points It should be noted this is thick with warning and stop signs. One not by the book feature is the AVAD. The target uses his CON as if it were Power Defense against the effect of this power and I've assigned CON to the Very Common defenses category. Assuming I haven't made any mistakes, here is how it works. When you hit someone with the Wailing Death they will be infected for 1 week. Anyone who touches them will also get infected for 1 week but only the original target is contagious. Every day for 7 days an infected target is hit with a 2d6 Drain that is reduced as if their CON was Power Defense. That is, until the cumulative effect exceeds the target's CON, and then it provides no further defense. The Drain will reduce the target's BODY and END and these points won't recover until the power has run its course or the character is cured with some kind of disease curing...thing. So, assuming a target with a CON of 8 and BODY of 8 and END of 16, and statistically average rolls of 7 per day the progression of the disease goes like this... Day 1: 7 points reduced to 0 by CON of 8. No effect. Day 2: 7 points reduced to 6 by remaining effective CON of 1. Target loses 3 Body and 15 END. (1/2 effect vs. Defensive things) Day 3: 7 points. Target loses 3 BODY and 15 END. He's at 0 END so he'll take STUN damage whenever he exerts himself enough to require spending END. Which probably Day 4: 7 points. Target loses 3 BODY and 15 END. He's at -1 BODY. Day 5: 7 points. Target is at -4 Body. Day 6: 7 points. Target is at -7 BODY and will die at -8. Probably sometime in the early morning of Day 7. The target is dead! Long live the target! Day 7: 7 points. Target would have been at -10 BODY. So, untreated the Wailing Death stands a chance of killing an average person and an even better chance of killing someone weaker than that. Someone with a CON of, say, 20 won't statistically feel anything until Day 4 and unless they were suffering from severe Body lose before they got hit they will only lose 12 Body in the end. Though if someone did survive it would take them 10 - CON/5 weeks to recover. All that said, this is just an attack a character might buy. It's not meant to represent a real contagious disease. That sort of thing the GM should probably deal with in whatever way they see fit. This is probably my longest post ever.
  9. Re: 1755 It would be interesting to have a usability expert design a character sheet.
  10. Re: The SUPER Defense Power (6E) Is this all a ploy to make me read 6E1 again. Damage Negation seems very comparable to Damage Reduction to me. Also, attack powers can counteract Damage Negation with a +2pt/level adder.
  11. Re: Post "gotchas" here Don't open it too wide.
  12. Re: Post "gotchas" here Not really a gotcha per se, but I noticed that the defense and the speed of Tunneling are no longer tied together so you can finally tunnel through solid rock at a speed of 1 m per Phase.
  13. Re: Post "gotchas" here Open a portal to the dimension of infinite angry badgers.
  14. Re: Post "gotchas" here Also, I believe, a constant power will stop working if you loose line of sight. Got to keep an eye on your badger.
  15. Re: 1755 "Distinctive Feature: Haz a flavor"?
  16. Re: 1755 For straight conversions I've seen 50-60 points increases in Characteristics costs, but most of my 5ed characters had inflated primary chars to begin with. When I re-evaluate what's appropriate for them it usually works out pretty well. For most characters I don't buy any OMCV, and I usually decrease their OCV and DCV 1 or 2 points in the 6ed version.
  17. Re: Post "gotchas" here It's Uncontrolled that has that warning. Not Constant. Also...badger!
  18. Re: Real Locations that should be fantasy The Stone Forest Formation
  19. Re: I killed a PC. Was there some reason he couldn't abort to turn on his force field? The spirit quest is an interesting idea though. If the character was defenseless like that I'd roll damage in secret and fudge it if I had to. Unless the bad guy was a major villian and the player could feel like they were dying for some reason.
  20. Re: Real Locations that should be fantasy I've got a couple I've used in previous games. They are most in the context of their geography. Civita di Bagnoregio is on a hill overlooking the road to Rome and Hohenwerfen commands two major valleys in the alps. http://en.wikipedia.org/wiki/Civita_di_Bagnoregio http://en.wikipedia.org/wiki/Burg_Hohenwerfen This page has a panorama view of Hohenwerfen http://www.panoworld.info/salzachtal-panorama-pictures.html Also, there's a place in Death Valley where rocks slide around. http://geosun.sjsu.edu/paula/rtp/intro.html
  21. Re: What Are You Listening To Right Now? Good Times Bad Times - Led Zeppelin
  22. Re: 6E Cool Stuff Shout-Outs Also, 6E1 pg. 9.
  23. Re: Question about Combat skill levels and damage I've very rarely used it or seen it used because people would reach the doubling base damage cap through strength and maneuvers.
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