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Lucius

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Posts posted by Lucius

  1. Killing as an Advantage; Some Alternatives

     

    A method I have considered:

     

    Killing attacks are the same price as normal attacks (5 pts/d6) and work exactly the same way, except that:

     

    a) BODY damage is applied against Resistant Defenses only (as is standard).

    B) STUN damage is applied against total Defense, if the target has some Resistant Defense, if not target takes the full damage (as is standard).

    c) They do 1d6 less Knockback (as is standard).

    d) They do -1 STUN per die, minimum 1.*

    e) A roll of 5 on a die counts as 2 BODY, just like a 6 would.

     

    This creates an attack that does *exactly* the same average damage, both STUN and BODY, as a standard, by-the-book Killing attack. The only thing that's different is there is no STUN lotto.

     

    *If you like, you can eliminate the minimum of 1 STUN on each die. This produces equivalent results to eliminating the minimum of 1 on the STUN Multiplier for a regular KA.

     

     

    Which would be fine, if the problem were the "stun lotto." It isn't. There are people who have a problem with the stun lotto, and this among other suggestions is a way to combat that. But the real, Hero-violating-its-own-rules PROBLEM is that a killing attack is a "free" advantage of the Attack Vs Limited Defenses type, and the counteracting defense is a plus half advantage. However, this is a structure well worth considering; it reminds me of the one someone already proposed, also based on rolling dice as for a normal attack, and applying it against only resistant defenses.

     

    Lucius Alexander

     

    Palindromedary Enterprises

  2. How to handle RKA?

     

    I hope you good people don't mind....

     

    I crossposted to a thread in Hero System Discussion called "Killing as an Advantage." (Not about the advantages of killing people (which would have gone in Non Gaming Discussion I suppose) but about making "Killing" an advantage on an attack power rather than its own set of stand alone powers.)

     

    If you're in a "standard" superhero game, don't forget that other superheroes, and the public in general, will have an opinion of someone who uses a lethal weapon.

     

    :)

     

    It's been said before, and it'll be said again....how do you define "lethal?" As far as a normal human being is concerned, a 10d6 energy blast is a "lethal weapon" in the sense that it will kill him, the only sense that really matters to HIM.

     

    Wether something is defined in game terms as a "killing attack" is really irrelevant to the issue of "unrestrained use of dangerous powers."

     

    As other have said... as has been said in many threads before this... and will be said in many threads after this...

     

    Stun Multiplier... the Stun Lotto... is one of the more broken mechanics in Hero. It has it's place... but very often that place is NOT in a supers campaign.

     

    My suggestion... go with a flat x3 multiple. Speeds up the game with only one roll, easy to figure... allows people to adjust defenses accordingly... and for most supers games, it is more "genre."

     

    Many a gamer has come to find that despite all the weird things you can do with Hero... the bizarre and complex and munchkinist power builds... the single most abusive power is a KA... because of the Stun Multiple. (The HKA is even worse, cause you can add STR to increase the attack.)

     

    So the "Stun Lotto" is "broken" because it doesn't work for supers that well? Is Knockback "broken" because it doesn't work for most adventures at the heroic level?

     

    Some things work for some kinds of game but not for others. See below....

     

     

    This is interesting. I never had much of a problem with KA because I just figured that the occasional high stun was just a feature of actually getting shot.

     

    Howerver, I have a question for you all. Let's say that the stun multiplier is fixed at a low value, say two, and that most or all knockback is removed, because bullets really don't toss people around. Does that then justify reducing the cost of a KA? Or is the "overpriced" feature required to make players shy away.

     

    I'm assuming that DC limits would still be the same, so campaign limits would prevent buying higher levels of KAs.

     

    I'd say eliminating the Stun Lotto for supers may make sense - but not necessarily giving a points break for it, just as you probably wouldn't let a fantasy mage or martial artist take "does no knockback" as a limitation.

     

     

    Some other options, to be used by themselves or in combination:

     

     

    2. Double the cost of killing attacks. To be fair, double the cost of resistant defenses as well.

     

    The thing is, players take killing attacks because they perceive that either the villains are so tough that they can only be affected by stun lotto rolls on the killing attack dice, or the villains use killing attacks against them (and rely on the stun lotto rolls as well). These all take that out of the picture in various ways.

     

    Well, they doubled the cost of Aid because it was percieved as an abuse-prone power. But why double the cost of defense? If you decided armor piercing had become exceptionally useful in your game and doubled its cost, would you then double the cost of harden?

     

     

    Here's something I liked the thought of:

     

     

    New House Rule!

     

    Killing attacks cost 2d6/15 points. Therefore, double the dice of all existing Killing Attacks.

     

    However, this damage is now applied like an Energy Blast (including counting BODY pips), but is only stopped by Resistant Defenses. This includes the STUN damage.

     

     

    This is interesting. Basically it's stripping Killing Attack down to its basic, defining feature of being an Attack Vs Limited Defense.

     

     

     

    Lucius Alexander

     

    With thanks to brianca Alexander for the new palindromedary avatar.

  3. Carried Over From Another Thread.....

     

    I thought this was relevant......this is the post that started the thread over in Champions

     

     

    I have a guy who only plays characters with RKA. Luckily I limited him to only having a 3d6. Needless to say he got really lucky against a my Arch Villain. Almost took him out with one hit. How do I prevent this from happening? I don't want to have him remake a character but I want to make him tough enough to handle him if he gets lucky again. I just don't want to make him useless.

    Pretty much what I am asking is how do you deal with RKA?

     

     

    As other have said... as has been said in many threads before this... and will be said in many threads after this...

     

    Stun Multiplier... the Stun Lotto... is one of the more broken mechanics in Hero. It has it's place... but very often that place is NOT in a supers campaign.

     

    My suggestion... go with a flat x3 multiple. Speeds up the game with only one roll, easy to figure... allows people to adjust defenses accordingly... and for most supers games, it is more "genre."

     

    Many a gamer has come to find that despite all the weird things you can do with Hero... the bizarre and complex and munchkinist power builds... the single most abusive power is a KA... because of the Stun Multiple. (The HKA is even worse, cause you can add STR to increase the attack.)

     

    When it was concluded that the Aid power was too easily abused, they eventually doubled the cost.

     

    As for the "Stun Lotto" being a "broken mechanic" : maybe if you're playing Supers. Knockback would be pretty broken if you used it in most heroic settings. It's just not appropriate there, so the rules say use it only for supers. Maybe they need a similar change to the "Stun Lotto," saying don't use it for Supers.

     

     

    Part of it is I have just started playing the game. My group likes the game mechanics and I didn't realise how powerful RKA were that powerful. I pretty much have been only playing this game for 2 months.

     

    I can see why you didn't realize that. The cost of 1d6 killing is the same as for 3d6 normal. You'd THINK they'd be equivalent in value.

     

    This is interesting. I never had much of a problem with KA because I just figured that the occasional high stun was just a feature of actually getting shot.

     

    Howerver, I have a question for you all. Let's say that the stun multiplier is fixed at a low value, say two, and that most or all knockback is removed, because bullets really don't toss people around. Does that then justify reducing the cost of a KA? Or is the "overpriced" feature required to make players shy away.

     

    I'm assuming that DC limits would still be the same, so campaign limits would prevent buying higher levels of KAs.

     

    Killing attacks aren't overpriced - they're underpriced.

    That said, if you do want to eliminate the "stun lotto" for supers, there shouldn't necessarily be a cost break for it, just as a fantasy mage or martial artist at heroic level can't take a "does no knockback" limitation.

     

     

    Here's something I liked the thought of:

     

    New House Rule!

     

    Killing attacks cost 2d6/15 points. Therefore, double the dice of all existing Killing Attacks.

     

    However, this damage is now applied like an Energy Blast (including counting BODY pips), but is only stopped by Resistant Defenses. This includes the STUN damage.

     

    This is an interesting idea. It certainly eliminates the "Stun Lotto"

     

     

    Lucius Alexander

     

    Thanks to brianca Alexander for the palindromedary avatar

  4. Re: Hero System design considerations

     

    For my own Medieval japanese game, I introduced invented Karma points, which were gained or lost by appropriate behaviour. They could not be used - only accumulated - until you died. Then every positive karma point added 5 experience points to your next character. This was to encourage players - especially samurai, which was most of them - to desire a worthy death.

    .....

    But I don't necessarily think they belong in the basic rules-set. Karma points worked for my Japanese game, but I wouldn't want them in my current fantasy game - they're essentially setting-specific meta-rules.

    And that's what we have GMs for!

     

    cheers, Mark

     

     

    Many Many years ago, I played, briefly, in a game called "Bushido" which was translated from the Japanese.

     

    They also had karma points, and they did the same thing - having more karma points meant your next incarnation was better. As I recall, though, if you got up to 50 karma points the game recommended starting over "unless you really want a living Buddha in the game."

     

    As for the rest of this thread, a lot of good points made all around, but I honestly can't think of much I can say that isn't already being said.

     

    I've heard from people elsewhere that Hero has a greater tendency than other games to have the players end up saying "Now I'll hit him with my 10d6 energy blast" rather than "Now, Ogre, feel the power of my stellar photonic blasts!"

     

    I think part of the reason we - or maybe I should just say I - don't "hide the plumbing" more is a desire to let the players be creative, and you CAN'T create anything if you don't see how the system works. But perhaps that is a false perception. I have certainly had a player ask "Can I do this with this spell?" (A spell I deliberately designed to have both variable advantage and variable effects, to make it flexible) without knowing how to describe what she wanted in game terms. I knew that what she wanted was well within her capabilities, and told her what rolls to make (magick roll, attack roll to get the area of effect targetted, damage roll.)

     

    Something else I've used to make magick more unpredictable - a limitation -1/4 called "capricious." It means just that - the magick is unpredictable. If the Game Operations Director wants to, they can change the description a little bit each time it manifests - sometimes even being a good thing, but on balance inconveniencing. Maybe a lot of work for the G.O.D. - but if "mysterious and unquantifiable" is the feel you want, that's exactly the work you'll want to be doing.

     

    Someone else (so sorry, I forget your name) who has been criticizing Hero, also remarked "D&D is just as mechanistic, just more arbitrary and unsystematic."

     

    In that case, I would venture to say you don't really have a problem with Hero specifically - you have a problem with ANY system that has what the people on this board call "crunchy bits." And that's fine, if that's what you want. Much as I like Hero, I don't think I'd want it to be the only option for roleplaying games.

     

    An ironic thought just struck me. Here I find people saying Hero is bad for simulating magick - and I remember, way back with Champions II, seeing the Gadgeteering rules, saying "Finally, a system flexible and nuanced enough to do magick right." Part of what really drew me into the Hero System (before it was called that) was thinking how well I could do magick with it.

     

     

    Lucius Alexander

     

    The palindromedary points out that I've run on much longer than I planned...

  5. Re: Looking for NEW words of transformation: (SHAZAM, Thunder! Thunder!...)

     

    Not a transformation word, but from the Destroyer novels - and I think it's actually a direct quote from one of the Hindu Vedas

     

    "I am created Shiva, the Destroyer.

    I am Death, the shatterer of worlds."

     

    However, I agree with the person who suggested either "Schrodinger's Cat!" or else "Wave form" and "Particle form" to switch back and forth. That seems to fit the character.

     

    Lucius Alexander

     

    The palindromedary suggests "Sator arepo tenet opera rotas." To switch back, say it backwards.

  6. Re:Sponding to a Lot of Posts

     

    Once more' date=' quite right BUT (always one of them, eh?) even with heroic level games resistant defences tend to be relatively common especially with combat luck talents and so on. :[/quote']

     

    There's a reason resistant defences are so common, even at heroic level now, and always have been at super level - such that the one published superhero without any, Seeker, was widely mocked for the lack.

     

    The reason is that you need them to defend against killing attacks.

     

    If, from the very inception of the first Champions game, it had been the case that Armor Piercing was a FREE advantage, there would have been an awful lot of Armor Piercing attacks, and almost EVERYONE would have "Hardened" defenses.

     

     

    Moreover' date=' if everything DOES balance then, in theory, a normal attack and a killing attack should have basically the same utility per cost point. ...... You have a valid point that it is 'set' for superheroic emulation more that other genres BUT, OTOH, in other genres it is not really an issue: in youe basic heroic campaign the only access to killing attacks is going to be through equipment you probably do not have to pay points for - so it is equally available to everyone (OK, maybe the odd MA manouvre you pay for but the point holds generally).[/quote']

     

    How about spells?!?

     

    "a normal attack and a killing attack should ahve basically the same utility per cost point...." but my point is, they don't.

     

    Can I just say though, I do sympathise with your well presented views - it is something I've spent a lot of time considering myself, and those views need to be aired and discussed, so thanks for bringing them out. I'm not saying I have the answers, but it is worthy discussion material :thumbup:

     

    Thank you. I am rediscovering the pleasure of this unique online community.

     

     

    Kinda a derail but, I think, still relevant to the discussion.

     

    Healing.

     

    I was thinking about healing killing attacks (well, especially killing attacks) and I came up with this thought:

     

    You get hit in the arm for 5 BODY, it is disabled, you may have broken bones and even substantial tissue loss.

     

    You get hit in the heart for 3 points of BODY damage, which multiplies up to 6. The actual tissue damage is likely to be far less in the second instance BUT the amount of damage to be healed is higher even though, from a technical standpoint, the damage to the heart is likely to be far easier to repair - a small tear in the muscle tissue is serious damage to a heart, whereas the arm might have a great deal of torn muscle, broken bones, ripped blood vessels and so on.

     

    The thought I'm leading up to is that, when using hit locations, you should apply the damage modifiers to your healing rolls too - healing to the vitals is twice as effective as to the chest, which is twice as effective as to a limb. The damage multipliers do NOT imply greater tissue damage, they imply the same amount of damage to a more sensitive system. In fact all you would be doing is healing the DELIVERED damage rather than the perceived damage: 4 points of damage would need the same amount of healing whether it was to the head, the chest or the arm, even though the 'perceived' damage would be 8,4 or 2 respectively.

     

    Anyway, that's what I think :)

     

    A VERY good idea. I will probably use it! Thank you.

     

     

    You allude to it later, Sean. If a power can achieve a significantly greater BOD total for the same AP as the current KA, it makes it easier to break entangles and force walls, reducing their utility.

     

    Your comments on the relative effectiveness of, say, a sword, a bullet or a laser against a human vs a wall open up another issue.

     

    Perhaps these could be solved by a rule that KA's automatically have "reduced penetration" when attacking an inanimate object (forcer wall, entangle, etc.), but now we're getting even greater complexities.

     

    "Real Weapon" limitation. Assumed to be part of the build of "normal" equipment.

    It basically says you can't use a weapon to do something it obviously can't do, like cut down a tree with a pocketknife (unless you're willing to take a LONG time at it....) Already in the system, but I don't feel like looking up the page number.

     

     

    I used to believe the "cancels out" argument until Gary called me on it and presented the math. The fact is that the average STUN a KA inflicts' date=' after defenses, on a target with relatively high defenses (IIRC, it worked out to a breakpoint at about twice the DC of the attack) is superior to an equal AP normal attack. As such, the KA is more effective in stunning and knocking out high defense targets.[/quote']

     

     

    Yet another reason I hadn't seen that Killing Attacks are underpriced.

     

    So what you did is raise the cost of KAs while letting the mechanics be the same. Do you still use a Stun multiplier with this method?.

     

    I intend to use hit locations. Where hit locations aren't appropriate, I do plan to use the "Stun Lottery."

     

    I consider the wide range of stun possible with a Killing Attack to be an approximation of reality - for whatever that's worth. It is quite possible to be knocked out or go into shock from wounds that are not at all life threatening in themselves, and people have also been known to stay on their feet and keep fighting until they literally fall over dead.

     

    I was reading earlier tonight about a man who was shot, drove off his would be robbers, and went on to deliver four pizzas before finding out he had taken a bullet in the leg.

     

     

    Nucleon does not want to embark in His own houserules more than it is necessary, but here is how He defines, say, a 20 STR cyborg with a retractable forarm blade;

     

    Rectractable Blade; +2d6 HTH (6d6 w. STR), all Killing (+¼), Restrainable Cyberware (-¼). This is the power's description.

     

    Now for the calculations: ((30x1.25)-20)%1.25, =14 pts Real Cost

     

    First, Nucleon figured the entire damage (30) before He multiplied it by the Advantage (1.25) to get the Active Cost (37.5), then He substracted the Active pts of the Character's own STR (20), Before dividing the result by the Limitation (1.25). Works like a charm.

     

    :saturn.

     

    Um. Maybe so, and maybe I've just been out of the game too long, but I didn't understand that. Did anyone else?

     

     

     

    Lucius Alexander

     

    The palindromedary proudly points out that the pedant has posted with multi-quote for the first time, and he's using too much alliteration too.

  7. Re: Growing Up Polytheistic

     

    Even among people who share the same pantheon, the specifics of the myth may differ - depending on what town you're from, what temple you go to, even on who exactly is telling the story.

     

    Consider the myth of Persephone and Hades - one of the more vitally imortant of the Hellenic myths. No matter who tells the story, Persephone ends up eating some pomegranite seeds. But exactly how, and why? I've seen one source even contradict itself, stating that Hades "tricked" and "forced" Persephone into eating the seeds. Others have it that she ate them willingly and readily.

     

    Lucius Alexander

     

    Pompous pedantic Pagan on a palindromedary

  8. Killing as an Advantage; Some Results

     

    Salutations' date=' Mortals. Nucleon, having seen enough of the KA's Stun Lotto in His (superheroic) campaigns, has decided to make a houserule which eliminated KAs, making [i']Killing[/i] an Advantage in its stead. Here is, after a few months tryout, what this change has brought for Him and His players.

     

    *Some deletions*

     

    At that point, Nucleon thought about making Resistant defenses cheaper, like a +¼ Advantage on a given defense rather than the +½ it actually costs -and He even give some considerations about eliminating Resistant defenses altogether (after all, a Killing attack is somewhat of a cheap, common AVLD when we think about it, much cheaper than an AP attack wich is stopped by Hardened, a mere +¼ Advantage)- But that would changes things that are too close to the system's core, like Armor, Force Field and Damage Reduction. And let's admit it, Nucleon was too lazy to quell all the shockwaves that this would cause.

     

    :

     

     

    I am stunned!

     

     

    (Recovering from being stunned.)

     

    Okay. First of all, this is very close to what I had already decided to do as a house rule. (That's why I was stunned.) And I have also been wondering for some time when someone would point out the obvious - that the Killing Attack/Resistant Defenses complex of game rules is an obvious violation of some of the basic principles of Hero System, such as "For every attack there is a defense, and the defense is usually cheaper." Killing Attack is, as you say, merely a kind of ABSOLUTELY FREE Attack vs Limited Defense advantage, and the defense against it is a ** +1/2 ADVANTAGE ** (!)

     

     

    I am not sure how this situation has remained uncorrected through all these revisions, other than to say that it has, after all, always been this way and people are so used to it that they just don't see it....until it's pointed out. If someone introduced a brand new attack advantage and counteracting defense advantage that were so grossly out of balance, it would be shot down - or corrected and put in balance - almost immediately.

     

    Now, here is something else that really struck me hard, reading everyone else's posts....

     

    HERO SYSTEM IS NOT JUST CHAMPIONS.

     

     

     

    In theory, as I understand it, Hero System is supposed to work for everything. Consider that the whole knockback question does not even usually apply except in superheroic games. What does it do to your equations when you factor that in?

    Same goes for the question of "do you want your supers doing that?" or however it was expressed. Well, generally speaking, your four color supers don't have killing attacks anyway. That's for villains, agents, and the occasional "Wolverine" type. But more to the point, not everyone uses Hero to play "supers."

     

    Now, personally, I never had a problem with the "Stun lottery" for the simple reason that it more or less cancels out. Also, I usually play with Hit Locations. What I have a problem with is the simple fact that Killing Attack is an attack advantage that, under current rules, you don't have to pay for - and that the counteracting defense is a +1/2 advantage.

     

    My solution is to make "Killing" a +1/2 advantage that turns a normal attack into the equivalent damage class of killing attack - so 15 base points turns into a 1d6 killing attack. That still leaves the defensive advantage at the same cost as the attack advantage. If I get the game up and running, and find I have any useful observations on this solution, I may post them.

     

    Meanwhile, I have a question for Nucleon (no, not "why do you speak in the third person?" I regularly interact with people with even more distracting affectations.)

     

    What do you do with the idea of STR adding damage to hand to hand Killing Attacks? Or do your players never use them, opting for ranged Killing Attacks, so the situation never arose?

     

    Lucius Alexander

     

    Palindromedary Enterprises

  9. Kushiel's Hero

     

    To explain what it's about -

     

    The main character, Phedre, is a courtesan and a masochist. Her bodyguard, Josclyn, is one of the Cassaline order.

     

    One of my favorite scenes is where Phedre is with an army about to try to lift a seige. If someone could get word to the queen in the city that help is coming, so that the defenders are expecting the relieving army and ready to assist, it would help their chances of victory tremendously....

     

    So, the night before the attack, Phedre sneaks off from her bodyguard, and lets the one man in the camp she trusts to NOT try to stop her know what she is doing. He says "But if they capture you, they'll torture you to find out what you.....oh."

    She is going because, if she even CAN be broken, it would take them too long for it to be useful. He realizes this - and lets her go.

     

    Earlier, when she and her bodyguard had been betrayed and sold into slavery to outlanders, it is Phedra who keeps them both going, when the warrior-monk Josclyn is ready to lie down, give up and die. More than once, during their captivity and then escape through wilderness, she keeps them going - and Josclyn is NOT a weak character, but very much a hero in his own right.

     

    I reccommend the books. Kushiel's Dart is one of the greatest novels I've read in a long time.

     

    But this doesn't get me any closer to writing it all up for Hero. ;)

     

    Lucius Alexander

     

    Palindromedary Enterprises

  10. A Justice Inc Story

     

    Before there was Pulp Hero, there was Justice Inc - an early Hero System game of the twenties and thirties.

     

    I played a character who was a witch. Dec 14 and familiarity with knife - otherwise, no combat ability, but with some interesting skills and psychic powers.

     

    One of the game villains kidnapped my character's DNPC. The other players were going to go rescue him, and because they said my character was no good in a fight, I was left behind.

     

    This was a mistake. I think the reason for kidnapping my little brother in the first place was to lure them away and give the villain's henchmen a chance to kidnap my character.

     

    In any case, I am working in the curiosity shop owned by another character's aunt, when a couple of trench coated oriental gentlemen come in and are very insistent that I accompany them elsewhere. It takes no great psychic gift to know this would be a bad idea. So I pick up one of the brighter baubles lying around, and ask "Have you ever seen anything quite like this? It is fascinating. Look at the way it reflects the light....look closer...."

     

    Unfortunately, it is difficult to hypnotize two men at a time who already had a clear intention in mind. So that failed. They took me by the arms and were hustling me out.

     

    So I picked the pocket of the one on the right. Sure enough, he had a gun in his coat pocket. I didn't even bother to draw it out - I pulled the trigger where it was. No hit roll needed.

     

    The other man thought the old woman (the other character's aunt) had shot at them. He wheeled and fired, fortunately missing her - the only time either of us were in real danger. Before He could pull the trigger twice, I had the other man's gun out and pressed to the back of his head.

     

    When the other player characters returned triumphantly with my little brother, they were flabbergasted to learn that "that helpless girl" had disarmed and captured two armed minions of Fu Manchu....

     

    And now you know one of my favorite roleplaying stories, and one that I think has a direct bearing on the topic at hand.

     

    Lucius Alexander

     

    That was before I even had a palindromedary.....

  11. Has anyone given any thought to adapting the world of Kushiel's Dart and its sequels, either as a whole or by adapting certain elements to a campaign?

     

    I am interested in anything anyone has worked up for it, but in particular I am thinking of adapting the Casseline Brotherhood for a kind of caste of bodyguard-priests. If anyone has suggestions for stats on the martial arts, equipment such as the vambraces, roleplaying tips or suggestions for how they would fit in a more traditional campaign, etc, I would appreciate it.

     

    Lucius Alexander

     

    Palindromedary Enterprises.

  12. Re: New to system... character ??

     

    For a pulp style game, I'd say you definitely need skills rather than powers....there are probably lots of limits on what powers you are even allowed.

     

    Assuming a base 75 points to start with, I'd say you want a DEX of 14, maybe more, and a SPeeD of 3 - less is too slow, higher only if you want a really impressive martial artist or something.

     

    Spending 2 pts for 7 hexes of running can help you get away when necessary, and gives you a half-move of 4 in combat, that can be helpful.

     

    Danger Sense and Defense Manuever have already been mentioned, and Luck might be useful too.

     

    Make sure you get Weapon Familiarity for any weapon you want to use, and possibly some Combat Skill Levels.

     

    Lucius Alexander

     

    With the Ride Palindromedary Skill

  13. Re: How many Power Skills?

     

    I agree completely with this assesment' date=' I would also add that the Powerskill should allow a character to combine two powers of the same SFX in interesting ways - no just Multiple Power Attacks, but for new and spiffy effects, especially if they enhance the story.[/quote']

     

    Then what would allow combining two or more powers of DIFFERENT SFX?

     

     

    Lucius Alexander

     

    Palindromedary Distinctive Features: Bicephalous verbivorous beast.

  14. Re: How many Power Skills?

     

    Having slept on it...

     

    I'd say you could do it one of two ways.

     

    You COULD have a skill with all your own powers. That would work, but ONLY very specifically on your own powers. You might use it to work the "partial shapeshift just long enough to get a PRE bonus" but it could NOT tell you if any item you find (like take off a captured villain) is magickal, let alone what it can do. This would represent familiarity with only your OWN powers.

     

    Or, you could take one or more of more general skills like Sorcery, Gadgeteer, Electronics, Mechanics, etc, that would have a lot more application, but only apply to SOME of your own powers.

     

    Lucius Alexander

     

    With the Ride Palindromedary Skill

  15. Campaigning in a Shinto world

     

    I am told that the word "kami" actually means "that which inspires awe."

     

    What is kami for one clan is not necessarily kami for another; however, kami always means something that is important to a group, not just to an individual.

     

    Or such is my understanding.

     

    Lucius Alexander

     

    The palindromedary points out that Lucius is not Japanese

  16. Sci-fi wear swords?

     

    An interesting historical perspective....

     

    I'm told that, within 50 years of their introduction to gunpowder, the Japanese were making BETTER guns than were being made in Europe at the time.

     

    Within 100 years of their introduction to gunpowder, they had stopped making guns at all. I guess they just decided they liked swords better anyway.

     

    Of course, then the American Admiral Perry (if I remember the name right) sailed in and forced them to face the fact that, without guns, they could only keep the rest of the world out for as long as the rest of the world chose to ignore them...and that time was coming to an end. But Japan does provide an example of preferring melee weapons on a purely cultural basis. Then again, it also provides an example of how that only works as long as the culture isn't forced to interact with other cultures with no such bias.

     

    Lucius Alexander

     

    Insert funny palindromedary tagline here

  17. Re: Psychic Wars

     

    I found Authentic Thaumaturgy unreadable and not very useful myself. Hmm... my copy is in my "sale" pile' date=' in fact.[/quote']

     

    So I assume you'll sell it to me cheap?

     

    Lucius Alexander

     

    How many laws of magick do you see applying to the palindromedary?

  18. Rep?

     

    with all appologies to anyone on this board who has found something I've said interesting enough to go to the trouble,

     

    I don't know how to check for Rep. It doesn't come by PM, that much I've figured out.....

     

     

    But thanks to you, too, Kirby!

     

    You're doing better than I.

     

    I don't know what "rep" is.

     

    Lucius Alexander

     

    I doubt the palindromedary knows either.

  19. Re: How do construct the ability to activate others' powers?

     

    heh heh heh heh----

     

    here's a can of worms:

     

    How about 'useable by others' with an advantage "useable as attack" that modifies the 'useable by others,' such that you effectively force them to give you control of their powers? >:)

     

    Okay,

     

    that's offered in cheezy jest. Call it my "homage to Sean." :D

     

    You mean....a "naked" advantage of "usable by others" and then you put "usable as attack" on the naked advantage....let's see....

     

     

    that puts the advantage on someone's power, whether they wanted it or not, but it still doesn't FORCE them to use it...

     

    but it's a brilliant idea....

     

     

    Lucius Alexander

     

    The palindromedary thinks Lucius Alexander took 3d6 NND from that idea....

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