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Cantriped

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Everything posted by Cantriped

  1. Given the SFX, Nonpersistant (or Costs END To Maintain) is appropo here. They can't entangle or grab it while it is turned off, and its of no use while you're unconsious anyway. Your GM might rule its worth -0 in this case (and they'd be right)e but it is still worth it either way... The first thing that comes to mind is gaining Suprise. You can be in hand cuffs, or have both your arms grabbed... and then with "but a thought" manifest an invisible arm (zero-phase to activate Extra Limbs), draw your Lightsaber with it (half-phase if built as a Weapon), and Attack (an Attack action of course). You could Three-Weapon Fight... but there isn't much benefit to doing so in HERO. The best advantage that an extra hand gives in this regard is being able to use it to carry a melee weapon (and thus use it's levels for DCV in HtH) while also two-weapon fighting with ranged weapons (and using their levels for OCV or Damage). The reverse also works too (one ranged and two melee weapons). Most anything else is gonna be a Power Trick, and if you go far enough down that line I think it will eventually just be more effective to buy Telekinesis instead.
  2. Note that the Elixir is considered Equipment... so the ability to brew Elixirs will likely be tied straight into an Alchemy Power Skill (at horrendeous penalties), or else bought as "formulae" using Fantasy HERO's Alternate Magic Item Creation System. Which depends largely on how much granularity I need Alchemists to have compared to Sorcerers.
  3. Yeah... but only once. The Per Day Limit is the real balancing factor controlling the viability of repeatedly Healing of consumable elements. The fastest you can legally reapply Healing END is twice per phase (using a Cumulative Standard Effect Healing Power with Decreased Re-Use (1 Turn)... Such a power costs at least 30 points per die of Healing, and can restore up to... 30 END or 12 STUN per Turn. Making it more cost effective to Adjust their REC than heal their STUN and/or END You can often use a Delayed Fade Aid to achieve more reliable results (at least for "Restoring" STUN and END). An Aid automatocally increases both your current and maximum STUN/END (unless otherwise limited), and lost points come out of the temporary points first. Plus the Aid can automatically be re-used as soon as the benefits of the last one have faded, Healing on the other-hand doesn't give a shit if the points it healed an hour ago have already been lost again. For my next campaign, I am breaking the standard mold by allowing Healing Powers to be reusable in however long they take to activate; up to a maximum of Reusable At Once (+2). But generally speaking Healing powers that restore BODY are going to be slow (upwards of 20 minutes per die) and will cost Long-Term END as a method of discouraging their over-use. Here are a few examples: Elixir of Healing: Simplified Healing 3d6 (Generalized), Reusable At Once (+2) (90 APs); 1 Charge Which Is Difficult To Recover (see text; -2 1/4), Concentration (1/2 DCV; -1/4), Generalized (-1/4), Gestures (-1/4), OAF Fragile Expendable (Difficult To Obtain; -1 1/2). Cost: 16 points. [1 CH] Rehabilitation: Healing BODY 1d6, Reusable In 20 Minutes (+1/2) (15 APs); Concentration (0 DCV, Throughout; -1), Costs Long-Term END (-1/2), Extra Time (20 Minutes; -2 1/2), Gestures (Both Hands, Throughout; -1), Incantations (Throughout; -1/2). Cost: 2 points. [1 LTE] -> Regeneration: Can Heal Limbs for Rehabilitation (7 APs). Cost: 1 point. [1 LTE] -> Resurrection: Resurrection for Rehabilitation (30 APs); Increased END Cost (x2; -1/2). Cost: 4 points. [3 LTE] Note: Resurrection is impossible if the target's soul is unwilling or unable to return, and can also be prevented by completely destroying either the body or soul. The secrets of resurrection are generally only known to the highest ranking priests. Rejuvenation: Healing STUN & END 1d6, Constant (+1/2), Expanded Effect (+1/2), Reusable At Once (+2) (40 APs); Concentration (0 DCV, Throughout; -1), Extra Time (Full-Phase; -1/2), Gestures (Both Hands, Throughout; -1), Incantations (Throughout; -1/2). Cost: 10 points. [4 END]
  4. The full benefits of Telekinesis can almost be achieved using Strength, Stretching (in place of Range and Indirect), and Extra Limbs (to allow multiple grabs like TK)... If you don't look at the issue to closely. But even in such cases TK has several unique advantages: For one thing, a TK Grab is a lot better than a STR Grab (and no amount of Stretching can make STR use the rules for TK Grabs instead), it is harder to block (because it is a Ranged Attack), and while TK Damage is more expensive, Martial Arts for TK aren't. So in the end you are getting a lot more out of TK than you would from an STR "Punch" with Ranged (+1/2). Plus there is the disadvantage that using Stretching STR still requires you and the enemy to be engaged in Hand-To-Hand Combat... even with Doesn't Cross Intervening Space, the basic effect of the power doesn't change: It grants you the ability for one part of your body to be up to Xm away from the rest of it (increased Reach is simply one of the more obvious benefits of that effect). Whatever part of your body you are Stretching "through a portal" (literally one of the 6e1 examples of Doesn't Cross Intervening Space) to grab them with is still within the target's reach, and thus can be attacked by them. The advantage of the Advantage in this case being that otherwise anybody could attack the outstretched limb... not just the target.
  5. Oh yeah, it definately applies to Aid/Boost, Absorption, and Drain/Suppress... because otherwise the low cost of certain elements per point make Increasing them by their point cost on a die roll is too effective. For example... lots of characters have a 12d6 Blast (and two to four of its closest friends in a multipower), but how many have 30 BODY? Even after halving, a power sufficient to Drain a 12d6 Blast is also enough to Drain a person with 15 BODY to death outright, and has a fair chance of killing anybody with less than 30 BODY.
  6. No it isn't... but as a design principle it generally remains true. The stat you (and they) use to determine your (and their) CV isn't relevent to the type of damage the attack causes or against which defense it applies... BOECV is a corner-case where the same modifier can manipulate both, Based on CON (5eR 120) is another... Regardless, a power like Blast or RKA won't change to STUN Only damage just because you apply a modifier that changes the CV it targets, it will only do so if that modifier also changes the defense against which it applies (such as to Mental Defense in some cases of BOECV).
  7. Per RAW yes. You seem to be confusing aspects of Applied Versus Limited Defense with Based On EGO Combat Value (and for good reason). The former (AVLD; 5eR 251) is used to create an RKA or Blast that applies against Mental or some other Defense (and must pay an additional fee to retain the ability to cause BODY Damage). Meanwhile the latter (BOECV; 5eR 253) is used primarially to create powers that you Aim with your mind instead of your body (in other words, one that's attack roll is "based on" your "ego combat value"). However, BOECV does give the option to change the defense to Mental (making it act similarly to AVLD in that case), but that is an option, not a requirement. In later editions these modifiers were better differenciated to prevent confusion. Psychokinesis only requires the BOECV modifier, and per the relevent sections of 5eR and the Ultimate Mentalist (which also includes the section of text I've quoted below from 5eR pg 231) defense is not noted as one of the changes made when BOECV is applied to Telekinesis. So while the same BOECV Telekinesis could also be an entirely Mental Attack (which basically functions like a Mental Blast that can also be used to perform Grabs)... that isn't what 5eR is refering to as "Psychokinesis". Psychokinesis really is just bog standard Telekinesis with the following (and only the following) exceptions: "It works on Line Of Sight and is not subject to the Range Modifier (unless used to throw an object at a target, in which case you should calculate the Range Modifier from the point where the character picks the object up). It is visible and can also be perceived with Mental Awareness. For purposes of using Psychokinesis, calculate the character’s OCV from his EGO, not his DEX, but the target’s DCV still derives from his DEX." (5eR 231)
  8. See Hero System Fifth Edition Revised, page 231; under "Based On Ego Combat Value". The page number will be different for the original 5th ed, but the relevent rule should still be in the same general area under Telekinesis. Anyway, there you will find the definition of "Psychokinesis" in Hero, and an outline of its differences from standard Telekinesis in that edition. The good news is that Psychokinesis still does Normal Damage just fine with BOECV.
  9. The answer to that depends on edition. But they certainly fade in 6th/CC/FHC, and a cursory check of 5eR indicates that Only To Starting Value Adjustment Powers still faded then too... They also indicate the rules for gaining END and STUN sucked.
  10. Since you are using 5th, have you looked at Transfer (STUN into STUN) with Delayed Return/Fade and Only To Starting Values? It won't kill your enemies, but it will let you play a kind of Drain-Tanker, in that your attack will simultaneously bring them closer to being knocked out and you further away. Once they are unconsious, just finish them off with a knife or something. The Transfered STUN will fade eventually, but you'll still be Recovering any lost STUN while it does, so with any luck by the time it fades you'll be be fully recovered anyway.
  11. I hold an unpopular opinion on this subject, and say this at the risk of starting another long and fruitless debate... but: That only applies to Adjustment Powers that increase or decrease one of those elements (Aid/Boost, Absorption, and Drain/Suppress). Healing does neither; it very explicitly only restores lost points of an affected game element. In other words, it doesn't give you more BODY or STUN, it just restores points of them you've lost; as such it isn't included in the rule you quote... CC/FHC are far clearer on this point (although neither edition is as explicit as I'd like). Unfortunately (for the credibility of my position), the 6e v1&2 rules for Healing have been muddied by Steve Long's official intrepretation of how Healing works, which contradicts the rules he actually wrote. In addition, once you include his most recent errata for those volumes (which he released suspiciously soon after a very long debate on the subject came up) the examples now support his position; but still contradict the relevent rules sections in every version of 6th edition. Using his official intrepretation, Healing is even worse than it's overpriced die and arbitrary per day maximums already made it appear. I would even go so far as to say his version of Healing is an unsalvagably inefficient point-trap on purpose. Which is an odd design conceit considering that the role of Healer is so unpopular that most systems have to bribe their players into playing one.
  12. CC/FHC require a penalty of at least -1 per 20 APs on all Required Skill Rolls. An Unmodified Roll can almost never* be modified legally (for better and worse), that includes being modified by a characteristic rising or falling, or being subjected to a change environment. *(the appropriate transform could change the activation roll per the rules for adding and removing abilities). The optional rule for having an "Unmodified CHAR Roll" is to price it as an Unmodified Roll equal to the inate CHAR Roll it is based on... and then link the two by handwavium; such that if your CHAR Roll rises or falls (such as because of an Aid, Change Environment, or Drain) so does the Activation Roll. This would be a caution sign option because it isn't difficult at all to abuse this system, even by accident. For example, an Alchemist with INT-Based formulae, one of which "just happens" to increase their INT (Elixir of Cunning)... Which he not only frequently uses before brewing to raise his own "unmodified" INT Roll required to brew elixirs, but also gives them to the party Wizard to drink before battle to raise her "unmodified" INT Roll required to remember her incantations... as well as to the party Rogue for the bonus to Perception (which may have been all the GM was thinking of when he wrote the Elixir in the first place).
  13. It is a combination of things, and I don't want to sound too ranty but... The personal experience that set me against RSR-Based Magic system was during the time I played in a 5th edition campaign set in the Turakian Age. Its magic system requires that all spells take Requires A Roll, and that the skill required was determined by the school of magic that spell came from... etc. It was a highly codified, and on paper reasonably fair system... that wasn't the problem. The problem was when my up-to-that-point overly competent wizard (I one-shot a river-kraken thing) botched a simple teleportation spell; and thanks to an assist from Requires A Roll and Concentration was turned into an elven pin-cushion and died! My other excuses-ahem reasons for loathing Requires A Roll as a required element are as follows: If over-used, it slows down an already slow combat system with extra steps. It introduces a complex variable in character creation which requires greater system mastery not to turn into a trap. It is essentially a discount for having unreliable powers, which for obvious reasons I want to avoid being all of them. My luck is bad enough that I don't want to tempt fate by giving it extra chances. No matter how good your skill roll is... you still have to roll it because you might automatically fail (on an 18). You can never truely master a spell in an Required Roll System. The only reason I would ever require a roll on all spells is if I was using the alternate rule (discussed in pretty much every version of Fantasy Hero) where the spell gains or loses 5 APs per point you make or fail the roll by. So the spell you purchase is simply the "average effect", and a failed skill roll doesn't necessarially mean the spell fails outright. It is a rule I've often pondered trying out... except that it requires so much additional work. In part because I felt compelled to note how every spell changes as it gains or loses APs, and few of them were as straightforward as an unmodified Blast.
  14. Transform is an umbrella for Attacks that impose unusual conditions (like having an extra mouth)... not for possessing an unusual feature yourself. For that we have Distinctive Features, Striking Appearance, or Extra Limbs (depending upon how the feature affects the character)
  15. I can see allowing Faith to act as a Complimentry Roll to other skills by "praying for success". That seems appropo for a Power Skill that is otherwise only used as the Required Roll for abilities you paid CP for. However allowing it to replace a swath of Interaction Skills is going overboard. Being "closer" to the gods doesn't automatically make you charismatic, or well adjusted (cultists anyone?). If you want all clergymen to be good at social skills... include social skills in their templates. At best, I would allow Faith to be used to complement the appropriate social skill when dealing with members of the same faith, with the caveat that if you try to use Faith on someone who isn't faithful, it backfires and imposes a penalty instead. I loathe Requires A Roll based magic systems in general, and go out of my way not to use them (I've had one too many bad experiences). But I will say that being able to use a few example spells without modification is a really poor reason to handicap an entire campaign setting's magic users. Unless you use the Hero System Grimoire, you are gonna need to write lots of spells one way or another, and the HSG has notes for what every spell it contains costs without the Requires A Roll modifier... any other "spell" can be recalculated in a fraction of the time it will take the player to write out the spell. In other words... make your players do it if they want to buy spells. They should know exactly how it is constructed and functions anyway.
  16. It is worth mentioning that although they still exist, Killing Attacks are relatively uncommon in your typical Champions campaign. Most superheroic characters don't have a KA at all, or only have one for the sake of fighting robots and destroying objects. Most of their enemies only have strong enough KAs to threaten Normals and compete with mundane equipment (~6 DCs Killing)... so heroes generally only need enough rPD to resist knives and small arms fire (about 6 rPD), and their enemies generally end up with 8-12 rPD just in case one of the heroes didn't get the memo regarding proper use of the KA.
  17. There is no reason not to spend Positively Adjusted END before it fades. Considering their duration there wouldn't be much point in using them if there was a chance of suffering END Burn when they faded.
  18. I use hit locations in part because I dislike the Stun Lotto mechanic of KAs.
  19. Just a warning that Combat Healing is usually excessively expensive, and Healing generally seems to be intended to be used outside of combat. "Drain-Tanking" simply isn't a cost effective strategy in HERO compared to taking less damage (via defense powers) or doing more damage (via attack powers).
  20. Basically what Ninja-Bear said. However if you can build your own spells, I suggest instead building just one "Transfer Health" spell as a Jointly Linked Ranged Killing Attack (w/Only Versus Living Beings) Plus Ranged Healing BODY. That way you aren't paying more to be limited to only transfering health to and from youraelf. Instead you can skip being the middleman and transfer health directly from your enemies to your allies. Assuming there are any enemies to be had... otherwise that RKA has to be used on somebody (either yourself... or somebody that trusts you enough to endure excruciating pain).
  21. and after STR Min you're lucky to be getting +4d6 ND...
  22. Yes, an Attack Power with Requires A Roll must be rolled first to activate, then to hit (and then for effect of course).
  23. PS: I worked on a primer for a campaign imposing such a rule (no KAs)... I gave it up as too much work for too little reward. It added so much extra prep work (to the exhaustive amount of prep-work HERO already expects of its GMs) that it never even made it to the table.
  24. The main problem with removing KA is that every single defense power is priced based on existance of both Normal and Killing Damage, and the opportunity cost that comes from having significant amounts of nonresistant defenses. Oh... it is also Impossible to legally create an attack that causes Penetrating BODY without Killing Attacks... which significantly reduces the value of that modifier because who gives a rats ass about few points of STUN slipping through defenses when some usually gets through anyway by system design. It is really, really hard to significantly damage anybody if they are receiving up to half-again as many points worth of defenses for the same price. Also... you can't really use any prepublished material as a change of that magnitude requires extensive conversion to prevent imbalances: Such as characters who had 30 PD but little to no rPD suddenly becoming totally indestructable, and vehicles who no longer have enough total defense to compete with the higher DCs and levels of armor piercing required to simulate lethal attacks. If you are going to remove the KA... remove non-resistant defenses as well, and make everyone pay the resistant price for their defenses. That is fairer to all of the other game elements that have Resistant defenses by default (pretty much everything except characters).
  25. For psychic powers, use Requires A Roll and Side Effects... then establish a table of possible side effects with various Active Point levels so that you can randomly generate side effects of a similar scope to the power that was supposed to be used. Otherwise you might not be being fair to players who would have been willing to pay that opportuniry cost for psychic powers. For example, having your body combust and summon a demon from the ashes should only trigger from severely failing to activate a powerful psychic ability... Causing a TPK because you tried to cast the equivalent of Light probably isn't appropo to a TTRPG, even if it makes sense in the setting.
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