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Crusher Bob

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Everything posted by Crusher Bob

  1. Speedster guy can move faster bullets while running. So unless we are splitting the turn into many smaller segments, speedster guy can run anywhere on the batlefield 'instantly'. It's like you are saying that Superman's eyebeams have to have charges 'because there have to be a limited number of bullets in a guns magazine' and supermans eye beams and guns are both build with RKA, so the eyebeams have to have charges. 'Running' in Champions is just a defined movement construct. A slug has 'running' even though it doesn't have any legs.
  2. No, you can't because without some special ability, which you have to pay points for, you can't abort to both move and block. Unlike many other games, there are no special powers granted by being speedster guy. And normal people can't suddenly be 10 meters away, catching the bullet that was about to hit that baby. If speedster guy want's to be able to do that, he has to come up with a power construct that let's him do that and pay points for it.
  3. It's a zero phase action to set the trigger, and you can only take zero phase actions when you can act this segment (from: having your SPD come up, holding an action, aborting to act in this phase). So to 'create' the trigger that allows the triggered movement, you have to have an action. That's why I feel that the trigger only lasting 1 segment is a disadvantage. Otherwise, you can create the trigger out of combat, and then use them. For example, if you have multiple types of movement in your multipower (so all your types of movement are non-actions), then you could create triggers for all of them. And then set them off in combat. The limitation is there to prevent things like that. Since you could only set a trigger for your movement with points from your MP reserve allocated to the power, and assuming you don't have enough reserve to allocate points to several types of movement, then you will only ever be able to trigger one sort of movement per phase you get to act. You also can't use this power construct to trigger movement when you are otherwise unable to act, because 1. creating the trigger is a zero phase action, and you have to 'have' an action available to take zero phase actions 2. your triggers don't last past a single phase, so you can't leave a trigger for movement 'hanging'. For example, with a triggered movement power that doesn't have this limiter, you could set the trigger to 'whenever someone attacks me' and then, in the next phase, when someone attacks you, you get the triggered movement. With this power construct, you can't do that, because your trigger won't persist past the segment you acted in. If you want to move in response to something, you'd have to abort to get an action, set up a trigger, and then fire it off. --------- The 'new' construct changes setting off the trigger as a non-action, since you can't take 0 phase actions after a turn ending action (like attacking or taking a recovery) but you can still take non-actions. This ups the cost of the trigger to (+3/4): Trigger: Trigger condition is set when trigger is created (+1/2) Activating Trigger is non-action (+1/4) Setting trigger is a 0 phase action (+1/4) Trigger expires: trigger only lasts a single phase (or is that segment?) (-1/4 less) Total (+3/4) --------- Sigh have looked up flying dodge. Originally, was only looking at various rulings on triggered movement. 1. Flying dodge only lets you move up to your whole movement. So, for example, if you had taken a half phase move, then used flying dodge, it would only give you another half-move. However, when you abort to flying dodge, you get your full movement, because there is no way to also take a half move at the same time. 2. flying dodge auto defeats: 2a: AOE attacks that you have enough movement to get out of the AOE from (no DEX roll, being prone, etc that go with diving for cover abort action) 2b: haymakers (because moving out of the target hex means the haymaker fails) 2c: hand to hand attacks ... ... ... apparently there is no opportunity to 'chase' the flying dodge guy, since the hth attack ended your phase. So enough meters of flying dodge to escape your reach means you can't hit them... Of course, martial dodge means that you'd normally miss the opponent anyway, but if you are at 1/2 DCV or 0 DCV for some reason and can still manage an abort to flying dodge, you can no sell a non-stretching hth attack automatically... ... Sigh, this pretty much means that triggered movement would have to, I dunno, also give you END, or make the enemies heads explode or something to beat the cheesy goodness that is the 5 point flying dodge.
  4. One of the things we 'want' is for 50 points of being 'smart' to be around as useful as 50 points put into 'strength' or whatever. Right now, i's very hard to judge what exactly you get, if anything, out of 50 points of being 'smart'. Sure you could just role-play it, and give the 'smart' character some advantage, but there's also the fact that 50 points of STR is better than 25 points of STR, and there are rules to support how much better. The role playing answer just gives 'some' help to the smart guy, but there are no real results from having 50 points of 'smart' compared to 25 points of 'smart'. That's one of the reasons I put forward the rebranded luck idea. You get more 6s by putting more points into genius! so at least there is some idea about how useful it is.
  5. One problem I can see is administrative: it forces 'everyone' to do stuff every segment of the turn, as opposed to every SPD segments. This contributes all sorts of things with slow the turn resolution down even further. It may also be possible, with 'careful arrangement' to make yourself unattackable simply by how your movement spaces out. If we start side by side at phase 1, and I'm next to you when it comes time for me to hit you, I can hit you. but if our phase by phase movement happens to have us futher apart than your movement this phase allow you to move, then you can't hit me. This makes engaging someone in hand to hand if you don't have stretching potentially very difficult. It's like Zeno's paradox, but for fists.
  6. 1. No, triggers, once set last 'a long time' so with a triggered power without the limitation, I could set the trigger and then fire it off next week. The point of the (-1/4) limitation is to make it so you have to set the trigger and use the power in the same segment. This is to prevent, for example, setting triggers for every single one of your forms of movement (since setting a trigger on a power that is in a multipower and having that trigger persist even when you swap your slot in the multipower out is explicitly allowed. Of course, doing that sort of thing would be pretty cheesy, but it's generally better to explicitly shut down something you don't want like that with the rules. 2. That's another thing that's usually not addressed by the trigger power, but it's another thing that is frowned upon, just like 1m movement with megascale, and a 1m AP teleport with the trigger 'when I get entangled'. 3. And that's part of why I was exploring the idea of all movement as a multipower. If your everyman movement was a sort of 12 point multipower, you wouldn't be able to get points back by doing this, but could probably still sell your base movement back in 'safer' ways. 4. what do you mean? With the (+1/2) advantage, I can set the trigger to be whatever I want it to be. So I set the trigger to be whatever my next action is. If, for example, I'm going to attack someone as my next action, and want to move after I attack, I set the trigger to be 'when I attack that guy'. If I want to move along with my dodge, I set my trigger to be 'when I dodge'. That's the whole point of the (+1/2) advantage on the trigger. So I can do stuff like that, or define complex triggers like: (the mine goes of if you trip the tripwire, try to move or disarm the mine, I set of the detonator, or if you ...) 5 + 6. already covered is several of my previous posts. To make a workable 'low velocity' alternative to speedsters so there is a 'strike based' power construct that acts something like a high velocity speedster with a moveby. A 40m base movement speedster can start 20m away from you, do a 40m moveby, and end 20m away from you. A low velocty trigger movement speedster with 24 + 12 movement can start 12m away from you, hit you, then trigger move 12m away. This also gets speedsters several tricks they can already do via triggered movement, but as a single power construct. For example, aborting to move in front of someone to block an attack is something we can 'expect' speedsters to be able to do. And a speedster could buy a triggered movement power that they just leaving 'on' where the trigger is 'whenever I block' that would let them do this. But I'd prefer a much more general utility speedster movement package, and a general triggered movement power construct seems to give that. And you still haven't answered the question of what you specifically object to (other than selling off base movement). What abilities does this power construct give the speedster that you don't like? (move -> strike -> move (and the related cases (range games, corner peek shoot, etc)?, abort -> dodge + move?, abort -> block + move?, maybe move + recovery? The thing is that versions of all of the abilities are available already: move by, flying dodge, range penalty skill levels, stand alone triggered movement, etc ------------- For example, when I point out that 'weak' entangles used in certain ways can be terribly cheesy here I give the sample power construct, explain ways in which that power construct can be exploited, and suggest a way to sidestep the whole issue. But I haven't seen any such specific objections to the 'general triggered movement' power construct.
  7. One thing you could try would be to rebrand luck to 'genius!'. So every time the GM lets you, you can roll 'genius!'and then instead of being lucky, you can make statements about the game world as long as they don't blatantly contradict what's happening. Similar games (FATE, Savage world, etc) allow for this sort of player editing of the world state, but Hero doesn't have any of this sort of mechanic built in. Another possible rebranding of luck is 'I allowed for that in my plan!'. So you buy, say, 5d6 of planning for 25 points. And then when something surprising happens, you can roll your 5d6, and for every 6 you get, you can say something about how your plan allowed for this surprise.
  8. So, the revised 'low velocity speedster' now looks like: -2 Sell back all swimming -2 Sell back all leaping (-4 points) +12m running (24m total) (12 points) 21 pt reserve multipower (all with: Trigger: Trigger condition is set when trigger is created (+1/2) Activating Trigger is non-action (+1/4) Setting trigger is a 0 phase action (+1/4) Trigger expires: trigger only lasts a single phase (-1/4 less) Total (+3/4) ) 2 fixed slot: 12m running 2 fixed slot: 24m leaping 2 fixed slot: 24m swimming (27 pts) (35 points total) (add 10m running with megascale (1m = 1km) to multipower for 2 points) ----------- This lets you run 12m -> strike -> run 12m (or leap 24, or swim 24) Or you can dodge + run 12m (or leap 24, or swim 24) or run 24 + 12 (or 48 + 24 is using NCM) If you want to be able to leap -> strike -> leap (or whatever) you could buy a bigger multipower and fit your 'regular' movement into it. Or buy a second multipower, which just holds you regular movement. This seems to 'feel' like a speedster, especially if you spend the two additional points on megascale running in the multipower, but avoid the headaches of high combat velocity. ---------------- Trigger condition is set when trigger is created (+1/2) is used instead of the (+1/4) version because you are setting your trigger to whatever action you happen to be taking. For example, if you are going for move -> strike -> move, then you set your trigger to 'when I attack that guy' if you want to dodge and move, you set your trigger to 'when I dodge'. This prevents you from being frozen because you can't snap your fingers or something silly like that. It also helps reinforce the idea that this is just an aspect your 'normal movement' rather than some sort of movement landmine.
  9. Huh, just noticed the two faced camel joke. Had always just read it as plaindrome...
  10. To the people objecting, what specific mechanical objections are you having? For example: Are you objecting to selling back all normal movement and buying movement as a multipower? That is, admittedly pretty bad, but my original idea was to reduce the characters movement to a zero phase action, which meant they shouldn't have any non-zero phase movement. I think the most powerful version of this power construct is move - strike - triggered move, and that requires you have some non-triggered movement available for the initial move, so you'd have to buy some regular movement anyway. If you are objecting to the 'full move and still take actions' the fact that the triggered movement is it +3/4 means that it's not really much of a price break. For example, 40m of movement costs 40 points, and 20m of movement (20 pts) and 10 pts of triggered movement (with a +3/4 trigger) (17 pts) is 37 points all together, Both have 20m of combat movement available, but the trigger guy only has 30m of full movement available. Which sounds like it's potentially worth a small point break... If you are objecting to move -> strike -> triggered move, I'm not sure it's really any different from a moveby, but is usually slower. 40m movement guy could start at 20m away, take his full 40m of movement in the moveby and end 20m away from you. The 20m + 10m guy can only move 10, strike, move 10. So he's actually closer to the battlefield that regular move by guy. This does open the door for things like move -> flash -> move and move -> entangle -> move, but those are already ranged powers. You could move closer -> shoot -> move away, but range penalty skill levels are much cheaper than any amount of triggered movement. Though I guess it does allow 'around the corner peek shots' that aren't otherwise available in the rules, but those can be beaten by held actions. If you are objecting to abort -> dodge + move, there's both flying dodge, and the already allowable trigger (whenever I abort to dodge). This gets you out of AOEs and haymakers, but you could already do that with dive for cover. Assuming you let the attacker semi-retroactively complete their movement when they attack you, you aren't protected vs 'fast' people who are trying to punch you. Example: Speedster is 6m away from Brick. Bricks turn: I go over there and punch speedster in the head. Speeder: I abort to dodge and move an additional 10m away from Brick with triggered movement. Brick: Thankfully, I have 32m of running, so I can still half move 6+10 meters to get to you and punch you in the head. Speedster: well, at least I have a higher DCV. I think that is actually the official ruling on triggered movement and attacks, but it looks like the old reply is no longer accessible. A recovery + triggered movement does seem to not have any other rules alternatives (compared to move by and flying dodge/dive for cover). Admittedly, fast moveby speedster is 'far' away from the battlefield, so can often take recoveries safely anyway. But I could see ruling that all the action restrictions on taking a recovery also prevent creating and setting off your triggered movement in the same turn. Since 'all' of your movement is triggered and it's all in a multipower, you could theoretically create triggers for all of them, then allocate points to an attack in the same multipower, of something like that. But that's part of why the 'trigger expires' limitation is there. To setup a trigger on your multipower slot, points have to be allocated to that slot. So you couldn't make triggers for all your triggered movement modes and then trigger them at once because you don't have the points in your reserve to allocate to all your different forms of movement. And by the time you could reallocate points to setup a different trigger, the old one has expired anyway. Adding the limit that the triggers only last a segment seem to automatically keep a lid on all sorts of multi-trigger shenanigans. Something the GM would need to watch for is deliberately building all your more expensive powers to take more time, and then making all you movement 0 phase. So your GM should stop you from making all your attacks (takes extra time: full phase) and have your (cheaper) movement powers all made 0 phase actions...
  11. I also keep bringing up (abort) dodge + move and (abort) block + move as well. You'd think that these would both be potentially OP. Alas anyone can take the flying dodge martial arts maneuver (5 points) and get +4 DCV (dodge) abort + full move. So apparently abort dodge + (full) move is something that's AOK...
  12. Part of the reason I wanted to explore this rules construct is to give speedsters something like a move by but based on the 'strike' mechanic instead of 'move by'. This way, you can let speedsters have as much velocity as they want, and still control their effective DC. You replace 'move by' with either 'strike - triggered move' or 'regular move - strike - triggered move'. I thought stretching could be used as a simple stand in for 'i go over there and do <thing> and then go over <there>'. But alas, stretching doesn't seem to allow for moving your point of view. So without clairsentience, you can't 'go over there and look at the thing' and then come back over here. Of course, you could take two half moves and do just that, but then your perception roll would be the 0 phase action type roll. Plus you have real trouble punching the guy around the corner, which the 'moving speedster' doesn't.
  13. Movement powers are implicitly something you can use the trigger advantage on. There have been several official answers about them.
  14. 1. The book explicitly says you can perform zero phase actions before performing your full phase action. So you can set the trigger before you do your action; the trigger condition would be (when I do <whatever>.) You'd just need to upgrade the trigger to take no time to go off. 2. Same thing with attack. You start your turn, set your trigger condition to: when I attack that guy, and then have your trigger go off after you attacked the guy. Once again, just requires upgrading the trigger advantage. 3. The bare movement is certainly something that can be aborted to. It's pretty much a dive for cover that doesn't require a dex roll and doesn't have any other disadvantages. But, can you abort to block or dodge, use a zero phase action to set your trigger, then use the movement and the do the aborted action? In theory, we want to speedster to be able to suddenly be standing <over there> blocking an attack for someone else, but without the ability to move, that's not possible. As for 'dodging' incoming attacks, I'd assume that people who were shooting at you can still shoot at you if you were still a valid target, and people who were coming over there to hit you can then (semi retroactively) spend as much movement as they had available and wanted to use (assuming they had already taken a half phase move, or had a half phase otherwise available) to potentially chase you down and hit you anyway. Of course, if you have 'enough' triggered movement, you could be quite far away. Of course, an equally fast speedster doing constant move-bys seems to be just as bad. 4. Trigger has to give you 'actions' because it doesn't do anything otherwise -------------------- The expiration on the trigger was supposed to be a limit to show that it was still the characters 'regular' movement. If it was a time unlimited trigger, you could do things like set the trigger to 'when I'm CON stunned' or something and get actions when you were otherwise unable to do anything. Putting the 'expires: one segment' on the power means you have to have had an action in that segment to do anything with the power at all.
  15. Does this look ok to anyone else: -12 Sell back all running -2 Sell back all swimming -2 Sell back all leaping (-14 total) 18 pt reserve multipower (all with: Trigger: Trigger condition is set when trigger is created (+1/2) Activating Trigger is a 0 phase action (+0) Setting trigger is a 0 phase action (+1/4) Trigger expires: trigger only lasts a single phase (-1/4 less) Total (+1/2) ) 2 fixed slot: 12m running 1 fixed slot: 20m leaping 1 fixed slot: 20m swimming (22 pts total) So, for 6 points, you get a lot of leaping and swimming, and your movement is reduced to a zero phase action, Effects: You can now do a full phase action (take a recovery) and still move You can move after taking a phase ending action (like attack) Would have to look, can you take 0 phase actions when you are aborting? If so, this means that you also get a free move/dive for cover when you abort to dodge You have much better tactical mobility, since you get a full phase worth of movement. So, for example, you can run 12 meters and then attack. If you had 18m of running (same cost) you could only move 9m and then attack. ------------------ Movement as multipower seems a bit OP, but I think that's mostly because the first meter of every type of movement is severely undercosted. Movement guy only pays one to five points to be able to teleport or fly at his full movement. Is it worth thinking about changing the movement powers to more of a power construct, where you pay points for how fast you can move, and then pay points for access to a particular kind of movement? With, I guess, price reductions on a mode of movement if it's limited to some fraction of your movement pool So instead of having 12m running, 4m leaping, 4m swimming the everyman movement package is: movement allowance: 12m x2 NCM Movement modes: running (full movement allowance)) swimming (only 1/6 allowance) leaping (only 1/6 allowance) And if you want to fly, you pay (some amount of points) for access to flight. And if you want to fly fast, you pay for more raw movement or raw NCM. This may also get around oddities like how everyone wants leaping for in combat movement, since it lets you half move twice as far. (Currently if you want to have high tactical movement, you should put your fastest movement mode in a multipower and then add a slot for leaping,) This may also solve the problem of leaping being the goto movement choice for move throughs because velocity is cheaper.
  16. You can try reading here, but that is mostly comments about writing intelligent characters. Also realize that part of what you may be asking about is the 'social stereotype' of intelligent characters, not 'actual' intelligence. So, for example, we may note that knowing how to win fights by knowing where to make your character move and who to hit first and how to get the other people at the table to follow along would generally make your character good at combat, but has nothing to do with what's written down on your sheet. So, are you asking something similar about player vs character intelligence? If the character is supposed to know something (like who the guy to hit first in fights is) but the player hasn't the slightest idea, then what do you do about that? Some things can be easily handled by skill rolls, like, say knowing how to fix automobiles. You can just say, I roll my auto mechanic skill and do the best fixes with the time and tools available. But people tend to start making frowny faces when you try to do the same thing with stuff that is normally much more tied to player actions (like social skills, or what actions to take in combat). Alas, that quandry has spawned a million arguments. So the best advice I can give you is have a discussion with the other players about how your table is going to handle that sort of thing.
  17. /but don't the END cost and action economy mostly already do this? I mean your theoretical example of keeping 6 40 point powers running at once is 24 END every time your turn comes up. You could also look at the lockout limitation
  18. In theory, campaigns will allow you to have a (radiation accident/ change in origin/ change in writer) which can significantly alter your character as long as you are spending at least (5, 10, some number) amount of XP at once. Another way you could do it is make a custom limiter for VPPs for you game. Where the limitation determines how mayn different choices of things from a list you can have in your VPP. So if you are limited to, I dunno, 'lesser fire magic' then you can fit any 'lesser fire magic: a specific list of effects' into your VPP, but how well you are actually able to use the lesser fire magic would depend on your VPP reserve pool. For example, if you are really good at it, then you could do a lot of it without many limitations. Or if you weren't really good, you'd need lots of limitations.
  19. Any large and noticable effect would likely depend on the other materials properties of Protect-O-Weave™ fibers. For example, if I figure out how to synthesize spider silk, it won't really make much better armor than kevlar, but the fact that it is so much stretchier than anything remotely as strong (afaik) means that it will have all sorts materials science applications. The first adopters would be those that don't have large sunk costs. So VIPs, special operations troops, possibly small police departments. But, for example, looking at the assassinated US President's, it might not matter: Kennedy: shot in the head (wouldn't matter) Taft: shot in the arm and back (would matter) Lincoln: shot in the head (wouldn't matter) Garfield: shot twice in the abdomen (would matter) So even bullet stopping armor that the VIP can wear almost all the time without real discomfort would only have mattered around half the time. Police forces already wear 'pretty good' armor already. Sure better and more comfortable is obviously better, but it doesn't seem to be something to break your budget on, as police officers don't get shot that often anyway. Special forces soldiers will probably love the stuff, assuming it works exactly as advertized, as modern body armor is very heavy and very hot. Modern body armor with all the plates fitted in is something like 15 kg. Assuming the Protect-O-Weave™ version is only half the weight, that 7.5 kg that they don't have to carry around. It would take something like 5 to 10 years for the armor to be adopted by the armed forces as a whole, with the speed of adoption being more related to the politics of procurement, rather than to how good the armor is. If you want PCs to care, make Protect-O-Weave™ useful for more things than body armor. Examples: Protect-O-Weave™ cases for personal electronics make them up to four times as drop resistant as conventional cases! Never break your cell phone by dropping again! Protect-O-Weave™ automobile frames are both half as heavy and twice as impact resistant as conventional frames. With a Protect-O-Weave™ frame, your car is both safer and more fuel efficient! Don't you want your child's next schoolbus to have a Protect-O-Weave™ frame? call your congressman today!
  20. Part of the theme for the team was that none of them were quite human. Some of the original idea for Galatea: Hmm, I want to have all sorts of Disney Princess tricks, that sounds like change environment... Crap Each change environment is a separate power, so I can't just do random things to the environment. So, I'll just make a multipower with enough limitations that it's still pretty cheap... So I'll make it have no range and require incantations... Sigh, but I also want to ability to repair houses (via healing) which has no range... Hmm, I could make another multipower with different limitations for any no range powers I want... Or I could just look up how to put a VPP together... Hmm, we want her to potentially be old enough to be the actual source for the Galatea myth, but then we'd have to buy all sorts of knowledge skills and languages and stuff... And I don't want her to have been inactive for large amount of history, that sorta defeats the point of being really old... So we'll borrow a page from CS Friedman and make the past just slip away from her. That will also give us plenty of potential character hooks... -------------- The 'loyalty' complications on the followers were mostly there to explicitly make certain mind control orders more difficult. If just being followers makes certain mind control orders more difficult by default, then changing Moto Freemans complication would be easy enough (his 50 points of complications are required by the campaign document). BItrot doesn't get points from complications anyway, so it doesn't matter for him. -------------- The incantation limitation is already stopped by 'darkness vs hearing', and I'd assume that an implementation of vacuum would include that. As Galatea doesn't need to breathe, she can sing just fine in an atmosphere of pure nitrogen, or whatever. ------------- 'Focal' originally started as either the Golem of Prague or Adam (Frankenstein's monster) but I just wasn't feeling it. So he ended up being a dimensionally displaced plant/man space police officer in power armor instead.
  21. And while I am thinking about entangles... Consider the following situation: Mr. cheesit has the following power: 2d6 entangle (entangle has 1 BODY (-1/2), entangle has no defense (-1.5), AOE: 1 hex, accurate (+1/2) for) 5 real points. Sounds like quite a weak power, even a normal person can break out of it with their casual strength. It' isn't. You see, when someone is entangled, their DCV immediately drops to 0. Sample combat: Combat starts: In initiative order Poor sap, "I do something' Mr. Cheesit, 'I entangle poor sap' Mr. Cheesit's team mate, "I hit poor sap really hard. He's DCV 0, and the entangle will only stop a single point of damage. Poor Sap, 'It hurts and stings' It can be even worse. Mr. Cheesit's new power: 2d6 entangle (entangle has 1 BODY (-1/2), entangle has no defense (-1.5), AOE: 16 meter radius (+3/4), personal immunity (+1/4)) for 7 real points. My Cheesit can now make everyone on the battlefield DCV 0. But, you say, that also effects Mr/ Cheesit's allies, who are also reduced to DCV 0. HAHAHAHA Sample combat: Combat starts: In initiative order Cheesit teammate 1: I delay until Mr. Cheesit acts Poor sap 1, "I do something' Cheesit teammate 2: I delay until Mr. Cheesit acts Poor sap 2, "I do something' Mr. Cheesit, 'I entangle everthing' Mr. Cheesit's team mate 1, "I break out of the entangle with my casual STR, then I hit poor sap 1 really hard. He's DCV 0, and the entangle will only stop a single point of damage. Mr. Cheesit's team mate 2, "I break out of the entangle with my casual STR, then I hit poor sap 2 really hard. He's DCV 0, and the entangle will only stop a single point of damage. Poor Saps, "It hurts and stings!" --------------------- So, i suggest the following rule: When you get entangled, you get to make an immediate casual STR (or casual EGO, if appropriate) roll to break out of the entangle. If you succeed at breaking the entangle, you are never reduced to 0 DCV. This roll doesn't take an action on your part. This prevents very weak entangles from being a handy way to reduce any target to 0 DCV. Poor Sap, 'It hurts and stings'
  22. Yes, it does feel more like an adder, rather than a power advantage to me, as the 'main' ability of entangle is to stop the entangled people from doing anything. It doesn't seem to be often that other people move entangled people around in combat. So, how's this sound: 1. definition of new term: 'anchoring' This is an adder for entangles that makes it much more difficult for outside forces to move the 'anchored' target, as long as the entangle still has body. I'm avoiding the 'adhereing' word, since I can see certain SFX, like space warping entangles, 'anchoring' people to a specific point in space, and not a specific bit of scenery. When you buy your entangle, decide whether you want your entangle to be a 'loose' or 'anchoring' entangle. A 'loose' entangle just binds the target, while an 'anchoring' entangle also makes the target more difficult to move. If your entangle is 'anchoring' choose if your entangle 'anchors' the target to a specific point in space, or to an object or piece of scenery they are touching at the time the entangle goes off. If you chose an 'anchoring' type entangle: 0 point version: 'breaking anchor also breaks entangle' As long as the entangle has at least 1 BODY, treat the entangled target as having clinging at a STR equal to the [active points, DC classes, something like that] of the Entangle. If the target is pulled away from what they are anchored to, or suffers any knockback, the entangle is also broken, even if the entangle did not take any damage. 5 point version: 'Entangle and anchoring separate' If the anchored target is moved or suffers knockback, they are no longer 'anchored' but the entangle otherwise acts normally 10 point version: 'reanchoring' If the anchored target is moved or suffers knockback, they become 'reanchored' at their new location, as long as the entangle still has body. Examples: 0 point anchoring adder Bubba has an AOE entangle where he turns an area of ground into particularly viscous mud. If someone hits you hard enough to get you out of the mud, your are no longer entangled by it, even though Bubba bought the 'entangled doesn't take damage (+1/2)' advantage on his entangle. 5 point anchoring adder Spiderdude can spins webs, just like a spider can. He wraps Dr. Not-Doom in webs and sticks him to the ceiling. The Thingy comes along later and pulls Dr. Not-Doom loose from the ceiling. However, as Dr. Not-Doom is still wrapped in webs, he is still entangled. 10 point anchoring adder Lock Master Escher can entangle people in weird eddies of space-time. She entangles Halbeard in one. Mr. Locomotive then does a spectacular move through on Halbeard, knocking him back through several walls and into the bay. However, as Lock Master Escher bought the 'entangle doesn't take damage (+1/2))' advantage on her entangles, Halbeard is still entangled. In addition, he is now 'anchored' to his new location at the bottom of the bay. It's just not Halbeard's day.
  23. Have made some edits, mostly editing the team members to contribute points toward the base.
  24. Hmm, have used dry erase mats instead. They typically had squares on one side and hexes on the other. Not sure what the dimensions of the mats were. Would guess 24x24 to 30x30? Been years, but assume they would be available for less than $60.
  25. Huh, and here I thought changing SPD in champions was like grappling in DnD 3.X. Sure it's possible, but everyone agrees not to do it...
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