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unclevlad

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Everything posted by unclevlad

  1. my bad. ok, then make it a bonus to Persuasion rather than Acting. Still not a great fit, as Persuasion is rather more broad, but skills granularity is an issue.
  2. Are you talking about the Callable power, or the Returning power? The Returning power...not really because it returns after it's been thrown. It can be taken away. The Callable power...maybe. One thing of note is, MegaScale teleport is non-combat teleport...so it takes an extra phase. So...couple options. #1, require it to be Breakable. Durable, sure, but Breakable. #2, the Teleport only has 1 charge, then the effect has to be restored on the item. #3, say the Trigger takes 5 minutes to recover, so the weapon can be taken away, and kept away, for the duration of the combat.
  3. Yeah, there might be different ways depending on the special effect of how you're detecting the lie...mental power, or via hearing nuances/stressors that change, as the OP does it. For the aural form, perhaps a major bonus to Acting and/or a penalty to Interrogation skill, as this is the skill intended to elucidate information. EDIT: there's no great match for this, which is something of an oversight IMO. In D&D it'd be Bluff and Sense Motive; in GURPS there's Fast-Talk and Detect Lie. I think Acting and Interrogation are as close as we've got, and neither is that great a fit.
  4. I decided to go with -1, because 6E allows a load of cheese with this anyway. You only need to by 1"...older rules required more. The cost was dropped to nothing. MegaScale is now max range...you can teleport anywhere up to that limit at no more cost. Even with how I built it...10m, at 1m == 1 km...that's only 20 points. (Or I could go for 6m, and 1m == 100 km...for 5 points less.) Given that there's already some rules 'abuse' going on...trying to wring every drop out is not something I like to do. I think there's good arguments for considering it a larger LImitation, but that also, in this interpretation, it's not appropriate. YMMV on that aspect, of course.
  5. Well, with Thor's hammer, you could say it never slows down. His range, even with Range Based on STR, is gonna be rather large. (And the hammer's range may actually be LOS.) You do point out that the teleport for Returning might need "must pass through intervening space" so in principle the weapon could be trapped. That obviously wouldn't make sense for the primary purpose.
  6. So you have some weapons. You don't want to carry them around, or at least not on your person...you have to go thru detectors, for example. But you want to be able to "call them" at need. How about this, as a custom Adder to that weapon: Teleport, 1 m Megascale, 1m = 1 km, +1 Reduced END (0 END) (because the weapon has no END) Trigger ("called by caster"), Zero Phase, a turn or more to reset. Trigger can expire. Net +1/4 Can Only Teleport to Fixed Locations (-1) Active: 3 Real: 1 Teleport, 1 Fixed Location (the person enabling the trigger) Active: 1 Real: 1 Total: 2 points I glanced through some of the earlier attempts to try to build a Summon Weapon, and I think this avoids the pitfalls. The impetus is on the item itself, it's not from the character. Thoughts? Also, this approach works to define the Returning property for a ranged weapon such as a spear or dagger...you throw it to make an attack, and it returns to your hand immediately thereafter. That's just a change to the Trigger.
  7. It's much cheaper than recombining at a distance. Plus, it's not clear to me, but I think the recombine can only happen at the original's location, so it's only duplicate "teleporting" to original. This power allows the original to go to the duplicate's location. There would be times when one can get in, but not both. (Present ID at the door, have it checked off.) But yes, it's not allowing access to any new area.
  8. I like the style of how the victim dies...slowly. Gives the demon time to enjoy it; why kill fast when you can play? Unable to Sleep, or Unable to Eat/Drink...the aging side would have to be awfully fast for it to matter. But whatever. The point is it's a vicious side effect no matter what. And yes, I always prefer that these don't happen immediately. Should be an "OH WOW THIS STUFF IS AWESOME".....then drop the hammer.
  9. The simplicity is misleading. Is this ONLY useful against OCV? Is the cost the same on OCV vs. DCV? What other similar things can be done with this? And any time you start adding very narrow, specialized powers, that's both a form of complexity in its own right, and has to fit reasonable costing compared to other, existing approaches. And in the work to remember them, or look them up. Hmm. Actually you can build this in that way. Use standard effect rules. OCV is 5 points, so you need 1 1/2 dice to get 5.25. Thus...-1 OCV is 15 points. Swapping Flash Def for Power Def is a +0, IIRC, as they're at the same level. Recovery is 1 OCV per turn. Oh, well, hmm. How would my 3 BODY per turn Regen come into play? It's only simple on the surface.
  10. It's doing it because you're letting it go by the wayside trying to get a huge Limitation, so, nothing personal, but that's a very self-serving position. And being out for a session, sure, but so what? You'll be back in with the same character soon enough. I'm willing to say something like this is worth *something* but not this much.
  11. On one level, it's kind of a big deal, but on another? No. Fact is, you're coming back at all. I'm willing to listen, but this is primarily a dramatic limitation, not a functional one, isn't it? And you're already piling on a major limitation in Resurrection Only. Another issue...the body's dead for a week. Lots of bad things happen...like, decomposition. Like permanent tissue degradation. (In cardiac arrest, apparently the rule of thumb is 4-6 minutes from arrest to the onset of bran damage.) What OP is aiming for, I think, is a living body, showing vital signs...but in a deep coma.
  12. In other words...Drain. Albeit the recovery time isn't that flexible, but Drain has this structure. Why do we need another method?
  13. I'm seeing a bad end-run to turn this into a cheap, VERY long lasting Drain, and to bypass the rule that draining a defense, the drain's at half. And Humans is not worth much, if anything, as a Limited Target.
  14. It's a way to go, but it, like Flash, is structured as all or nothing...they can see or they can't...rather than some form of OCV/DCV or perception penalty.
  15. Ohh...yeah, doing it to DCV gets halved. Always forget that.... I don't mind that multiple darts would have more effect; with a poison, that's common. APG has Change Environment options to impose limitations, remove advantages,or impose complications. There's EGO reductions for mentalist CEs. There isn't anything specifically for OCV/DCV right there, but imposing a complication seems VERY close. Mind: should the notion that reducing a defense costs double, still apply here? Honestly, dude, this is a Drain. Fine, it's 3d6 and 6d6....or, 9d6 Drain allocated 2/3 to DCV, 1/3 to OCV. You can split any way you want, it doesn't have to be 50-50.
  16. What do you mean by -2 / -1? -1 after the first round of fading...but -2 to both to start. 3d6, Expanded Effect (2 Characteristics). Full value to both. Yeah, why doesn't Drain work? I'm much more in favor of a clean rules implementation that maybe doesn't *quite* match the SFX of source material from either fiction or a different gaming system. That's just a translation. Flash just isn't close. Mental Illusions might work as a more appropriate baseline; an illusion of being on an icy surface, or being tossed around by winds.
  17. Yeah, Fixed Point can be "a specific person." I had to recheck that myself. Teleport Only to Fixed Locations is a listed -1. Found that on further review. If the intent was: a) NEVER have more than 1 duplicate (unless it got killed) then b) this is the *only* allowed fixed location that feels like it's worth more. In fact, as I've described it, there's a Linked to Duplication for another -1/2. And that would work even if there were multiple duplicates. Yes, this is 10" @ 1 km megascale, with no other advantages (or probably limitations) planned.
  18. 3d6 Drain to both OCV and DCV? That'd give -2, typically. Going the route of a Flash seems contorted.
  19. Yeah, it is basically to a fixed location as written...so you're saying Only To Fixed Location is only -1 to you?
  20. So here's the concept. Character name: Gemini. Obvious power: Duplication; he splits into the twins. The power in question here is a Teleport, with the limitation Only to the other Twin. So Castor can teleport to Pollux, or Pollux to Castor. But that's it. Side point: they also have a full Psychic Bond Mind Link, should you think that relevant. EDIT: Yes, this also means that when NOT duplicated, the power can't be used. I'm thinking it's a full -2. Other opinions?
  21. It's comics. Continuity is fluid. If I recall the Marvel Universe wiki on the quinjet...you're both right. But actually, both are combinations of tech genius and WEALTH. Stark and T'challa clearly both have 15 point wealth perks. BUT, this is also a difference between the game universe and the comics universe. The comics universe has no concept of points, so there is no concept of "paying for" something with points. Nope; it's gotta be cash coming from somewhere for the materials, land, system components, etc. That's why actually having some level of Wealth is helpful even in the gaming universe, because the concept of points is only on the player/GM side of the fence. Having the money is very handy for story consistency.
  22. Base or tactical vehicle where you put in the points...no, you don't need Wealth. The points subsume that. Besides, something like a Quinjet can't be priced. They can't exist in our world. And if I remember the Base rules, location aspects play a role in the point cost. If it's the gadget pool where points have been paid...same thing. I'd rather see points in Inventor, or Contacts related to picking up components, than basic wealth. If you're talking buying routine, mundane stuff, then real-world limitations apply, such as availability, traceability, and legality.
  23. Looking at that aspect in the Fate system (it's online)...the ideas aren't bad but the framework's quite different. One point that's there...money is never an actual mechanic, it's an excuse to make the mechanic plausible. For example, pulling off a bribe. Mechanically it's a skill roll; the money part says you have that as one of your bribe options. Need to get to Paris to talk to The World Class Expert...money just keeps the game moving forward, letting you buy plane tickets. I think a problem might be that the abstract notion of "money" doesn't cut it. What is the point of the perk/ability? What does money/wealth mean in-game? In Hero, that's actually genre-specific...so well of course the rules are unclear as all heck, You also get into a conflict, in supers, with the "must pay points for everything" aspect. Taken to extremes, that's just ludicrous, but it creates the big gray area between Everyman gear that you want players to have, and items that should cost points. What this really comes down to is that "what can I do with Money?" doesn't have a fixed answer. It's something a GM needs to address. It's dependent on genre and style issues.
  24. Sidebar. In a fantasy campaign...change it from being armor to being defensive bracers. These *can* be worn 24/7 without the onset of Odious Personal Habits. edit: secondary thought, defensive bracers are quite appealing for many types. No weight, not as obvious, no movement restrictions. Even if these aren't codified as game hindrances, it's still the kind of thing that should be appealing to a character.
  25. Yeah, ultimately it's a wonkin' big Side Effect. I'd throw in +10 CON too. I"d not use a 10d killing attack, as that's overkill. Unless the intent's to just flat-out kill the person and there won't be a chance for a healer to save his butt...then 10d is fine. I wouldn't use a Transform; it says subvert, not becomes. So it's more like Mind Control. Last, these both have their own conditionals. The killing attack may not be active until the armor's worn in combat (read: absorbs some of the damage from a blow) or maybe after 24 hours of total wear. The mind control or transform, from what you said, is more like weeks to months. Which maybe says, do it as a Mental Transform, and set a VERY long Recovery Time. Like a year. (If the mind transform is once a month, then recovering 5/year means never, without taking the armor off.) There's a logical downside here. You are saying the individual quite literally NEVER takes the armor off, or it kills him. So he's wearing it in the shower? In bed? That suggests a different route: a Dependence (armor must be worn). Separate staging...the dependence doesn't kick in for 4-6 hours, but once it does...it's once a turn. At least the 3d6, and I'd have no issue if you said it's 3d6 doing Body from the get-go (not just after going unconscious). Dependence --extremely difficult to obtain dependent substance (well, ok, here that's saying it's hosing you, and there's no other way around it) --3d6 does Body (+30 points) --6 hours before initial effect, but 1 turn afterward. Call this a -5 overall. And the demon subversion thing could also justify tossing in an Addiction. The damage starts when the demon feels pain on its own, as he's being pulled back to his home. It ends when that happens...perhaps 5 minutes. Another aspect is, doing it like this allows the creation of an obsessive/addictive behavior...the wearer likes to take it off to clean and inspect his armor, which is like petting the belly of the puppy to the demon.
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