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Casanova Frankenstein

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Everything posted by Casanova Frankenstein

  1. Thanks Chris. (is it ok if I call you Chris?) That looks like a good resource that I'll plan to pick up as soon as I get paid. Cheers. C.F.
  2. Hello all, I'm looking for feedback or input on a Homebrew world I'm working on creating. The idea originally started as a revision of the D&D 3.0 book Deities and Demigods. I've played D&D 3.5 with players gaining "Divine Rank" and going up against gods and other powerful foes. (The final fight was basically every Good-aligned god against every Evil one). The issues I have with D&D are probably the same ones that drove many of you from D&D to HERO. Arbitrarily fixed mechanics, classes, spell lists, and so on. I wanted the flexibility to have a relatively smooth, even progression from Heroism to (if you're successful enough) Divinity. Legendary levels are probably going to go from 1 to 40 (roughly) Where level 20 means you're "Officially" A Deity. It's like getting your black belt in many martial arts... you're learned all the basics, now you begin. So- how do you go about gaining Legendary Power? Well, I'm going to work on guidelines for what actions might grant "Legendary Power" but the basic idea is affect lots of people or a large area to increase the magnitude of your actions' effects. I'm sure I'll eventually think of additional criteria for becoming Legend (or others will, but one big departure from D&D 3.0 Deities and Demigods is in THAT system your measure of Divine Rank is calculated totally by counting your followers/worshipers. The problem I see with this is many Legendary people had NO followers (Gandalf, Conan, etc) but still had a substantial impact on the world. I'm hoping to find any or all criteria and put them in a neat framework so that the method for gaining Legendary status isn't measured in Kills, Followers, Wealth, or any other single arbitrary criterion. The framework I'm thinking of for the AP cap (magnitude) of earned Legendary Powers will ultimately be something like this- LEGENDARY POWER Magnitude Power Title Active point cap Adders Adder Limit Advantages Level 1 Boon 2X5 or 10 Any One Free 5 points Level 2 Marvel 2X15 or 30 Any One Free 15 points Affects Desolid Level 3 Wonder 2X60 or 90 Any Two Free 30 points Level 4 Revelation 2X120 or 180 Any Two Free 60 points Trans-dimensional Level 5 Miracle 2X 240 or 300 Any Three Free 120 points Any one Free Level 6 Etc... 2 X 480 or 600 Any Three Free 240 points Legendary Power Guidelines 1. All granted powers will cost no exp points. These are "Gifts" from a universe where your Legendary actions grant real power. The free Adders and Advantages are "wasted" if not used (or if the power you choose has no adders available in the first place). 2. Adders can only have a point value equal to the active point cap of the granted power. 3. Free Adders Purchase only the lowest "level" or "version" of an available adder. The only exception to this is when spending active points "purchases" Active points 1 for 1 in an adder framework. You may spend an amount of Points in a 1 active point = 1 character point at no cost up to the Adder Limit for the power. 4. Legendary Powers can be spent to upgrade an existing power, buy a new power, remove Complications, or raise Characteristics. 5. Legendary Powers can also be spent to improve existing Legendary Powers, but only to their AP Cap. If an existing Legendary Power has free adders or advantages, these are retained at no active point cost. 6. Legendary Powers which gain Multiple Free Adders are limited. Adder Limits are listed for each adder individually. These Limits exist only for Active points bought in a “1-for-1” Adder Framework. Example 1: Our antihero Urog the Shatterer has achieved sufficient influence to gain his first "Wonder". He selects either two 60 (or less) point powers or a 90 (or less) point power. In either case, these powers will have two free adders worth up to (60 or 90 points). His Adder Limits for purchasing character points' worth of adders "1 for 1" are 5 and 30, respectively. Urog decides to buy a 90 point power. He will get the Affects Desolidified advantage for free, and this advantage will be entered as a NOTE in Hero Designer so it does not affect the Power's AP cost. He also gets two free adders, provided the base power has two to offer. Urog selects his base power- Clairsentience. As a vengeful Orc he wants to be able to track down his foes and crush them, and this power would be a tremendous help under the right circumstances. He decides to simply purchase 90 points of Clairsentience and seeing an opportunity to leverage his two free adders, selects Precognition and Retrocognition at 20 points each. These adders and the Affects Desolidified advantage are added as notes, as they have no impact on the Power's AP cost and never will, even if he improves the power later with experience (or later Legendary Powers). With this power, Urog can perceive past and future events of any location within range. With the right Limitations, Our Antihero has an uncanny ability to "track" their foes no matter how carefully they cover their tracks. Around the next corner. Forever. Example 2: Ryuu, the Spirit Warrior decides his First Boon(s) will be the 2 5-point option. With one of them, Ryuu Purchases Boon: Healing Prayer: Healing BODY 0 1/2d6, Can Heal Limbs. The Boon can have up to a 5 Active Point cap and has one Free adder of the lowest available option. In this case, Ryuu selects Free Adder: can heal limbs. It's 5 point cost does not exceed the Active Point cost or the Adder Limit. Later, Ryuu's accomplishments net him a new Legendary Ability: A Marvel. Ryuu can spend this as he chooses, but in this case he decides his healing needs to be more powerful, and he already "owns" the “can heal limbs” Adder. He raises the power to 30 active points -Healing BODY 3d6. Since Each marvel also gains a Free Adder, he may apply a second adder to this power. He can purchase any single adder under 30 points, or any “1-for-1” up to 15 points. He selects the 20 point Resurrection adder. As a fixed cost adder, it can exceed the 15 point Adder Limit. Ryuu’s final power from combining a Boon and a Marvel is Healing BODY 3 D6, can Heal Limbs, and Resurrection. Example 3: Njord the Lightbringer Has gained his First Miracle! He looks for a worthy power and finds Aid. Njord builds the following: Divine Splendor: Aid 6d6, Can Add Maximum Of 50 Points, Ranged (+1/2), Based On EGO Combat Value (Mental Defense applies; +1), all [special effect] powers simultaneously (+2) (301 Active Points); For 301 Active Points, (It’s a Miracle, we can round up this time) Njord can buy a Aid 6d6, BOECV, Ranged, affects all [Holy] Powers simultaneously. 6d6 grants a Maximum of 36 points, and after the advantages Njord can fit in 14 points of Increased Maximum. With the 6d6 base, this adds up to 50 points. By Itself this does nothing, but Njord still has a free Advantage of his choice! Njord applies the following free Advantages: Affects Desolidified (Marvel or better) Transdimensional (Revelation or better) Continuous (Miracle or better) Now, this power works anywhere Njord can perceive within more than a Kilometer. When he uses it, his target gains 6d6 to ALL [Holy] Powers every phase until they total +50 Active Points to every [Holy] power they have. If a follower or champion of Njord (or whomever) has seven different powers with the [Holy] SFX Descriptor, They’ll add 50 Active Points to each of them once the Aid has rolled for long enough. The only thing now is to calculate Free Adders. Looking on the Legendary Power table, the adders can have values totaling 5, 30, and 120. If Njord wishes and there are three Adders available, he can buy them for free. Here are the adders Njord chooses: 1. 1/2d6 Aid. This is worth 5 points, and expends his 5 point Free Adder. 2. 30 points of Increased Maximum. This brings Njord’s maximum effect with this spell to 80 points per affected [Holy] Power. 3. 120 points of Increased Maximum. This brings Njord’s maximum effect with this spell to 200 points per affected [Holy] Power. Now, Njord can activate this Legendary Power and any target within Line of Sight can be given 200 Active Points to all [Holy] Powers in approximately 9 Segments. He chooses to have this power available thrice daily, with a duration of 1 day. For one day, the recipient of this Legendary Power will be nigh-unstoppable provided their suite of [Holy] Powers cover the right bases. His final Miracle Legendary Power is as follows: Divine Splendor: Aid 6 1/2d6, Can Add Maximum Of 200 Points, Ranged (+1/2), Based On EGO Combat Value (Mental Defense applies; +1), all Holy powers simultaneously (+2) [FREE STUFF: Affects Desolidified, Transdimensional, Continuous; 1/d6, 30 Increased Maximum, 120 Increased Maximum] (301 Active Points); 3 Continuing Charges Lasting 1 day; -0) Thoughts so far? C.F.
  3. How did you come up with your 'handle' (forum name)? Just a joke based on the movie "Mystery Men" What was the first tabletop RPG you played? D&D back in Junior High... maybe 1990? What was the first tabletop RPG you GMed? The first game I ever GMed was a verbal-only storytelling game (no dice or paper) in a fantasy setting that my best friend and I called "Megaventure" when we were in the fifth or sixth grade. I DMed D&D 3.5 in Iraq during OIF 3 and have had semi-regular groups for D&D since then with a friend who's also a veteran and his kids and their friends (mid 20's, most of them). What are you currently playing/GMing? I'm home brewing a Fantasy Hero setting which I'm at least currently thinking of "Hero Legends" With a home brew framework for granting powers depending on the individuals' "Legendary Accomplishments". Basically in this world public opinion has for the last ten or so years had the power to change reality. If you were Xerxes the great in my world, you'd be granted additional power from... well, the universe. If your actions have enough impact on reality, reality grants you magical power. I'm working on "Legendary Exp" as a second framework on top of standard exp which is only for the advancement of "Legendary Levels" which grant increasingly large fixed AP cap powers at a rate determined by a table that I'll admit isn''t yet complete.
  4. Thanks for the feedback, I suspected I wasn't accounting for anything so I've been reading up in UMA and the Big Book. I came to the same conclusion (#3... I agree it's underpriced below 12). I'm looking to start on a home-brew world for Fantasy Hero and my last time playing was years ago. I'm pretty good on fact retention but some of the fine details have begun to blur again so I find myself not understanding what should be simple. I can't imagine a system better suited to what I'd like to make than HERO so I'll keep reading until I get it all down. Thanks a bunch for the response, it's reassuring to see someone else came to the same conclusion I did. C.F.
  5. Hey guys, I'm trying to wrap my head around an idea presented in UMA. I have a number of questions and I think having answers to some or all of them along with justifications is likely to correct what I'm sure is confusion or misconception on my part. I'm beginning a 150-point heroic campaign with magic, and one of the character concepts is a martial artist. They want to take the 5 point Defensive Block Maneuver (1/2 phase, OCV +1 DCV +3, Abort, Block) and then add the Ranged (Limited Range) +1/4 advantage to it with the intent of being able to block attacks for other teammates. I have a number of questions on this so I'll crack on with those now. Here goes- 1. If I allow this power, would you expect the OCV/DCV Bonus to be conferred to the teammate she's blocking for? I suspect without the Advantage Useable On Others the answer is "No". 2. Per the optional rules in UMA pp 104-105, Defensive Block is "worth" 30 active points. Blocks are treated as having a 5 active point "value" per point of +OCV and/or +DCV. That plus the +10 "value" Abort totals 30 Active points, meaning the real point cost of the advantage is 7 points. Does that make the total cost to the character 12 points? 3. Am I doing anything wrong if I let the player take a 5 point Maneuver and just charge them 1 point for a +1/4 advantage on those 5 points? Or does the ability to do this at range start turning this into an ability that demands 7 character points?
  6. I agree, DCV is the easiest. The one thing I'd suggest is making it limited or conditional in some way so players can use creative tactics to overcome it (maybe). Once you figure out "He's 5 3/4 Feet to the Left of where he looks" Your DCV Bonus should erode or vanish. Ooo! What about: Forced Kentucky Windage: +8 with DCV (40 Active Points); Side Effects (-2 DCV every time user is struck; -1/4)
  7. I'd look at "Must be able to breathe" As a Limited Power (I'd say -1/4 is about all I could justify given most people's enthusiasm for breathing). As for "The user's blood must be able to flow freely inside the user's body", I think this is probably just SFX unless I'm misunderstanding this restriction. After that: The power to destroy vampires and 'zombies' could just be an EB/RKA(HA/KHA) with Limitation only vs. undead (I'd say -1 or -2 depending on the commonality of undead.) "Able to split a rock without harming the frog which sat upon it" maybe is a NND Does Body Melee attack. It ignored a frog worth of defense and broke the rock? I'd probably hand wave the survival of the frog but making a power that ignores the surface sounds like indirect, perhaps. "Heal a broken arm": Heal 1d6, Can Heal Limbs adder "Walk slowly on water": Flight 1", Usable as Running (+1/4). "Able to dislocate the user's shoulder - punch - then relocate said shoulder without (much) pain" Ego roll and then Heal 1d6, Can Heal Limbs adder? "send a tremor up a shear cliff to bring a young boy off said cliff (safely even)" Telekinesis, Limited Power: must travel through Earth or Stone (-1?) "Give the remaining amount of Harmon to another while the user dies (slowly from being cut in half from a chain)"... no comprende.
  8. Thanks for the 5th ED rewrite, but I managed to Kludge in the Damage Over Time using custom advantage and counting on my fingers, lol. Edited from the notes vis-a-vis Uncontrolled and Visible, how does the new revised power look overall? Welcoming all input.
  9. Great ideas guys, I forgot to mention I'm restricted to 5ER (barring troubleshooting Hero Designer) at the moment but I found a good way to write the Transform (I needed a bit of hand wave to overcome the lack of damage over time but custom advantages always work as intended As to the HKA (in this case) linked to a triggered summon... it's quick and easy but I want this to be a progressively worse condition that actually results in permanent unconsciousness, not death. This is basically simulated by a 0 END persistent 1d6 NND EB that fires once a minute until you get the plant infestation out of your body. So the infection works like this in my current iteration: Woodblight Catalepsis: Energy Blast 1d6, Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Penetrating (+1/2), Continuous (+1), Attack Versus Limited Defense (Power Defense; +1 1/2) (25 Active Points); Limited Power Transform Must Take Effect (-2), Gradual Effect (1 Minute; -1/2), No Range (-1/2), Physical Manifestation (-1/4), Visible (-1/4) If the Wood Blight transform takes effect on a target, they are subject to Woodblight Catalepsis. Every minute they take 1d6 AVLD stun until unconscious, then stay there until the automaton Transform is complete. Magic should be able to reverse the Transform if something appropriate is on hand (Cure disease, maybe remove curse, etc. sorts of powers. Power Defense seemed like the appropriate defense in this case. Most targets wind up unconscious forever, basically. The Transform is currently written as: Woodblight: Major Transform 1 point (Living Creature into Wood Wierd, Curative Magic, Exorcism, Curse Cures), Damage Over Time, Target's Defenses Apply Only Once, (33-64 increments, damage occurs every 20 Minutes, +4 1/2) (+3) (20 Active Points); Activation Roll 8- (-2), Linked (Woodblight Catalepsis; Lesser Power can only be used when character uses greater Power at full value; -3/4), Restrainable (-1/2), No Range (-1/2) So the Transform is slower but the AVLD stun will cause most normals to fall unconscious and then turn into a "Wood Weird" Automaton in 12-18 hours or so. Thoughts?
  10. Hey guys, I was hoping to crowdsource a power build; It's a complicated idea and I need to make sure the rules on it are formalized and closely model the intended effect. I'd rather have a long, complex (compound, whatever) power that works right at maximum resolution than an elegant shorthand with a boatload of DM fiat. Here goes: The overall goal here is to create mindless minions of the Druid Apocalypse. I'm designing a sort of wood-zombie, where specialized plants grow into a living thing, rendering it effectively dead but adding Strength, DR.... possibly Automaton template once it's all said and done. The "Becoming" process needs to be gradual and (at least hypothetically) curable. The biggest thing I want to make sure works properly here is the (12-24 hour) transformation from infected host to mindless plant horror. I'm sure I haven't gotten my ENTIRE idea out in my original post, but I'll clarify or edit as circumstances dictate. The standard way I want to present the "affliction" is areas of the body becoming numb, stiff, and over time wood-like. Amputation of affected areas is a crude but effective method of preventing the spread, but barring intervention the affliction spreads, with plants sprouting roots through the body and into its brain and spine. Once the tendrils of wood enter the brain the host is killed by default and now the creature is just a dried husk interwoven with animated wood tendrils. Fully reanimated "zombies" will have an attack that carries the infection. I've looked at Lucius' disease power idea here, and I think it's a great way to model a gradual Transform infection. I'm not married to this specific method, but I think it's brilliant and probably gives me enough tinkering space to make the Transform work however I, the Evil Heartless DM want it to. Bonus Topic 1: If there is a way to make is link to hit locations in a way that makes "infected head" much worse than "infected foot" that'd be a huge plus... My first thought on this would be a Transform with some (custom?) advantage allowing hit locations to affect BODY results. Bonus Topic 2: I'm thinking getting infected should cause victims to become sleepy and become unconscious before most of the Transformation takes place, but not fast enough for it to affect combat outcomes. In a fight you may know you're infected, but you're not going to become unconscious for an hour or so if you fight them off. Any general thoughts on what the process might look like narratively are welcome even if I wind up going a different way. I think the flavor on this leaves a bunch of possible paths to the end point... your thoughts? Bonus Topic 3: I know I want there to be an airborne spore version of this affliction eventually, and getting smacked by a wood zombie will carry a chance of infection, but can anyone else think of other cool or insidious ways of infecting targets? Think like a plant Thanks in advance, C. F.
  11. Thanks guys, I'm looking at the specifics on the VA/VSFX route, if that doesn't pan out then I think it's probably going to have to be a VPP. I'l look at the various methods and see which is simpler at the outset and long term. I really appreciate the feedback.
  12. Hello all, I'm trying to sort out how to build a suite of poison-based powers for one of my players and I'm having trouble figuring out an elegant way to put the idea together. Basically the idea is a sort of "one from column A and one from column B" power set where one column selects the delivery method from five options and the other column selects the toxin in question. I know that may not be entirely clear as stated above so here's what I'm attempting: Column A (Delivery Vector): Dart (more range, possibly armor piercing) "Loogie" (less range, bypasses any armor that isn't sealed by delivering contact poison) "Grenade" (Range based on strength, Radius AoE, inhaled/contact toxin) Spray (No range Cone AoE, inhaled/contact toxin) Touch (Contact toxin delivered by touching target's skin with hands, lips, etc.) Column B (Toxins) NND attacks, drain, suppress, whatever effects she wants to snag with a "Poison" special effect. Is there a way to build Column A minus the toxins and then let the player select the delivery method first and then add whichever toxin she prefers? In other words, if she has six or seven toxins can she pick which one goes in the darts as part of the attack action? The only way I've come up with to model this so far would be a couple charges of each, effectively combining Columns A and B in advance in small numbers so she's got whichever combo she needs at the moment but that seems inelegant (List 30/35 separate powers with 1-5 charges each? Blarg.) Anything sexier than that solution would be a vast improvement if anyone has any ideas. Thanks in advance. C.F.
  13. I have a quick question, folks- In the 5E version of duplication, it recommends characters with duplication effectively buy duplicates with a nonfunctioning "copy" of the original's duplication power. Quoting: "Duplicates do not have the Power Duplication themselves, nor any ability to create other Duplicates, unless they pay for it separately. However, unless the GM permits otherwise, for ease of use all Duplicates must pay for the cost of the base characters Duplication ability. Otherwise, the Duplicates would end up with more points to spend on other abilities than the base character himself has." My question is this: If you did want a character whose duplicates could use duplication as well (possibly even divide like bacteria forever) how would you adjudicate this? Pay for duplicates on fewer points (leaving out the original's duplication if only the original can split) and put duplication on all duplicates identical to the original if you want multiple "generations" of dupes off the original? I can't tell who or what confused me on this power, and I accept I may have confused myself. If the character (let's call them "01") splits into 4 dupes and is built on 250 points, the standard method is to charge him for 4 250-point copies whose duplication power is effectively present but nonfunctioning. If you wanted those dupes to split, they'd need a second, functioning copy of the power to make their own 4 copies each. A third generation would require 2 nonfunctioning copies of duplication and a third, functioning copy of the power and so on... After a couple of generations the copies have no points left and the whole thing breaks down. Am I misunderstanding this or am I right? If I'm right, how would you build a character whose dupes can divide and (exponentially, yes) continue to re-divide without restrictions on total "generations"? I hope I was clear on why I don't understand... I'm worried I may be so benightedly off with regard to this idea my question may not even make sense at first look. C.F.
  14. I looked at the "conversation bonus due to mental powers" method, but if I were to use that method I'd feel ethically obligated to role play all the conversation to give the PCs a fair shot at resisting revealing dangerous secrets. Once I role play the villain grilling the players, they will know what his goals are and the "insidious knowledge he should not have" bit goes away. I will say that if I were a PC mentalist, I'd definitely try to get social skill success boing from mental powers. It's a great idea for PCs and I plan to use it sometime. C.F.
  15. So in general if I want my Villian mucking around (or trying) in the PCs minds without their knowledge I'll need IPE on his telepathy for sure. Are there any other sneaky mentalist powers that seem particularly useful and/or insidious? I'd look at the ultimate mentalist if I had it but I'm on a budget for a bit and am just trying to get this one idea solidified for now.
  16. Thanks for clarifying, That makes perfect sense Grailknight. C.F.
  17. Bigbywolf, Grailknight, I salute you. Two elegant solutions offered. I'll think it over and probably go with one of the above options unless someone is just aching to weigh in.
  18. By the way, this is a villain power, so it's balanced by the speed of plot. It'll work every time it needs to advance the interaction with the players. This is a horror villain... Destroy him because if you can't he'll ruin your life.
  19. Great responses! Succinct and incisive. I appreciate the thought that went into your points, so thanks a bunch. Cheers, C.F.
  20. I'm looking at building a cumulative Telepthy power that allows a person to identify Psychological Limitations, Fears, Enraging conditions, etc. The telepathy can read a subject's thoughts to look into their secrets and exploit them, but every time the telepath interacts with the same subject he can accumulate more success toward EGO, EGO +10, et al. Can anyone suggest how a power like this could be written so the telepath can "save" prior progress even if it's was weeks or months earlier? What would the limitation to prevent multiple uses in one encounter? I considered charges, but I want to leave room for multiple meetings in a single day if need be. Also, he could use it against as many people as he likes, but not against the same target twice in a single encounter. One final question on this power- from my reading of Telepathy, the telepath can read thoughts undetectably by default. Is there any need for IPE on this power at all? Or can a telepath with this power gradually accumulate success until he gets what he wants without the subject knowing? Thanks in advance. C.F.
  21. I forgot about affects real world... Thanks for the reminder, that's perfect. I like all your ideas and they're generally the same ways I was looking at to accomplish the effects discussed. Either EGO or PRE (if not both) make sense for the overall fear effects I'm trying to create. One small question I had on your suggestion- you suggested mind scan and mental images for the "send someone an evil vision" power but you mentioned making it invisible to the target. Are you talking about IPE, and if so what is the part of a normal Mental Images power that'd need to be made invisible? Thanks for the feedback. C.F.
  22. Hello all, I'm looking for feedback on a horror-style super villain. I have some ideas for powers but the main thing I have set is the overall idea. The basic goal is to make a villain that feels like fighting a bad dream. Most of the really nasty stuff about him is covered in narrative, but his powers are unusual, nasty, and really in danger of exploitation. I'll have to work hard to sustain an oppressive feeling without making the heroes feel powerless (or BE powerless) against him. Here are the basics: He can desolidify (SFX: become fear incarnate, a spirit being) and harm people by touching or being touched. Probably a HA or HKA along with damage shield. Is there any rule preventing damage shield while desolid? If so. I need a way to model attacks passing through him but the object/attacker taking damage. Not a lot necessarily, just enough to scare the bejeezus out of the players. "He's invulnerable! We're going to die!" I know desolid is a STOP power and with good reason, but I'd like defeating him to feel like an exorcism, ritual, exploitation of his evil nature or the like, not just shooting him a lot or putting him behind bars. If the X-Men movie character portrayed by Stryker's son ( terrible mental images at Will resulting in suicide, insanity, or the like) had Magneto's level of power you wouldn't accomplish much by just sending him to jail. The rest of his attacks are all mental powers. He conjures images of horrible things (family members suffering, DNPCs caught in some rat-infested basement, disfigurement of the hero, etc.) and can make EGO and PRE attacks. Change Environment, Mental Images, Telepathy, perhaps Mind Control are all possibilities, but the main idea is for him to be like a living nightmare. Every interaction is disturbing if not terrifying, and the more he learns about you the more awful it becomes as he targets your worst fears. One slightly weird power I came up with is the ability to send mental images to a known victim over any range. Imagine you're safe at home after a fight, and suddenly you receive the mental image of someone you know being kidnapped. You know the thought isn't your own, and you don't know whether it's accurate. Paranoia ramps up quickly if the villain can actually harm someone you care about while sending the image, since after that you don't know which ones he sends are "genuine". I'm sort of thinking about mind scan without the "location of target" portion, just to establish a sufficient mental link to send the awful image(s). There are probably other ways to do it but that's sort of what I'm toying with. The last big thing I wanted to model was a gradual transform (cumulative) into insanity. Roleplay would determine the PsyLim or PhysLim he bestowed with the Transform, but the worst case scenario would be a total transform into a psychotic ranting paranoid, possibly even turning a hero into a new adversary. I want to tie this danger of a slow descent into madness by linking the transform to other powers, where any nightmarish image, idea, or experience cumulatively risks the emotional and psychological health of the target. I know a lot of this is a bit vague in a rules sense, but I'd like dialogue or feedback if anyone has questions, comments, criticisms, or the like. Thanks in advance for reading, I'm looking forward to hearing what anyone and everyone might like to say. C.F.
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