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Ndreare

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Everything posted by Ndreare

  1. You don't seem to be very good at getting things deleted.
  2. Logarithmic math attempt at damage from the sun and nuclear explosions. Lets try this using my crappy math absent of things like proper energy terms such as newtons and jowls (please forgive the bad spelling) I will use the following assumptions as they must be made somewhere and we all know science is all about assumption anyway. 0 DC = Human Comfort zone 1 DC = First Levels of Human Intolerance (20^C or 36^F see excuses as follows) Humans Begin to take minor damage in temperatures outside of 0-40^C (32- With a human being comfortable at 20^C So lets pretend we have a tolerance of 20^C. (Although we know that we become uncomfortable way before these temps are reached and anything out side of the 10-30^C (50-86^F) range will have adverse affects on our performance with things like dehydration/burns or hypothermia starting but this is for a game of larger than life beings. (If you wanted to re-due the math with the base range being 10-20 all you have to do is add 1 DC as that would take care of the first doubling.) Temperature of Average House Hold Fire = 400^C or 5-6 doublings = 5 DC Epicenter of a Nuclear explosion = 300,000,000^C or 25-26 doublings = 25 DC (http//:http://www.howthingswork.com list the center as from 300-500 million degrees Celsius.) Temperature of the Corona of the Sun =6000^C or 13-14 doublings = 13 DC Temperature at Center of The Sun = 15,000,000^C or 21-22 doublings = 21 DC Don’t Forget mega-scale explosion on the last three. After this you can add Armor Piercing and Penetrating if you wanted to represent that with the sun there are dozens of different energies being used. I personally would also add a NND attack vs. LS High Radiation and Safe in High Pressure of Equal DC. (If not satisfied another option would be to just make the attack killing dice equal to the number of doublings then it would be truly powerful.) The conversion from Fahrenheit to centigrade is as follows (TF-32)/1.8=TC TC*1.8+32=TF So 32 Fahrenheit is 0 Celsius and 100 Celsius is 212 Fahrenheit. TF=Temperature Fahrenheit TC= Temperature Celsius So what can you come up with using math as a foundation as opposed to the “it just feels rite†system? I know that the above numbers will not feel “Rite†to most. So if you think they are wrong I believe you should show your logic using math as we are talking about a math based system. The following is from Ask.com [text size=-2] The Sun is the most prominent feature in our solar system. It is the largest object and contains approximately 98% of the total solar system mass. One hundred and nine Earths would be required to fit across the Sun's disk, and its interior could hold over 1.3 million Earths. The Sun's outer visible layer is called the photosphere and has a temperature of 6,000°C (11,000°F). This layer has a mottled appearance due to the turbulent eruptions of energy at the surface. Solar energy is created deep within the core of the Sun. It is here that the temperature (15,000,000° C; 27,000,000° F) and pressure (340 billion times Earth's air pressure at sea level) is so intense that nuclear reactions take place. This reaction causes four protons or hydrogen nuclei to fuse together to form one alpha particle or helium nucleus. The alpha particle is about .7 percent less massive than the four protons. The difference in mass is expelled as energy and is carried to the surface of the Sun, through a process known as convection, where it is released as light and heat. Energy generated in the Sun's core takes a million years to reach its surface. Every second 700 million tons of hydrogen are converted into helium ashes. In the process 5 million tons of pure energy is released; therefore, as time goes on the Sun is becoming lighter. The chromosphere is above the photosphere. Solar energy passes through this region on its way out from the center of the Sun. Faculae and flares arise in the chromosphere. Faculae are bright luminous hydrogen clouds which form above regions where sunspots are about to form. Flares are bright filaments of hot gas emerging from sunspot regions. Sunspots are dark depressions on the photosphere with a typical temperature of 4,000°C (7,000°F). The corona is the outer part of the Sun's atmosphere. It is in this region that prominences appears. Prominences are immense clouds of glowing gas that erupt from the upper chromosphere. The outer region of the corona stretches far into space and consists of particles traveling slowly away from the Sun. The corona can only be seen during total solar eclipses. (See Solar Eclipse Image). The Sun appears to have been active for 4.6 billion years and has enough fuel to go on for another five billion years or so. At the end of its life, the Sun will start to fuse helium into heavier elements and begin to swell up, ultimately growing so large that it will swallow the Earth. After a billion years as a red giant, it will suddenly collapse into a white dwarf -- the final end product of a star like ours. It may take a trillion years to cool off completely. Sun Statistics Mass (kg) 1.989e+30 Mass (Earth = 1) 332,830 Equatorial radius (km) 695,000 Equatorial radius (Earth = 1) 108.97 Mean density (gm/cm^3) 1.410 Rotational period (days) 25-36* Escape velocity (km/sec) 618.02 Luminosity (ergs/sec) 3.827e33 Magnitude (Vo) -26.8 Mean surface temperature 6,000°C Age (billion years) 4.5 The Sun's period of rotation at the surface varies from approximately 25 days at the equator to 36 days at the poles. Deep down, below the convective zone, everything appears to rotate with a period of 27 days. [/text size=-2]
  3. That is pbobly the whole truth of it. All tyo often have game designers made a rules change simply to create a player intimidating situation. Realism is often over looked by me as a GM in order to create the "Propper" feel of a situation and maybe that is what Steve was looking to do here.
  4. I believe your mistake was that you should have gone with a speed of 12 as the earth is always moving. That would make it closer to 10 or 13 DC a perfectly reasonable damage level considering falling should be killing damage any ways. I worked in a rehabilitation hospital in Albuquerque were we often had fall victims and even once had man who’s Para shoot did not open. There is a butt load of bone and organ damage associated with falling (i.e. killing) a 10DC killing attack will likely have you dieing soon after impact but it would still be possible to get "lucky" and live withy a couple of dozen broken bone. The system I have fallen on is just looking at the STR chart for nukes and saying a Nuke dose killing damage based on its size and adding the Armor piercing advantage to it. If I wanted perfect reality I would go out side but I don't so I play a game were a man can take a nuke to the chest. and live like the hulk did back in his pantheon days. Or “Supes†has done on more than one occasion. The surface of the sun according to "Ask.com" is 6000 degrees Celcius. I don't see it as any more unreasonable for a character to be able tolerate that than I do for him to throw fire from his eyes.
  5. I would allow -1/2 because STR and HTH Attack are so close that would also make it pretty cheep to purchase the power you want for a STR 60 character it is only 40 points. As for utilaty of STR The two biggest uses players seem to get out of it is Stats, Damage and sence you already have the stats I would say damage is the primary thing here.
  6. I find the problem is never the frameworks... but all to often the player. The idea behand gaming for me is to have fun if I feel the player is playing to compete with me and/or the other players than screw him. If I think the player is trying to build a cool character than more power to him. It is rediculous to put rules on the Heroes that the villains don't have to follow. I like to run games were the players are the focus so if he thinks of a character with control over the for elements and decides to have four seperate Multipower's then more power to him. It would defenitly be better than a single 200 AP multi power.
  7. I have been playing for a long time and have had hundreds if not thousands of battles using the fourth and fifth edition rules. From what I can see there is no problem with the way these two options are set up. If the martial artist wants to have a “Martial Arts Maneuvers†Multipower he is allowed to and if the Blaster want to learn Kendo he is allowed to. I my self have made martial arts characters with multipowers to complement their martial arts typically looking something like this. 20: Martial Arts Maneuvers; Multipower 4: 1m) +20 STR -1/2 no figs, -1/4 no lifting. 4: 2m) +4 DCV 4: 3m) +4 OCV in HTH 1: 4u) 1D6-1 HKA This is just an example. There are cost breaks in the system I see that as an advantage not a flaw. As the GM I encourage players to have concepts and encourage them to have frameworks. All most all (90%) of the published villains do and realy I would like the players to have all the advantages the villains do. Take a look at the villains from CKC and the characters from Champions even the martial artist (although I don’t like the champions martial artist) have frame works. So why are we talking about one being cheated over another when they all have the same options. If your concept includes throwing fire then throw fire If mine includes jump kicks you can bet your butt I will be doing jump kicks and be on even footing with your fire ball.
  8. From my perspective Humantourch has no limitation such as OIHID he simply has a special effect. However I would give him a Physical limitation for the problems caused by water. But thats the bieuty of a system that lets us create what we want we can all make the same base character and have completly differnt views on how.
  9. This is probly the bst way to do it. Just make the character buy the power for what it is. I like this more than my own custum power system.
  10. Of course with out looking at how they did it I would by it as an EB with indirect, OIF (animated object), Con 1/2 DCV
  11. USPD UNTIL SUPER POWERS DATABASE It is a big book with about three hundred sample powers and about three thousand power variations. Well worth the cost. You can buy it from flags or order it from FRPgames.com which comes to aboute the same cast as flags after S&H. I have a crappy flags that is anti HERO so I order online and get the books quickly. But when I was in Spokane I ordered from Gattaway Games and the nice people there always hooked me up. So it all depends on were you live.
  12. Polaris has a good idea I think Polaris has a good idea. After all the whole point of being a GM is that you can "Create, Modify & Destroy" at will. How hard should it be for the person who is controlling the universe to get the adventure he wants? I say not very. Plus the facts that your players already know more aboute the published version of the villians than you do. (I would consider this a big no no and precedence enough to immediately change most of them.) Go for it. I believe it will make the players feel they are fighting a Bigger Than Life enemy and as such their characters victories will feel Bigger Than Life. All too often people believe that because the book says one thing or because they have it one way in their game that it should be that way for every one. This is wrong if that was the case we would only have one game system with one campaign setting.
  13. Well this is one of those situations were a costom power would be created in my games. There is no way I would allow +1 DC to all attacks just by paying 8 points but 16 is obviosly to expensive so I would go with the negitive 1/2 and look at the 11 point cost. Then say flat out that the cost is 10. however I would not allow the characters to use this on AOE attacks. (I would consider it like a little limated multipower). Then warn the player that this will only be allowedd for one or two games after which I will review the construct and eliminate it or modify it as the situation seems appropriate. (Sorry for the bad spelling I did not have time to spell check with word.)
  14. If I buy some powers with the trigger effect may I set multiple [powers to have the same Trigger? (The powers I am thinking of is a Character that is a “Rune Crafter†he has the power to draw mystic Tattoos on people and I would like him to be able to draw a longer ward sentence so he may have two powers both activate when the wearer says the single Power Word.)
  15. these tatoos are not permanent they are one or two time use powers. For an example imagine them as "SCROLLS" but instead of a paper focus they are drawn on the flesh of the user and given a charge or two.
  16. All the player needs is "Stat", UoO, Uncontroled (+0-end if STR) and he has the perfect aid which will be far cheeper than aid ever was. As a GM I would not reject the power construct either reguardless of meta rule #1 However I would require the "No-Figs" limitation be placed on the stat.
  17. I like the way you have created this power Radefox. Anyone esle want to try. (Mine will probably be a little weaker as the game will run on the lower end of the power scale but it still looks like it will work.
  18. Anyone Create Magic Tattoos The idea is that this mystic warrior can draw mystic tattoos on people and the can latter say a power word to activate a power. Although I can think of one or two ways to do it my self I don¡¦t like either. So I was wondering if I could get your guys¡¦s take on how this is best done. A COUPLE OF WAYS I TRIED 1ƒº UAO X2 Uncontrolled, Trigger, Delayed Effect, Extra Time, Concentrate, Incantations (both to activate and create), Charges, Cost End (Paid at time of use) 2ƒº Basically the same as above but with the focus of drawing/spell components (Rare Items) P.S.: I have not put to much time into this but I would love anyone elses take on how to do this.
  19. I simply go by the third typr of luck recamended in the book. Basicly Roll luck at the begining of the game, For every point rolled the character may adjust the results of a die durring play by one. I also allow a character to completly reroll for 3 points and as per the rules for luck no reroll mey result in a worse effect than the initial effect. If you read the rules they give several variations on less arbitrary ways to handle this power. P.S.: In heroic level games I allow characters to take 1 to 4 die of luck and Call it "EDGE". Which represents a characters intangible skill/advantage over his advisaries.
  20. Frtom my experiance the only two ways of adjusting the speed system that have worked for me are... 1: Use the existing system in reverse. Basicly count down from 12 instead of up from 1. 2: Ignore speed altogether. Assume every one gets one action per phase, 4 phases per turn and if someone wants more than one action they perform a sweep manuver.
  21. I don't think I would replace either of the other Frameworks with this construct as all to often a character with say "Force Powers" would want to create a force wall, or Force Field something this construct would not allow. The way I am making the character he has a 15+15 EC for his flight, force field, entangle and weak force wall, Then he has his big 75 point V.P.P. that only allows TK as the power in it. So if he wanted to say use missle deflection with the TK fx he would not be allowed to. Although I can see more than simply this situation were this might come up such as a character who can create "Force Fields" that is only allowed to have force wall and force field as powers in his V.P.P.
  22. I want the flexabilaty of the V.P.P. but I can also see the advantage of having the predetermained slots of a multipower. Keneton: I am not sure if you are familiar variable advantage but it does not allow you to sacrifice power for advantages the way I would like. I am thinking while using full power the power is very crude a basic TK but while using lower levels he is the absolute master of his trick. (I will "assume" you know how the advantage works as you are so active on these boards and seem to be very in touch with the rules. I often agree with your other post.)
  23. Yes I mean 1 actual power TK only (The Force Manip. is a fx) however I want to do week 0-end TK and Strong 50 STR TK or 20 STR AOE TK. So I was thinking this to be farly limated but there realy are not enough examples of V.P.P. to go off of.
  24. Actually 15 STR 0 END TK could lift any number of people as long as they all weigh less than 200KG each because it is a continuous attack once he starts the power he may maintain it at full power while starting it again on a second target also at full power. The normal controlling factor for continuous powers is END cost however buy paying +1/2 this has been eliminated. Hell for 60 AP he could have a 27 STR TK 0-END. In short I still think TK is way to Cheep.
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