Jump to content

indy523

HERO Member
  • Posts

    166
  • Joined

  • Last visited

Everything posted by indy523

  1. indy523

    Prisons

    Sure I would, because the is what makes it fun!
  2. Try reading Cyberpunk authors like William Gibson. In his material everything is computerized and people will walk down the road and be automatically taxed for using it, vendors will assault passerbys in Cyberspace hacking there wares in their head while the user's avatar spoke to them. He had the idea that all money was digital and the banks controlled it. The shadowy undertypes had to use a cred stick which was essentially a USB drive with its own built in encryption that allowed whoever held it to use it to transfer money to accounts digitally. Every person had to have a chip in their head which tattled who they were to any program that asked. It could be set to an incognito mode however this was meaningless to police and anyone who was a good enough hacker. Think the SIN in Shadowrun. To use money outside the control of the government which in this world is the corporations one had to essentially hack the loopholes in the system to transfer digital money unseen. I guess think of it as Bitcoin where the corporations that back the money have a back door to the algorithm.
  3. indy523

    Prisons

    I would imagine in a Dark Champions game the prison system would not have the maximum number of prisoners to a cell, mandatory library, TV time etc. I would think they would be old school like the 1920's with balls and chains because .... Well because the world is Dark and Unjust! That's why!
  4. We played it for a short time but I purchased it in the store and at that time your RPG choices were fiveboxes of old Dungeons and Dragons in three levels each. The Basic setting at that time Clerics did not start casting spells till 2nd level or AD&D 1st edition (the only one at the time), Traveller, Boot Hill and Champions 1st edition. I don't think there was a Hero system yet. The one interesting mechanic which worked 50/50 was the hand to hand combat system. Essentially you chose an attack and a defense from a list of moves and the game system had a chart that told you the result. I was in high school then so my ability to critique the system mechanics may have been lacking. Dude, this is really old school! They would chase you out of Gen Con just for having it, faster than they would a guy in a frog suit!
  5. Hey Everyone I finished developing my spirit house rules based on my ideas and your suggestions. I had four pagers meant to reply three time but it forced it all into one long document. Oh well. They are broken out by Header four sections Enjoy!
  6. Here are the house rules I created based on our discussion on spirit based attacks damaging EGO and not BODY. They are still raw but I put some effort into them and took notes from your brainstorming. I have three more pages hopefully the program will let me reply three times to post them. Enjoy! Some attacks directly affect the Spirit of a target and do not cause physical damage to the target's body. Examples of this are secret martial arts techniques that use simple touching of the target in the points of the body that affect the flow of chi which can cause the victim to keel over as if hit by a Mack truck even though there is no mark on the victim except maybe a slight discoloration. Other examples are a science fiction weapon that shoots a stream of "energy" designed to affect a spirit which causes them harm. All attacks which can use this power must be bought with these two advantages. One is Affects Desolid that can affect spirits +1/4A (the +1/2A affects all desolid characters including spirits so this counts) and the other is a new advantage Damage vs Ego +1/4A. These attacks work exactly the way they did before with one exception. The attack uses OCV or OMCV to determine if it hit just as it normally does. The attack is defended against by the DCV or DMCV of the target just as it normally did. The defense against the damage is determined as normal using PD, ED, MenD or whatever defense the attack normally has. The attack still does stun damage determined the way it was before. The difference is that the BOD damage is instead counted as EGO damage as it affects the Soul of the target. Just as it is with BOD damage when a character's EGO is reduced to zero by a Damage vs EGO attack they are bleeding and will continue to bleed until it stops. The bleeding is stopped by someone slapping their face to break them out of it, consoling words or therapy. Should the EGO damage be -10 or worse the character become catatonic and enters a coma like state where they can be led around and forced to move but cannot respond or act. At double the EGO value in the negatives the character no longer has the will to hold onto the body and the character dies. Characters heal Soul damage the same way the body heals physical damage by healing back their recovery in EGO per month. Should a character have access to calm surroundings, caring help and psychiatric therapy the amount of healing can be doubled. Any character with telepathy and mind control powers may use them to attempt psychic surgery. This requires a link to the mind using telepathy and then a mind control attempt at +20 level. IF successful they may make a psychic surgery skill roll to heal 1d6 EGO damage for every five points over EGO+20 they score. Note that the ego value is the undamaged value. The target may not allow the attack to occur. For purposes of determining EGO other effects or attacks will use either the Soul EGO which is the undamaged total EGO representing the strength of the soul or the body EGO which represents the level of the EGO score they are at including the damage. This represents the Souls current level of will to grasp unto the body. In this respect EGO damage is different from the EGO loss through Drain. With the Drain power the Soul and Body EGO are both affected while EGO damage only reduces the body EGO and not the Soul. Spiritual Plane Spirits reside on the ethereal plane which is a ghostly mirror of normal reality. The ethereal plane consists of the prime ethereal and the astral realms. The Prime ethereal is adjacent to the natural world in location and time. This means that there is an ethereal replica of objects in the real world. If there is a church in the material realm then the walls and gates to that church exist as spiritual objects in the prime ethereal. Objects in the prime ethereal match their physical real companions. Each object in the real world is defined by the body it has and the PD and ED it has to resist damage. The ethereal version of that object has no form in the physical world but it has an EGO score equal to the BODY of the object, mental defense MD equal to the energy defense ED of an object and Power Defense PowD equal to the physical defense or PD of an object. Generally speaking, an ethereal object will tend to move with the physical object that it is tied to however disturbances from psychic powers or strong emotional resonance in an area can disjoin objects from their ethereal counterparts creating orphaned spiritual artifacts. Usually when this happens the physical object will eventually develop a new ethereal form however in that period until this happens it is as if there is no resistance to spirits in the ethereal prime. Ghosts sometimes have the power to do this on purpose creating spiritual entryways to an area that is blocked off. In some circumstances orphaned objects can be purposefully created to form barriers and tools useable in the spirit world. This is done by magicians when they use rock salt or blessed water to create magic circles that create barriers to the spiritual energies. These are objects in the prime ethereal with MD and PowD and EGO which have no counterpart on the material plane. Thus a barrier that keeps out spirits but not material beings. The Prime ethereal is adjacent to the material place in spirit. The material plane and the Prime ethereal in a sense exist in the same place. Material walls and doors tend to occupy the same position or location and the spiritual side envelops and fills the material side. When a physical door is opened the spiritual door also opens. It is possible to use spiritual energy to open the spiritual door but this takes spiritual energy and will eventually move back to its place on the ethereal barring some permanent disjunction. The material does not tend to move when the spiritual side is moved however a chill in the atmosphere or buzzing in the energy within that area can be felt to those who are sensitive. There are spiritual powers that can move the material such as the ability of poltergeist spirits but this is done by focusing energy in the material place and guiding it with spiritual energy. The initial movement is the physical item and the spiritual replica moves with it. The Prime material has many wells and chasms which feed into the deep ethereal. These are areas of the ethereal plane that exist outside a material counterpart. These wells or chasms are always finite sometimes limited to a apace no larger than a closet. These chasms or wells usually are just that holes or caves in the fabric of the spiritual realm of the ethereal but many of them end in a doorway or passage to an outer spiritual plane that connects to the heavens, the abyss and many other realms in between. Spirit Rules Objects in the material have a spiritual counterpart in the prime ethereal unless some other spiritual force has worked to sever that connection or to move them apart. Such cold objects will appear as black voids in the ethereal realm but unless psychically attacked with some permanent damage will eventually develop a new spiritual replica to surround the item. All spiritual objects have an EGO score equal to the BODY of the physical object, a Mental Defense MD score equal to the ED of the object and a Power Defense PowD equal to the physical defense PD of the object. All spirits Powers have the advantages Does Ego +1/4A and Affects Spiritual World +1/4A and the -1/2L does not affect the material world. These even out so they are combined into a 0L Spiritual Form. Spirits only have the following attributes: Dexterity, Intelligence, Ego, Presence, OMCV and DMCV, REC and Stun. Most spirits have some level of PowD and MenD which protects against the only normal attacks to spirits. All spirits must buy their power with Affects the Physical World +2A in order to move any material matter. This is for any active power that can affect the physical plane. Any sense the spirit has which can detect the physical world must be bought at the ten point level for a group of related dimensions for a single sense or a 20 point addon for a sense group. This includes every sense that the spirit has this ability. This allows a spirt to sense the prime material plane, the prime ethereal plane, the deep ethereal planes and the astral plane. A sprit must buy the sense with this addon and cannot just add the prime material plane and not the astral plane. Without the addon the spirit can only sense the ethereal plane (prime ethereal and deep ethereal). Many ghosts and other spirits trapped on the ethereal plane do not have this dimensional sight and can only perceive the spiritual world. While this mirrors the prime material world the replica is not 100% complete and the spirit has no way of knowing when the psychic copies are distorted from the prime material plane. In essence the dream like state of the ethereal plane is their reality. Material Plane Creatures in the Spirit Realm Creatures of the material plane that want to affect supernatural constructs in the ethereal or astral plane must have the advantage Affects Desolid Spirits only +1/4A or the +1.2A Affects desolid that also affects spirits. This essentially allows the material creature to touch and move objects in the material but they cannot damage them. To do damage to an object the creature requires the advantage Does Ego +1/4A. This advantage will not be able to be effective at all unless the affect desolid ability is also purchased or available. This is because in order to do ego damage one must be able to touch a spiritual entity. Damage can be done to any living creature of the prime material plane so long as it is self willed and has an EGO score. Creatures of the material plane may buy enhanced senses at the level of a single plane of existence such as the ethereal plane or both the ethereal, deep ethereal and astral as a group. This sense at the group level will not allow sensing to the deep ethereal or astral planes unless the prime material creature can somehow perceive those planes as they are not adjacent to him on the prime material plane. This means that they character must have some means of travelling to those planes such as astral projection or they must have the appropriate clairsentience power that has the dimensional modifier applied. Usually the character gains this power to perceive the cosmos from the material world through spells are magical devices used as a focus. Most prime material creatures can only travel to the ethereal plane through astral projection. Most spirits can only travel to the material plane through possession. Some material creatures such as dragons or powerful magicians have the ability to transfer direct to the ethereal plane through extra dimensional movement. Other powerful spirits such as demons or angels have the ability to create avatar bodies and step through to the material plane. This is usually handled by some form of Multiform power however there are special Summon spells that provide a material form for these creatures when they are summoned to the material plane. In either case the new physical form for the spirit, demon or angel has all the physical attributes as well as their attributes as a spirit. For some very powerful entities the transfer happens through duplication allowing the spirit an avatar on the prime material plane while they remain on the spiritual plane.
  7. You misunderstand. To get the benefit of say a +30 STR from Density increase you have to pay END to maintain the DI. At 6 x 4 or 24 pts this is two points END. Then if you use the extra 30 STR to damage someone this is another 3 end. Since STR does not normally cost END just to have the STR this is a disadvantage so at a minimum you have to accept the +1/2 level of the limitation the poster maintains. Furthermore, extra STR, KB resistance and PD and ED don't cost END either also they are Inobvious. DI is obvious when used to the perceptibility is a limitation. However beyond that you will just make your player buy his STR with a limitation cost end and he will get what he wants anyways. And he does not have to take the disadvantage of falling through the floor when he turns it on.
  8. I think that to make this work you have to have a defense power and the best one is Deflection that blocks ranged attacks at range. You then can link the drain to the deflection or by the drain with an automatic trigger so that it goes off when the deflection is used. You have to buy the drain with an advantage to let it work against a broader group of powers to include the ability to actually reduce the attacks. But honesty I think an easier way is not to use drain but suppress or dispel.
  9. The power has an advantage that is +1/4A Does Ego all this does is change the BOD damage to EGO damage. It still does whatever stun it did before, it still is defended by whatever defense it was before PD, ED, MD whatever. It still is OCV vs DCV or whatever value it was before. The only change is the SOUL or a creature is struck not the body. The attack however still stuns as before. To hit a target the attack also requires at a minimum Affects Desolid Spirits only +1/4A for a total +1/2A. This reflects that in order for the power to take affect it must be able to attack the spirit of a target so either way it has to affect desolid spirits.
  10. The rules for spirit in the 4th edition that the mods say was in an almanac but I remember them being a separate splat book but either way those rules said a spirit was like an AI. It had no physical stats. Only DEX, EGO, INT, PRE, SPD, I guess in 6th edition its OCV and DCV could be either CV or MCV combat value but I think in 4th it was MCV. These were the only statistics a spirit had because it had no physical body thus it could not have STR, CON, PD, ED, REC, STUN or BOD. In that system the only wat to kill a spirit was to drain its EGO to zero and even then that did not kill just sent it back to the afterlife I think. I am envisioning an attack that can do EGO damage to kill by affecting the spirit. I have rules worked out which I will post in another thread just as an FYI but it requires two advantages, one Does Ego which is +1/4A only because it does not change the defense or CV of the attack only the stat that takes the damage and the other is Affects Desolid at a minimum of +1/4A for Affects Desolid (Spirits only). The reason I wish to do it this way is to have attacks that leave the body in a state of catatonia or a coma but do not harm the physical form thus leaving it ripe for possession etc. The idea is that the Soul has a Soul EGO and a BODY EGO. The Soul is the EGO of the spirit and is only damaged by drains. The BODy EGO represents the souls ability to hold onto the Body. Thus a demon for instance could attack a person doing EGO damage to BOD EGO which works just to remove the hold of a person on their body. The soul or spirit retains its EGO power. The campaign will have a strong spiritual occult motif. This is the reason for a need for separate rules. It fits the concept of the game. The upshot is that you can have a martial artist for instance that learns Occult Techniques which allow him to merely touch a target such as Jutjitsu or Tai Chi strike which does stun to the body but does EGO damage and not BOD damage. The technique requires a naked advantage for Does Ego+/14A and Affects Desolid Spirit +1/4A. The upshot is the martial artist can fight spirits as well as humans with the technique. The other thing is that I want it to heal back like the BOD heals back not at whatever the Drain says. So it is REC a month but with certain things like resting in a monastery with chanting or listening to new age mood music while resting it can be twice as fast etc. Also there can be psychic surgery and therapy that helps to heal back giving recoveries the way medicine and doctors visits can. You don't get this with drains and everything about how one recovers is defined by the person doing the drain. That is not what I want. The current rules just don't reflect how I envision the occult campaign. I tried to fit it in but it does not work.
  11. The point is that the spell will give you a result even if it is about something that is completely forgotten to history. The reason for the varied random result is so the GM has the ability to throw a Macguffin in there for the players. It might give information no one knows as well such as the item is possessed by a demon or the place has a curse on it.
  12. Shadiversity has videos discussing Gambeson armor which is a real armor used by knights in the medieval ages that is probably what padded armor is based on. As he describes it in his videos it is very good at stopping cutting and slashing attacks and not that bad against arrows. He does real life tests so you could get an idea watching his videos.
  13. How about a Looney Tunes Power Physical and Energy Damager Reduction 100%, only verse self inflicted damage. Almost the same: Three Stooges Power Permanent Mind Link between three characters, no ability to mind link with anyone else 100% damager reduction only vs damage you or someone you are mind linked to causes.
  14. indy523

    Sensors

    One of the things about the sensor array in Star Trek and other shows is the lack of detail as to what is being detected and how. Essentially in space what can you detect: Radio Waves: Believe it or not this might be the most difficult thing to detect and analyze. Why because Radio waves are longer than visible light. Radio waves used for radio fall in the 3khz to 300 GigaHz range. This is the limit that we can detect with a radio receiver. The longer the radio waves the wider the attenae array and at some point we would need radio dishes larger than the ship to detect. Perhaps future tools can find a way around this. At some point gamma radiation will be difficult to detect because there will be too much energy in the electromagnetic wave and it will destroy any sensor used to pick it up. This covers the electromagnetic spectrum or photons and is probably the best source of particles to detect. After that the easiest thing to detect are neutrinos which are small almost massless particles that surround space. Beyond neutrinos would be the ability to detect gravitational waves which would be very high level technology even for space opera as they are caused by the warping of the fabric of space time itself. These three things would probably be the only things a starship could "detect" with its sensors. Figuring out mass of planets, life, technological industry, the fact a ship is charging weapons would all be a factor of computations of the exact things detected in these three particles. So if you don't wat to just use a VPP and want a more hard science fiction feel I would suggest three detects. One for photons (electromagnetic waves), one for neutrinos and one for what ever is the particles for gravity be they higgs boson, gravitons or determining the warp in space and its change. You could apply megascale, telescoping, rapid, analyze etc to the detect in levels to delineate the level of the sensor. To detect a certain element or life or energy level etc. you determine the minimum level of rolls on the sensor for the item. If successful all this means is the ship's sensors were able to gather the information required. After that then there must be some type of computer assisting which will decipher what the evidence means regarding the information desired, This could be an INT based AI with the necessary skill to detect the information. The roll determines how long it takes to figure the information out. These means you have only three sensors to detect electromagnetic waves, neutrinos and gravity waves. This is the hardware and peripheral device. Then you have an AI dedicated to sensing outside the ship which is the sensor array. It has several programs which are in fact skills that do the actual detecting. So Detect Life is a skill, etc. The level of data the sensor collected on the three energies would then lead to a bonus or negative mod to the skill rolls depending on what minimum level is required.
  15. I think link is the way to go but I would turn it around. I would create a STR based HTH KA or buy an HA (Hand Attack) that works with the strength. The character can punch and decide whether to use the HA. I would link the drain affects to the HA or HTH KA. IT would get the benefit of the characters STR or his Martial Arts technique but be a different attack requiring the use of a separate power. HA's can be not used with STR especially since they can be bought as a focus. You do not need to drop a lot of points into the attacks. A 2dice HA for 8 points (10 plus the required -14L) should suffice. You only want some separate power that triggers the link. Since it will most likely be less points than the Drain then it is only a -14L but so what it is not about points shaving but triggering it. I think you will find this works better.
  16. Also with a Drain BOD if it is bought down to 5/month there is noting that can be done short of dispel or suppress that would bring the BOD back. You don't heal quicker because the doctor gives you a wonder drug and you are getting bedrest in a hospital. Beyond that Drain is limited to 5 per month no matter what the target's recovery is. In this case a high recovery will heal you quicker and I think EGO would be the same with this system. I think however the attack has nothing to do with doing BOD but changing the target from BOD to EGO. So if it is a martial arts technique then you buy it as a Naked advantage. The attack still does STUN damage which a drain would not do but just targets EGO instead of BOD but in the same way. Maybe this is a +1 advantage but in a campaign where these attacks and thus defenses against them are the norm I would say it is +1/4A and maybe +1/2A in normal super campaigns but I am still not certain of that. The reason I want to get away from Drains is that they can be useful in this campaign as they are but they are different than an attack that directly hits the soul. That is the justification of this. The Spirit can be attacked and thus one could attack a ghost with this since as a spirit they have no Stun or BOD, just EGO. I don't know. If I can fit it into the rules of the game I do but this seems different enough to me to warrant its own rules.
  17. Ok so I want to have a campaign where you can attack someone's soul with mystical attacks as well as someone's body. So as an example let us say there is a martial arts master with secret chi techniques that don't do any physical damage but attack the EGO of the target. I was hoping to avoid the difficulty of using Drain to do this and just have an advantage that stated Attack does Ego Damage +xA where x is whatever the advantage should be in the campaign. The way I want it to work is to use EGO as a substitute for BOD. So the attack if a 1d6 killing attack does 1 to 6 body damage and 1d6 times that number in Stun. So average of 3.5 and 12.15 or 4 EGO and 12 STUN. Let us use that in the example. The stun damage would work as normal it is 12 stun resisted by the defense of the attack (PD most likely in this case). The 4 EGO damages hits the character's EGO in the same way as BOD damage. It is healed at REC per month and various psychological therapy can heal quicker the way surgery and nursing heal physical BOD. At 0 EGO the target becomes a zombie unable to deal with life at -10 EGO they are a catatonic zombie and at double their EGO they die just as it works for BOD. The one difference between this and a drain is that with a Drain the actual ego score is lowered but with an attack damaging BOD the character still has their normal BOD but it is reduced by the damage . Actual BOD is not reduced. One could argue this is the case for drains as well but Drains would reduce EGO for every effect there is. In this case the EGO - EGO damage number might be used for certain powers or effects but not others. Fore instance the damaged number would be used for someone attempting say mind control but not Possession because the Possession power has to overcome the soul itself so in that case the unharmed EGO is used for the resistance to the power. After however the damaged EGO value might give reductions to Breakout rolls as the damage does make fighting off the possessing spirit. Would this work or is there other factors that should be worked out or is this essentially how you would view a Drain vs EGO delayed healing to once a month to be?
  18. If you think of NPC's as Normies because they have limited powers and abilities and don't do anything in game then yes these characters are not interesting and don't matter. If you think of them as flesh and blood humans with desires and goals and personalities then they can become very interesting. The old geezer that runs the deli shop where the Heroes go to unwind and eat who is a Viet Nam war veteran who now dresses like a hippie who can talk with the local gunner character because he knows everything there is to know about military weapons because in Nam he was back in the rear with the Gear and it was his responsibility to clean the weapons and get them ready to had out to the soldiers. He has a son that is supposed to take over the business but who wants to be a lawyer and is not going to have time for it, he has a daughter who is 19 and in college and she is a radical eco nazi feminist who is always coming to the store to ask money of Dad while she lectures him on climate change and solar panels he can't afford. His wife is passed away, she was killed by a soldier of viper ten years ago when they attacked the city in mass and he has a shrine to one of the characters in the store who saved him and his children that day even if the wife fell to Viper. He does not know who the hero is because of the secret ID. One of the other members of the party chose this place because of that did not tell the idolized character and everyone goes there so they tip toe around that subject. This PC although he might have a lot of knowledge about firearms because he prepped them never had much actual combat experience in the war except for the TET offensive. Other than that he has no useful combat abilities beyond anyone else and is old to boot. However, in game this character could become a great portion of the roleplaying experience for the PCs even with potential drama concerning did the deli owner uncover who the PC with the secret ID was.
  19. Did you hear that the rap band NWA is going woke. Afraid it is so! Mr. Rogers' Son of Mr. Rogers' Neighborhood is joining the band. They are going to rename it "Neighbors with Attitude" Instead of singing that god awful song while change into loafers they are just going to grab their Nikes and yell out "What up, My Neighbor" I don't think the reboot would be as popular as the original but hey that is the way of these woke redos isn't it!
  20. I would say that in a fantasy setting this would be a 0 pt. limitation. That is because the only issue is mirrors and even then only the extremely wealthy would have them. Assuming that you are in the 1500's . It is worse circa Dark ages as the only mirror is reflecting pools and polished shields. I would say in a Victorian era setting it is a -1/4L. This is because there would be situations where they would show up. I would say this goes into the modern era until the 1990's. Around late 1990 when everyone has a cell phone with a camera, and there is a camera on every street corner and in every shop this limitation might be a -1/2L This is because the issue will come up constantly. Now in the CyberPunk era this is probably a -1L if you adjudicate it they way you state it regarding cyber vision. A cybernetic eye would essentially be a camera that is linked directly to someone's brain. Even if the person does not have cyber eyes they could be using a helmet with a heads up display that has a smart link for weapons to aid in targeting. The helmet would be using some form of digital camera as well. In this case your invisibility is worthless against any cyber samarai that has eyes replaced and upgraded and any TAC officer, SWAT cop or military soldier with a HUD helmet as they would not be affected by the invisibility real time.
  21. Is there a rule that would let you change the damage from BODY to let's say EGO. So that an attack that is a Mental Blast Does Body +1A has another advantage that makes the BOD damage affect the EGO stat instead. I know I can mirror this with a drain but I would like attacks that aff3ect the spirit and advantages that change Does Body attacks, or HTHKA through a magic knife as a focus for instance which affects the soul not the body. I have reviewed the Hero System Manual I, and both APG I and II and see nothing regarding that. I thought there was something in the old Ghost or SPirit book not sure the name but it was about creating spirits and entering the spirt world. Essentially Spirits had no STR, CON, BOD, STUN, PD, ED, REC to reflect their spiritual nature. Every power they had had to be zero END or fed from an END battery. However that was not 6th edition.
  22. Multiple Aids do not stack unless they are bought with the power cumulative. In the example above you add 18 points to your aid with the 36 roll. Roll again at 13d6 and roll say a 44. That is not +11 ED more and 22 more points AID. That is now a total +11 ED only three points more than before and +22 points total to the AID +6 points more. On top of that you are probably 25% likely roll less on your 13 dice roll than your 10 dice roll due to bad luck (not sure the probability so let's accept that for sake of argument because I am not bothering with the math). This means one fourth the time you spent eight more endurance just to get no effect. This build is not munchin when you apply the rules, it is actually counterproductive. You would be better off buying the power at +_1/4A Cumulative for 2x the effect and the ability to accumulate rolls.
  23. That would not work I don't think. You can only AID a power that you have. So yes if someone gives you flight you could AID it however once the UBO ended the AID would end because the flight would go away and the AID with it.
  24. Page 135 of the section on Adjustment Powers from the Hero Book One 6th edition "At the GM’s discretion, a character can create an Absorption or Aid power which specifies that some or all of the Character Points received go to improve the effectiveness of the Adjustment Power itself. However, the GM should review such powers carefully, and forbid them or require the player to revise them if they prove to be too unbal- ancing or too disruptive of game play." Remember that using AID is an action, usually, and the points fade at 5 per turn. Someone doing this for a turn let's say uses all his actions to boost his ED and then increase the amount of total ED he can boost by adding more points to the Aid, I guess so that he can be a punching bag for lazer blasts. You should note that unless they buy cumulative successive aids do not double the benefit. They merely give the character the ability to continue increasing the AID until the roll the maximum If you have a character wanting this build explain that he is sacrificing several actions for little effect. Adding 2 dice of aid averages 6 points which will add 1 dice of AID. So by first AIDing his 2 dice AID and averaging the roll to a 3 dice attack when he uses the attack again he gets a 3.5 point increase because he does not add his rolls together just takes the highest roll. Tell him you want to outlaw it to avoid all the complication and to just buy the same power with a high level of cumulative (say 8x) for a +3/4A. This gives him the same effect he wants, cumulative increases to his ED every time he uses the power without all the extra paperwork calculating when the points came in and when the fade out for every roll because you have to determine when the ED fades and when the AID fades and the net result of multiple rolls will be increased ED value until he gets to his limit 8x points or whatever it is purchased. Honestly in the end this build loses points and is complicated for no reason. The character is failing to understand that you can never aid a power more than the total one can roll on the AID dice.
×
×
  • Create New...