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Narf the Mouse

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Posts posted by Narf the Mouse

  1. A base is essential. It's very embarrassing to have the villains infiltrate your secret apartment and have a running battle through the hallways.

     

    A base is the difference between a superhero, and "That crazy guy in room 1520 with the costume and those little throwing things shaped like bats."

  2. I think I can answer most of your questions with an example:

     

    Bob the Absorbing Blob has 10 BODY, and 10 Physical Absorption to BODY, and 5 PD. He gets hit with a superpunch for 10 BODY. He subtracts 5 PD, applies the remaining 5 BODY damage, and absorbs 10 CP (the total BODY damage) to his BODY.

     

    So: 10 BODY - (10 BODY damage - 5 PD) =

    10 BODY - 5 BODY damage = 5 BODY remaining after the damage is dealt.

    5 BODY + 10 CP absorbed = 15 BODY after the absorption.

     

    He's absorbed 10 BODY worth of CP.

     

    He gets hit with another superpunch for 5 BODY. His PD reduces that to 0 BODY, so he takes no damage. However, he still absorbs the full 5 damage as CP, and applies that to his BODY.

     

    So: 15 BODY - (5 BODY damage - 5 PD) =

    15 BODY - 0 BODY damage = no change.

    15 BODY + 5 CP absorbed = 20 BODY after the absorption.

     

    He can absorb 5 more CP from his absorption. If his next absorption is 6 BODY, he'll hit his ceiling of 20 CP of absorption, and only absorb 5 of those 6 CP.

     

    But then the post-segment 12 hits, the turn is over, and his Absorption drops from 20 CP to BODY to 15 CP to BODY, and his BODY goes down from 24 to 19. He has 4 actual BODY, and 15 extra from Absorption.

     

    For extra fun, there's an advantage that turns Absorpton into a defence, so it can reduce damage, and absorb if it has capacity left.

     

    ...Anyway, if that didn't confuse you, it's probably not my fault. :)

  3. Well, had the thought of a power that would be the last resort in a grim situation - the hero binds his life-force to that of his opponent and both take the same amount of damage and thus die when the other one dies. Or better still - like dark snake syndrome from Yu-Gi-Oh. Both take a certain amount of damage at the end of their turn, which increases steadily. So lets say 1 damage 1st turn, 2 damage 2nd, 3 damage 3rd and so on.

     

    The important part would be ofc, that once it starts ticking, you can't just mitigate it or resist, so no Mr.Trololol-Darkside or Sir Ololol-Supermehn who just goes "pff, unless you hit me with a nuke i don't really care"

     

    Is there an ability that would represent this? I thought of a Damage-Over-Time with a side-effect flaw, but that still leaves the resistances, dodge, block, mitigation and so on.

    Probably some sort of Killing Attack with a Side Effect? Not sure. I'd almost say a Naked Advantage Side Effect, but Side Effect is a limitation.

  4. Actually the Romans apparently mostly sailed. Smart fellas those Romans. The earliest Roman trade mission to China that we have documented evidence for, during the antonine period, apparently entered China via what is now Vietnam, and what appears to be Roman material has been found in Vietnam at Óc Eo: possibly a colonia (trading post) or possibly material brought from India, where we know that the Romans did have trading posts. According to early maps, the Romans had an outpost in what's now eastern India or Bangladesh. Since the Roman Empire controlled Egypt and the Levant, the safest trade route for Romans was across the Mediterranean to Egypt or Palestine overland to the Red Sea and then down the Red Sea and across the Indian Ocean to India and from there to East Asia. The Greeks had been using that route as well and Ptolemy and others have left us descriptions of it.

     

    As far as trade goes, the Romans conducted active trade with China, mostly for silk (the India trade focused on pepper). There are numerous roman sources documenting this - including Pliny's well-known rant - but we can see that it was big deal because of the numerous laws attempting to restrict the trade. As far as we can tell though, almost all of that trade went via intermediaries along the silk road: Romans (in what's now Turkey) trading with Parthians, Parthians trading with Kushans, and Kushans trading with Chinese (you can sub out any of the various tribal/ethnic groups in the middle with others as political fortunes waxed and waned). We don't know how many - if any - Romans actually made the trip the whole distance. As an aside, I spent a month last year travelling the Chinese leg of the old (northern) silk road. It's pretty tough terrain so I can see why people did not make the whole trip! Also we drove about 6000 kilometres and that's less than half the total distance (I plan on doing the other half another time).

     

    cheers, Mark

    The narrator stated they they did a lot of walking, and "sleeping in an ox's footprint", or in short, sleeping by the sides of roads.

     

    That is what I was addressing. The mode of transportation used by the narrator, as stated by the narrator. They probably did take a ship or two, but as a poor scholar, they'd get only working passage. Which wouldn't be that much different, to the direction of my statement, than walking.

  5. CinemaSins is like TV Tropes. I really dislike deconstructionism when it comes to my entertainment. It really robs the enjoyment out of the product. So I agree wholeheartedly with this sentiment. In fact, I would extend that "less" to "no."

    Actually, CinemaSins is a lot funnier once you've watched their "Everything Wrong With CinemaSins".

  6. Not so much cranky as out of sorts.

     

    In a nutshell, I started a new career, from education to retail. I knew starting over from scratch wasn't going to be easy. But I've been feeling overwhelmed. There's so much to learn, and I feel like I'm falling behind. Now, everyone at work has been great. They've been patient and understanding, even when I made some mistakes. But I can't seem to gain confidence in my new line of work. If I can't cut it in retail, I can always go back to teaching. But I really don't want to do that, at least not in the near future.

     

    Why can't I stop feeling this way? Today is my day off, but I can't get my mind off work.

    Having read a number of accounts of people starting starting new things, that's common. Your brain doesn't have the security of the old, and is still finding the security of the new. But the brain is more plastic than often thought; just a matter of finding the new patterns. :)

  7. The thing is, it costs nobody anything to make a book available via POD, so economics/demand/popularity (or lack thereof) can't possibly play a role in the lack of availability of any book.

     

    The only reason I can think of as to why 6E1/6E2 aren't being made available as b&w softcover POD books is because Hero Games doesn't want to perpetuate a version of the rules that have been deprecated and ultimately made obsolete by the new rules in Champions Complete/Fantasy Hero Complete. It all comes down to removing "marketplace confusion" as to what constitutes the "official rules" of the game today.

    Having had to remaster a .pdf for POD, it takes time, and either a few specialized programs, or a full copy of Adobe Acrobat.

     

    Time costs money in business, and so do those programs. In order to spend the money to pay someone (or take time from other projects) to get the job done, they have to take time and money from other projects. And that requires some sort of assurance that they will make that money back.

     

    Although I don't have any special insight into Hero Games' workings, or Telepathy. That said, if the sales are too low, that's discouraging to convert more.

  8. I think the problem is, sales have been low, because most people who wanted them, bought them when they came out.

     

    At least, that's the reason I only bought Hero System Skills. I'm not sure what, for example, I would do with a second Bestiary.

     

    That being said, people are selling the Big Blue Books on Amazon for $1,000+, so putting them in POD may be worthwhile. I dunno. I don't have access to Hero Games sales figures, of course. :)

  9. Built it in Hero Designer:

     

    List: Wizard's Staff

    1) Reduced Endurance (1/2 END; +1/4) for up to 60 Active Points of Spells (15 Active Points); OAF (Staff; -1), 7 Real Points

    2) Sight Group Images, +/-4 to PER Rolls (22 Active Points); OAF (Staff; -1), 11 Real Points

    3) Naked Advantage: Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4) for up to 60 Active Points (15 Active Points); 6 Charges (-3/4), 8 Real Points

     

    Removed 0 END from the third power, because Charges means it doesn't cost END.

     

    Is that correct to your OP, or did I miss something? Probably did, so no-one else mentioned that 0 END thing.

  10. I know about different play styles, thank you. But the question still stands: In actual play, why does it matter to know exactly how much things cost?

    No offense intended; it's just that "Why play it X way?" is a question I see most often from people who only know one style of play.

     

    As for the question you were actually asking, not the one I thought you were asking, that is an answer that varies on setting, as you said. Which is one reason to collect many different game economy styles.

     

    Or if you are asking if any game actually needs exact prices, any game played clearly on the gamist axis, because prices are then a function of game balance, not market forces.

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