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Shoug

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Posts posted by Shoug

  1. 17 hours ago, Tywyll said:

    For me, I'd be far more interested in 'running gods as PCs' then I would be in Dieties and Demigods style write ups. I know the D&D write ups is primarily what this book will be about, but allowing players to play gods is an untapped genre in HERO and something of a popular conceit in many games these days. 

     

    I would be interested not only in the typical powers of gods (immortality, commanding the elements, etc) but in their background abilities that interact with their worshippers (hearing prayers, appearing before worshippers from across the planet, building an afterlife and guiding a soul there, etc). 

    I totally agree with this. In fact, I already plan on running such a game. I think there could be a lot of ways that you could approach the topic.

     

    What would be extra cool would be a "Mythic Hero" done in a "Powered By Hero" style. 3 pantheons to choose from, Greek, Norse, and Hindi, mix and match to your pleasure. Guides on building godlike powers, guides on setting up your own pantheons using the power system n stuff. I know this isn't really the vision for e current concept, I just think it would be cool.

     t

  2. I would like to see a section on the concepts of chaos and order. Such a chapter would not only provide useful food for thought about all the other pantheons, but a good framework for figuring out stuff like The Force. And I know that intellectual property is prohibitively hairy business, but it would be cool to see popular fictitious religion in general. The Force, Triforce, The Nine Divine, stuff like that.

  3. 8 hours ago, Tywyll said:

    But ignoring that for a moment, the fact that real world objects don't have values that powers can easily interact with is still a gripe. No I don't want bowls to have stats, but I do want to know how much Transform I need to roll to create food from thin air, or create a chain, or a lock that has a -3 to peing picked. I want to know how much strength or telekenisis I need to hold back a tsunami or a tornado.

    Well, in the case of creating objects out of thin air, there is a power in one of the APGs called "Object Creation" that helps you... create objects. They recommend using it for mostly only things which couldn't be represented with another power, mundane objects that you'd probably pay money for, but that does seem to be what you're talking about. I recommend checking those books out.

    But I also definitely see what you're saying, but I have to disagree a little bit. I think you're having a classic case of "They hinted at a certain design paradigm, but didn't take it to its logical conclusion." I think Hero does better than almost any other system at interacting with the environment in a consistent way with the game mechanics. For most of the really powerful effects that something in the environment can have, there is a power that can be used to represent it. Not all, but most of the ones you really need to be thinking of. The important action set pieces are well thought out in terms of game mechanics. Breaking things is part of the fundamental nature of damage in the game, for example. So it's a situation where the game has done so well at setting up your expectations for how everything works, because it's in general so consistent, that when you find gaps like "what are locks?" and stuff like that, it feels like some kind of massive inconsistency. But the reality is, no other games really do anything like this. 

  4. 34 minutes ago, Lord Liaden said:

     

    I was thinking the same Power construct, but decided not to suggest it for fear of it seeming too radical or "kludgy." I should have known better -- these are Hero gamers. :stupid:

     

    But remember, EDM is just the mechanic. The Special Effect can look exactly as you describe it.

     

    OTOH that Power construct requires a defined Defense. I would suggest that since since your character's patron goddess is of Chaos, that any barrier or restraint specifically consecrated to a god of Order, or spell drawing on the power of Order, would be immune to this unbinding spell.

    This is important. All you need to do is define a mechanical effect that's so solid that you really don't have to think about it during play anymore. If you spend a healthy amount of points to build the most robust and "kludgy" effect for the spell, then you can relax during play, comfortable with the knowledge that all you need to know is you can press this button and unbind things. Hell, you could think of it not as banishing the restrictive object, but banishing it's restrictive nature. Whatever portion of a thing's nature is restrictive is erased from reality. Locks become paperweights that look like locks, chains and cages become uselessly maleable and soft, ropes lose the ability to tie into knots, and Lock/Knock spells are just erased from existence completely (because all they are is pure elemental restriction, so there is no portion of their nature that can be retained).

  5. 6 hours ago, Gnome BODY (important!) said:

    I in turn disagree. 

    FRED says "The special effects of a Power define how it works, what it looks like, and any other incidental effects associated with it.". 

    Your description of "it just does" doesn't do that in my eyes.  It defines what the power does, yes, but not how.  It's a perfect black box labeled "Magic".  To me that's not elegant, that's just a fancy way to leave the field blank. 

    It also doesn't tell me anything about the power.  I have no clue what this looks like, sounds like, etc.  "Magic" doesn't tell me any of that.  I can't even see any possible incidental effects because the spell has been purely defined in terms of game mechanics. 

    As far as I'm concerned, you're trying to not have SFX for the power. 

     

    Compare that to the lockpicking ghost (Looks like spectral fog, probably makes the lock feel chilly without being physically cold, might sound like distant whispers or lamentations, the ghost's behavior can be used to indicate the nature of the area or lock, etc). 

    I never said the special effects justify any kind of mechanical handwave. Of course he will have to buy some kind of strange molecule of Linked powers in order to achieve his desired game effect. All I was saying is that the special effect is cool. It's delicious and beautiful. It's magical. If feels like something a powerful wizard from some classic fantasy would do. Not hard magic, but soft (but in the context of Hero, of course it would be "hard").

    "Reinard heard footsteps coming from the dark hallway at the end of which his cell was located. His heart dropped when he saw Dohl Faendar, the wizard. 'You're time has not yet come.' he said, and Reinard's cell door fell ajar."

    It's mysterious and badass and is a black box because magic (at times, depending on the setting) is a black box. "Thaumaturgy" literally translates to "Miracle Working." It's a miracle. To me, SFX doesn't mean, "What does it look like?" but "What is the concept you're trying to capture?" I think the concept here is perfectly strong enough to justify building such a unified power as "picks locks and escapes entangles."

  6. 47 minutes ago, Tjack said:

      Master Goodwin’s post above is most helpful and accurate about how the points and powers work in the system, but I want to try the question from a different angle.

      Magic is all about intent, and at least to me it seems that a spell for opening locks would be different from one about one that banishes entangles.  

      While a power with variable effect might be book legal, if I were the GM I might not let a player have a power that made no sense to their special effect.

       I once had a player running a mutant weather controller “like Storm”.  After a while he wanted to play a mentalist, but didn’t want to start from scratch so he tried to sell me on the idea that since the weather/lightning was electrically based that he could then read the electric impulses in the brain and justify telepathy and telekenisis.  
      I told him he had three options.  1) Build a brand new character.  2) He could “crash” the old character and take half the points towards a new one. (a house rule at the time)  3) Let me come up with an episode to explain the change in powers. (LSH’s Lightning Lass becomes Light Lass)  He wasn’t happy with any of them. He wanted to be a psionic who also controlled the weather.  We finally decided that he could play whatever he wanted for other GM’s in the group (if they let him) but not in my campaign.

      A long story not made short (sorry) but basically I was wondering what kind of spell would give you all the effects you want.  You might have to go with more than one slot to do everything you want.  Maybe not as inexpensive that way, but more in line with a cohesive special effect.

    Respectfully, I couldn't disagree more with "This spell has no clear special effect." It's an incredibly elegant special effect, especially because it is magic and not superpowers. The spell isn't some kind of idiot lockpicking ghost, or merely "telekinesis with fine control so he can pick the lock without lockpick, oooooh." Those obviously do not free you from an entangle. No, the spell could be called, "Liberate." It just... liberates things. Locks unlock themselves, ropes untie themselves, chains break, the spell liberates anything which is physically confined in some sort of concrete, physical way. It can't change the intentions of captors or make them let you go, it can't magically teleport a priceless jewel out of a guarded museum, and it can't emancipate you in the eyes of the law. But if you were trapped in a steel cage welded shut, it could break the cage. If you were buried alive, it would make the soil sink around you and the casket come unnailed. This is a wicked cool spell.

  7. Consider that the difference between 6 charges normally and 6 shared charges is that something can be used 6 times a day with regular charges, and something could be used up to 6 times a day with shared charges. That means either zero or 6, meaning the average amount of charges you actually get is 3, generously yet strictly assuming that you use only 2 powers that draw on the shared charges equally often. So here's how I'd cost it at first glance. I'd figure out how many shared charges I want total, and then divide them into all the powers I want to power with them based on how often I think I will be using these powers (but still keeping the distribution roughly even, this choice could be easily abused). Then I would just buy the amount of charges for each power that I assigned charges from the greater pool to earlier. Then you just use the old whole total as a pool of charges usable with any of the abilities you granted access.

     

    So let's say you want to have an energy rifle that has 3 abilities sharing 12 charges representing nuclear battery-capsules that are basically nukes as sudden hi voltage batteries, one time use. Buy each of your three powers with 4 charges. Now just start sharing 12 charges.

     

    Might make everything using a shared charge pool cost one notch up on the Charges table or something to represent the advantage of being flexible. I think this is the most accurate and logical way you could design this ability in homebrew.

  8. 16 hours ago, Brian Stanfield said:

    That’s not surprising. I think the universal systems are faltering in unintended ways. And yet Powered by the Apocalypse games are multiplying like rabbits. It’s not the universal system that is a problem; it’s what people are (or aren’t) doing with it that seems to sell. This came up a few pages back. Compact and focused games are popular now because there’s little investment of time or capital, and people can easily try out a lot of different games each week. Consumers in our online e-conomy these days expect to be able to pick things up quickly, follow their curiosity, and then move on to the next shiny shiny. 
     

    I think DOJ should seriously consider their own “Powered by HERO System” approach, with smaller, easily learned games that can also be modified in limitless ways. One-book games don’t have to be the ultimate goal, but they can be gateways to folks who might be interested in investing in the larger system after they see it in action in a smaller scale. HERO System should be trying to spark people’s curiosity rather than presume to give them everything they ever wanted. Lost of smaller samples seem more practical. And then we show them the larger system, devised as a way to modify what caught their fancies in the first place. 

    I think this is a great idea. Imagine the new player experience! You saw a nifty book about the size of Fate Core or something on the shelf of a game store. It's got a picture of a secret agent using X-Ray contacts lenses to see a gun through the jacket of somebody he's talking to, or of a monk meditating in his room on a spaceship (make the room look all sleek and sci fi), something along those lines. The point is, they pick up the book and take a look and it appears to be an RPG set in some kind of super intriguing genre bend. In fact, maybe the book has like 4 genres that you are expected to mix and match as you choose. Anyways, everything in these books is "Power by the Hero System." To the user, however, this is an opaque detail. All the content in the book is built in such a way that you would never need to reference 6e1/2, but at the end of the book there is a chapter briefly detailing how to use 6e1/2 to mod the game. 

    Lighting Bolt would read "Attack..." (which they would know stops your turn and takes half a phase) "...Costs 4 END, Range of 45m..." (which we would know is just a consequence of the points we spent to build it, but the players may sense a pattern anyway) "... deal 3d6 Killing Damage. For 3 additional END, you may also blind and deafen your target for 6 segments." We know this is just an RKA with a Flash (built using Standard Effect, no less, for maximum simplicity to the player) linked to it. We know how it works, and they could find out how it works, but to them it's a simple spell. 

    I feel like this would be the best approach. Fate kinda does this, but Fate is a weird animal, what with all the wacky "storygaming" and "narrativism" and whatnot. Hero could actually let you fight a Ninja against a Pirate against a Knight, with combat rules and stuff. It could be very popular like that.  

  9. I think the best explanations for the inclusion of swords in a setting include magic. I don't mean that in a demeriting may, and I also don't accept "science magic," or rather, using a rather cursory interpretation of some very broad and disparate scientific concepts as an explanation for "The tech really did just advance all the way back around to swords."

    I'm talking about mystical magic. Magic that is purposefully left vague and purposefully made to function as magic achetypically. Stuff like The Force, Psionics, and The Spice (much of Dune is drenched in mysticism). If I were to approach this subject in my own worldbuilding, my solution would stick it's tongue in its cheek and say "I know I'm magic."

    I think I'd include Qi and Kung Fu, basically. Once widely known to be extremely deadly, Kung Fu could never match the speed, range, and flexibility of small arms combat, and so it slowly died out. Now that unpowered (not mechanized) armor has gotten to the point where small arms are ineffective against it, some are relearning the ancient arts of Kung Fu to gain an advantage in violent encounters. Kung Fu is combat of the Qi, and can only be defended against by Kung Fu. A sword strike charged with Qi would pass through armor, leaving it undamaged, and slice down the man inside it. If a Kung Fu user is caught without his armor, surrounded by people with guns, he would be in a bit of a pickle.

  10. 4 hours ago, Ninja-Bear said:

    As for poop. One way to use it interestingly would be if you’re out in the forest tracking an animal. That is a legit way to know if an animal is in an area. 

    This is now a poop thread: A thread for and about poop. 

    Another use for poop could be as an alchemical reagent. Dragon dung is a terrific source of sulfur for gunpowder, but the smell is so bad that only Dwarves are capable of collecting the substance.

  11. 8 minutes ago, Gauntlet said:

    Had a GM once run a Fantasy Hero game where we all were slaves in the arena. All the game was just fighting in the pit, nothing else. Not even any chances to escape and absolutely no option to roleplay at all either.

    I've wanted to do this for a long time with TFT, except with an escape built in. I made it as an introductory 1 shot for TFT. Everybody wakes up in an earthen pit with high walls and are told to fight. They only remember their name, but the wizards remember all their spells. The players don't know that they've been injected with an experimental superserum called Bloodlust, but as they fight to survive in the pits (probably with many death which will just be fixed by throwing them in with a new character, there are many slave here), they will be growing. 1 attribute point (which is a damned lot in TFT) per killing blow landed. Escape from the fighting pits would be so difficult that it would require very high attributes (the walls are so tall they take 17 DEX to climb, the gate so heavy it'd take 15 STR to lift, and any spells that could get you out would be at higher IQ levels). After that, I would have them face some guards, leveling up even more, but ultimately be captured. They wake up in the dungeons leveled up one more time, locked in the belly of a mad wizard's labyrinthine lair. 

    They might never find out about the nature of Bloodlust, but if they do, they will understand their doom. They eventually start taking damage proportionate to the amount of kills they made during the labyrinth, because Bloodlust is so unstable that every dose the wizard has administered so far has been lethal. They're growth tears them apart and they die. It was meant to be a tutorial for all the mechanics of the game while also giving you a taste of all the different power levels. 

  12. 3 hours ago, Gnome BODY (important!) said:

    I've never seen that in any Fantasy I've consumed.  Heck, I can only remember one horse de-shoeing in any genre or medium ever.  I really think it's not about "video games and anime", it's about "realism" being taken further in TTRPG than in fiction. 

    I think you're right. My point is that, as "Realism" is already being taken further in TTRPG than in fiction, why push more into Realism than the game already is structured for. It would be very tedious to write up complications for riding animals that make you roleplay out realistic horse handling (even if you didn't have to write up the complications and instead decided to just roleplay it out), when in almost no genres are those details relevant. My point is, it is neither relevant to the genre nor easily supported by the system. So it's not a matter of "TTRPGs just tend to be more realistic than fiction," when such compunctions don't necessarily originate from the system, and also aren't represented by source material.

  13. I think at this point it would be worth giving OP and many others in this thread a new name for their genre, "Historical Fantasy." Almost every single piece of source material that inspires my generation diverges completely away from historical precedence. In none of the video games, shows, movies, or books that I consumed growing up did anybody ever worry about a horse throwing a shoe, or having a chamber pot emptied onto their heads, or getting poisoned by heavy metals in the food and water and dying around 45 from it. These things just don't come up. We're trying to emulate the genre we acquired The Taste for when we grew up, which is largely based on video games and anime. This is what's so great about Hero. Me and my friends can build the Rage Meter from WoW, or the Assassin's Rush spell from Fable, or Mana that's limited but recharges quickly, or whatever. 

    If I want to play some lowdown fantasy where my players' characters are dying every few sessions from a lucky arrow to the heart, I'll play TFT thank you.

  14. On February 22, 2020 at 6:06 AM, Ninja-Bear said:

    I’m not sure why he would.  characteristics Maxima has always been confusing. Max 20 doesn’t mean That a human  is limited to  29 but rather if he buys say 25 pt, the 5 over 20 is double in cost. Note, you can make 20 be the human limit if you want but by default human limit is 30.

    20 is way closer to the limit for humans, but that shouldn't affect your fantasy games.

     

    On February 22, 2020 at 7:46 PM, Gnome BODY (important!) said:

    That's an absurd strawman. 

    It's not a strawman, it's a Reductio Ad Absurdum. 

  15. 5 hours ago, Chris Goodwin said:

    Quick informal poll.  Who of us got started in fantasy reading Lord of the Rings?  If not, what was your introduction

    My mom was using Morrowind to stop herself from murdering my infantile self. So first it was that, then WoW, then Oblivion. Around this age my dad used to improvise fantasy stories for us which we would directly impact with our input so he would know when we'd fallen asleep. This was my first exposure to fantasy storytelling proper. Then I watched Avatar: The Last Airbender, which is to this day hands down the best story I've heard told. Nothing in any media has come close.

     

    The first fantasy I ever read was A Spell For Chameleon, and around that time I first saw Naruto (which I have not seen since, it peters out quick, but the setting is phenomenal), then it was all scifi and (lord have mercy) a lot of fantasy power metal for me during high school. Since then I've read Nine Princes in Amber, Kingkiller Chronicles, and the first three Dark Tower books. I recently was exposed to the first 2 anime that I've been able to take seriously: Demon Slayer and My Hero Academia. Demon Slayer is really perfect so far, unbelievably tight worldbuilding, all the concepts and imagery in perfect sync. 

     

    That and RPG has been my entire experience with fantasy.

  16. 15 hours ago, Lord Liaden said:

     

    I'm delighted that Hero System has opened a world of possibilities for you. :D  But the superhero genre was incorporating elements of fantasy long before anime took notice, or before many people in the West noticed anime. Many decades ago, Marvel Comics' Black Knight, and DC Comics' Shining Knight and Etrigan the Demon, were linked to King Arthur; while Morgana LeFay is a villain for both companies. Captain Marvel/Shazam was empowered by a wizard. Marvel's Thor has met Conan during the Hyborian Age. Iron Man has been to Camelot. Hawkman and Hawkwoman were reincarnated Egyptian demigods. Dr. Strange has fought Dracula. Marvel's Bloodwraith was cursed by a soul-sucking ebony sword -- sound familiar? ;)

     

    The kitchen-sink approach to super origins taken by the mainstream comics companies has allowed the genre to absorb elements from practically every other fictional genre: literary fantasy, sci-fi, horror, pulp, mythology and folklore, espionage, space-opera, film noir, martial-arts action. In that context, the evolution of Hero System from supers-focused to universal can be viewed as a natural consequence.

    This isn't Quite the same as what I was talking about. I don't mean fantasy has borrowed from supers through the presence of fantasy crossovers in kitchen sink superhero canon. I'm talking about airtight fantasy worldbuilding taking on the meta-structure of superhero literature (mostly through anime). In standard fantasy, the magic available to characters is some subset of a collection of spells which represent all of the magic in the setting, and it is all done by mages. Fighters and cleric/paladin style characters represent the majority of the characters who do physical combat, with more lightweight characters having practical skills and knowledge like rangers and thieves. In anime fantasy, each character represents a powerful but narrow band of the supernatural nature of the setting, and all are physical fighters, such that vanilla fighters with no magic are seen as a unique type character all on their own (deathstroke/batman (in justice league)). To me, this is the best type of setting: Fantasy, but modeled as a supers setting. I'm not interested in crossovers, I like thing like Demon Slayer, where the worldbuilding is perfectly circular, simple, harmonious, and sound.

  17. 28 minutes ago, Ninja-Bear said:

    This book is what helped me with the concept of mechanics separate from sfx.

    Honestly, the superhero model is a good one to use as the foundation for a generic system like Hero. Supers have come to have an enormous influence on Anime, and therefore Fantasy. In superhero settings, everybody has a few powerful and unique abilities of enormous implication, unlike fantasy where everybody for the most part shares the same abilities and the story is about characters and plot surrounding those abilities and how they're concentrated. Fighters do violence, rogues have skills and backstab, wizards have magic. But Anime has bridged the gap with increasing success over the years with shows such as Naruto (where Ninjas are warrior mages with completely unique magical Jutsus), Demon Slayer (where Demon Slayers are warrior mages who use breathing techniques to empower themselves until they are strong enough to cut through boulders and use special moves mostly unique to each character), and JoJo (where Stand users are able to exercise the physical manifestations of their own fighter spirits to be warrior mages). 

     

    The days of the "Warrior, Mage and, Rogue" are over, Hero system has ushered forth unto me the dawn of taking a character concept as far as you want to go mechanically with no restrictions. I wanna be a pyromancer? I don't have to look through the spell tome and find all the fire themed spells, pick all but one them because that one basically sucks, and I'd rather just have something useful like misty step or greater illusion. I want to be a battlemage? I don't have to multicast and then just be a mediocre fighter who can sling a few spells that a wizard could use since lvl 3. EDIT: In Hero, I'm able to make a barbarian who accidentally goes berserk, which turns him into a "whirling devil of burning red elemental rage" granting him fire breath and flight. 

     

    It's awesome.

  18. On February 18, 2020 at 1:46 PM, Lord Liaden said:

    This is more a complaint for fantasy artwork, and video games, but: Giant weapons for human-sized fighters. Seven-foot swords. Hundred-pound hammers. Axes as broad as a car door. All of the insecurity-overcompensating, penis-substituting, power-fantasizing behemoth bodkins that even Conan couldn't swing in a fight.

    I agree with you here, but I'd like to point out the hypocracy of the double standard we're respresenting. Why, when in capes settings strength great enough to lift cars is practically an "Everyman Power", should barbarians not get to wield "unrealisticly large" weapons?

  19. On February 17, 2020 at 10:57 PM, Ninja-Bear said:

    Elves don’t bother me as long as it’s one not hundred different ones.

     

    Halflings I could do without except I have minis and the kids like them. But Gnomes? No way!

    In my setting, any dwarf younger than 30 years old you'd look at and say "That's a hobbit." As they age they become denser and denser, until finally in their late 300's they finally become entirely stone. These statues called Elderstones comprise the walls of the inverted spires they build religiously downward into the earth. It can take years for an Elder dwarf to walk to his position in the   mausoleum of his Hall.

     

    12 hours ago, Chris Goodwin said:

    Fairy tale logic behind... anything, really.  Things like: gatherings of three, seven, or thirteen; monkey's paw wishes; evil wizards are ugly; some flavor of magic called "black" or "dark" is evil; etc

    You take that back right now! Fairy tales are so underused! I find that folklore and mythology lend an ominous yet familiar vibe to whatever I do with fantasy.

     

    On February 17, 2020 at 6:19 PM, PhilFleischmann said:

    Evidence of a lost civilization that had modern-day, or future technology

    I quite like this. I mean, I highly recommend trying out Endless Legend. It has a really fleshed out fantasy work that all fundamentally depends on it's "ancient futuristic tech". The world is full of "Dust" which is this golden dust that can be used to do anything (like magic (up to and including instantly finishing buildings that you're building for your empire)) and it has become the defacto currency of the whole planet. It's awesome.

  20. 5 hours ago, PhilFleischmann said:

    In that case, you probably don't want Limited Range, and might even need extra area, if you can have one mirror image 100 m to your right, while another is 100 m to your left.  You'd need an area that covers 200 m.  But if you only send one at a time to use Clairsentience through, then you don't need the extra area.  Depending on how far you want to send them, you might need extended range, or even MegaRange.  But that might be a later purchase, after gaining some XP.

    Ah, I'm running into a problem. I want the Mirror images not just to be a location from which I can cast my spells. I want them to cast their own spells (so I do not necessarily have to do all the Gestures and Maintaining Eye Contact and stuff). So they pretty much have to be Summons, or Duplicants.

    EDIT: UGH, I also have to figure out how to make their FFLs that they're wearing on their necks to work with my Teleport.

  21.  

    7 hours ago, Hugh Neilson said:

    They can be alternate form, weaker duplicates with the desired powers and stats, 0 Defenses, 1 BOD and a 3d6 BOD susceptibility to being touched.  Pretty much anything making contact with them should do double their BOD and **poof**.

     

    You will need something to allow them to heal from death, though.

     

    An Amicable Summon could also do the trick, without the "dead duplicate" problem.

    So, I built them this way in the end, but will probably be changing over to either Summon or Images. I built the Duiplicants as myself with all my powers, but with none of the characteristics (-15 total cost on characteristics). I then gave them Telepathic and "Recombine as action which takes no time." to basically make them impervious to harm. If anything would happen to them, I would just recombine instantaneously and say "The Mirror Image bursts into a cloud of smoke."

     

    3 hours ago, Tech said:

    I didn't go with Images or Summons. I built it this way:

     

    +5 DCV levels, limitation: each time character is missed due to extra DCV, 1 DCV lvl disappears. Visible Effects (your mirror images).

     

    Already tested this myself for a villain and the players like it.

    This is deliciously elegant, but I want to actually strategically play around with the images. One of the powers they'll be copying is the Floating Fixed Location of my Teleport (a medallion that I wear on the neck) and my Teleport ability. I'll be using those powers to exchange position with any of my images at any time, such that I can tactically fool my opponent. Probably buying this whole thing as DCV would be a safer and more reliable way of protecting myself, but I want to have fun with this ability too.

     

    3 hours ago, PhilFleischmann said:

    Just as a general note, I don't find this a compelling reason not to suggest the most obvious and simplest build.  He didn't want to use Images because he didn't realize that he could use Indirect with his powers so that Images was indeed the exact power he needed.  What if someone posted, "I want my character to be able to pick up heavy things with his muscles, but I don't want to use Strength."?

     

    In this case, Images + Indirect on the powers specified is the simplest solution.  You get a limitation on the Images for "Only to create images of the character," and another for "Each one vanishes if touched."  You might also get a -1/4 for limited Range.  Duplication and Summon are much more complicated, and probably more expensive.  Duplicates and Summonees need character sheets.  Duplication needs a way to get them back after they're killed.  And Summon needs "Slavishly Loyal".  And the summonees need to be able to receive and follow orders - probably Telepathically or with Mind Link, otherwise:  "Which one is real?"  "The one giving the orders to the others, obviously."

    This is going to be the way I build this in the end. It seems vastly cheaper and gets the job done. The problem here is that I would also like to split up from my mirror images and be able to control them remotely. I'll probably end up buying Clairsience that works through my medallions as FFLs, then maybe I could construe that I always have LOS on my Images for control purposes. IDK.

  22. I want to use Duplication to build a Mirror Images spell. I am trying to figure out how to make them ephemeral. I want them to vanish if anybody touches them, but I don't want to use Images because I want them to be capable of 2 of my powers (a Teleportation FFL and a "Hypnotic Gaze" style Mind Control). Anybody have any ideas how I should build this?

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