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LoneWolf

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Everything posted by LoneWolf

  1. In my experience a high-powered game in the Hero System I s a lot different than in other games. Other games tend to abstract combat so that your tactics have minimal impact on the game. In a game like Pathfinder or D&D each character gets an equal number of chances to act and basically trade of acting. Your characters tactics usually just modify your chance to hit and damage. There are some exceptions but for the most part you are simply taking turns trying to hit your opponents and rolling for damage. In the Hero System things are a lot more dynamic. Your tactics in the Hero System can mean the difference between winning and losing the fight. Making a mistake and leaving yourself at a disadvantage can mean you straight up lose. On the flip side you can also setup your opponent to leave themselves open and win outright. This happens even more in high powered games. I have seen a lot of combats where the characters are switching between offensive and defensive tactics trying to create an opening. For example, I had a character fighting multiple agents who switched to defensive tactics until a phase came up that none of them could attack him. During this phase he performed a sweep with a maneuver that killed his DCV but allowed him to take out a couple of the agents. When the remaining agents attacked, he canceled to a defensive action to boost his DCV back up. He kept using this tactic until he won the combat. In a one-on-one combat this often leads to situations where the combat is decided by a single decisive hit. The combat can go on for a while until one of the characters makes a mistake and then it is over. Eliminating the halving of DCV makes these types of tactics more difficult so you end up with a combat similar to other game systems where you are trading blows until the HP run out. Minimizing the risks of trying something dangerous makes pulling it off boring and mundane.
  2. Usually when you are halving a CV it only halves the DCV, not the OCV. In most cases those are extremely bad circumstances and should have a huge effect on your character. The other thing to remember is s that any halving are done last and only apply once per CV even if you have multiple conditions that halve the value. So, if you are recovering from prone, stunned and being attacked by an invisible attacker you are still only half DCV. Any changes in this are going to probably alter the balance of the game. With the current rules the above character with a 20 DCV would be DCV 10, if you take a -5 per circumstance, he is at 5. Even at -5 that is a little on the low end for an adjustment. Someone who is stunned should be at a big disadvantage.
  3. Transfer could siphon off other sonic based powers into your own. Life support could be linked to a sonic based force field that provides protection vs pressure; it could also be the result of being made out of solidified sound like Klaw.
  4. Like Duke said there nothing to prevent you from using almost any power in the game with a sonic special effect. The marvel character Klaw was made out of solifided sound and could even create object and creatures out of solidified sound. If I were writing up a sonic based character I would probably go with a multipower with each slot representing a different way to focus sound. Probably a normal EB, a NND, and a RKA that works against objects with a crystal structure to start with. A hearing flash would also be an obvious sonic attack. . A DEX drain could be a sound that disrupts someone equilibrium. Advantages like area of effect (cone or line) seem appropriate, as do NND or AVLD. If the character can control sound as well as project it than things like invisibility and darkness to the hearing group also appropriate. Images vs the hearing group to represent creating specific sounds would also fit.
  5. You only need to put the no skill roll required if you want to be able to change the powers in combat. From the description of the power in the other post this looks like something that is not done in combat. If that is the case, it drops the control cost to 8 making the VPP cost 58 points. As to being abusive any power in the game can do that. If a character wanted the ability to turn into anything he wanted with no limitations that would definitely be something that should be vetoed. But with some restrictions I could see allowing it. If I have to kill and be able to read deep into the persons subconscious or kill and consume the character I am becoming, that is not as bad. Also if all you gain are the skills and memories, but not the powers that also makes it less troublesome. Something like this the GM should look over and check before allowing, but in the right circumstances is ok.
  6. The problem is that a mental transformation will not put someone to sleep, sleeping is a physical state. A mental transformation would make the character think they are sleeping, but not actually fall asleep. It would more than likely make a person think they are in a dream. They would still be awake and aware of what is going on and even be able to act. The other thing is that even if you use a mental transformation the target will be aware of the fact that you have put them to sleep. Unless you buy the power with the advantage invisible power effects the target of your power is aware of the fact they have been affected by a power. This is true even if you are using a mental power on someone who does not have mental sense. A mental transformation can change targets memories, but that has nothing to do with sleeping and would require a separate transformation. A mental transformation would not make the mind become unreachable. That would be EDM usable as an attack with a leaves the body behind. A sleeping mind is able to be reached with mental powers. A mental transformation does not give it any advantages over a standard transformation except it goes vs EGO and alter the persons mentally not physically. The cost of transformation is the same no matter what variant you are using. You are giving mental transformation way too many advantages for free. The spiritual transformation to a frog would probably end up changing your class of mind to animal. The reason I suggested mind control is that it can accomplish everything you want it to. It can force the target to fall asleep. By getting +20 on the result, it will seem like it was the targets idea to fall asleep. If you want to use transformation buy it as standard transformation and take the advantage invisible power effects so the target does not realize they have been put to sleep.
  7. I am not sure why putting a multiform in a framework would be considered abusive. Multiform already allows you to double the number of forms for only 5 points. This is the cheapest way to gain multiple forms. If I have a 60-point MP and purchase 4 fixed slots for it that works out to be 84 points. If I purchase Multiform by itself and buy up the number of forms to 32, that costs 85 points. Likewise, you could have a 60-point VPP for about 90 points that would allow you an unlimited number of forms. For the same 90 points I can have 64 different forms. When you get to that many different forms does it really make that much difference? Putting Multiform in a VPP is a simple and easy way to create a mimic. Without this trying to create something that can assume the powers of others becomes complicated and unwieldy. To prevent this type of character from dragging down the game I would require that it can only assume a form if there is an existing write up for it. So, if the character can change into another character and gain all their powers, they can use that characters write up. If it is a form that does not have a write up, they need to come up with the write up before the game. This is not a limitation on the power itself; it is a requirement to prevent the character from monopolizing the game. This may not be appropriate for all shapeshifting characters but is for some.
  8. Transformation should probably be the power of last resort. If there is any reasonable way to write up the power without using transformation it should probably be done that way. One thing to keep in mind about transformation is that for the most part if you can transform the character using a severe transformation you can probably kill it anyways. So shutting down a character with a severe transformation is appropriately priced. The only reason I would use transformation for a sleep effect is if the power was designed to keep the target permanently asleep. If the target can be woken up or will wake up eventually there are better ways to do this. The only reason I see for using transformation for a seep effect would be a snow-white effect where the target will remain asleep until a release condition is performed. If I had a player in a campaign, I ran who wanted a sleep spell that was not permanent, I would not allow it.
  9. A chair would not have a SPD so would not be able to make an attack. That is going to limit their ability to use any power. It will also not have any senses so will usually not have a targeting sense to establish line of sight. It would probably not have an END or Recovery either which would prevent it from using any power that required END. Changing it to a different form that has those stats might allow it to use mental powers. The special effect of the mental powers will also come into play here. If the characters mental powers are because they are an enlightened character who achieved a state of awareness that transcends their bodies and are transformed into a cat, they are probably ok. If they have a special device implanted in their brain that can broadcast thought, that is not going to work.
  10. A standard transformation changes you physically into something else. If the form would lack one of your abilities you no longer have it. It does not matter what the special effect is. So, turning someone into a chair will usually cause them to lose their mental powers. A mental transformation changes how you mind works. It is usual changes psychological complications. With it you could cause someone to hate a particular group or object. This is often done to create a long-term mental power. With it you could turn someone a devoted follower, or alter their belief system. A spiritual transformation is pretty rare and alters the character soul. You could use this to dam a creature to hell or change it into a demon or angle. This would not give it any of the physical or mental aspect of an angle or demon but can change how other powers affect it. For example, if you change something into a demon, powers that only work vs demons would affect the character. In all honesty this is almost never used. If I use the standard transformation to change someone into a demon they would gain the physical aspects of a demon, but they would retain their own mind, and would not be considered a demon for spells that affect demons. If I use a mental transformation to change a character into a demon, his mind becomes that of a demon, but he does not gain any of the physical traits, nor is he considered a demon for spells that target demons. He thinks and behaves like a demon, but gains none of the powers of a demon. If I use a spiritual transformation the character would be treated as a demon by powers that target a demon. He would not gain any of the demons powers, nor would his behavior or beliefs change. If you are using a transformation to a sleeping target using a standard transformation is more appropriate than a mental transformation.
  11. Another way to do this would be a mind control. This has the advantage of working better on targets that are out of combat and tired. Apply the cumulative advantage to make it something that takes time to take effect. This allows you to use only a few dice but be able to eventually cause anyone to fall asleep. A 2d6 mind cumulative mind control is only 15 active points. It also makes the power harder to detect since mental power are only detectable by the mental sense group. You could even make it invisible to mental for dirt cheap. The 2d6 invisible cumulative mind control is only 17 active points. The drawback on this is that using this on someone who is in combat is almost always going to be something the target is violently opposed to doing. On the other hand, out of combat it can be much easier. If you are using it out of combat on someone who is tired it is probably going to be considered something the target is inclined to do anyways. If the target is relaxed and not doing anything it will often be something he wouldn’t mind doing. It also gives you the option to make the target think it was their idea. By continuing the spell you can make it so the target sleeps longer. Waking up will require a breakout roll to even attempt it. Sleep 2d6 Mind Control +1/2 cumulative, +1/4 invisible, +1/4 telepathic, active cost 20 points. The problem with the mental paralysis is that the target is still aware of what is going on around them.
  12. Multiform would work because you simply include your own abilities in the multiform. In 6th edition they removed the requirement that the base form has to be the most expensive. You build a multiform that has everything your character has but has enough spare points to include the abilities you gain from the creature you killed. Your true form would be the character without any abilities from the target and the VPP. The VPP would be used to create a new multiform when you killed someone. The multiform would include all your skills and abilities you want to use and then you would just add whatever other abilities you stole from the target. Give the multiform a KS of the character you killed on and extremely high roll to simulate stealing the memories. I would suggest it should be a minimum of a 15 or less but might even be higher. Some things may be missing because people forget things and you can’t steal what someone does not have. You still have all your own memories and skills because you paid for them in the multiform. Your true form is more for bookkeeping purpose. When the character is in use you will almost always be in the multiform. Multiform allows you to switch between forms without having to revert to the “true” form so you can switch from one target to another without having to assume your true form. Your true form will probably be less powerful than the campaign normal as you will need to reserve some points for the skills you steal.
  13. Multiform is listed as a standard power so can be put in a framework.
  14. Use a VPP that is limited to multiforms. A 50-point VPP with no skill roll costs 100 points. That would allow you to have up to 250 point multiform. That assumes the transformation happens out of combat. Depending on how the power works you can probably put a few limitations to reduce the control cost. If you can only change into things you killed, that should be worth at least a -1 limitation. That reduces the cost of the 50-point VPP to 75 points. It is expensive, but not as bad as it seems. Multiform is relatively inexpensive and that is the only thing you really need in the VPP. Skills cannot be put into a VPP, but multiform can be.
  15. Under 5th edition rules you could use a transfer to achieve this. It would require the GM’s permission but mechanically it works. Under 6th edition it would probably need to be done with a drain and a linked transformation to give you the skills.
  16. A character with desolidification can still be partially in the wall and still attack. If I have a fire attack I shoot from my hand I could expose only my hand when using the fire attack, the rest of the character could still be in the wall. If I don’t have a sense that can penetrate the wall all I would need to do is to stick part of my head and a hand out to attack. If there is not a wall I could also stand behind another character and use them as cover and fire through their chest. If you are going to rule that you have to be completely out of something and cannot use desolidification to gain a defensive advantage I could see not requiring the advantage. Even this is going to depend on the special effect of the desolidification. Maybe Hugh is right and we need to reduce the value of the advantage. I could see reducing it to a +1/4 if the desolidification does not stop damage. There are a lot of advantages that vary based on other aspect of the game. Affect Solid may need to be one of those.
  17. If a character can stand inside a wall and only expose the hand making the attack, they are getting more benefit than others can get out of the wall. I can purchase a penetrating sense and take no penalty from being inside the wall. That character should pay to be able to do that. The character that can move through barriers that are not solid like the T1000 in T2 can still be attacked when they are desolid. That character I could see not having to pay extra to do that. If you can attack you should be able to be attacked back. A normal character cannot stand behind a 10’ stone wall and fire through it. They have to be able to fire over or around the wall in order to attack. A character with desolidification can usually stand behind or in the 10’ stone wall and fire through it. The wall hinders the first character, but not the second. A lot of it is going to depend on the special effect of the desolidification and how much protection it gives you. The character that cannot hide in the wall is not getting as much benefit from the desolidification as the character that can. The first character has to pay more for the ability to attack his opponents because he can do so from a much more favorable circumstance.
  18. To me this is more of a variant on 0 END. It would mean I have to have the END to turn it on and if I am stunned or knocked out it turns on and I have to activate it again. It is probably more appropriate for a Fantasy Hero game where all spell cost END that a normal Champions game. The advantage is only a +1/4, 0 END is a +1/2. This seems like it was a case of putting a limitation on an advantage to simplify things.
  19. As a general rule I would say it should. Even if the desolidification does not prevent attacks it can still be used to give you some protection. For example, a desloid character could hide in wall and attack while partially concealed. If I can gain a major bonus to DCV by only exposing a small portion of my body I am still benefiting from desolidificaiton even when I am subject to attacks. A lot of it is going to depend on special effect, but for the most part if the character can significantly reduce the chance of them taking damage, they should be paying for that by purchasing the advantage on their attack. If the character is subject to all attacks and gains no combat benefit from being desolid I could see allowing the attack to ignore the need for the advantage. Otherwise, they should pay to be able to attack while desolid.
  20. If anything, the values @Gauntlet gave are on the low side. He started with a short sword so the base damage is lower. Even in 6th edition you can buy the skill levels with the weapon instead of the martial art so the cost in 6th edition does not have to increase. He is also not factoring in pushing which will usually get you at least an extra DC maybe two. This is also using an ordinary non-magic sword. Magic swords are often going to increase the damage. A character purchasing all of those things is going to be martial focused character. The character is not going to be purchasing spells and his contribution to combat is killing things as quickly as possible. These numbers are around the amounts in the warrior package deals in Fantasy Hero. A character taking the light fighter template could pick up all the skills and talents suggested here without having to spend any extra points. The only thing that the suggestion has that is greater is a STR of 13 instead of 15, and that is only two points. If I take a cultural or racial package that gives me a +2 or better bonus to STR everything suggested is covered by the templates. So, a starting character using a mundane sword could easily be doing 4d6 without pushing. A character taking the Warrior Culture and Light Fighter templates would still have about 34 points after picking up combat luck to give them a little extra defense.
  21. Like anything in the Hero System this can be abused. Just because something can be abused does not mean that non-abusive uses need to be banned. Most heroic games the character does not pay for equipment, so this is probably going to come up more in a superhero campaign than a heroic. There are a couple of things that will reduce some of the abuse. First in a game where you are paying points for a weapon you are considered proficient in that weapon. When a character starts handing out his spare foci the characters, he hands them out to did not pay for the weapon, so are not automatically considered proficient in the weapon. That means unless the character using the weapon paid for weapon familiarity with that weapon or the group it belongs to they take a penalty to hit. Also, chances are any skill levels the characters have are not going to be applicable to the weapons. This means the characters ability to use said weapons will usually be reduced. Second most characters only have two hands. Purchasing an extra 32 does not mean the character can fire all 32 at the same time. A character could buy extra limbs to be able to do so, but how many characters actually do that. If you are buying extra limbs just to use extra weapons to exploit the doubling rule the GM should veto that hard. Drawing a weapon is usually a half phase action so even if the character is dropping the weapons after being fired, they are still limited to how many weapons they can draw. A character could purchase fast draw for this, but that means extra points and a there are still limits to how many actions you can perform in a phase. What it comes down to is the best way for the GM to prevent abuse is to simply tell the players to stop the abusive behavior. You can usually find some reason to veto these types of things, so you don’t seem too heavy handed, but in the end, it is up to the GM to control the game. If the character paid points for fast draw and two weapon fighting than allowing them to draw and fire two weapons should not be a problem. If that same character wants to draw and fire 32 weapons that is not something a GM is required to allow.
  22. A lot of Fantasy Hero games use the encumbrance rules, which means someone using plate mail is usually taking DCV penalties. This means that some characters avoid using heavy armor and rely on DCV to avoid the hit. Those types of characters will get less value out of these talents, and will probably go more for combat luck instead. In campaigns that try to have some realism sleeping in full plate means creates problems. Often you end up sleeping in the padding for your armor which will give you the equivalent of cloth armor. There are also a lot of circumstances where wearing full plate not possible or acceptable, but you may be able to wear lesser armor. If your character is hunting wearing full plate is going to make it impossible to sneak up on your prey, but leather armor is not a problem. There are a lot of other circumstances that can limit what armor you wear.
  23. I have seen damage get as high as 5d6 in a Fantasy Hero game. 2d6 is fairly normal and 3d6 is not uncommon. When you start factoring in damage boosting talents like deadly blow and weapon master the damage can get quite high. Prior to 6th edition the max a KA attack can be boosted to is twice its DC. Talents like deadly blow and weapon master count as base damage so a 1d6+1 with an extra 1d6 from one of those could get as high as 5d6-1.
  24. Neither of these gives the impenetrable advantage. Was this intentional? You should also specify that the character must not only be aware of the attack but also be maneuver. This might be worth more of a limitation.
  25. Allowing damage negation vs healing would be the way I would do it. Use the Damage Reduction as Immunity option. Probably need UAA and persistent. It would require the GM’s approval and not sure how it would handle normal healing. Another way would be to simply buy an attack that does damage that is triggered by healing. Put the limitation only as much damage as healed. Use a RKA with NND, Does Body as the basis for the power. Probably need Constant and uncontrollable and Cost END only to activate on it as well. At 64 active points it will be expensive. You will be able to apply the only to prevent healing (including recover) -1. That brings the cost down to 32 points per die.
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