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LoneWolf

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Posts posted by LoneWolf

  1. Biometric devices will not work for the character.  That could prevent him from accessing restricted areas or verifying his identity.  A voice scan would work, but things like facial recognition or fingerprint scanning will not work.  He will need a password to unlock a smart phone or have to leave it with no security.  That would also prevent many of the heath monitoring function of a phone or even more sophisticated devices from working.

     

    Medical care is going to be a lot more difficult to perform on the character. He could get something like skin cancer and not even know it.  Doing surgery on him is going to be next to impossible. Even putting in an IV is going to be difficult. A low point regeneration would be highly recommended.

     

    Many social interactions are going to be more difficult. For example, if he is accused of a crime, he might have a difficult time proving he was not there.   So, you say you were at home at the time of the murder?  Did anyone see your there?  No detective no one saw me.  The witnesses swear they never saw anyone shoot the victim, sounds like the killer was invisible.

     

    Another huge drawback is it means the character cannot maintain a secret ID.   

     

    This is just off the top of my head.  Given enough time I could probably find a lot more drawbacks.

  2. In 6th edition does a character that has the power Takes No Stun need CON?  I could be missing something, but from what I can see there is no reason such a character could not buy down his CON to 0. 

     

    Also, assuming the character bought all powers including STR and movement to 0 END they could also buy down REC, and END to 0. 

     

    Is there anything that would prevent this?

  3. The last post was incomplete because I was in a hurry and did not check it. 

     

    I am not saying not to use a complication; I am saying you don’t need two complications.  If you take the social complication mutant, you don’t need a physical complication to detect as a mutant.  That is part of the social complication and there should be no need for the physical complication. The same thing would be true if you took it as a distinctive feature.    

     

    Basically, you should not take two complications for the same thing unless they have very different effect.   
     

  4. I don’t think you need a complication to   cover being detected as a mutant.  If your background and special effect of your powers are because you are a mutant, that should be enough.  Each complication should be something distinct.  Getting credits for eventually the same thing is not Kosher.

     

    Darkness to detect mutants is actually doing the opposite of what invisibility does.  So, while it may be interesting it does not accomplish what invisibility does.  The whole point of invisibility is not to be noticed, not to draw attention to yourself.   
     

  5. Thinking it over the social complication is probably the best option.  Hunted by law enforcement makes the law more unfavorable, but does not cause society as a whole to react negatively to them.   Distinctive Feature could work, but it focus on recognition and reactions.  If someone is known as a mutant but not detected it technically does not affect them.  A social complication is more focused on how society treats them rather than how they are identified. 

  6. @Christopher R Taylor You have a point about that, but I don’t think that only in some cultures should apply.  

     

    Maybe this would be better off done as a social complication instead of a distinctive feature.  They do list Minority in the book as a social complication.  Since it may not be obvious you are a mutant, the frequency would probably be frequently instead of very frequently, but the effects might be more severe so be considered major instead of minor.  That works out to still be about 15 points.  

     

    @Stanley Teriaca  Doing it as darkness has a chance to tip off the fact there is something wrong.  When the mutant detector stops working at all the people using it are going to become suspicious.  Darkness is noticeable.  
     

  7. Not distinctive in some cultures does not mean other mutant do not react the same way.  If all the students at the school run by the bald guy, are also mutants that is the same as other mutants.  This modifier should only be applied if there other large groups were people do not react.  If mutants had their own sustainable communities where they can live freely that would justify the modifier.  If to join the community, you have leave the campaign, the modifier is not appropriate.  For example, if the campaign is located in a specific city and the mutant friendly city is on another continent and going there means you character leaves the game it would not qualify.  If the campaign involves that city, then the modifier would be appropriate.

     

    What Gauntlet describes the DF should be worth 15 points.  DF: Mutant (Not Concealable, Always Noticed and Causes Major Reaction, Detectable by Uncommon senses).  With mutant detectors being so common they are not considered major effort.

     

    Taking the modifier Not distinctive in some cultures where you have to leave the game to find that culture is like taking hunted by Orcs in a campaign where Orcs do not exist.  

  8. Not distinctive in some cultures is only if there are places it is not distinctive.  In a lot of anti-mutant campaigns that is not the case.  The prejudice against mutants is usually worldwide or at least covers the areas the players are going to be in.  The concealability is also dependent on the campaign.   Depending on how common mutant detectors are this could range from commonly used sense to major effort.  This is also probably not concealable but requires technology.  

     

    Having played in some of Gauntlet's campaigns this is probably going to be 10 points. Not concealable, always recognized and causes major reactions, requires special technology.  If mutant detectors are more common it would drop to uncommonly used sense and be worth 15 points.

  9. Spending point on an undefined power is not supported by the rules.  The closest would be to putting a limitation on the DF, but for something like this it gets messy.  A GM is free to create custom powers but as a general rule should avoid duplicating existing powers.  Considering Gauntlet is the author of the Institute for Human Advancement he probably wants to keep thing as legal as possible in case he uses this in a future product.   

  10. Invisibility could represent some means of concealing the character from the detect.  This might be a mutant ability, but could also be a device.  If that is the case Invisibility would be the best way to do that.  Don’t forget that Invisibility costs END.  So, the character might have a way of concealing themselves for short periods of time. 

  11. You already have the mechanics of how it works.  The attacking character makes a DEX roll and if he fails the attack loses 15 active points per point he failed by. Why do you need to write it up any further?  This does not look like it was written up with points under 3rd edition, so why does it need to be written up in later editions.  Unless this is something a PC wants his character to use, or an NPC is using something like a VPP for it, it does not need to be formally written up.  

  12. Looking over the rules I am not sure you can buy invisibility to only a single sense.  It looks like the way to do this would be to buy it as a group and apply the limitation limited effect (6E1 160).   Detect Mutants is usually in the unusual group which is not listed in Hero Designer.  This is probably because you cannot buy powers affecting the entire unusual group.   As a work around you could buy it using another group and edit the description to change it to unusual.  

     

    Simon might want to add a group other to allow for purchasing of invisibility to unusual senses.  
     

  13. It seems to me the extra time should be in segments not phases.  Unlike other movements a leap cannot be altered while in progress, so characters SPD should not affect the velocity.  As it is a character with a lower SPD is traveling at a much slower real velocity than that of a higher SPD.  A leaping character also only pays END in the phase they start the leap.  If that is the case why should a lower SPD character take longer to make the leap?  They are exerting the same amount of effort.  On other movement a higher SPD translates into covering more distance but costs more END.  That is not the case with leap.  

  14. The rules for +v/10 and +v/6 state they use relative velocity.  That means you get both your velocity and the targets.   The full move element has no bearing on that, except it may allow your velocity to be greater because you are not limited to a half move. This is the case for both marital maneuver and normal maneuvers.  

     

    All the full move element does is to allow you to make a full move while performing the maneuver.  Passing Strike has both the +v/10 and the Fmove elements.   

     

    The ambiguity may have existed in earlier versions, but it is not present in 6th edition.  Without the Fmove element you can still add your v/10 on a martial throw, but you can only make a half move.  
     

  15. Grab and Throw is explicitly allowed in the rules.  See 6E2 page 62 under Making a grab.  It states that if it is done in the same phase as the grab, it does not require a separate attack roll and takes not time. 

     

    I would say that throwing the target at another target would at least require another attack roll, but just throwing the target does not.    

     

    The section on grab also does state that you have to use both hands for a grab, or you take a -5 STR to hold on.  I would also apply that to the throw for how much extra STR the character has to throw.  
     

  16. My whole point about martial artist not being that strong is that often the characters in the game are a lot stronger.  As such they can do a lot of things that real world martial artists cannot.   In the movies martial artists do a lot of the things that the rules allow that are not realistic.  I just watched the movie Legend or Hercules and in that move they he did a lot of the things that Christopher was talking about in the first post.   He was leaping about and knocking his foes all over the place.   That is what martial arts in the Hero System are capable of.  

     

    A normal person may only be able to throw someone a few meters, but a normal person is not capable of lifting several tons.  I for one have no problem letting a 30+ STR character use his martial maneuver to throw someone 10+ meters.   The character paid for the STR so let them use it.  
     

  17. Duke hit the nail on the head.  What a martial art maneuver is is what the person buying it wants it to be.  As long as the effects match up to the game mechanics you have a pretty wide leeway to define what your maneuver is.  Striking your foes nerve clusters to numb them should not be defined as a marital dodge. 

     

    One problem with using real world martial arts as an explanation is that it is based on the real world.  In the real world most martial arts do not have superhuman strength.  Most real martial artists are probably not going to have a STR above 15.  An Olympic weight lifter might have a 20 STR but they rarely are world class martial artists.  For the most part that means they have about 5 extra STR to throw another person. According to the throwing chart in the book, that allows them to throw their target no more than 4M.  When performing a grab one handed you take a -5 to your STR score.  If we apply that to throw that brings down the extra STR of the martial artist to 0. So, the reason martial artist in the real world are not hurling people around is they cannot.  In a Champions game, or even a Fantasy Hero game the characters often exceed 15 STR. 

  18. Unless the campaign is a street level campaign it really does not come up much.  If it is a street level campaign that is the job of the players.  I think most people running a game don’t have an unlimited amount of time so tend to focus on the parts of the world the game affects.  If I am running a street level game it the actions of full 4 color super heroes rarely come up.  If it is a campaign focusing on more powerful characters the street level stuff is mostly in the background and almost never impacts the game.

  19. 28 minutes ago, Gauntlet said:

    One thing I do have to say though is that characters that start out as low powered end up much more powerful than ones that start out as high powered. I am pretty sure this is because they are spending points on their character based on what has happened and not just guessing what they want.

    I think what you are seeing with the character that start low powered is they are more optimized than more powerful.  They are better suited for the campaign and the GM’s style because they are spending points on things they had problems with.  Take that character to a different game where the GM has a different style and there is a good chance they will not be as powerful as they were in the original campaign.  

  20. Christopher R Taylor is right that incorporating super technology is going to change the nature of the game from a comic book setting to something else.   Add in magic to the equation and you are going to end up with something resembling similar to ShadowRun.  If that is the type of game you want, that is great.  

     

    One way to explain why the technology is not able to be mass produced would be that most of the high-tech powers utilize rare components that are not easily obtained or depend on low grade psionic abilities of the inventor.   

     

    The other thing that you could do is to have the campaign be a few years into the future.  Given how fast technology advances even a decade in the future could explain a lot of little changes that would allow some advances without majorly altering the world. The technology does exist but is still too expensive to mass produce.  Those way only select organizations have access to the advanced technology.  That would allow something end up something like the normal champions campaign.   
     

  21. Does the PC who takes damage from sunlight have to buy an attack?  Does the PC who loses his power when exposed to a special kind of rock need to buy a drain?  Does the PC that loses control when angry have to buy a multiform?  Then why should a character that shrinks have to buy extra-dimensional movement for this.  All of these are complications not powers.  

     

    Again, this is for a NPC, and while an NPC does not necessarily need to always have the required amount of complications having complications is a very useful thing.  They often give the players something to exploit when dealing with the NPC and can help the GM define the character.  By listing it as a complication it makes the NPC more complete and makes sure the GM does not forget that this happens to the character.   

     

    Using it as a complication does not prevent the character from later learning how to control the ability.   
     

  22. I think the point is that if the DEF of the duplicates are not reduced, they are likely to be able to bounce any attacks the players may have.  In most Champions games taking BODY is fairly rare.  The first post states no one is throwing 4d6 AP KA around.  If the characters, DEF is in the 30’s and is not reduced the players may not be able to do any BODY.  

     

    If that is not addressed there is no way for the players to succeed.  At this point there is no indication of what the DEF of the duplicates is going to be like. 
     

  23. The best strategy I can see is to divide and conquer approach.   First neutralize all but one of the duplicates.  Use things like entangles or barriers that will take the duplicates time to break out.  Then have the whole group focus on the one remaining target, when that target is down switch to a new target. If one of the neutralized targets breaks free before you take out the first either neutralize him again or neutralize the one you were attacking.  The idea is to fight many against one.  

  24. I have to disagree about the need to create a power for an NPC.  For the most part an NPC should still be written up as completely as can be.  Having what a NPC can and cannot do clearly defined makes the game run smoother.  It is also important if the character is going to be a recurring advisory.  When the NPC’s power radically changes with every encounter it makes the players upset. It also makes things harder when a player tries to counter something when it is not written up.  For example, if a character is hit with an NND with an odd defense having that listed on the character sheet can avoid arguments.  

     

    As was pointed out earlier in the thread this is not a power under the control of the character.  This is a rare unwanted side effect of using his shrinking.  It is not something the character should be paying for. 
     

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