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Sveta

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  1. Like
    Sveta got a reaction from RDU Neil in Skills: useful or just for flavor?   
    Skills, aside from flavor, should have some sort of pertinence to a character. Both in what one can and can't do, as RDUNeil pointed out with Stealth. Having it or not impacts one's options. What I'm seeing from the current gauntlet of skills is that they are trying to encourage that sort of thinking. That what you have and what you don't has impact. However as it has split it into so many subdivisions and minutia, it detracts from that I believe. 

    Say you would want a smooth and suave talker? Bureaucratics, Charm, High Society, Possibly Interrogation, Oratory, Persuasion... Any one of those could be what you are looking for at any point in time. That's all just... Talking things.
    What about being Athletic? Acrobatics, Breakfall, Climbing, Riding, and perhaps Contortionist and Martial Arts. 
    Even being sneaky could be covered by a few skills! Concealment, Disguise, Forgery, Shadowing, Slight of Hand, and the all powerful Stealth.
     
    Personally I'm surprised no one has brought up Invention as a skill. The skill that defines the creation of almost anything the mind can conceptualize is a single skill.
     
    All these options don't... they don't help convey the options that the Player has. It helps define the world by what they don't and aren't able to do. By defining them all as specific types, it limits the way one tends to think about a situation. Too few skills and they are often too wide and broad to specifically narrow down what one is capable of. Too many skills and each one the player doesn't have is a tool removed from their arsenal. 

    Personally, and the rest of this and the rest is conjecturing and opinion, so feel free to disregard it, I'd try and stick with Archtype like skills. Have a dozen or so of them. Academic Learning, Street Learning, Athletic Capability, Stealth Capability, Driving, Empathetic Capability, Communicative Capability, ect... Then just define them by Skill levels in those groups. Sure you might have an 11- for Stealth stuff, but for Hiding specifically? 13-. Negative Skill levels work too there. Say a star athlete with 13- for most, can't jump to save their lives, so 8- or 7-. By defining it in broader strokes, one can grab most of what they are aiming for, and be much more likely to still specialize in areas thanks to the system already in place with Skill Levels.

    The only area that sort of rubs me the wrong way would be the KS, PS, SS and such. Though, if one took it more at a general idea and said "They are XXX Profession, they would know YYY because it is related, just with modifiers," then it still works just fine. Then you just sort of grab the "Professions" that define them. Club-goer, Doctor, Nature Enthusiast, Gambler, Ect...
     
    An easy way to conceptualize that is the classic question, "What is an Adult?" Understanding a touch of the tax code, property rights, food cost, local area knowledge, good grocers, places to find jobs, where the police can be found, the DMV and general Medical information, ect... All the little nuances that one could go out and specifically designate, but are more easily understood under the bow of being an Adult. Though admittedly, I use this example because nothing would be more saddening and amusing to watch a superhero fail at being an adult and take the day off, or sleep in...

    Long story shorter: The further down you break down skills, the more people tend to think and limit themselves to those definitions. Because I have (perhaps misplaced) faith in the Hero Community, I'd recommend parring them back, and setting it up on hunks of related skills, and defining them further with Skill Levels. Same for PS.
  2. Like
    Sveta got a reaction from Chris Goodwin in Skills: useful or just for flavor?   
    Skills, aside from flavor, should have some sort of pertinence to a character. Both in what one can and can't do, as RDUNeil pointed out with Stealth. Having it or not impacts one's options. What I'm seeing from the current gauntlet of skills is that they are trying to encourage that sort of thinking. That what you have and what you don't has impact. However as it has split it into so many subdivisions and minutia, it detracts from that I believe. 

    Say you would want a smooth and suave talker? Bureaucratics, Charm, High Society, Possibly Interrogation, Oratory, Persuasion... Any one of those could be what you are looking for at any point in time. That's all just... Talking things.
    What about being Athletic? Acrobatics, Breakfall, Climbing, Riding, and perhaps Contortionist and Martial Arts. 
    Even being sneaky could be covered by a few skills! Concealment, Disguise, Forgery, Shadowing, Slight of Hand, and the all powerful Stealth.
     
    Personally I'm surprised no one has brought up Invention as a skill. The skill that defines the creation of almost anything the mind can conceptualize is a single skill.
     
    All these options don't... they don't help convey the options that the Player has. It helps define the world by what they don't and aren't able to do. By defining them all as specific types, it limits the way one tends to think about a situation. Too few skills and they are often too wide and broad to specifically narrow down what one is capable of. Too many skills and each one the player doesn't have is a tool removed from their arsenal. 

    Personally, and the rest of this and the rest is conjecturing and opinion, so feel free to disregard it, I'd try and stick with Archtype like skills. Have a dozen or so of them. Academic Learning, Street Learning, Athletic Capability, Stealth Capability, Driving, Empathetic Capability, Communicative Capability, ect... Then just define them by Skill levels in those groups. Sure you might have an 11- for Stealth stuff, but for Hiding specifically? 13-. Negative Skill levels work too there. Say a star athlete with 13- for most, can't jump to save their lives, so 8- or 7-. By defining it in broader strokes, one can grab most of what they are aiming for, and be much more likely to still specialize in areas thanks to the system already in place with Skill Levels.

    The only area that sort of rubs me the wrong way would be the KS, PS, SS and such. Though, if one took it more at a general idea and said "They are XXX Profession, they would know YYY because it is related, just with modifiers," then it still works just fine. Then you just sort of grab the "Professions" that define them. Club-goer, Doctor, Nature Enthusiast, Gambler, Ect...
     
    An easy way to conceptualize that is the classic question, "What is an Adult?" Understanding a touch of the tax code, property rights, food cost, local area knowledge, good grocers, places to find jobs, where the police can be found, the DMV and general Medical information, ect... All the little nuances that one could go out and specifically designate, but are more easily understood under the bow of being an Adult. Though admittedly, I use this example because nothing would be more saddening and amusing to watch a superhero fail at being an adult and take the day off, or sleep in...

    Long story shorter: The further down you break down skills, the more people tend to think and limit themselves to those definitions. Because I have (perhaps misplaced) faith in the Hero Community, I'd recommend parring them back, and setting it up on hunks of related skills, and defining them further with Skill Levels. Same for PS.
  3. Like
    Sveta got a reaction from BoloOfEarth in Skills: useful or just for flavor?   
    I will preface this by saying I've still not yet found a Hero's game that I've been able to join. However, a friend of mine has been kind enough to look over a few characters I threw together for concepts and build designs, so most of what I'm talking about has come from that.

    From what I've found, I tend to build pretty skill heavy. 40 to 50 points on skills are not uncommon on the character's I've built. Ten or twelve general skills and then blowing the rest on Area or Culture knowledge really helps flesh out how a character not only feels in an actual world, but how they would react to situations beyond the ken of normal men. Granted, a good chunk I wouldn't expect to come up very often, if at all. 

    In which case... well, talk with your GM. I would imagine that they have a semi-decent idea of what would be useful in a game. So even once it's all fleshed out, confer with them to see what would be useful. If it is? Great, keep the points spent to take it. If not? See if they will let you keep it for free. 
     
    Personal example now. I always build a character with two 0-pt skills. -7 or worse to succeed sort of skills for the rolls. Why? Because what they suck at is equally important to know as what they are good at. A Gageteer that is frustratingly bad at art and medical care. A Face with abysmal ordination, Breakfall and Athletics. A Telepath that is so used to reading minds, speaking is a trouble for them with Oratory or Persuasion. That sort of thing.
  4. Like
    Sveta got a reaction from FenrisUlf in Lycan build   
    Etymologically speaking, it would be an Ursan that is a werebear, yes. 

    Crunch though. Both of the villains are set up to be something of a constant Shift sort of build. IE: Both are designed to be in their "werewolf" form continuously, or very nearly so. Designing a werebear, or any alternate-form really, you have to decide whether or not you want to have them be in their normal state as a default, or their shifted state as a default. If they default to a shifted state, probably just build them as you want. If they default as a "normal" human, typically build them with a Multiform.

    The second question with Major Shifters is if it is controllable. In other words, can they choose when they shift or no? If yes, build them just as one would expect. If the answer is Sometimes, then give them a few disadvantages relating to Accidental shifting. if the answer is No, then you will need Multiform, and then a few disadvantages for Shifting. Probably Uncontrolled too.

    Third big question is a set, though they is more conceptual. Were they born with it? Was it inflicted on them? Are they used to it? Depending on how long it's been going on, you can figure out how well adjusted they are to the whole shifting deal. Thematically important, if not mathematically relevant. If it is recent, mainly build them as a person, then apply the shifter on top, with about a third of your points towards it at max. If they are used to it, have them be well adjusted, and apply as many points towards it as you wish. 
     
    As for how you actually build them? They are a Brick usually, and bear's especially. Whether you go with the Only in Heroic ID sort of shift, or Multiform, you're looking for a few basic things.
    High, if not Staggering Health Medium Regen High Strength Medium Defenses Low Enhanced Scent Medium Claws/Bite, so HA and KHA That's really the core of it. Personally I'd attach a Size/Weight template on top of the normal shifting to help simulate the effects. You're looking at Medium Defenses as opposed to high Defenses for a brick though, as mainly the pelt is preventing damage, not super-magic armor. If they were an Aussie WerePangolin, yeah, but Bear? Nah. As for what constitutes High/Med/Low levels of Strength and such? Depends on your Campaign.
     
    Hope that helps.
     
  5. Like
    Sveta got a reaction from aylwin13 in Welcome to Hero Forum - Please Introduce yourself (especially Lurkers)   
    Well, managed to find this rabbit-hole of a place and get on, may as well give my piece!
    How did you come up with your 'handle' (forum name)? That part is the easy one. The name came from Golden Sun Dark Age, the name of a supporting cast character. Considering their role was such a departure from the tried and true methods of the other characters, and that the original game holds a special place in my heart, I used the name online once or twice. Eight years later, seems to have stuck.
    What was the first tabletop RPG you played? D&D 3.5, not far back for many, but off in 2011. Easy enough to learn, hard as all get out to master with all the ad-dons that came after the core. That campaign lasted about two years, and the birth of one of our player's child. After that, we moved away and only rarely chat. Far as they've mentioned, they still swing D&D about on the rare occasion.
    What was the first tabletop RPG you GMed? D&D 5e, not a year and a half ago. A nice and pretty world, more ruled by underpinning conspiracy's and hired leaders quelling local rabble. Leaders of dying countries sitting atop their mountain of pride to rule it all into the dirt lest their name be marred. Learned hard and fast that your world is plenty fine and dandy until PC's make crazy ideas and you let them run with them. Also helps to figure out if the players are looking for Dungeon Delves or inner turmoil and bizarre lenses for examination of human conditions. Lessons more or less learnt. 
    What are you currently playing/GMing? I'm currently playing in World of Darkness, the Chronicles of Darkness in nWoD, not the old Masquerade-eske set. Something struck between a dour mystery and a Lovecraftian tea-party. Where the fact one swallowed a key is equally important as where the werewolves are. Nightmarish convoluted, as these things tend to grow, but a fun and amusing sort. Been going on now for some year and a half, and only just pushing our GM to their limits. 
    When did you start playing Hero? Considering I can count the number of weeks I've known about the Hero system on my thumbs, hate to say that I haven't! Lovely system from what I've been able to devour of it. Convoluted too, but not in the traditional extraneous rules way, but in what it lets the players and GM do in it. A less focused direction in any one point, but that's sort of the point now isn't it? To let it become what is envisioned in the world of Hero's and Villains and underdogs and monsters, ect... Required flaws, more than comprehensive skill, equipment, base, vehicle lists, and the ability to create something fresh and new, or rehash an old classic in a new way... Well, I quite enjoy the look of it, and am looking forward to seeing what experiences it might bring! 
  6. Like
    Sveta got a reaction from Doc Democracy in Calling your Power Armor   
    If it can be prevented or taken away, like a Power-Up watch, use OIF or similar.
    If is something you aren't planning on taking away, but might not be usable given extraneous situations, use Only in Secret ID.
    It the transport of the armor takes a moment and could be a problem, put in Extra Time to get there.
    If none of these, it's a Special Effect.
     
  7. Like
    Sveta got a reaction from ghost-angel in Transform vs Shape Shift: How to Change Oneself   
    Lads, Lasses...
    Thank you for the information. Potential viable uses of Transformation, non-self focused mind you, may be mused about elsewhere at another time, but that will be for another time. 

    In the meanwhile, the content that was intended for here has come about, discussed, and now has meandered elsewhere. If you wish to discuss such, I've not a problem with that being done so in a different Topic. But, this has strayed far enough for now. Let's move past this.
  8. Like
    Sveta got a reaction from BoloOfEarth in Transform vs Shape Shift: How to Change Oneself   
    Lads, Lasses...
    Thank you for the information. Potential viable uses of Transformation, non-self focused mind you, may be mused about elsewhere at another time, but that will be for another time. 

    In the meanwhile, the content that was intended for here has come about, discussed, and now has meandered elsewhere. If you wish to discuss such, I've not a problem with that being done so in a different Topic. But, this has strayed far enough for now. Let's move past this.
  9. Like
    Sveta got a reaction from Christopher R Taylor in Transform vs Shape Shift: How to Change Oneself   
    Lads, Lasses...
    Thank you for the information. Potential viable uses of Transformation, non-self focused mind you, may be mused about elsewhere at another time, but that will be for another time. 

    In the meanwhile, the content that was intended for here has come about, discussed, and now has meandered elsewhere. If you wish to discuss such, I've not a problem with that being done so in a different Topic. But, this has strayed far enough for now. Let's move past this.
  10. Like
    Sveta got a reaction from Lucius in Transform vs Shape Shift: How to Change Oneself   
    Lads, Lasses...
    Thank you for the information. Potential viable uses of Transformation, non-self focused mind you, may be mused about elsewhere at another time, but that will be for another time. 

    In the meanwhile, the content that was intended for here has come about, discussed, and now has meandered elsewhere. If you wish to discuss such, I've not a problem with that being done so in a different Topic. But, this has strayed far enough for now. Let's move past this.
  11. Thanks
    Sveta got a reaction from sunny the goth in Earth bending how do I do it?   
    Variable Power Pool, or a Unified Power set. Maybe a Multipower if you know exactly what you want.
     
    Let's look at what they do:
    Make walls. Easy enough. Barrier covers that, you just have to figure out how thick and how strong, and if you want the limitations of being connected to the earth or no Earth Surfing. Whether it is pushing the ground away from you, or tunneling through the earth. Increasing Running speed with a limitation of on the Ground, and Tunneling are easy there too. Throw Rocks. You hurtle rocks around, if there is Ground. Blast with an easy limitation. Earthsensing. This is a fun one. Slap on Range, Discriminatory, 360 Degrees, Partial Penetration, and Targeting on the Touch Sense group. Limitation, only when touching the ground. That's a theme. Burried in Rock. Drawing people down into the stone and leaving them there. Entangle, only when they are touching the ground. I am the Mountain. Knockback Resist as they dig their feet in. Geokinesis. It's just Telekinesis, only in respect to earth stuff. Bothersome Sand and Dust. Flash or Darkness for Sight group. Your pick. Hmm... That's all that comes to mind right now. Then it's just which ones you want if it is a Multipower, or just grabbing these and anything applicable with a Variable Power Pool. Unified Power is almost expected.
  12. Like
    Sveta got a reaction from Funk Thompson in How to build...   
    Oh bother. That's a lot more complicated. Alright... 

    You're still looking at the same basic core. Some amount of blast, Double Knockback, and Indirect. In this situation, you're still at the +1/2 to change the path each time. And believe it or not, I believe that is where I'd call it quits for it. Then it's simply building what happens when it hits someone, what happens to them. 
    So first off...
    Break: 5d6 blast (30), Double Knockback (+1/2), Indirect (Any Path +1/2) Active: 60 Activation Roll (Billiards -1/2), Major Side Effect (-1/2) Real: 30
     
    Now, you have what happens when someone is hit by another person because of break. Instead of making Break horribly complicated, let's make this a linked thing. The big issue here is that, if I am to hazard a guess, you want the harm and movement to be modified off of the damage that the knockback would do. This makes it all sorts of wonky, but let's see what we can do. 
     
    First off, you are wanting to redirect the knockback of the other person I presume. So another Indirect +1/2 to whatever is designed. Or heck. If your GM is nice, try and buy a raw advantage for Knockback XX meters with Indirect +1/2, Only when caused by Break -1/4. If that works for you, then you're good. If you want to add force to the sequential hits, then you need an actual Linked Power. Something simple like below.
     
    Bouncing: 2d6 Blast (10), Double Knockback (+1/2), Indirect (Different Source Point and Any Path +1) Active: 25 Activation roll (Billiards -1/2) Real: 17
     
    Seems good, yeah? No. This would take your attack to use, and is considerably worse. So make it Linked you say! Works, yeah? No. Linked attacks have to work against the same target. So instead... We have to make this a Trigger Power.
     
    So let's define this Trigger. When someone is knocked back into someone else via Break or Bouncing. +1/4 there. Then you need it to activate instantly when this goes. Action that takes no time +1/4. Then it's a question of how many times you want it to rebound per hit. If only once? Then this works. Will take a half phase to "reload" the bounce, but it works. If you want it to be able to hit more than once on a single Break? It needs to automatically rearm. Another +1/2.
     
    So that boost Bouncing up to...
     
    Bouncing: 2d6 Blast (10), Double Knockback (+1/2), Indirect (Different Source Point and Any Path +1) Trigger Power (Complicated +1) Active: 35 Activation roll (Billiards -1/2) Real: 23
     
    Big note here! This still uses Endurance to activate! If you want to cut that down, you'd need...
     
    Bouncing: 2d6 Blast (10), Double Knockback (+1/2), Indirect (Different Source Point and Any Path +1) Trigger Power (Complicated +1) No END (+1/2) Active: 40 Activation roll (Billiards -1/2) Real: 27
     
    Summary:
    If you want to be able to modify the knockback of the person that Break hits to redirect them, try and just go for a raw Advantage on Knockback for Break and being knocked back by the knockback for Break. If you want to do more harm than just the Knockback, and keep the chain going, you need to add in a complicated Bouncing Power with Triggers.
  13. Like
    Sveta got a reaction from Cantriped in Earth bending how do I do it?   
    Variable Power Pool, or a Unified Power set. Maybe a Multipower if you know exactly what you want.
     
    Let's look at what they do:
    Make walls. Easy enough. Barrier covers that, you just have to figure out how thick and how strong, and if you want the limitations of being connected to the earth or no Earth Surfing. Whether it is pushing the ground away from you, or tunneling through the earth. Increasing Running speed with a limitation of on the Ground, and Tunneling are easy there too. Throw Rocks. You hurtle rocks around, if there is Ground. Blast with an easy limitation. Earthsensing. This is a fun one. Slap on Range, Discriminatory, 360 Degrees, Partial Penetration, and Targeting on the Touch Sense group. Limitation, only when touching the ground. That's a theme. Burried in Rock. Drawing people down into the stone and leaving them there. Entangle, only when they are touching the ground. I am the Mountain. Knockback Resist as they dig their feet in. Geokinesis. It's just Telekinesis, only in respect to earth stuff. Bothersome Sand and Dust. Flash or Darkness for Sight group. Your pick. Hmm... That's all that comes to mind right now. Then it's just which ones you want if it is a Multipower, or just grabbing these and anything applicable with a Variable Power Pool. Unified Power is almost expected.
  14. Like
    Sveta got a reaction from Cantriped in Transform vs Shape Shift: How to Change Oneself   
    Blooming criminy, aright. Reductio ad absurdum indeed...

    Multishape: X points. Build is 5X points into Multishape. Repeat ad nauseum. You end up with X*5^N points for the character to blow on whatever the heck. Shoot, could have X*5^(N-C) for the points to have C^2 characters at that many points. Validity? Valid. Same option exists for Summoning, Duplicating, and adding to a normal person via Transform, and use of Follower, and use of other PC's.
     
    I understand the ability for abuse that Transform enables, presuming one can use it on oneself. Understand, that ability for abuse exists already, simply taking a few more steps, or even in best case, for others, ad-nauseum. However, I would bet my eyeteeth that no GM with an interest in balance or character composition would allow this, or any number of options that allow such flagrant abuse. There is a reason these powers are marked with Stopsigns. It takes consideration on the player part to figure out what they are doing and GM to see if they are okay with it.
     
    As it's not explicitly designated in the books that this is or is not an option, I'll leave it more up into whomever I mess with's GM to figure it out. Is it a slippery slope? Sure, so work with them to put up blooming guard rails. Or if they want, sheer off the top of the mountain. They are the GM, they can pick that option if they wish. 
  15. Thanks
    Sveta got a reaction from Funk Thompson in Transform vs Shape Shift: How to Change Oneself   
    Alright. From what I am seeing both here, in the books, and from general conversation, it seems that while Transform is by RAW possible, just not explicitly denounced or stated, it is not the intended purpose and typically not accepted. YMMV indeed there. Shapeshift seems to be the easier way to go for this, with the typical response being to figure out exactly what is wanted and attain only that. Or to go with the Simplified version of Shapeshift (6e APG1 pg115), as it covers a physical change, but not a change in powers or characteristics. 
     
    The fact that Complicated Shape Change does not modify those either seems beside the point.
     
    The rest is just an aside musing on Transform.
    I can see the issue rising why Transform likely would not be usable on the self. The ability to grant oneself any number of bonus's depending on the level of Transform, nearly at will is much better covered under Variable Power Pool. Not to mention it provides a disturbing amount of flexibility to a character with minimal cost. For that viability, twould usually imagine would take a tight look from a GM and pre-defined options that are set forth when the character is built. 
     
    On musing over it, I realized a simple exploit to avoid that grey area by punching another grey area exists. Creating a Duplicate that differs from the player, with Transform. And while the ability to make what functions as a Hair Dresser on Steroids amusing me to no end, it also opens the door to make an Igor of sorts that amps the Player beyond belief, so that's a rabbit hole of "I'd rather not."
     
    Strangely, most of the powers I would imagine would be more easily attained via "Transforming" make more sense to me as a Multipower full of Fixed slots. Growing Wings, or Digging Claws, or Hammer Arms, or A flexible body (Stretching), or Fins for swimming and Gills. That sort. Granted, you can't grant that power to others, but so it goes.
  16. Thanks
    Sveta got a reaction from jyang298 in 5th Edition Revised Psychokinesis   
    This too is true. If that is the case, it appears to indicate that the Telekinesis is set to Resemble a Mental Power, and not truly be one. Victem uses EGO not STR, LOS, Mental Defense probably applies, and it can effect physical objects. 
    If that is the case, the book explicitly states (6e mind you is what I'm drawing reference from.)
     
    Psychokinesis is Telekinesis as a sort of “Mental Power.” It’s bought with the Advantages ACV (uses OMCV against DCV; +0) and Line Of Sight. Other than that, it works the same as ordinary Telekinesis: it Grabs and moves objects the same way; characters break out of it using STR; Mental Defense has no effect on it.
     
    Emphasis is mine, but as there was confusion, I marked that as not being the concern. If it is? Well... Viola. 
  17. Like
    Sveta got a reaction from Lawnmower Boy in No More Killing Attacks!   
    Mechanically speaking? You're looking at not terrible much difference. On average you'd likely be doing less actual BODY on an attack if you converted KA to normal attacks. On the other hand, it would be more consistent Body, so there is that. As mentioned above, with the exclusion of KA, resistant Defenses would require a touch of a rebalance to figure out their actual worth, but that would be pretty easy. Just treat as the new PD, ED mess, test, and call it a day.
     
    Metaphor speaking? It misses some umpfh that Killing Attacks had. A bar room brawl is one thing, but when someone pulls a knife, the atmosphere changes. An honorable bout of fisticuffs that the devious mastermind brought a gun to has an entirely different feeling. 
     
    Can you and would it work? Almost certainly! Should you? That depends on the feeling you are aiming for.
  18. Like
    Sveta got a reaction from Grailknight in Adjustment Power Framework Thoughts   
    Note: I am drawing my info from Hero System 5th Revised.
     
    Firstly, if I am reading this right, you are attempting to determine a method to "Connect" to the other Characters, and Apply your powers. The rest of the post is running off the assumption that this is what you are asking help determining how to do.
     
    Looking over what you are aiming to do, two immediate "Check this" flags raise in my head. Firstly and foremost being that all of the listed powers (Aid, Succor, Healing, Transfer, and Endurance Reserve) are listed as No Range. The second being Endurance Reserve requires the user to decide what powers draw energy from it. Not what you mentioned, but my two cents are being thrown in. These can provide potential problems as explained below. 
     
    No Range Problem
    As all the listed powers are described as being No range, and Via some yet undetermined manner, you are attempting to have them be Ranged, it causes me to take pause. Not particularly due to applying range to them, but as your suggested method as a blend between Mind Scan and Mind Link. Mind Link requires LOS, but with an easy addition has a low-range of a planet, and a high range of Multi-dimensional. Mind Scan can be as low as one person, or as many as all people everywhere. Thus, requiring the limitation Must be Mind Linked to Activate, provides no functional range limitation, and if that was placed instead of natural range, would be an advantage instead, at least in my eyes.
     
    No Range Solutions
    I see two possible options for you to apply these powers at range. Firstly, place the Adjustment on the Power Framework. Something such as:
    Multipower: Area of Effect: Radius 1"*2^N  +1+(N/4) This places the advantage on each power in the multipower. Handy, and requires no "Conduit" Power as you mentioned. You could place the limitation "Only on current targets of a Mind Link -N," but as also mentioned above, this has no functional range limitation. Not only this, it would prevent it from being used on people whom you don't want to aid. Thus, I'd probably expect a -0, or -1/4 at best from that. Shoot, a picky GM might see it as a Cheap way to apply Selective. As for re-tooling it to fit your Special Effect, that's typically between you and your GM. Given that you'd  be aiming for help, I'd probably limit more direct telepathic conversation to more instinctual "Help, Hurt, Heal" sort of conversation.
     
    A second option for this for this would be... Stretching actually. You'd want to check with your GM, as always, but provided a touch of a tweak you could wind up with something such as:
    Stretching: Does not cross Intervening Space +1/4 This could be used to deliver No Range Attacks within your Expanded Reach, without leaving you open and reducing your OCV or DCV. Granted, this would require that you spend End on the power to connect, but that too could be modified, if so chosen. You'd probably want to apply a few limits such as Cannot do Damage -1/2, or Range Modifiers Apply -1/4. Then it is simply up to how you and the GM want to hash out how it Looks and Functions from Special Effects. 
     
     
    Endurance Reserve Problem
    This is either a Non-Issue, or a Problem. Do you plan to let other character's use it? If not, this is a Non-issue, and you may ignore this section! If you do plan to let other character's use it, then it is a problem, and can take or ignore this section as you will regardless! The core problem with an Other User Endurance Reserve is more in part theme, than part mechanics. Granted, the mechanics list a harsh stipulation on Endurance Reserve that this use of it either skirts it, or prevents this from being done at all. When taking the power, one must designate what powers it goes to. Thus, even applying it to others with UOO advantage at best links to their own powers of similar types (You give Endurance Reserve: Your Blast to The Friend. The Friend's Blast can use it.) Or requires a more lengthy exchange. (You give Endurance Reserve: Your Blast to The Friend. The Friend can now Power Your Blast... if They also acquire Your Blast.)
     
    Endurance Reserve Solution
    Now presuming that you can reassign what powers that Endurance Reserve applies to, then you get to the theme question of... Do you want the power to come from you, or from them? If you are Granting them the Endurance Reserve, then they get a "Battery" to use, and thus they are powering it. If you want them to use Your Battery, I'd recommend instead getting UOO Advantage, with the limitation that You must supply the End. (And possibly an Advantage/Limitation to your Endurance Reserve that it is usable only for powers granted to others/by others) However, if you are planning to apply the Battery only to your own powers anyway, you're golden.
     
    Mind Link
    Now, I've been harsh on Mind Link here, so I'm going to put up a version more akin to the conduit you've been expressing. Something that, should it be placed as a limitation on your Multipower, or what have you, I'd feel okay with actually giving a discount for. 
    Mind Link: Any Willing Target +15, Up to four people +10, Costs End to Maintain -1/2 The Reason why it would be to Maintain is that if it were to only be a start cost, one could begin it... hours before it becomes important. Now however... I do continue to mention this as a Limitation, and not a Conduit for a simple reason. This does not grant Range. Unless a GM explicitly denote that it would, having a required Conduit power, no matter how it is written up, does not grant your Aid, Healing, Transfer and such Range. As always, GM word is law, but by how it reads and works... This would be a limit, not an advantage.
     
     
    Long, long story short: A conduit power would be a nice limitation. I'd probably work with Mind Link as the core, and have it be more empathic than conversational. Getting your powers to range can be done by giving them range or stretching. Endurance Reserve better be for you to use, or else it is complicated.
     
    But yeah. That's my two cents.
  19. Like
    Sveta got a reaction from Cantriped in How would you price this Limitation?   
    I'll admit, this part made me chuckle. Not for any particularly good or bad reason, but tis a False Comparison you've got there. Not only because you're comparing One Power with a Separate Power, but you're comparing two separate Types of powers to boot. Heck, if you wanted to be "Crunchy" and abide by RAW you could take TurtleMan's UltraShield with Duration Limit Instant for your extra -1/2.
     
    Different powers get different amount of utility depending on the limitation and advantage placed on them. Flash is nice constant, but comparatively blows compared to a Constant Entangle. Blast with Double Knockback is simply less effective than Killing Attack with Double Knockback, even at the same Base Cost. Simply put, Different powers are Different for a reason. An Advantage/Limitation will effect two different powers differently due to them being made for different purposes. 
     
    So let's compare Apples to Apples. More Gala to Fuji, but whatever. NovaMan's Blast vs ElectricMan's Blast. NovaMan took his blast with, let's say, 4 charges. He gets a -1. ElectricMan took his blast with No Endurance +1/2. And let's say they both spent... Oh, 30 Real Points first. NovaMan will come in swinging with a mean 'ol 12d6. Painful! ElectricMan however, is only coming in with a piddly 4d6 compared. How outrageous! Clearly this is in the wrong! And you'd be right! Except.... It's not. That's 30 Real Points, not Active Points. ElectricMan put in only 30 Active Points. NovaMan? 60.  So it would make sense that NovaMan is doing three times the damage. 
     
     So let's modify the scenario a bit! Instead of 30 Real Points, they both spend 30 Active points, and thus are "Saving" the same amount of endurance. Novaman then comes in swinging his 6d6 at ElectricMan's 4d6. Novaman's still wiping the floor! Until two turns from then. When NovaMan run's out of his Blasts, and ElectricMan's still swinging away. Because this balance isn't just on a single point, it's on a continuous exchange. No End says a Resource cost has been cut. Charges says a Resource has been put in its stead. That's the benefit of No Endurance. You can use it all day without losing anything. Charge limits that. Charge says, "These many times, no more." You lose something from No Endurance in Charge, that being continued use.
     
     Is it perfect? Nah. It's trying to simulate everything from a Once-Daily PerfectBlock to a Laser Rifle with a battery Pack, to a bunch of fireworks. Of course it isn't going to be perfectly balanced. Should it be that it comes with 0 End? Honestly, the way the system was set up, it seems to indicate there is expected to be more gadgets and objects used, rather than X-Daily Powers. If you think it should Not have the 0 End requirement, then that's easy enough. Adjust it down. If you think it should, keep it where it is. Or don't. Buying the Limitation Costs Endurance or Advantage 0 End is near the same. (0 End on a Constant for +1/2, Make a Constant cost end for -1/2) And in the end... You're saving or losing a few points for a power or idea in a Tabletop based around being Superhero's, where Rule 0 is literally Ask the GM. If the crunch is the draw... Isn't that missing the point?
  20. Like
    Sveta got a reaction from Amorkca in Welcome to Hero Forum - Please Introduce yourself (especially Lurkers)   
    Ha! I'd be glad to share what I find, when I find it that is! Fresh blood, new ideas, or at least old ideas rehashed in a different light. I'll make certain to do just that!
  21. Like
    Sveta got a reaction from RDU Neil in Welcome to Hero Forum - Please Introduce yourself (especially Lurkers)   
    Ha! I'd be glad to share what I find, when I find it that is! Fresh blood, new ideas, or at least old ideas rehashed in a different light. I'll make certain to do just that!
  22. Like
    Sveta got a reaction from RDU Neil in Welcome to Hero Forum - Please Introduce yourself (especially Lurkers)   
    Well, managed to find this rabbit-hole of a place and get on, may as well give my piece!
    How did you come up with your 'handle' (forum name)? That part is the easy one. The name came from Golden Sun Dark Age, the name of a supporting cast character. Considering their role was such a departure from the tried and true methods of the other characters, and that the original game holds a special place in my heart, I used the name online once or twice. Eight years later, seems to have stuck.
    What was the first tabletop RPG you played? D&D 3.5, not far back for many, but off in 2011. Easy enough to learn, hard as all get out to master with all the ad-dons that came after the core. That campaign lasted about two years, and the birth of one of our player's child. After that, we moved away and only rarely chat. Far as they've mentioned, they still swing D&D about on the rare occasion.
    What was the first tabletop RPG you GMed? D&D 5e, not a year and a half ago. A nice and pretty world, more ruled by underpinning conspiracy's and hired leaders quelling local rabble. Leaders of dying countries sitting atop their mountain of pride to rule it all into the dirt lest their name be marred. Learned hard and fast that your world is plenty fine and dandy until PC's make crazy ideas and you let them run with them. Also helps to figure out if the players are looking for Dungeon Delves or inner turmoil and bizarre lenses for examination of human conditions. Lessons more or less learnt. 
    What are you currently playing/GMing? I'm currently playing in World of Darkness, the Chronicles of Darkness in nWoD, not the old Masquerade-eske set. Something struck between a dour mystery and a Lovecraftian tea-party. Where the fact one swallowed a key is equally important as where the werewolves are. Nightmarish convoluted, as these things tend to grow, but a fun and amusing sort. Been going on now for some year and a half, and only just pushing our GM to their limits. 
    When did you start playing Hero? Considering I can count the number of weeks I've known about the Hero system on my thumbs, hate to say that I haven't! Lovely system from what I've been able to devour of it. Convoluted too, but not in the traditional extraneous rules way, but in what it lets the players and GM do in it. A less focused direction in any one point, but that's sort of the point now isn't it? To let it become what is envisioned in the world of Hero's and Villains and underdogs and monsters, ect... Required flaws, more than comprehensive skill, equipment, base, vehicle lists, and the ability to create something fresh and new, or rehash an old classic in a new way... Well, I quite enjoy the look of it, and am looking forward to seeing what experiences it might bring! 
  23. Like
    Sveta got a reaction from drunkonduty in Welcome to Hero Forum - Please Introduce yourself (especially Lurkers)   
    Well, managed to find this rabbit-hole of a place and get on, may as well give my piece!
    How did you come up with your 'handle' (forum name)? That part is the easy one. The name came from Golden Sun Dark Age, the name of a supporting cast character. Considering their role was such a departure from the tried and true methods of the other characters, and that the original game holds a special place in my heart, I used the name online once or twice. Eight years later, seems to have stuck.
    What was the first tabletop RPG you played? D&D 3.5, not far back for many, but off in 2011. Easy enough to learn, hard as all get out to master with all the ad-dons that came after the core. That campaign lasted about two years, and the birth of one of our player's child. After that, we moved away and only rarely chat. Far as they've mentioned, they still swing D&D about on the rare occasion.
    What was the first tabletop RPG you GMed? D&D 5e, not a year and a half ago. A nice and pretty world, more ruled by underpinning conspiracy's and hired leaders quelling local rabble. Leaders of dying countries sitting atop their mountain of pride to rule it all into the dirt lest their name be marred. Learned hard and fast that your world is plenty fine and dandy until PC's make crazy ideas and you let them run with them. Also helps to figure out if the players are looking for Dungeon Delves or inner turmoil and bizarre lenses for examination of human conditions. Lessons more or less learnt. 
    What are you currently playing/GMing? I'm currently playing in World of Darkness, the Chronicles of Darkness in nWoD, not the old Masquerade-eske set. Something struck between a dour mystery and a Lovecraftian tea-party. Where the fact one swallowed a key is equally important as where the werewolves are. Nightmarish convoluted, as these things tend to grow, but a fun and amusing sort. Been going on now for some year and a half, and only just pushing our GM to their limits. 
    When did you start playing Hero? Considering I can count the number of weeks I've known about the Hero system on my thumbs, hate to say that I haven't! Lovely system from what I've been able to devour of it. Convoluted too, but not in the traditional extraneous rules way, but in what it lets the players and GM do in it. A less focused direction in any one point, but that's sort of the point now isn't it? To let it become what is envisioned in the world of Hero's and Villains and underdogs and monsters, ect... Required flaws, more than comprehensive skill, equipment, base, vehicle lists, and the ability to create something fresh and new, or rehash an old classic in a new way... Well, I quite enjoy the look of it, and am looking forward to seeing what experiences it might bring! 
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