Jump to content

Steven Wayde

HERO Member
  • Posts

    24
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Steven Wayde's Achievements

  1. Maybe think about how one would find a face in a crowd. All faces/signals are perceivable, so finding one in a crowd might be more about rapidly scanning and Id’ing.
  2. I think it’s fun to imagine how one or more of our characters for this game would stack up against a world class athlete. So, for instance, could a Daredevil or Batman type character compete at the Olympics? It’s an entertaining concept, I think.
  3. Holy Smokes, I think I may have been applying movement wrong in the Hero System for years!??!! I've become confused about something I thought I understood. I've understood for years that a character can move a DISTANCE in meters using Combat Movement, and twice as far by using Noncombat Movement. However, after reading through the rules on Accelerating and Decelerating and the advantages for Movement (6E1 155-157), I'm left scratching my head. I now I think that Noncombat Movement reflects only VELOCITY, not DISTANCE? I'm baffled by the example character, "Golden Eagle" referenced in 6E1 155-156. In the example, Golden Eagle has SPD 5, 40m of Flight, and a x4 Noncombat Movement Multiple (320m). On p. 156, under Acceleration and Deceleration, the example states that Golden Eagle will take 8 Phases to decelerate from 320m to 0. This makes sense if he reduces his VELOCITY by 40m each Phase. Below this, however, it states that he will move a DISTANCE of 1,120m to come to a full stop...and I can't figure out why this number? Can you Herophiles give me your thoughts? 1. RAW says Golden Eagle can accelerate 5m for each 1m of MOVEMENT, so he will max his Combat VELOCITY by flying a minimum of 8 meters each Phase, right? 2. He may also fly up to 80m of DISTANCE in Phase 1 if he wants to (Noncombat). True? or is it 40m of DISTANCE and 80m only reflects the VELOCITY? 3. In each Phase, he must fly a minimum of 8 meters to add 40m more VELOCITY, so it will take 8 Phases to get to his maximum Noncombat VELOCITY of 320m. 4. Can he also increase the DISTANCE each Phase until he's able to move 320m of DISTANCE in one Phase? 5. Does his DISTANCE each Phase remain at 40m or 80m and only the VELOCITY increases or decreases? What am I missing?
  4. 6E2 32: "...at the GM’s option, the character can use each Skill Level to increase his acceleration or deceleration with his modes of movement...by 1m per meter per Skill Level applied." How does this work? If I have a 3 SPD, 15m of Running with x4 NCV for a total NCV of 60, and 2 CP Skill Level in Running, how does my Skill Level affect my acceleration? Say I want to move full NCV in 3 Phases: 4, 8, and 12: 1. Without Skill Level: 15m in Phase 4, 30m in Phase 8, 45m in Phase 12, then 60m on the next Phase 4, correct? 2. With Skill Level: 30m in Phase 4, 60m in Phase 8? Is that right?
  5. Lightning Reflexes might have a role to get your nose over the finish line first, all things being equal. That’s a good place for some extra points. Starting blocks might be a Naked Advantage for Noncombat Acceleration built as an immobile focus? Just some thoughts. I also toyed around with builds with less than 10m/Segment then adding extra Running with increased END and Requires a Roll (PS: Sprinter) as a way to see which sprinter could eke out a few extra meters. Didn’t really make any builds less expensive at the scale I was working. unclevlad, I don’t think any model is perfect because of how Running and Phases work in this game. As I was examining the various builds, I applied two methodologies: 1. I started counting distance on the free Phase 12 and stopped counting at Phase 9 to determine distance travelled at or by 10 seconds/segments. For SPD values 2 and 3, I stopped counting on their last Phase before 9 (technically, the sprinter could hold his Action until Phase 9 to make the final distance calculations all occur on the same Phase). Admittedly, this is different than counting distance in m/Segment. 2. I evaluated the ultimate NCV pace per Segment only as a means to constrain the NCV. I discarded results with average movement faster than 10 meters per segment to reflect the real world limit. All that said, I might look at it again tomorrow unless I make my EGO roll to avoid my Psych Complication.
  6. Psychological Complication: obsessed with designing realistic world-class sprinter in Hero System (Common; Strong) Thanks to Grailknight and unclevlad, who nailed it. I hadn't been factoring in the Noncombat Velocity rules. So I ran a few builds and came up with unclevlad's answer: 3 SPD, +8m Running = 18 points. As unclevlad stated: the sprinter starts in Phase 12 and moves 20m; in Phase 4 he moves 40m (his NCV), and in Phase 8 runs an additional 40m for a total of 100m in 9 seconds (at a pace of 10m/Segment). This is just a little faster than the 100m real-world record of 9.58 seconds. Perfect for the Hero System. The build has the additional bonus of conforming to the recommended Normal Characteristic Maximum for Running (as befits a Competent, world-class sprinter) and doesn't force us into any unusual advantages or adders, which totally makes sense for a normal person. The SPD value falls puts us in the Skilled or Competent Normal range and leaves us with plenty of extra points for other Characteristics, Skills, etc. - a real person. Other versions a normal person might have are below. I limited the Running Speed to 20m or less and the pace to 10m/Segment or slower. For most builds, one extra point of Running winds up busting the world record: 2 SPD, +8m Running with Noncombat Acceleration/Deceleration = 28 pts - Max value for Running; expensive and only gets you 80m in 10 seconds. 2 SPD, +0 Running, x4 Noncombat Movement, Noncombat Acceleration/Deceleration = 10 pts - Less expensive but not fast enough and you have to mess around with adders and advantages - not something "Normal," but others might disagree. - This build gets you 96m in Phase 6 (7 seconds) at a pace of 8m/Segment. 4 SPD, +2m Running = 22 pts - More expensive but only gets you 98 meters in 10 seconds (at a pace of 9.33m/Segment); a world-record pace but not as good as 3 SPD with +8m. - 4 SPD also puts us into the "Standard Heroic" range. 4 SPD, +3m Running = 23 pts - This gets us a perfect 10m/Segment pace, but the distance covered in 10 seconds busts the world record a bit (the runner travels 105m in 10 seconds). - It's faster than our optimum build, costs more, and if this "Standard Heroic" athlete wants to prioritize SPD over Running, he'll win the Olympics. 4 SPD, +0 Running with Noncombat Acceleration/Deceleration = 32 pts - The cost is just silly and doesn't even get you to the world record; it gets us 96m in 10 seconds at a pace of 8m/Segment. What else am I missing?
  7. I try this occasionally with my wife. I keep telling her to just "calm down." ...i've never hit that Mandatory Effect... Cost: 1 point Get My Wife To Calm Down: Mind Control 1d6 (Alien class of minds) (5 Active Points); Extra Time (1 Hour, -3), Requires A Roll (8- roll; -1 1/4), Eye Contact Required (Constant Power requires eye contact throughout use; -1), Incantations (Requires Incantations throughout; Complex; must speak calmly and clearly so she can understand me; -1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Set Effect (only to get her to just calm down dang it; -1), Mandatory Effect EGO +30 or Greater (-3/4), Increased Endurance Cost (x2 END; -1/2), Side Effects (must sleep in other bedroom; -1/2), Can Be Deflected (you gotta know my wife; -1/4), Reduced By Range (voice range; -1/4)
  8. There's an "Alter/Inflict Emotions Table" in Champions Powers on p. 123 that might be useful. One of the tables is for "Sadness," which could be modified for "Calmness."
  9. Geez, I thought of another way look at this issue: what's the least expensive way to build a world-class sprinter? Answer: 13 points! Buy 13m of Running at SPD 2 to get 50m of Noncombat Movement. That's a velocity of 100m/Turn...you're in the running for a gold medal! With a limit of 100m/Turn as the max allowable (world-record pace for a normal human), the variables are: SPD 2, +13m Running = 13 pts (50m Noncombat Running = 100m/Turn...perfect!) SPD 3, +4m Running = 14 pts (32m Noncombat Running = 96m/Turn...more expensive and too slow) SPD 3, +5m Running = 15 pts (34m Noncombat Running = 102m/Turn...more expensive and breaks the 100m/Turn limit...just barely) SPD 4, +0m Running = 20 pts (24m Noncombat Running = 96m/Turn...more expensive and too slow) SPD 4, +1m Running = 21 pts (26m Noncombat Running = 104m/Turn...more expensive and breaks the 100m/Turn limit) So you can build Carl Lewis as a 13 point character! Easy!
  10. I say "yes." As a GM I wouldn't allow the Cellular Adder to modify any of the other Sense Groups unless you paid for them. RAW recommends you buy the Touch Group at a minimum for Cellular. I think you're stating that if you change your DNA with the Cellular Adder, your outward physical appearance would change to reflect all the things DNA prescribes (coloration, height, voice, etc.) without having to buy Shape Shift to affect the relevant Sense Groups. Given the conceit of the superheroic genre, I can imagine someone imitating different DNA without changing anything else about their appearance. If you're playing a fantasy genre, I'm not sure how cellular would even apply, unless you're trying to avoid some kind of "True Sight" type of effect. All this is moot if you consider, as some have in this Forum, that Shape Shift is nothing more than Special Effects that cost Character Points.
  11. I like to find existing examples developed by the game designer(s) to provide guidance with questions like this. There are a few examples in Champions Powers similar to what you’re describing. Page 122 lists how Emotion Control is used and mentions, among other emotions, affecting the target’s “calmness.” The limitation is -1. Mind Control; Only To Alter/Inflict One Emotional State (-1). There are a couple of other examples which use Set Effect at the -1 level (stop and pay attention only to me, don’t hurt me). Also, you might want to consider a mental Transform.
  12. Duke, I remember the rules for Pushing when an EGO Roll was required and the limit on extra points. I think that’s what influenced my thoughts on how one might bake that into a world-class athletic achievement. I kinda dig the idea that each world-class athlete is invested at the Characteristic Max for his discipline and needs to Push to get that extra little bit that often separates top finishers.
  13. Here's what I built so far. Each other form is built on 450 points. Thoughts? 29 Real Points: Two Forms: Blockbuster and Brainstorm: Multiform (450 Character Points in the most expensive form) (x2 Number Of Forms) (95 Active Points); Time Limit (1 Hour; -3/4), 6 Charges (3 charges for each form; -3/4), IIF Fragile (Potions; -1/2), Gestures (must drink potion; -1/4)
  14. Did you know that RAW, Everyman in the Hero System is capable of a world class sprint? Here’s how: The world record sprint is 100m in 9.58 seconds. For purposes of this discussion and ease of calculation, we will round up to 10 seconds. Thus, a person who covers 100m in 10 seconds is essentially a world class sprinter (true!). Assume the following: 1. Our Everyman sprinter is using Noncombat Movement in his race. RAW tells us, “A character using Noncombat Movement concentrates on moving swiftly, not on finding targets or dodging attacks” (6E1 155). Furthermore, “If a character moves at Noncombat velocities, the END cost equals the END he uses to move at Combat velocities” (6E2 25). 2. Our sprinter is Everyman and subject to the recommended Characteristic Maxima (6E1 50). 3. Our sprint will begin on Segment 12 and allow for a post-Segment 12 recovery as per 6E2 18. 4. We accept the RAW on Pushing (i.e. not allowed) per 6E2 133-134 (it’s not needed anyway). To execute a world-class sprint, our sprinter needs to cover 100m by the end of Segment 9 (that’s the Segment 12 start, plus 9 more Segments = 10 Segments). Assume a max human SPD of 4 (okay, so he’s not exactly an Everyman) and we can calculate our Everyman sprinter needs a Running Movement of 25m (25m in Segment 12, then another 25m in Segments 3, 6, and 9 = 100m in 10 Segments). So he needs a Running value of 25m – over double the starting value! This is not Everyman; this is Carl Lewis! But wait! The sprint is Noncombat Movement! Therefore the Combat Movement would be half of 25m, say 12-13m, which puts us back at the baseline Everyman Running value. This is just a normal guy jogging through the neighborhood. Additionally, the END cost for this grueling sprint is quite relaxing. Our sprinter would burn only 1 END for each Phase he uses Running. No problem! Thus, our Everyman need only condition himself to get a SPD 4 to easily achieve a world-class sprint with no investment in REC, END, or Running required! Who knew Carl Lewis had the same Running Movement value as the rest of us? How do we make it more realistic? We don’t. But I sure do enjoy examining how the Hero System would work in real life. Here are some ideas I played around with and ultimately abandoned to spend more time with my family: 1. Assume the sprint uses Combat Movement values. That’s an easy fix, but doesn’t fit the intent of Noncombat Velocity – which would still double our sprinter’s Movement value (when nobody’s looking?) 2. Eliminate Noncombat Movement from the rules (nah) 3. Reduce the SPD Characteristic Maximum 4. Divorce SPD from Movement entirely (I think I’ve read some thoughts on that in this forum elsewhere) 5. Lower the initial value of Running to reflect the real-world Movement limitations of Everyman’s bad ankles and knees 6. Increase the END cost for Running to reflect how Everyman can’t even run 100m without stopping short of the finish line and throwing up 7. Combine some of the above to allow for a world-class sprinter to Push in the last Phase of the race and eke out a few tenths of a second and…complicated…I wonder what my kids are up to?
  15. My inspiration for the power is the Cap’n Tripps character from the Wild Cards novels. He is a “normal” human who has a number of different solutions/potions/drugs that transform him into different super heroic identities for one hour at a time.
×
×
  • Create New...