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Sveta8

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Everything posted by Sveta8

  1. There are a few options that first come to mind, but the end result really depends on the flavor and speed you want the ritual to go away at. A: Relays. The Party knows where the den of the cultists are and how to get in right? Well, have that be the hub, but not the only stronghold they have set up. A fair chunk of the cultists are there, as well as a Mini-Boss of sorts, probably a pretty strong summoner with a pair of Area of Denial Casting Lieutenant sounds about right. But, in that Hub, they find evidence of several Mystic Relays around the city, places that the ritual is reinforced and magnified at. After taking on the main hub, the ritual starts to break down and "Occult Energies go wild upon the city, uncontrolled and violent!" Flavor and mechanic that how you will (I recommend treating it as a Persistent 5 STR Change environment sort of poltergeist over the city, and temporarily granting the World 2d6 Unluck). That should spur the Heros to finish the problem up quickly, and provide lovely sources of Radioactive Accidents for whoever you want. The number of relays there are matters a bit, but it mainly depends how many you want for them to take down before the ritual actually falls apart. No more than three before the ritual falls apart should be good. Each one has a smaller miniboss and some flavor for what the occult ritual is doing. At the final one, Big Boss can either try to stop them from interfering with the last ritual and rite, or be running away with that rite. Either way, upon either escape or defeat, the ritual finally falls apart. Just depends if you want to use the Big Bad later. B: Puzzle Summons. The Party knows where the den of cultists are and how to get in. What they don't know is the emergency Tamper Prevention with the Ritual! Unless they get a few specific items/people in the base before the Occult Alter, if they try to take out the ritual two or three powerful occult energies are summoned to truly wreck people's day. Have one stay and start fighting the heros as much as the cultists, and the remaining go out and start targeting the city. This should make it so that they want to go out and stop it, so it stops wrecking their stuff. Treating it as Puzzle Summons also helps the Occult Leaders start to have to interact with the ritual carefully, and panic more when the players mess it up. C : Mind Slaves. The cultists there are moderately strong, but the people actually holding together the ritual don't even realize they are doing it. They have been mentally controlled and compelled by the cult, and are maintaining it's casting and chanting. Have one or two of them be from the Player's past for a few extra personal knives. The ritual itself is easy enough to stop. Simply take of the mind controlling black iron crowns on their head. But if they do that, they risk simply shutting off the mind of the person, rendering them innert and unresponsive. They can talk with the people casting it, but they won't really know how to stop it, or even what the party is referring to to stop. The boss will show up when they finally make a decision and help the first person, successfully or no. Now you've got a fight with several Innocents in the way. And worse yet, the boss is strengthened/summons show up/the area becomes more violent as more people are disrupted from casting! That's what comes to mind off the top of my head.
  2. Now I'm confused. You seem to be asking for which happens first, Autofire or Damage Shield. Autofire happens first. You also seem to be understanding that, and wanting that to not be the case. If you are asking how the rest of us would typically run Autofire on a HTH Attack vs a Damage Shield with a teleporting effect. IF I were in such a situation, I would scratch my chin real hard before offering a compromise. Autofire, Base, will hit a single target if the aim is successful, and then again for every 2 OCV they beat the DCV by. If you are looking for a blatant cover-all option, Increase that to every 3 OCV. They will hit a few times, but less than normal. OR if I were being REALLY particular about mechanics, I'd let the first hit apply, then check relative Dexterity. That covers some reaction time. So, for every 2 OCV AND 2 Dex the fighter has on the opponent, they can hit again. When EITHER of them meet the opponent's, the attack ends, and they are teleported away.
  3. Appealing? For certain. One should never stop hoping and wanting for times that are more peaceful, passable, and comfortable. They are the times that make many of the more... arduous moments more worthwhile. However, that is not on the horizons. Nor the forecast. Nor the projected future. Placidity left too long and developing a foul stinking rot of stillness, and only now coming up in need of cleaning. So effort must be made for these "interesting" times. To overcome the patient passivity of letting what is ride simply for a wont for normality. Pardon, that's a statement I've heard too often. I'll leave it at that. These will be curious and interesting weeks.
  4. As someone going to a nearby state college, and whom has a mother teaching in a business classroom in a nearby highschool, it's crazy to see the differences that some schools are taking. The college is advocating that they are doing everything in their power to not shut down and to keep students in classes. Practically, I know that's because they just changed their teaching software to a more up to date model this year, and need to rely on being able to have physical backups instead of just hopping directly into an online model on new software. Practically, I also understand I sit in a classroom of 20 trying to not move or talk, while we all wear a mask and have excessive amounts of disinfectant on every desk, as people who are just now learning how to handle having personal responsibility are told to be careful. On the other hand, at the highschool my mother works at... They set up a thermal screening set for entering the school, turn people away if they are over a set temperature, shut down a classroom to perform contact tracing if someone is found to have anything close, require a two week period away from school minimum if someone has been infected or has been in regular contact, lunch has been relegated to their fourth period classroom, have set times where people can enter and leave even on busses, and have entirely reworked the bell schedule along with Teachers having to Walk Students to their next class to avoid excess contact. The principal is waiting with their hand over the Shutdown button, just waiting till something happens. It's... a crazy sort of difference.
  5. Gottcha. So, in Short... Only in Alternate ID is to indicate that the powers are only accessible in a separate form. If there is a problem or delay in accessing that form, that appears to be a secondary limitation. If I am reading this correctly
  6. It will be a curious few weeks, that's for sure.
  7. Make it so you thought the final was on Wednesday on 3pm, when it was actually on Wednesday at noon. Frantic emailing ensued. Got to retest, but man.... that was three days of pure panic.
  8. The enigmatic and roughshod leader of mercenary group The Saboteurs, Stainless Steel is always decked out to the nines. Not in a ballroom gown, but in an assortment of gadgets provided by their very own resident Mad Scientist, Composite. From the Jet Skater Boots to her Stunning Blaster, and not to mention her signature Steely Gaze Sword, she's mean, lean, and horrifyingly swift at her work. The defacto leader on actual ops, she had been just a hired gun for a low ranking mobster. But, when a run went south due to a rival gang showing up, things went south fast. When she woke up on Composite's medical bench, it was a good thing she'd been disarmed first! A short argument over whether to thank or shoot him for saving her, and she was roped into the Mad Man's Plan. To take vengeance against his cooperate Rival, Hardline Industries! A lifedebt owed, she agreed on the condition she run the ops. Fighting alongside their resident Brickhouse, Cast Iron, she provides the speed where as he provides the raw power of the two. With their six covered by Brass, a hotshot sniper, the team does good work, with only one rule. Only locations, not targets. Too much bad blood from a bit too much blood. A Hit squad they are not. They are... The Saboteurs.
  9. Hello! Pardon, as this will likely be a bit long of a question. Firstly I wanted to set up a Topic to discuss this as people had questions about it in the Q/A Portion above. But, as that isn't exactly the place for discussion, wanted somewhere more apt to place that questioning and so on. Hopefully this is more apt. Secondly, I believe the core of the question that was and currently is at hand is How, and more Specifically, When is Only In Hero ID a Limitation? Some of the less than helpful examples listed were simply, "When it limits the character." While that is true, it is also not super handy to determine how limiting that is, or by what means. The book itself provides the example of taking a Full Phase to "Activate" that ID and it's requisite powers and passives and so on. It also gave notion that should someone require to say a specific word or phrase to activate that form and thus could be gagged to prevent it, it would make sense as Hero ID. However, it also gives indication to use it for Heros who tend to have a Hidden Identity or tend to Shapeshift around. Lots of options but it's hard to... pin so to speak. If from what I am reading is correct, these are all... correct... but difficult to pin down why and how it is a limitation. From what I am getting though, is Only In Hero ID is made to simulate a power that is difficult or consequential to access. Someone turning into a demonic form makes sense to have as Only in Hero ID, if there is sutable Complications with said form, or it takes longer to shift to, or there is natural consequence to the form or so on. If you can only access your powers via a Incantation or Ritual, Only in Hero ID makes sense. It is.... rewarding the limitation of access I think. However that may be. It doesn't help the text examples provided feel like they are trying to modify the Transition from person to Hero, rather than the Power that the Limitation is applied to. In The Text, the option that one can Say an Activation word and become Hero-ified which it even calls out as allowing the option to gag them to prevent it, which feels like Incantations on a Transformative Effect, rather than on the following powers. If You say the Magic Word and gain flight, your Flight doesn't require Incantations, but getting there does, and you can only fly while in Heroic Form, so OIHI seems to make sense. However, take a look at the Example power listed. Amulet of Horus. A host of abilities are gained when being the Avatar of Horus, so having those powers OIHI makes sense. The form itself doesn't list as having any following complications, or taking a Full Phase, or even coming from the same Power Source Ala Unified Power though. But, as they are only Accessable in that form, the limitation is applied. So is it the limited Access to the Power by having it behind a different ID, or in the trouble in trying to access that ID that causes the Limitation? It seems to be trying to pull double duty. Concrete question time: Now that I've rambled on the source of confusion, question. When is Only In Hero ID Applicable? Is it A: When I have to access a separate form to have the Ability? B: When Access to that ability can be limited or prevented? C: When Accessing that ability causes additional problems? D: A combination of the above?
  10. Ah! I believe I the confusion was from an assumption that I was worried about a Manuver that causes -1/2 DCV. I am more concerned with the fact that Grabbing a foe (without the optional rule for when you have 20 strength on the foe) causes 1/2 DCV. As whether I would be Slamming or Squeezing a Foe in that time, and thus likely spend a segment or two there, I was hoping to mitigate that.
  11. From what I've seen, am seeing, heard, and am hearing, this falls solidly in a very very difficult to allocate camp. Cause it seems to be trying to do two things that make every game so much sweeter if done well, and so much bitterer if not. 1: Having the players try to reach interesting and hopefully organic conclusions and trying to take action based off that 2: Having a GM who is comfortable with a little mechanic wiggling in the sake of story/engagement/fun. This creates a drastically different playing field depending on the comfort level and willingness to engage of some players. If one player has known the GM for a fair amount of time, they are probably way more comfortable asking, "Hey, I don't have this power, but it seems like I might be able to do XYZ, can I give it a shot?" Than the new person who is still trying to get a feel for the dynamics of the group. The fact that social skills assist a Roleplaying game is... well, it makes sense. The better you can get into the mindset and play up the role you've got, the more immersed that you will probably get, and the more deep you will try to pull things.Just because I know on my character sheet that Blaster McGee the Third doesn't have a means to weld the door shut to stop the goons from getting to them, Blaster McGee isn't thinking in terms of Transform Powers. He's thinking in terms of, "Crap, Mister Evil's Ninja Henchmen got the drop on me! I need a second. Can I weld this shut? Damn it, dunno, but I gotta try something!" Including Power Skills, and providing the Trick Rolls is something that, no, it shouldn't really be necessary in my eyes. It's something you as a player and as a character are going to try either way though. BUT, it does give people who are less familiar, or still trying to figure things out a way to ask, "I'm out of options, but I do have this Power Skill. Can you guys think of something that might be helpful there?" It is a way to mark on the sheet that you can try things you think of. Cause, well, some people need that. A nice GM might let them get those points back with some Bonus XP for Impressive Roleplay, which in turn promotes them to act more on those impulsive and hopeful thoughts, and gets those points back after a while without anyone the wiser. It's a tool. You just gotta figure out how it's useful. And in this case, that might also include to whom it's useful. If I had a way to let everyone at the table have a high level in communicable skills, I would. I would also be able to sell that stuff like candy on a black market because of how useful that is. But I can't. So, I have to figure out how to promote that sort of interaction. Both as a Player, and GM.
  12. Fair point each. As for if the bad guys actually have OCV's of 9 and 10, that I can not say for certain. Only time and a few sessions under my belt will let me know that. Average was listed between 6 and 7, so I sat there. As for performing Multiple Attack Using Grab... I do not quite know what you mean, and thus likely am not attempting that? I am intending to solely grab one foe at a time if I am grabbing, or use basic Area of Effect Attacks for groups. -2 DCV was taken from the DCV penalties for using Grab.
  13. Lots of very useful information here, but also a lot of supposition that is also... unhelpful. The following information is miscellaneous information for the campaign that I didn't include for sake of brevity in the original post. 1: This is a 300 pt game, not a 400pt one. That may change starting assumptions. 2: Campaign max for OCV/DCV was set at 10 3: Due to primarily working on Area of Effect Attacks and Grabs, the spare CSL's were aiming towards DCV, and would average to around 8-9 from my personal testing. All of this is to say that while the 1/2 DCV will do basically nothing, it will do something, which is the point. I am not trying to swing the 50% Hit/Miss Ratio instead of the 52.5%, but a lot closer to the 90% instead of 95%. Lower would be great, and thus why I was hopeful that the Size bonus to hit was a DCV penalty for me, not an OCV bonus for the opponent. Since it isn't, I'll have to be working with what I have. Moreover, the 1/2 DCV will change how I look at attempting to have defensive capabilities. If I know trying to avoid the hits is going to be a lot harder than I hoped due to the types of bonus's and penalties that are going around, I can plan accordingly. That's why I ask. Both to know if I could simply snag Penalty Skill Levels for DCV, or if I should invest in Extra Defensive abilities instead. In this case, the latter seems to be the case.
  14. shrug I hope that alternate rule will be used. Makes more sense even with a Growth-ed Character to be less impeded. But, if not? Well... Just hope the GM will be okay with slightly more inflated Defense then. Cause otherwise, that's gonna smart!
  15. While stating that in reality there is a short pause, I struggle to bear that into mind in this situation. If someone is taking Autofire, they are probably either defining it as a Gun, or some sort of Energy Blast that keeps homing back in on it's target until it misses. Actually, that sounds like a pretty fun concept for a Star Shooter style character... An attack like a Comet that whirls around, and keeps hitting and getting more erratic till it's flung off into space... I'll think about that in a second. But in either case, The "Attack" has already left the Player's character by the time they would Instantly be teleported. If I have an Autofire Gun, then I'm shooting multiple bullets at you. Unless you are wanting to have the character teleported after the first shot has hit you, but before the second shot fired, it wouldn't work like you are hoping. And it straight up wouldn't work that way the attack tried to stick to it's target, like the Shooting Star example. Person is gone, but the attack's still going. Not only that, you are generating an attack/protection to specifically prevent a player's normal options from working. If someone teleports you away when you hit them, hit them either really freaking hard or with lots of nearly instant attacks. If you are causing the Autofire character to simply not be able to use it's abilities... Well, why?
  16. Well, that is... well! Makes me hopeful that that rule is used then. If not? Well, some extra health and armor wouldn't be remiss then! Thanks for your time. Man, that DCV is gonna be in the toilet.
  17. Hrm... Well then, That is going to be complicated. Both as if the opponent is granted the +4 OCV, I can't truly do much about that. I'll simply need to either have a horrific DCV normally, or lean more heavily into the Defensive Abilities, as the attacks thrown my way will rarely miss. However... both of these statements fail to address if a Penalty Skill level can apply against the -1/2 DCV of Grabbing. Just that it is intended to be penalizing, and that Size grants the foe OCV, not a DCV penalty. If you are meaning to state that I should not worry about DCV and trying to avoid attacks with a character of such size, please say so. Points put towards DCV might better be put elsewhere then. As for the Height and Mass Limitations? Those are already factored in as majorly disadvantageous Limitations. What can be mitigated with Crawlspace Ace (Removing OCV/DCV penalties for squeezing or cluttered space) has been taken, and some choice CSL's for dealing with HTH work has been factored in. Potentially considering a point in Stretching, Limitation usable only for squeezing and so. I am well aware it won't be easy, but I want to make it work.
  18. Good Evening! Got another quick uncertainty here. So, I've been working on this Growth Based Brick for a bit now. I've finally got them pretty well stated out confidently, and am trying to figure out their regular viability in combat. This led me straight into their DCV and some questions on that. Namely, as they grow to Enormous, that applies a pretty hefty -4 DCV Penalty at any time they are large. Not only that, but one of the main manuver that I figured for them was to grab opponents and to Slam or Throw them most of the time. So sitting solidly at a 7DCV down to a 3, and then potentially halving that, I am a might bit... curious on ways to assist that, and have questions there. 1: Can Penalty Skill Levels be applied to DCV penalties due to Size? I'm not seeing anything against it, but just wanted to cover the bases. 2: Can Penalty Skill Levels be applied to DCV Halving due to conditions? While I am not seeing anything for it, I'm not specifically seeing anything against it either. And Considering Grab has a seperate Optional Penalty list if the Grabber is 20+ strength above their foe, I thought that, eh, it might work? 3: Am I thinking of Penalty Skill levels right, or am I looking for something else?
  19. 1 Quart of Chocolate Milk Cocktail Peanuts How to learn Spanish in your Car
  20. Heyo, Spreadsheet Fan here. My main thought aside from "Yay, Growth Tools!" Is that these graphs might best be suited for a Logarithmic scale. Linear scale is more useful to determine the information given how the average person thinks of such things, but Logarithmic Graphing would help show a more normal relation between height and mass.
  21. Okay! I think I understand the basic sorta... fundamental weirdness now. If I want my SFX to do something reliably, I should expect to pay for it. If Big Monster wants a scaly HIde, some spooky Claws, and a loud as all get out Roar, I should snag Resistant Protection, KHA, and a Flash attack. If I then want to use those claws to carve a message into the ground for people who pass, well, that should be fine without requiring a Transform. Maybe Power Skill if so chosen. If others want to try to track the character via.... I guess scale shedding, I don't need to purchase a negative for Tracking Checks based on shedding. Both of those things make sense given the character, but aren't something I generally am thinking of when I consider the character. Or in other words, Pay for what I expect, ask if it makes sense.
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