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Hey I Can Chan

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  1. Like
    Hey I Can Chan reacted to Christopher R Taylor in buying down CON on automations   
    I usually buy automatons to 0 CON, REC, and END, then buy all their abilities to 0 END Cost.  You can't push then, but usually they're mindless anyway so they won't have the willpower to push.  Its a whopping savings of 18 points, so it doesn't exactly pay for any of their very expensive automaton abilities and life support but its a bit of a cost offset.
  2. Like
    Hey I Can Chan got a reaction from Acroyear II in New character creation issues   
    This is one of the most powerful things that a character can do. I'd try to steer the player to a different concept.
     
    Mechanically, the system makes this concept's cost outrageously expensive. (The go-to method is just an enormous Variable Power Pool with a series of Limitations that prevents using it for anything else but copying Powers; making the VPP Only For Multiform doesn't reduce the cost to such a degree that the character will be able to do anything else.) Socially, the character will end up copying his allies if no other targets present themselves, so whoever's the biggest badass on the team, now there are two—that can lead to bad feels from the other players. Narratively, copying Powers gives away plots that the GM might not want to reveal. ("O, so Doc Stopwatch has LS: Immortality. That explains a lot.") Also, before the character enters the campaign, the GM must carefully define what can and can't be copied, and this, too, likely has campaign repercussions. Can "learned" powers (superior skill uses bought as Powers, for instance) be copied? Can magic powers be copied? Can the cosmic powers granted to the Herald of the Planet-eater be copied? Can 1-in-a-hundred-bllion-chance, bit-by-a-radioactive-giraffe Powers be copied? How about mechanical powers, including cybernetics and DNA-rewriting nanobots? The GM must dig into the setting to determine the natural laws of "powers," and, in many settings, that's enormously complicated.
     
    (And if you're using Multiform for this, there's the fact that the character potentially becomes the target in every way… but for some reason this excludes the target's Skills? And doesn't change the character's own Skills? Or does it? Does the character take on the personality of the target, too? If not then why not?)
     
    The power suite that's described raises a lot of questions that demand answers before the character ever sees play. I'd encourage the player to aim differently. Seriously, there's nothing wrong with flying, throwing tanks, and shooting laser beams from your eyes. You don't have to go meta to have fun.
  3. Like
    Hey I Can Chan got a reaction from Khymeria in New character creation issues   
    This is one of the most powerful things that a character can do. I'd try to steer the player to a different concept.
     
    Mechanically, the system makes this concept's cost outrageously expensive. (The go-to method is just an enormous Variable Power Pool with a series of Limitations that prevents using it for anything else but copying Powers; making the VPP Only For Multiform doesn't reduce the cost to such a degree that the character will be able to do anything else.) Socially, the character will end up copying his allies if no other targets present themselves, so whoever's the biggest badass on the team, now there are two—that can lead to bad feels from the other players. Narratively, copying Powers gives away plots that the GM might not want to reveal. ("O, so Doc Stopwatch has LS: Immortality. That explains a lot.") Also, before the character enters the campaign, the GM must carefully define what can and can't be copied, and this, too, likely has campaign repercussions. Can "learned" powers (superior skill uses bought as Powers, for instance) be copied? Can magic powers be copied? Can the cosmic powers granted to the Herald of the Planet-eater be copied? Can 1-in-a-hundred-bllion-chance, bit-by-a-radioactive-giraffe Powers be copied? How about mechanical powers, including cybernetics and DNA-rewriting nanobots? The GM must dig into the setting to determine the natural laws of "powers," and, in many settings, that's enormously complicated.
     
    (And if you're using Multiform for this, there's the fact that the character potentially becomes the target in every way… but for some reason this excludes the target's Skills? And doesn't change the character's own Skills? Or does it? Does the character take on the personality of the target, too? If not then why not?)
     
    The power suite that's described raises a lot of questions that demand answers before the character ever sees play. I'd encourage the player to aim differently. Seriously, there's nothing wrong with flying, throwing tanks, and shooting laser beams from your eyes. You don't have to go meta to have fun.
  4. Like
    Hey I Can Chan got a reaction from Sociotard in regarding 5th ed. FMove martial maneuver element   
    The Martial Arts Style An Ch'i includes the 5-Character-Point Ranged Maneuver Moving Shot (HSMA 18). The lack of FMove as a Ranged Maneuver Helpful Element (HSMA 104) suggests that the maneuver's inclusion may be accidental. (Its stat line is identical to the 5E version.)
  5. Like
    Hey I Can Chan got a reaction from Hotspur in Stretching question   
    The way that I read it is that from a central point the character can employ Stretching any number times if he's willing to pay the END for each Stretching instance because Stretching is a Constant Power—in the same way that a character can use Darkness on multiple areas at the same time if he's willing to pay the END for each new and different area of Darkness.
     
    So while it may look like the character with 10 m of Stretching is Stretching 20 m when he's extended in two or more different directions, the character's really just using the same Stretching Power multiple times and paying the END (and taking appropriate Actions) for each new and different Stretching instance.
     
    Duke Bushido could totally be right, though.
  6. Like
    Hey I Can Chan got a reaction from Ockham's Spoon in Anti-Poison   
    No Normal Defense Attacks says, "Examples of defenses usually considered inappropriate include a lack of anything (for example, 'lack of Resistant Defenses,' 'lack of Mental Defense,' or 'not being a Dwarf') (6E1 326). By extension, this should include 'lack of LS: Immunity to Poisons." Such "defenses" aren't outright disallowed, but they're pretty close.
  7. Thanks
    Hey I Can Chan got a reaction from Pattern Ghost in Building Weapons.   
    Yes.
     
    Yes. 6E1 says, "The GM may restrict which types of CSLs a character can Limit; for example he might rule that only 3-point or more expensive CSLs can have Limitations" (71 and emphasis mine), and Hero System Skills says similarly (117). Champions Complete says, "A character cannot apply Limitations to Specific [i.e. 2 Character Point] CSLs" (27), not restricting other Skill Levels.
  8. Like
    Hey I Can Chan got a reaction from Tech in Is there a RAR means to do a group pooling of CPs for a group resource?   
    The rules allow multiple characters to spend Character Points on a Base or Vehicle: "More than one character can contribute toward the cost of a Base or Vehicle" (6E1 107). Further, you can use the rules for Assigned Experience Points to provide characters with additional Character Points toward a Base or Vehicle: "You [the GM] can also choose to award specific Skills or Perks [like Bases and Vehicles] in lieu of Experience Points (assigned or otherwise)" (6E2 293).
  9. Like
    Hey I Can Chan got a reaction from Hotspur in Building Weapons.   
    Some armors and weapons are just standalone Powers. Other armors and weapons are better modeled as Elemental Controls or Multipowers. Many armors and weapons are combinations of both. For example, a character may have a rifle that can fire different rounds, and this is a good candidate for a Multipower because the rifle can only be fired in one mode at a time. Armor could provide a suite of abilities like Blast, Darkness, and Flight, and because these are Powers that the player wants to use simultaneously an Elemental Control (EC) is a good fit. However, if the rifle is just a Ranged Killing Attack or if the armor only provides resistant defense then there's generally no need for a Framework like a Multipower or an EC. And if the rifle has an artificial intelligence that warns the character of impending danger, then that's probably a separate Power, outside the rifle's Multipower. Likewise, the GM may rule that (for whatever reason) it's not thematic for the armor with the EC that has in Blast, Darkness, and Flight to also have in that EC the Power Mind Scan and mandate that if you want that Power it must be bought outside the EC.
     
    The Limitation Linked is a special case mechanically that makes it so that the character can use the Linked Power only when he's using another Power. This Limitation shouldn't be at the forefront of this discussion; it's not particularly common.
     
     
    Although a Power may not be in a Framework, a Power can still take the Focus Limitation, and that Focus can be shared with a Framework and other Powers. For example, a player may've bought his character's armor as an Obvious Inaccessible Focus (OIF) and applied that Limitation to the character's EC then bought separately—outside of the EC—the enhanced sense Spatial Awareness also with the OIF Limitation. Both the EC and the Spatial Awareness can come from the same OIF, the armor. Powers don't need to all be in the same Framework to share the same Focus.
     
     
    Ask the GM before putting Powers that don't cost Endurance (END) in a Framework. (There are other restrictions, but Powers in a Framework must cost END is a pretty reasonable guideline.) Also confirm with the GM that EC: Armor is a reasonable special effect for an Elemental Control. (Traditionally, Elemental Controls are for special effects that are bloody obvious in their thematic connection, like EC: Fire Powers, EC: Light Powers, or EC: Psionic Powers. Your GM might totally be okay with EC: Armor, but I'd ask a player to be more specific, like EC: Magic Armor or even EC: Paladin's Gleaming Armor Of Holy Righteousness or something so we'd both have a better idea of what kind of theme we were using.)
     
    By the way, you're not necessarily doing it wrong or anything, but 2 Character Points for an EC is a bit strange. Have you looked at sample characters with ECs?
     
     
    The weapon probably is a Multipower and probably an Obvious Accessible Focus (OAF), with each Multipower slot representing a different clip of ammunition. (If you apply no Limitations to the time it takes you to switch slots, you can just say you're really fast at changing clips if that's your jam.) I'd recommend buying the scope separately, outside of the Multipower. Buy an enhanced sense (and maybe some Skill Levels if allowed) with the OAF Limitation and define that focus as the scope that's attached to the weapon. You'll probably want to put further Limitations on that scope to reduce its cost (and subsequent functionality) because normally enhanced senses work all the time. You're probably not imagining your character walking around with his rifle at eye level all the time so that—just in case!—he can see in the dark all the time, for instance.
     
     
    There's nothing wrong with armored guy with a gun as a concept. The Punisher approves.
  10. Like
    Hey I Can Chan got a reaction from Hugh Neilson in Damage Negation Doesn't Seem Very Good   
    "The GM can, if he wishes, allow for greater differentiation of damage than just whole and half dice.… The accompanying table shows what various attack abilities cost using this system in the 10-20 Character Point range. Using it as an example you can extrapolate costs for other amounts of dice" (Advanced Player's Guide 56). The table Damage Differentiation has a column headed Killing Attacks and prices 1d6-1 starting at 12 Character Points.
     
    N.b. I've no horse in this race.
  11. Like
    Hey I Can Chan got a reaction from drunkonduty in Crafting in The Hero System?   
    I'd imagine that in a typical superheroic campaign, the concept is possible and viable, but probably not in the way that's desired. A character that has a jetpack that he wants to routinely lend to other characters has bought the Power Flight through a Universal Focus with the Advantage Usable By Others, probably at the +¼ level that incorporates the switches grantor can give power to one recipient and recipient must be willing to receive power and recipient controls the power and recipient pays the END for using the power and grantor can grant power to another or to himself and recipient must be within Reach of grantor for power to be granted and recipient can go anywhere after receiving power. The game is serious out this. For example, a Universal "Focus is not the Usable On Others Advantage; characters shouldn’t be allowed to buy abilities through Universal Foci then routinely loan those Foci to other characters" (6E1 380), and the Summon Power has an example saying that a character "cannot Summon a group of swords and hand them out to his friends; that’s HKA, Usable By Others" (6E1 288).
     
    What this means is that Idea Man can have, for instance, a Variable Power Pool that he uses to buy Powers with the Usable By Others Advantage described above, but Idea Man can't go to his lab and tinker together a jetpack that anyone can use out of just sweat, tears, and Skill Rolls. Either Idea Man needs to spend Character Points on the jetpack, or the recipient of Idea Man's jetpack needs to spend Character Points and use Idea Man's construction of it as an excuse.
     
    The all-purpose solution to these constraints is the Power Transform, that can pretty much do anything the GM allows, including Major Transforms capable of "creating objects out of thin air" (6E1 304). Buying a Transform with the Advantage Improved Results Group, putting appropriate Limitations on it, and calling that Power Crafting! might be a workaround, but I'd expect serious GM oversight each time the Power is used.
     
    In heroic and more freewheeling superheroic campaigns, the Inventor Skill (and time) will likely be your best friend.
  12. Like
    Hey I Can Chan reacted to Jhamin in Designing a Drone   
    As with all things HERO, this comes down to special effects.  What are they hoping this drone will do for them?  There is a world of difference between a treaded bomb disposal drone, a flying camera drone, and a US Navy drone with anti-tank weapons that can stay in the stratosphere for days.  So we need to figure out what you want.
     
    Personally, I think way too many people reach for Variable Power Pools way too quickly.  They have their place but I've found that 9/10 times people actually end up using 4-5 powers frequently and weird one-offs and you are better off building a power conventionally and then making them make inventor, power skill, or similar rolls to pull off the weird one time things they do with their powers rather than opening the can of worms that is VPP.
     
    One way of handling the Drone is to build it as a follower or (depending on how much control you have) a duplicate.  A follower gets you another character but you have to deal with lots of issues with it being it's own thing that may want to help your character but has to be controlled separately.  A duplicate makes it part of your character so you end up having pretty much total access to it.  The down side is that because it is a follower or a duplicate a strict reading of the rules means that if it's destroyed you don't automatically get a new one.
    Going this route, you stat up the Drone like a character.  Give it skills, powers, abilities, stats, etc.  It can do what it can do. 
     
    If you want them to be semi-disposable, you want to buy them as a special effect for a power.  Likely as a foci.  You have lots of options depending on what you want
    Buy Clairsentience defined as the drone flying around and beaming camera footage back to an eye piece.   But attacks with the "indirect" advantage to simulate weapons on the drone.  You make the attack rolls yourself & just say the drone is doing it Buy Mind Control to reflect the Drone flying down and rewiring technological attackers Buy Aid to reflect the Drone flying over and injecting combat stim drugs into your allies ... and so on.
    (I may be thinking of the Drones the Specialists troops have in the X-Com 2 video game for some of these examples)
  13. Like
    Hey I Can Chan got a reaction from Grailknight in Crafting in The Hero System?   
    I'd imagine that in a typical superheroic campaign, the concept is possible and viable, but probably not in the way that's desired. A character that has a jetpack that he wants to routinely lend to other characters has bought the Power Flight through a Universal Focus with the Advantage Usable By Others, probably at the +¼ level that incorporates the switches grantor can give power to one recipient and recipient must be willing to receive power and recipient controls the power and recipient pays the END for using the power and grantor can grant power to another or to himself and recipient must be within Reach of grantor for power to be granted and recipient can go anywhere after receiving power. The game is serious out this. For example, a Universal "Focus is not the Usable On Others Advantage; characters shouldn’t be allowed to buy abilities through Universal Foci then routinely loan those Foci to other characters" (6E1 380), and the Summon Power has an example saying that a character "cannot Summon a group of swords and hand them out to his friends; that’s HKA, Usable By Others" (6E1 288).
     
    What this means is that Idea Man can have, for instance, a Variable Power Pool that he uses to buy Powers with the Usable By Others Advantage described above, but Idea Man can't go to his lab and tinker together a jetpack that anyone can use out of just sweat, tears, and Skill Rolls. Either Idea Man needs to spend Character Points on the jetpack, or the recipient of Idea Man's jetpack needs to spend Character Points and use Idea Man's construction of it as an excuse.
     
    The all-purpose solution to these constraints is the Power Transform, that can pretty much do anything the GM allows, including Major Transforms capable of "creating objects out of thin air" (6E1 304). Buying a Transform with the Advantage Improved Results Group, putting appropriate Limitations on it, and calling that Power Crafting! might be a workaround, but I'd expect serious GM oversight each time the Power is used.
     
    In heroic and more freewheeling superheroic campaigns, the Inventor Skill (and time) will likely be your best friend.
  14. Like
    Hey I Can Chan got a reaction from Lord Liaden in Children of the Hydra build   
    Buy the same Summon (1 skeleton) Power with 1 Charge 7 times. Then when you want to Summon more than one skeleton with a lone Attack Action use a Combined Attack (6E2 74). You may even be able to use the 5-Point Doubling Rule (6E2 181).
  15. Like
    Hey I Can Chan got a reaction from SCUBA Hero in Multipower Build - Normal or a Little Fishy?   
    I didn't mean to give the impression that Ndreare's player actually has a plan that needs thwarting. At the time, I couldn't conceive of any other reason to object to dividing the Multipower, but you've raised an alternative: player agency. I get that, and thank you. To clarify, I don't know anything about Ndreare's players, campaign, or GMing style; I can only say how it would make me feel—and what my concerns would be and how those concerns could be alleviated—were my PC not to have a 150-point reserve Multipower and another PC to have a 150-point reserve Multipower, without knowing anything else.
     
    Here's where I'm coming from: Imagine two players both build characters. My PC has 4 50-point Powers that can be used simultaneously (200 Character Points). That other PC has a 150-point reserve Multipower and 10 50-point Powers in 10 different ultra slots so that only 3 can be used simultaneously (also 200 Character Points). Everything else about the two PCs is functionally identical. Upon learning how that other player built his PC, I would feel bad because…
    That other PC is more versatile than my PC. Although that other PC can only use 3 Powers at a time, that other PC has access to more than twice the number of Powers that my PC has. Remember that we know nothing about the campaign, so I don't know yet if my 4 Powers at once will allow me to participate as meaningfully in the campaign as that guy with 10 Powers—that'll hinge on the GM, the narrative, my own inventiveness, and so on—, but I'd absolutely worry that my 4-Power PC couldn't contribute to the same degree as the 10-Power PC in as many different situations, under as many different conditions, or within as many different narratives. That other PC's versatility means that he can use simultaneously Attack Powers to launch encounter-ending alpha/omega strikes (bearing in mind that a Combined Attack using different slots of the same Multipower is legit—see here). Alternatively, that other PC could render himself virtually invulnerable by employing simultaneously multiple Defense Powers. My PC is only doing 2/3 of one of those, albeit all the time. Also, my PC's abilities are fixed, while that other PC might not just be able to execute alpha/omega strikes or to become nigh invulnerable but also be able to pick how. That other PC has opportunities for growth that my character lacks. That other player can spend experience points to buy that other PC new, plot-advancing Powers relatively inexpensively. Further, were the campaign's Active Point cap raised, that player can increase that PC's Powers' efficacy relatively inexpensively. Finally, for the same price as my PC could buy a fifth Power, that player can add a fourth Power to those that PC can already use simultaneously—while still behind my character in usable simultaneous Powers, the combinations that other PC can employ then increase tremendously. To be clear: I'm still in the abstract on all of this. I know that an RPG requires—among other elements—a GM and a narrative in addition to players and mechanics, so I'm not addressing many elements. My concerns are just based on feelings about character-building. Those're what I'd worry about as a player were that situation to arise at a table I was at. 
     
    Keep in mind that my initial response—which might've been overlooked—would be to ask the GM if I could (re)design my PC to be more like the PC with the outsized Multipower. That'd be my preferred solution if the GM is inclined to let the outsized Multipower stand: Give everyone the same option. That other player may have exercised agency that some players didn't realize they had, so let the other players exercise the same agency. That's fair.
  16. Like
    Hey I Can Chan got a reaction from HeroGM in Can a character make a Combined Attack using Attacks that are different slots of the same Multipower?   
    The Multiple Attack rules (6E2 73–8 and includes the rules for making a Combined Attack on 6E2 74) on Power Frameworks, in part, says, "A character can make a Multiple Attack with two or more slots in a single Power Framework" (6E2 78). However, making a Combined Attack with the same resources isn't mentioned specifically.
     
    With that in mind, assuming a big enough reserve, can a character make a Combined Attack with two or more Attacks that are different slots in the same Framework? For example, a character possesses a Multipower with a 100-point reserve and has a slot that's a Blast 10d6 (so 50 Active Points) and a different slot that's a RKA 3d6+1 (so also 50 Active Points). Can the character allocate his Multipower reserve to these slots and make a Combined Attack that employs both Powers?
     
     
  17. Like
    Hey I Can Chan reacted to LoneWolf in Resistant to being teleported and resistant to transdimensional powers   
    One thing to consider is that teleport can have a lot of different special effects besides moving through other dimensions.  Just because your power protects you from the most common form of teleportation does not mean it protects you from others.  You could have a speedster that has teleport with the special effect he moves so fast you cannot see him.  How is a dimensional vortex going to stop that?
     
    UAA requires that the power have a reasonable common and obvious set of defenses to the power.  For Teleport UAA the most common defense is having your own teleportation powers.  So if your character already has teleport chances are you already have the defense to stop teleport UAA.  That does not prevent a teleporter from grabbing your character and teleporting both of you.  The problem with using desolidificaiton is that technically this requires that all your power has affects solid.  A lot of GM’s will probably let it pass, but according to the rules you need it.
     
    Density increase is actually a very good solution.   Buy 7 levels of density increase 0 END, Persistent, Only for purpose of resisting dimensional powers (-1 ½) for 20 points. This gives you 12,800 kg of mass and +35 STR, +7 PD +7 ED, -14m of knockback.  This would cover both teleportation UAA (with the correct special effect) and Extra Dimensional movement UAA.   It would also give you +35 STR to resist oddball effects and a little extra PD and ED vs dimensional power (attacks with the transdimensional).  If you cannot turn it off add always on to reduce the cost to 16 points.   This is a lot cheaper than desolidification and actually works better.  
     
  18. Like
    Hey I Can Chan reacted to Derek Hiemforth in Effect on CVs of Fully Invisible   
    Although there are concrete Combat Value penalties for being unable to perceive your attacker, there are no similarly concrete Combat Value penalties for being able to perceive your attacker, but unable to perceive the attack.
     
    However, 6E2, page 58 does offer this regarding attempts to Block:
     
     
    This offers us some guidance on how GMs should handle the situation in general. Often, the defender will be Surprised by an invisible attack and, if so, the normal penalties of being Surprised apply (see 6E2 page 50). We know from 6E2 page 58 that a character can't Block an attack they can't perceive.
     
    In the specific situation you describe, character A uses a fully invisible attack on character B while they argue over a beer (presumably not in combat), which would almost certainly result in character B being Surprised, and therefore at ½ DCV and taking 2x STUN (plus character A gets halved penalties for Placed Shots if using those rules).
     
    However, you said that King Caribou is familiar with the Cauthon's superpowers.  That changes everything.  Now, King Caribou has every reason to be wary, and will almost certainly not be Surprised by the Cauthon's attack (unless the Cauthon attacking would be wildly out of character or something). So no ½ DCV, no halved Placed Shot penalties, and no 2x STUN.
     
    That said, King Caribou still can't perceive the attack.  So he still can't Block it (as noted above), and it seems very appropriate to give the Cauthon a Surprise Move bonus per 6E2, page 51 (note the following text from 6E2, page 51 below [added emphasis mine]).
     
     
    When the target literally cannot perceive the attack, even though they can perceive the attacker, that seems worth at least a Surprise Move bonus to the attacker's OCV.  Exactly how much of a bonus is up to the GM, depending on the particulars of the situation, but is generally +1 to +3.
  19. Like
    Hey I Can Chan got a reaction from Hotspur in Endurance Reserve: Restrictive Use   
    First, I searched a variety of 6E books, and I couldn't find even one example of this Limitation in use.
     
    With that in mind, the Limitation Restricted Use (-¼) "most commonly occurs with Endurance Reserves defined as large batteries or engines in Science Fiction settings that have many different types of technology" (E61 206). I'm building Arachnivore, an enormous robot spider. (Yes, the creator is well aware that, technically, an arachnivore eats spiders, but it sounded cool, okay?) Arachnivore is mostly powered by a big ol' solar cell Endurance Reserve, but Arachnivore's techno-organic net guns are powered by a much smaller and separate biochemical acid battery Endurance Reserve with a much higher REC so the net guns can quickly regrow their techno-organic webs.
     
    Were I the GM, I might rule that both Endurance Reserves are eligible for Restricted Use: The creator could've just tied Arachnivore's net guns into the main Endurance Reserve and called it a day, but, because the creator is going for specific special effect, the creator earned a treat: the -¼ Limitation on the Endurance Reserves' costs. Further, I might rule that any of Arachnivore's present or future techno-organic advancements must be powered by the smaller Endurance Reserve while its electronics and mechanics must be powered by its bigger Reserve.
     
    That cascade is likely the reason for the Limitation: Call it a reward for tying a special effect to a Reserve. That is, it's sort of like how Sunstroke can buy straight-up Endurance and apply to it the Limitation Can Only Be Used to Pay For Fire Powers: I mean, Sunstroke was probably going to use that END for fire powers anyway—therefore it won't be much of a Limitation—, but now that Limitation says that Sunstroke literally can't use that END for anything else, now and in the future. It locks the character into theme.
     
    (Note that it's still probably less expensive to have Arachnivore's net guns powered by the main Battery (that's free) than it is to have them powered by a second Battery (minimum 1 Character Point), but maybe Arachnivore's creator is committed to type or the savings due to the Limitation on the big Battery were enough to pay for the littler Battery?)
     
    I can't think of a situation wherein a character with a lone Reserve would qualify for Restricted Use, though.
  20. Like
    Hey I Can Chan got a reaction from drunkonduty in Help Constructing a power   
    Is it important that the game's mechanics reflect the character's process, or is simply having an appropriate outcome sufficient? Because you're absolutely right that modeling this Power so that the game's mechanics are doing what the character is doing is hard. Faking it, on the other hand, is way easier.
     
    So if outcome is enough, it seems like this can be simulated by applying a Limitation to the Blast so as to make it a partially limited Power (see E61 366). For example: Kinetic Charge: Blast 8d6 (40 Active Points) plus Blast +2d6 (10 Active Points); Only On The First Phase After Which The Character Was The Victim Of A Successful Physical Attack (-1) plus +2d6 Blast (10 Active Points), Only During The First Turn After Which The Character Was The Victim Of A Successful Physical Attack (-½) plus +2d6 Blast (10 Active Points), Only During The First Minute After Which The Character Was The Victim Of A Successful Physical Attack (-¼). Total: 60 points. [4+1+1+1 END]
     
    In other words, Kinetic Ken is shot by one of Gungirl's bullets. On Kinetic Ken's next Phase, he can loose a 14d6 Kinetic Charge. Starting the Phase after that and until the same Segment next Turn during which he was shot by Gungirl, Kinetic Ken can loose a 12d6 Kinetic Charge. And for 48 more seconds after that, Kinetic Ken can loose a 10d6 Kinetic Charge.
     
    Then adjust the Kinetic Charge's damage and Limitation values to suit your campaign. (Also, Kinetic Ken's player should be reminded to not take it personally if one of Ken's allies, before combat begins, punches Ken in the face.)
  21. Like
    Hey I Can Chan got a reaction from massey in Help Constructing a power   
    Is it important that the game's mechanics reflect the character's process, or is simply having an appropriate outcome sufficient? Because you're absolutely right that modeling this Power so that the game's mechanics are doing what the character is doing is hard. Faking it, on the other hand, is way easier.
     
    So if outcome is enough, it seems like this can be simulated by applying a Limitation to the Blast so as to make it a partially limited Power (see E61 366). For example: Kinetic Charge: Blast 8d6 (40 Active Points) plus Blast +2d6 (10 Active Points); Only On The First Phase After Which The Character Was The Victim Of A Successful Physical Attack (-1) plus +2d6 Blast (10 Active Points), Only During The First Turn After Which The Character Was The Victim Of A Successful Physical Attack (-½) plus +2d6 Blast (10 Active Points), Only During The First Minute After Which The Character Was The Victim Of A Successful Physical Attack (-¼). Total: 60 points. [4+1+1+1 END]
     
    In other words, Kinetic Ken is shot by one of Gungirl's bullets. On Kinetic Ken's next Phase, he can loose a 14d6 Kinetic Charge. Starting the Phase after that and until the same Segment next Turn during which he was shot by Gungirl, Kinetic Ken can loose a 12d6 Kinetic Charge. And for 48 more seconds after that, Kinetic Ken can loose a 10d6 Kinetic Charge.
     
    Then adjust the Kinetic Charge's damage and Limitation values to suit your campaign. (Also, Kinetic Ken's player should be reminded to not take it personally if one of Ken's allies, before combat begins, punches Ken in the face.)
  22. Like
    Hey I Can Chan got a reaction from Ockham's Spoon in Teleportation trick   
    First, is using the Power Reflection overtuning for the desired effect? I mean, Mr. Twisty (or Castle or Swap or Twisted Sister or whatever) can just Hold an Action. Then, when he's targeted by the opponent's attack, he can try to use the swap places power in response to his opponent's attack. To act before his opponent Mr. Twisty's still gotta beat his own DEX Roll by more than his opponent beats the opponent's own DEX Roll (as per E62 20), so there's a chance he'll get zapped then teleport—so embarrassing!—, but a few Levels with DEX Rolls (maybe with the Limitation that they're specific to this situation) should almost guarantee success. Alternatively, since Mr. Twisty's an NPC anyway, the GM could rule that Mr. Twisty's swap places power is a defensive action (as per 21) so no matter how Mr. Twisty Aborts to it (whether by Aborting a Held Phase or his next Phase), the swap places power always activates before his opponent's announced attack; this new GM would hesitate to do that, though, since the swap will likely require an attack roll, but more experienced GMs' opinions may differ.
     
    Second, I think there are just too many questions that need to be answered about the Entangle Power on Mr. Twisty before Mr. Twisty can use the Now You're Trapped Power. Because an Entangle can be defined as sealing the victim in a block of ice, handcuffing the victim, putting the victim in an actual small steel cage, or securing the victim within an emerald energy octahedron, the Now You're Trapped Power, according to its special effect, just couldn't work on a big foe, a little foe, a big foe, or a big foe, respectively. In other words, both the Entangle's special effect and the victim have to cooperate to allow Mr. Twisty's Now You're Trapped Power to work at all. That's a lot of juggling for a narrow effect.
     
    Alternatively, the Now You're Trapped Power could have its own unique Trigger that sees it pulled whenever Mr. Twisty uses the Swap Places Power when he's Entangled. Then the Now You're Trapped Power is itself an Entangle that creates (likely a weaker version of) a new Entangle on the victim like the one Mr. Twisty just left. That's complicated, tough to model, and expensive. Really, I tried to model it and even a weak entangle was working about to 70 or so Active Points. I'd recommend Mr. Twisty content himself with the block of ice collapsing in on itself, the handcuffs clattering noisily to the floor, or the craven hunter or the emerald enforcer being confused by his sudden disappearance.
     
    (So you know, even if Mr. Twisty didn't have the Now You're Trapped Power, out of combat, I'd allow Mr. Twisty, with a successful Power Skill roll, to use the Swap Places Power against a victim so that now the victim is in the handcuffs, the small cage, or the octahedron instead of him because that's awesome and in keeping with his power's special effect, but I wouldn't let Mr. Twisty swap a victim into a block of ice as I imagine the block is form-fitting; I could probably be persuaded, though, were the victim pretty close to Mr. Twisty's size.)
     
     
     
     
     
  23. Like
    Hey I Can Chan got a reaction from Chris Goodwin in What happens if a character's velocity is greater than 0m when the character gets a Phase?   
    Deceleration is involved, yes, but it's not the crux. I know how a character declares his intent to decelerate (the character takes the Zero Phase Action remove velocity), and I know how a character actually decelerates (typically by shedding velocity at the rate of 5m per 1m traveled). My confusion is still centers on this statement: A character "may not deactivate the Movement Power until he decelerates to 0m normally or through some outside means" (E61 156 and E62 25). (This, by the way, I think makes turning off the Running technically impossible while velocity remains.)
     
    Thank you, Chris, for suggesting Ultimate Speedster. (I had it on my shelf. I've acquired a lot of Hero Games material over the years but only rarely have gotten to play and have never played *6E*.) That book on Common Sense Acceleration and Deceleration says
     
    …which is fine, I guess. It still surprises me, though, that the 6E rules, given their depth, never actually come out and say what happens normally in this situation.
     
    Maybe my misunderstanding is more fundamental. Let me back up. My read is that because a character can only take a Zero Phase Action to pick add velocity or remove velocity once per Phase, a character that picks add velocity then takes a Full Move—if he moves at all—will end his Phase with some velocity if he doesn't first pick a destination:
     
    Yes, the GM could issue a blanket ruling otherwise, but 6E doesn't suggest that (and it suggests a lot!). Really, my read is that the character specifically picked add velocity because the character didn't have a destination and wanted to travel meter by meter using Running (or Swimming or Tunneling or Flight with No Turn Mode) so as to adjust his route on the fly. Is that correct?
     
    If that's a correct conclusion, then to me that sounds like the game kind of neatly simulating what I think many might view as "normal" travel—even down to, next Phase, having to take a Zero Phase Action to reduce velocity then a Half Move to travel some distance to decelerate before taking an Attack Action because of something that was spotted last Phase. That's complicated, but I'm okay with complicated.
     
    If it's an incorrect conclusion, what are the rules saying? For instance, is all movement supposed to be plotted all the time?
     
    Massey, I just checked the Fifth Edition core rulebook, and, you're correct, it does not say that a character "may not deactivate the Movement Power until he decelerates to 0m normally or through some outside means." However, Ultimate Speedster says that twice (27 and 205). And, really, I want to make sense of the rules so I do know the game I'm playing. I'm trying to educate myself on how to play this game so that the people I sit down at the table with—who don't know the game's community, who don't know the game's history, who don't know the game's norms—can look at the same book I'm looking at and see how I reached the conclusions that I did.
     
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