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Clovis

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  1. While I know it is up to the GM for the ending say, do you think being able to appy allocatable to damage negation should be an option in the game?
  2. So I forsee an event in my games where multiple mentalist are all going to try to mind control the same character. What would be the best ruling on this? I am assuming the highest role would have the dominate control, but would someone that got 3 extra points really have enough control to make them do there bidding? Would this opposing die roll act as a new Ego score for judgement of what they could do? Ex. Mind control 1 rolls a 30, mind control 2 rolls a 37. Since there is only 7 difference its treated as if they beat the ego by less than 10? Also, since the two mentalists are fighting for control, would it be easier for the character being mind controled to break it?
  3. So I'm planning on introducing the Monster from the Champions Villains v3. I'm looking over his power ' A Mind Too Evil To Comprehend' and when I first look at it, it makes me think that any attack against him causes damage, but on the next page in 'The Monster Facts' it mentions that psionic contact triggers it, it doesnt mention any other attacks. Which is right? Does the damage shield trigger with physical attacks as well as mental attacks? If I'm not mistaken there was supose to be a limitation for mental contact only.
  4. He was a villain I had like from 5th Edition, now thatI'm finally planning to run a Champion's campaign I noticed that he was not in the villain's books for 6th Ed. Was he not big enough to make it, or just forgotten?
  5. Re: Fate Stay Night - Archer I also forgot about his disadvantages, well the servant ones, as opposed to his personal disadvantages. He should probably have: Physical Limitation: Dies if END Reserve is 0 (Infrequently; Fully Impairing) Independent Action: B Susceptibility: No Master-Servant Contract 1d6 damage per Day (Uncommon) Most Servants Can Not last even that long. For Other Servants I would move down the time chart to a turn, phase, or segment.
  6. Re: Fate Stay Night - Archer [ATTACH]37675[/ATTACH] 5th Ed it is. I would have gotten this to you sooner, but all of my Servant creation prefabs are in 6th Ed. I think that it is best to section this into three parts: what all servants have*, Archer’s servant skills, and Archer’s personal abilities. I will be making this character based off of a mix of the anime, the anime movie, and the visual novel. I will also reference http://typemoon.wikia.com/wiki/TYPE-MOON_Wiki for specifics on some data. I will also try not to use spoilers if I can, such as his identity. What All Servants Have: Within the world, most magical beings use magic circuits to power their spells. Magic Circuits can be thought of as a second set of nerves, but they can be draoned of energy, so Endurance Reserve. From what I can tell of these circuits, it would take anywhere from three days to a week to recover all of the End. This means that he should have a very high End value. For Now I’ll put in 400 and will assume that it takes three days to recover the End. To make it easier, I will add the limitation Only Goes off Once An Hour (-1 ¾) to the recovery. I got the -1 ¾ from going down the time chart. To get the Rec value, I’ll do some quick math. 400/3 to get how much in three days 133.33/24 how many hours are in a day 5.55 So round it to 6 Magic Circuit: Endurance Reserve (400 END, 6 REC); REC: Only Goes off Once An Hour (-1 3/4) Servants are not considered corporal, at least not always. They have a spirit state that allows for them to avoid damage and be unseen. In the anime, the servant Lancer phased through a wall, but is probably able to be damaged. This is not a personal power of Lancer from what I can see, so this is an ability of all servants, related to the spirit state. From what I can tell in the anime, they never abort to go into this state to avoid damage. That will be a limitation. I will make this in two parts. Spirit State I: Desolidification ; Variable Limitations (requires -1 worth of Limitations; Does Not Protect Against Damage; So long As Invisibility Is Not Active; -1/2), Can Not Be Aborted (-1/2) Spirit State II: Invisibility to Sight Group , No Fringe; Linked (Spirit State I; -1/2) This should make it so long as the second is not on he can walk through walls, but if the second part is on, he can avoid damage as well. Servants seem to be able to detect magic and other servants. Detect Magic: Detect Magical Energy 11- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Sense, Telescopic: +5 Detect Servants: Detect Servant Aura 11- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Sense, Telescopic: +5 Servants also have an amazing leaping ability, they can jump as high up as they can across from what I could tell. Inhuman Leap: Leaping +10" (12" forward, 12" upward), No Gravity Penalty (+1/2) It was shown that both Saber and Rider could run up walls. A trait that all of the servants I’m guessing can do. Light On Feet: Flight 6", No Gravity Penalty (+1/2); Must Make A Half Move (-1/2), Only In Contact With A Surface (-1/4) When Servants get hit, they don’t seem to take too much knockback, unless it is a lot of Knockback. Once I Move, I'm Gone: Knockback Resistance -5"; All Or Nothing (-1) That covers what all servants have.* Archer's Servant Skills Servants have abilities that, in the visual novel, are labeled as Servant Skills. All servants have servant skills. We can split these into two categories, class specific skills, and personal skills. They are graded from a letter value. Archer is, well, part of the Archer Class. They have Magic Resistance and Independent Action. Now, in 6th Ed, I would use Damage Negation to build Magic Resistance. Instead I will make it as Force Field. In Fate Magic Resistance seems to negate everything or nothing. Archer’s rank is D, A being the best, E the worst. I’m going to say that every 5 points is a rank, you may change it as you please. I also will only build it as ED, you may add PD if you want. Magic Resistance: D: FF (10 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2); All Or Nothing (Body Damage; -1), Only Works Against Magic (-1/2), Always On (-1/2) Magic Resistance: D: Power Defense (10 points) For the second part, I did not make that all or nothing because this seems to apply only to damage. Independent Action is the ability to act independent of their master. What I mean by this is that they can continue to exist without being bound to a person and are able to live longer when their “core” is damaged. This is more something to put in Disadvantages, I’ll get to that part later. However I will add this: Independent Action: B: +12 BODY; Only to Avoid Death (-1/2) Now for Archer’s personal Servant Skills: Eye of the Mind (True), Clairvoyance, and Magecraft. Eye of the Mind (True) is the ability to deturman the best route to go about dealing with an issue. You may with to buy this as luck, I say buy it as Combat Skill Levels. Eye of the Mind (True): B: +4 with All Combat Clairvoyance allows Archer to see great distances. Clairvoyance C: +10 versus Range Modifier for Sight Group; Costs Endurance (-1/2) With Magecraft, that allows him to cast magic, it is Ranked C-. Given his identity, from what I can tell his magic is very limited, but to what extent he has is still rather unknown as he rarely used magic, outside of his tracing and Noble Pahtasm, in the anime. I’ll cover tracing in the next part. His personal abilities, powers, and Phantasms
  7. Re: Fate Stay Night - Archer Which Edition are you looking for help in? I run a Fate game, so I maybe able to help you out once I know what edition you plan on playing him, or his image, in.
  8. Re: Stacking Dodge I believe what the person is trying to bring up is that given his specific situation that the rules do not justify the claim. However this may be from a lack of understanding the rules, has this person read the books or is it a player just looking for a way to better a character?
  9. I was planning on making a character that could see a specific class of being that maybe invisible even when they are invisible. I was thinking of Detect or Spatial Awareness based on sight, but I would like to hear from others on this.
  10. Re: Restrainable Limitation But if bites should have restrainable, wouldn't most any hth attack and hth killing attack that comes from the body need restrainable? I figured restrainable was used to imply that a power that tends to not be commonly held to being retrained. Ex Wings, a version of flight that would be considered restrainable. At the same time, hth attacks are already thought to be restrainable, so they never get the limitation.
  11. Re: Immunity to Electric Attacks Thank you! Sorry about that.
  12. I have a rubber-man on my in the team. I was wondering the best why to make the player truly immune. I was thinking Life Support, but I'm not sure if that was the right way to go about it.
  13. Re: Object Changing Powers I was thinking something like that. Maybe with another limitation for different sizes, while the amount of dice would serve as a cap, however I was thinking that there might be a better way to do it. Maybe extra str for throwing objects.
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