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hammersickle59

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Posts posted by hammersickle59

  1. To buy a OMCV is 3 points. Same for DMCV.

     

    To buy a MCSL that applies to all mental powers (just like the base!) costs 6pts.

     

    So, for 6 pts i can have +1 OMCV and +1 DMCV always on! Or i can have just 1 MCSL that has to be assigned. The only advantage to the MCSL is that you can spend 2 of them to increase the damage class by 1. A rather small effect (and not cost effective), compared to having both offense and defense always on for same cost.

     

    42 points could give you +7 OMCV and +7 DMCV OR you could just have 7 MCSL's that have to be assigned. Why would a mentalist ever choose the latter!

     

    Dean

  2. When not using the optional hit location table, you're supposed to use 1/2 D6 to determine a killing attacks stun multiplier.

     

    Do you guys consider this variability in the stun multiplier as the HERO system intending to imply different hit locations? Does rolling high mean you hit somewhere vulnerable? Or is it simply that killing attacks do a more varied amount of stun damage by their nature.

     

    If a robot has the "no hit locations" power. You still use the stun multiplier of 1/2 D6. Yes?

     

    I know, this seems like weird questions....and I already know the answers as far as how the actual rules work, but a player of mine who disagree's insists that I post this question.

     

    Dean

  3. One of my players, is trying to build a character, that when the character stays still he looks like a stuffed animal. He's a moogle! When he's active there is no advantage in play, but when he stays still and takes no action (cant talk either), he looks like a stuffed animal. This has certain advantages. But at the same time, if a villain is familiar with him, it wont fool the villain.

     

    How should this be built? My best guess right now is a limited form of shape shift.

     

    Dean

  4. I have a player who wants to build a power that uses a half phase action to activate, instead of its default of zero phase activate. This doesn't seem to be fully addressed using extra time. There are the options of "delayed phase" and "full phase" but not half phase. Advice?

     

    Dean

     

    Oh....btw....we are using 6E

  5. When a attacker targets the "hex" of an enemy with an AOE attack, the enemies DCV doesn't matter; but what if that target is in motion? Shouldn't it be a little harder to know exactly which hex the target is in since it is changing from second to second.

     

    This case is especially acute if someone is moving very fast. When someone is moving really fast, so that they have a decent velocity based DCV (10 or 20 etc..) then it should be a lot harder to determine which hex they will be in when you shoot your AOE attack, not simply DCV 3.

     

    Dean

  6. Can you abort to dive for cover if your already lying prone on the ground from the previous dive for cover? Essentially, can you abort to take 2 actions (I get up, and then dive for cover)? My guess is no.

     

    When an attack is an AOE 1 hex attack, I tend to think it is something that hits the ground next to the opponent, and then explodes in that hex. I had a conceptual problem with an attack recently. Dr. Destroyers Destroids have a 1 hex laser attack. They fired at a hero that was in the air. How can the laser "explode" in that hex? What does it hit in order to explode? If the laser is "as big as a hex" then it should be bought as a line or cone attack. This is kind of a weird question, just wanted peoples opinion on this.

     

    Here's a big one. Do characters know that they're being targeted by an AOE attack? If not, how would they ever know to dive for cover? Of course history or some special effects might give it away, but for the most case not really. If a villain throws a grenade, everyone knows to dive for cover, but the grenade didn't get a lim that says its obvious its an AOE. Comparatively, when I villain just aims his arm at someone they dont know that its an AOE, but the villain didn't have to pay for that.

     

    Last question. I don't like that Damage Negation works against NND attacks. What is the justification for that? If some has Damage Negation, enchanted suit of armor (just like the example in the book), then how come he's immune to NND's who's defense if not needing to breathe or immune to poisions etc.....it just doesn't make sense to me. I'm not sure Damage Negation has a place at all.

     

    Dean

  7. Page 351 of 6E1

     

    Potion Of Giant Strength: +30 str, trigger (quaff potion; +1⁄4) (37 active points); oaF Fragile expendable (easily spilled or diluted liquid, brewed from giant’s blood and other components which are Difficult to acquire; -11⁄2), concentration (creator has 0 Dcv while brewing potion; -1), extra time (takes minimum of 1 hour to brew potion; -4), gestures (must make arcane gestures while brewing potion; -1⁄2), incantations (must 6 incant magical

    formulae while brewing potion; -1⁄2), requires an alchemy roll (-1⁄2), 4 continuing charges lasting 1 Minute each (-1⁄4). total cost: 4 points.

     

    I've come to the conclusion that their potion example is wrong, both in their use of extra time and charges. Extra time should be at half value for activating a constant power. Charges shouldn't be there at all. What they meant to express is an advantage, not a limitation. It is "I activate it once and I get four of them", not "I can only activate it four times per day". They're not paying the activation time (extra time) each time they activate a charge.

     

    They took what sounded right and were completely wrong. Yes?

  8. Re: Univeral Focus in 6E

     

    Page 380 under Applicability.

     

    It doesn't specify that you lose the character points. But what happens to them? Your item was just destroyed. There is no more "independent" limitation in 6E.

     

    If you dont lose the points then how do you adjudicate how quickly that can "rebuild" they're unique all powerful artifact? One issue is that if a character bought a really good item....and now he wants a different one....he just chucks it in the trash...miraculously his points comes back...and he builds a different artifact.

     

    Independent was clear about point loss. But now thats gone.

     

    ?

     

    Dean

  9. Does multi-form in 6E care about how many points your actual character is built on?

     

    If I have a 300pt character, and buy a 1000pt multiform, is it a straight 200pts or is that rule in place where since i'm going 700 above my 300, then I have to pay for an addition 700/5 =140 pts......assuming I dont want the form to have 700 additional points in complications.....

     

    The wording is very weird....

     

    Dean

  10. Ok. I'm using 6E but as far as I can tell Desolidification works the same in both.

     

    A desolidified character doesn't take knockback, even though the power doesn't specifically say he's immune to knockback. He's just immune to damage. Problem is, I'm trying to create a character who Has Desolidification, but takes knockback.

     

    I'm trying to us Desolidification to build a "Mr. Indestructible" character. He needs to take knockback (-0 lim? -1/4?) and he needs to not be able to go through solid objects at all. the "Cant pass the solid Objects" Lim in the book still lets him go through cracks, which I dont want. That one is -1/2, so maybe the full version should be -3/4 or -1.

     

    Then ofcourse, I buy "Affects Physical World" for my STR.

     

    Advice on solving this?

     

    Dean

  11. Re: Alchemist

     

    Great feedback, but I remain a bit confused about one statement.

     

    Tacking on trigger on a power and making it a potion is fine.....but that doesn't deal with the alchemist being able to actually create multiple different potions in his "lab". You still need either VPP or Summon.

     

    So for everyone has shot down the summon idea, not sure why though. Points wise it seems too cheap, that might be one reason.

  12. I have a player trying to build an alchemist. He wants to make potions that have various effects on the drinker of the potion.

     

    My first thoughts were either VPP for making the potions, or the summon power. We're using FRED, not 6E.

     

    Currently I'm trying to build it with the summon power. Can you guys give me some examples. So far I have Summon: expanded class of beings (for the varying effects of the potion), slavishly devoted (cause its an item), extra time (6 hours),IIF (for needing a lab to build the focus). Anything I'm not thinking of?

     

    For the potion itself, it would have delayed effect and OAF. Then the actual power that granted, AID ST for example. Charges.....charges never recover? Anything else?

     

    Thanks guys,

     

    Dean

  13. Re: Summoning

     

    You have an 84% chance of rolled 13 or less on 3D6. I'd call that good odds.

     

    Skill Levels @ 2pts: It's just like buying +1 to any Skill. Characteristic Rolls are essentially Skills. You control that through Skill Roll Caps - a suggestion in NCM Games is 15- is a good NCM Skill Roll. 20- is a good NCM Absolute Top (similar to 20/30 for Characteristics).

     

    Anyways, I've given you several suggestions for creating Skill Modifiers based on various factors.

     

    That 15/20 NCM for skills does sound appealing.

     

    Thanks Ghost-Angel :)

     

    Dean

  14. Re: Summoning

     

    Assuming you're equating Power Level with Point Cost then the negative is useful.

     

    Assuming Point Cost has very little to do with how Powerful a Demon is in your campaign, I can see a need to change it.

     

    RE: Raising the EGO Roll. You don't need to have a higher Ego Characteristic. +1 to the EGO Roll is 2pts (see Skill Levels).

     

    I would keep a Skill Modifier in place, but I would modify it based on your own campaigns standards. Perhaps some Demons have a Perk "Hard To Control" that subjects the Summoner to a Negative Modifier. Some Demons have a Physical Limitation "Weak Willed" that provide a Positive Modifier.

     

    and/or you can also provide Modifiers based on the Demons own Ego. Say -1 per 5 EGO.

     

    The real question is - how hard do you want to make control over your average Demon?

     

    13- is not a small success chance.

     

    13 is not a great chance, and thats the best chance the summoner will ever have, against an average demon. Against something bigger (300pts and up) he has almost no chance. Considering he just sacrificed a live victim and did an hour ritual, then that sucks.

     

    The Skill Levels you mentioned might be a solution, but it does sort of bring up a problem. 2pts per is fairly cheap so he can just dump some in there and then be sure to control anything. As it stands now without the rule in place, I know exactly how good he is at controlling and so I know the scale when I design the demons. If I want the demon to be harder to control I give him an EGO of 20 or more and throw in "Strong Willed".

     

    Dean

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