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MrAgdesh

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Posts posted by MrAgdesh

  1. 19 hours ago, LoneWolf said:

    If you are using a transformation to a sleeping target using a standard transformation is more appropriate than a mental transformation.  
     

     

    I'd say that it depends upon what sort of effect you want.

     

    A standard transformation of you to a sleeping target leaves you effectively trapped, but aware, that you've been 'put to sleep'. Telepathy would reach you and you would be able to convey this.

     

    A mental transformation would leave you completely unaware. Your mind is pretty much unreachable (maybe certain powers with Trans-dimensional might work)  If and when the Transform goes away, you might remember a dream of some kind. 

     

    A spiritual transform isn't really appropriate here as I'm only 'sleeping' you, not altering your soul.

     

    With the analogy of a human cursed to frog;

     

    1) Physical  - you become a frog, although your mind is intact and you are aware of your situation. Telepathy gets "Help! I've been turned into a frog!" Detect/Analyse Soul reveals its you.

    2) Mental - you are a human that is hopping around, eating flies, and trying to be a frog. Telepathy used on you gets "<Gribbit>" in response. Detect/Analyse Soul reveals its you.

    3) Spiritual - you are either a catatonic human or something similar in action to (2) based upon how the essence of a frog that suddenly finds itself in a new form reacts to that. Telepathy gets "?" from a very confused frog. Detect/Analyse Soul reveals its not you.

     

     

     

  2. I like the 5E/6E changes, personally, although combined Transforms to hit the traits will become almost impossible in campaigns that have AP limits or Requires a Roll based on APs, admittedly.

     

    So, for those of you using 4E and earlier, if i have a spell that transforms the target into a frog then presumably I get just that? A frog that has no connection to its previous form?

     

    If I want to have the target aware of its predicament I stick a Limitation on the power?

     

     

     

  3. 2 hours ago, LoneWolf said:

    The drawback on this is that using this on someone who is in combat is almost always going to be something the target is violently opposed to doing.  On the other hand, out of combat it can be much easier.  
     

     

    I'd be using it in combat, generally.

     

    But everyone, thanks for the responses on ways to build my spell 🙂 but I'm not looking for that.

     

    My question regards Body, Mind, Spirit Transforms. I'll ask the Rules Mavens. 

  4. 3 hours ago, Tom Cowan said:

    a lot of 'Sleep' spells are written up as drain stun.

    I initially wrote the Sleep Spell as a Constant Area of Effect NND where the defence was LS: Does not need sleep, being deaf, earplugs etc. I moved away from it being STUN based mainly due to the reason that when you wake up from sleep - as opposed to being knocked unconscious - you shouldn’t really be on zero END let alone zero STUN.

    The character conception was more that the spell should be more along the lines of epic fairytale (‘Sleeping Beauty’) kind of power. There are still the caveats in place that it won’t affect certain ‘protected’  targets but I think Transform works more elegantly overall. 
     

    The main question I have regards do I do it via Body or Mind, with my reasons given in the opening post. 

  5. 16 minutes ago, Grailknight said:

    The Mental Paralysis doesn't stop you from using your Powers against the Entangle but you can't attack anything else without breaking through the Entangle to reach it.

     

    This sounds more like a Cumulative Mind Control than a Transformation though.

     

    Your Mental Paralysis example makes perfect sense. 

     

    Re: the Sleep, the chance of a Breakout roll(s) is not what I'm after. 

  6. I'm building a Sleep Spell (Conscious target into Sleeping one). The way I'm figuring it is that if I do this successfully via a Mental Transformation then I put you to sleep. If somebody uses telepathy on you for example, they'll get "Zzzzz" until you either heal from it or the reverse condition is met. If I do it Physically (i.e., a standard Transformation attack against BODY) then I still put you to sleep but any mental communication would allow for you to say "Hey guys! I've been magically Slept!".

     

    So, based on this logic, if you transform a Mentalist physically (i.e., via BODY) into say, a chair, do you then have a chair that can still use its Mentalist powers? I presume so.

  7. I ran Delta Green in 1999-2002 but under Hero. The way I did it was to treat SAN loss like a Mental Transformation. When you reached Transformation pips equal to (IIRC) 2xEGO you gained a 10pt Psychological Disadvantage (that you of course received no points back for). This then scaled up to a 20pt psychological at 4xEGO, and “0 SAN” at 6xEGO. 
    If you gained too many transform points at one time (at least 5pts I think?) you also got temporary effects - fight or flight type reactions/emotional shutdown.  

    You needed therapy to remove the transformation points - they would not heal with time - and therapy gradually reduced less and less the more you used it. 

  8. 3 hours ago, LoneWolf said:

    Another way to do this would be to buy gliding.  Since you can dive for twice your normal flight all you need to purchase is 30m of gliding to handle terminal velocity.  30m of flight with the limitations, gliding (-1), no noncombat (-1/4), and limited horizontal movement (-1/2) costs 11 points.  This would allow you to land in any hex directly bellow where you could jump to.  So, if you have a 4m jump you could land in any hex directly below a hex within 4m of where you start.  This also means you automatically land on your feat without having to make any kind of roll.   
     

    Maybe you don't land on your feet? Maybe you just go 'splat' pick yourself up, and dust yourself off.

     

    What if someone attempted to catch you from your fall, not knowing that you were invulnerable? I'm approaching this from an angle of you doing full damage to whatever you hit but taking no damage yourself. Various types of movement powers reduce your velocity and allow you to safely land but I'm assuming that you should be at standard fall velocity at the moment of impact?

     

    This being said, I just watched the OP's video post and that looks like ol' Kate is just gliding straight down to me. She doesn't hit the floor with any kind of momentum.

     

    I wonder if she needs to be conscious for it to work, or is it part of her vamp schtick that she just floats down regardless? Haven't seen those films.

     

     

  9. 2 hours ago, LoneWolf said:

    One big problem with desolidification as a defense is that it prevents you from attacking or requires you to add the affects solid advantage to your attacks.   This would prevent you from dropping down and attacking.  


     

    The Trigger is “on impact” so you could attack away merrily whilst descending. 
     

    It’s also only to avoid the damage *to you* so the way I see it is that you’ll crack pavements/leave an indentation etc. 

     

  10. 10 hours ago, Grailknight said:

     

    Sounds like a good way to bury yourself deep in the ground with no way to get back up. Desolidification does not stop the fall and will turn off when/if you slow to a stop if it doesn't keep triggering and keep you falling.

     

    The desoldification is “only to avoid the fall damage”, not to be insubstantial, hence the -2 limitation. You are only “insubstantial” to the impact damage when you hit the floor.

     

    If somebody launched an attack against you at the moment of impact, you’d still have to resolve that against your regular defences. 

     


     

  11. Something that I only just noticed in the APG2 is an extension of 6E2's info on Aborting an Action (pg; 21).

     

    Namely; "If a character’s suffering a DCV penalty based on a previous action and he Aborts to a defensive action, whether doing so removes the DCV penalty is up to the GM." APG2 pg 56.

     

    The example given is a half-move NCM then reserving a half phase to abort to a dodge to reset your DCV to full, +3.

     

    But this applies to something like a Haymaker too, right? In other words if I’m Speed 3 and I drop a Haymaker on an opponent on phase 4, it of course lands at the end of everyone’s actions on phase 5. If I sense an overwhelming attack is incoming to me at anytime before my Haymaker lands at the end of Phase 5, I can abort my phase 8 (let’s say to a Martial Dodge; +5 DCV). It’s GM  discretion whether the -5 from my Haymaker goes away. If not I’ve aborted my action in this instance to be at straight DCV - and I will be at that until my next action on phase 12?

  12. On 2/6/2023 at 4:36 AM, Christopher R Taylor said:

    I'm not sure its worth 120 points to be able to survive terminal velocity unless it also protects you from, you know, being punched as well.  If its just "I fall safely no matter how far" that's really not worth a lot of points.

    How about 30 points?

     

    Survive any Fall: Desolidification , Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; When hitting solid ground after a fall; +3/4) (90 Active Points); Limited Power: Power loses almost all of its effectiveness (Only to avoid fall damage ; -2) 

    Total Powers Cost   30

  13. On 3/17/2023 at 1:49 AM, Christopher R Taylor said:

    This concept makes sense; you can at least take a swat at someone who is buzzing past you, even if you are fighting or aren't currently active in the stack.  So yeah, I adapted it for my house rules; you can abort to attack with no combat maneuvers and using the OCV you had at the end of your last phase.


    I remember a fairly new Justice Inc GM running his game where a group of goons with Tommy guns were stood 6” away from the PCs taunting them. They did not have the PCs “covered” - I’m not sure that manoeuvre existed then - and their guns were pointing down. When a PC announced “I flying tackle the leader” the GM went to phases. Whether he started on phase 12 or phase 3 didn’t matter, the PC was higher DEX, so the player moved his miniature figure on the battlemat into direct combat with the boss. The GM says “Wait? You can run 36’ and engage before even one of them can fire?!” - he did not like this peculiarity so ruled similarly to your Abort to Attack. 

     

  14. Yep. I mean it’s not rocket science to figure out that in a system rounding to the nearest 5, primary CHAs of 13 and 18 were very efficient. it’s just that until that was written down - in the actual book (Champions II?) - it didn’t really happen. The tips kind of emphasised that you were a chump not to take them. 
     

    the suggestion above that you can burn STUN as END is far more a useful oft forgotten kind of tip without being all power-gamey. 

  15. 7 hours ago, Hugh Neilson said:

     

     

     

    So, you joined a game with experienced players and an experienced DM, and you have not had to refer to the rules yourself. 

     

    How does that mean that D&D is easy to pick up by just reading the books?  You did not have to read the books. You learned from a group of experienced players.

     

    I find that, often, people discover later, to their surprise, that the group didn't actually follow all the rules and/or that their interpretations of the rules are not universally shared.

    Well, when I was 14, I picked up Moldvay’s Red book and pretty much taught myself how to play. I didn’t have a gaming group then and was the only person I knew that was interested in it. 

  16. 6 hours ago, Trencher said:

    Dnd is a patchwork game that people play out of habit because they think its easier but 90 percent of the time you are going to go back to the books and read an obscure rule or spell description or another.

    Hero is better if you know it. Dnd is neither easy to get into or easy to play after you played it a couple of years. 

    I have to disagree. I joined in a 5E D&D game recently and it was very easy to generate a character. That's even with the emphasis on Background now that wasn't there the last time that I'd played (1E). The DM got me up to speed  quickly and the Player's Handbook wasn't consulted much at all in play. I just told him the spell I wanted to cast and it happened. The game flowed well and had run for about a year.

  17. On 1/6/2023 at 10:46 PM, Old Man said:

    Also, "viable" is relative.  The ICE Robin Hood book statted Robin Hood himself at less than 100 points in 4e FH.  I've played campaigns with 50 point PCs, it works but it feels weird for the entire party to have to gang up on a single goblin.

     

    The write-ups of the Merry Men are very reasonable. 

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