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bigbywolfe

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Everything posted by bigbywolfe

  1. Also, with equal CV you need to roll an 11 or less to hit so it's not 50%, it's 62%.
  2. So you actually thought he fought insects in the comics? That's what you're saying?
  3. No, I am saying resisting intoxication is CON based. You were the one that suggested a CON roll to resist drunkenness meant using "good judgement to not drink more". THAT would be an EGO roll. Honestly I'm having trouble following your thought process. You're all over the place comparing the effects of intoxication to the effects of being addicted, bringing up other drugs and their legality, claiming that using judgement is a function of a CON roll. I'm lost at what your actual position is as your last post actually agrees with me while the rest disagree.
  4. That wouldn't be CON based, it would be EGO based. CON is used because it is obviously referring to the physical symptoms of being intoxicated.
  5. Intoxication is listed as -2 OCV/DCV in the environmental combat modifiers section. I think it is totally within the GM's right to penalize DEX and IN Skills as well, but I don't think I'd go as far as building a Drain. Silly thought, but since Intoxication is listed as an environmental condition what about using Change Environment if we have to build it as a Power? Change Environment to Intoxicated resisted by CON roll. Personally I'd prefer not building it as a Power at all and simply having some guidelines for determining whether or not you become intoxicated.
  6. IPE is +1/2 for mental powers per the Mental Powers section of 6E1.
  7. I was also originally for keeping Figured Characteristics and just "balancing" them. I was also for keeping COM and just expanding its function. I was afraid they were throwing the baby out with the bathwater. I have since changed my mind.
  8. Just thought of something that might work better for your purposes. Make it an incremental power. Something like this: Telepathy 8d6 Invisible Power Effects (+ 1/2) (60 Active Points) +2d6 IPE (15 AP) Only Versus Opponents Previously Scanned (-0) (Real Cost 15) +2d6 IPE (15 AP) Only Versus Opponents Scanned at least twice before (-0) (Real Cost 15) +2d6 IPE (15 AP) Only Versus Opponents Scanned at least Four Times Before (-1/4) (RC 12) +2d6 IPE (15 AP) Only Versus Opponents Scanned at least Eight Times Before (-1/2) (RC 10) And so on... I know 8d6 may not sound like much for the base power, but with an average roll of 28 it will easily get EGO+10 on "normals" and EGO or EGO+10 on many Supers without Mental Defenses. More to the point, even if a super makes their Break Out Roll immediately or has Mental Defense and you don't get in at all, IPE means they won't even know they were attacked. By your third run in you are up to 12d6 and still have IPE. After running into them nine or ten times your villain is slinging around 16d6 Telepathy. Even if they figured out he was a telepath and took measures to deal with him (bought Mental Defense somehow), he is now twice as strong as when they first encountered him. Obviously the increments you buy and value of the Limitation will vary based on your preference and campaign balance. Since it's an NPC Villain the Limitation value doesn't really matter all that much.
  9. First, I love your screen name. Just had to get that out of the way. Second, generally someone knows if they are getting hit with a Mental Power unless a certain level of effect over EGO is reached. It would probably be better to build the power with IPE than to build the power to rely on having that much effect. Lastly, as to what you are trying to build. It sounds like IPE Telepathy with the Cumulative Advantage and some sort of custom Limitation that it can only be used "once per meeting". What the value of that Limitation would be is going to be very campaign dependent and depend on how you define a "meeting", how common Mental Powers are, et cetera. Personally I'm not sure I would allow Cumulative to last that long. Generally it is only good for one combat or game "scene" but with GM permission can last a day or "an adventure".
  10. They are already separate mechanisms. Being drunk imposes negative Combat Value modifiers (the problem being there is no mechanic to determine when you become intoxicated). Being an alcoholic uses the Dependency Complication to impose Incompetence which negatively affects Skill rolls if you don't drink. Completely different, just like getting fall down drunk or being an alcoholic going through withdrawal are completely different. I have no clue what the hell bringing up heroin or the fact that alcohol is legal has to do with the discussion. You suffer the effects of being drunk when you are drunk, regardless of whether you are an alcoholic and regardless of whether alcohol is legal where you live.
  11. You don't see the difference? So you equate getting drunk a single time to being an alcoholic?
  12. Nothing in my post even remotely implied it was the ONLY choice. Explaining why you think a course of action was taken is not the same as declaring it was the only course of action possible.
  13. Always On is a -1/2 and stops you from ever turning off or Pushing the Power. For a Power you can turn on at will I'd say it's probably worth a -1/4 Limitation, at most, to force it to last it's entire Time Limit, unless the Time Limit is long and the Power is super dangerous/inconvenient. That means if something lasts an Hour it would bump you up from -3/4 to -1. There are some situations I still probably wouldn't allow any extra Limit for. If you have +X Characteristic on a Time Limit without any drawbacks and you can Activate it any time you like I don't see any downside.
  14. I'm torn on the Concentration with Bows issue. I really like the idea for a gritty Low Fantasy game. It helps keep bows from being overpowering since Range is a pretty huge advantage. But in a setting like Turakian Age where a PC magic user can sling around 100+ point spells and example characters have Combat Luck stacking with heavy armor I don't know if it is really appropriate. One thing I've thought of is making a Talent specifically for fantasy games. It would be built with a Naked Advantage buying off the Concentration Limitation. The character could still choose to be at 1/2 DCV if they wanted to Brace. Fantasy Hero also presents the optional "Firing Defensively" for bows that give you a -4 OCV in exchange for being at full DCV. You could build a Talent with CSLs to compensate. I'm not sure if firing defensively would count as a Maneuver or not. I would think you could still use Set with it (or Ranged Martial Maneuvers), though obviously not Brace since that would halve your DCV anyway.
  15. Mecha-sexual? Mechanon built himself a wife, but that's robot on robot so probably doesn't count.
  16. I don't think I would personally allow that combo even if it is technically book legal. Time Limit is already a Limitation on a Persistent Power and if you can choose not to activate the power it's simply not "Always On" by definition.
  17. What? My understanding was as long as you have less than the Maximum Effect from the Aid in question you can get Aided again. Otherwise what is the point of the Maximum Effect rule? If getting hit with an Aid once prevented it from being usable again until all the points faded you could never go over your max roll anyway.
  18. Mobile Chrome doesn't show it either. IE is crap, but that's irrelevant unless you actually ask if that is what was used first.
  19. Just curious, what actually need to be done to the files? Not trying to rush you, but is it something I or someone else could do? Are the maps for some reason not usable in their current format?
  20. A large part of why Figured Characteristics were done away with was that they were super unbalanced, you got way more utility than you paid for. Skills being based on Characteristics don't seem nearly as unbalancing to me, particularly INT based skills which are 90% of the reason you would adjust INT at all (PER being the other, though some think it should have been separated as well).
  21. For those of you who have used the Turakian Age setting, or even just its magic system, I am wondering how Alchemy worked out for you. Did you give it the 1/3 cost modifier like regular spells get? Did you use the suggested "number of potions available limited by INT" rule? If not, what system, if any, did you use to limit potion hoarding? Also, more generically, is the Alchemy (or really any of the arcana) in the 6E Grimoire more or less interchangeable withe the 5E version, since the TA setting makes use of the Grimoire for the majority of its magic?
  22. Unfortunately there is a lot more than one superhero game, and some of the new ones are better known than Champions/Hero to the under 30 crowd.
  23. Belle is arguably the smartest of the Disney princesses, even if that is only because she is shown to read in the movie, but considering her father she might have some minor gadgetteering abilities or at the very least be really good at fixing preexisting devices.
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