Search the Community
Showing results for tags 'change environment'.
This is for 6e. Would this be a valid build for the effect I want? Is there something cheaper that I'm not aware of? Umbrella: Barrier (2m x 2m x ½m, 0 BODY, 2 PD/0 ED), Non Anchored (18 BP); Mobile(+¼), Dismissible(+¼) (27 AP); Restricted Shape("Umbrella" Above The Target; -¼), No Range(-½), Only Vs Effects From Weather (Rain, Hail, Sleet, Snow; -1) I'm wanting a spell that shields the caster from mundane weather effects (rain, sleet, snow, hail), where the effect can be ended consciously, and doesn't impede moving through doorways or other narrow passages. Thanks!
Some time ago, during the course of the discussion in the thread "New powers that you think would simplify Hero" Chris Goodwin posted an idea for treating light as an environmental Game Element similar to Temperature Levels. I thought the idea was very interesting, and I promised to explore the idea further... So in a highly uncharacteristic move on my part, I am presenting my explorations on the subject herein. I humbly request all of your opinions on the subject. I want to know if you feel the HERO System would benefit from having this Game Element published as an Optional Rule, and the impact that such a publication would have on your games, and on the system as a whole. SENSORY LEVELS Sensory Levels are an environmental Game Element, much like Temperature Levels, but which affect every character's ability to percieve the affected area with the selected sense group. This Game Element relates to, or expands upon, the PER roll modifiers given for each sense (CC 135-136; FHC 159-160). Every character has a broad "Comfort Zone" with a given sense group in which they suffer no penalties to PER rolls with the relevant senses. For every step above or below a character's Comfort Zone the Sensory Level of the affected area is, they suffer a -1 penalty to PER rolls made to percieve targets within the affected area with the relevant sense. Suddenly being moved from a lower Sensory Level to a higher Sensory level causes the character to suffer the effects of a Flash to the relevant sense. This Flash effect rolls a number of dice equal to twice the difference between the old Sensory Level and the new Sensory Level. Under normal circumstances the Sensory Level of an area typically ranges from between four levels below the Comfort Zone to four levels above it (or from -4 to +4, with 0 being the Comfort Zone). Every Sense Group has a related type of Sensory Level, all of which are summarized below: Light Levels: "Light Levels" represent the presense or absense of sources of light. The Light Levels below the Comfort Zone represent darkness, with the -4 Light Level being equal to Dark Night (CC 135; FHC 159). The Light Levels above the Comfort Zone represent brightness, with the +4 Light Level representing a blindingly bright source of light. Noise Levels: "Noise Levels" represent how well sound travels through the area. The Noise Levels below the Comfort Zone represent areas in which sounds are dampened, with the -4 Noise Level being an area in which every sound is almost completely muffled. The Noise Levels above the Comfort Zone represent areas in which sounds are amplified, with the +4 Noise Level being an area in which every sound becomes deafeningly loud. Smell/Taste Levels: "Smell/Taste Levels" represent the presense or absense of strong odors and tastes. The Small/Taste Levels below the Comfort Zone represent areas with little or no smell or taste, with the -4 Smell/Taste being an area which is almost odorless and tasteless. The Smell/Taste Levels above the Comfort Zone represent an area filled with strong odors or tastes, with the +4 Smell/Taste Level being an area with an overpoweringly strong odor or taste. Touch Levels: "Touch Levels" represent how well tactile sensations are transmited in the area. The Touch Levels below the Comfort Zone represent areas in which sensations such as temperature, moisture, and texture are numbed, with the -4 Touch Level being an area in which such sensations are almost impossible to discern. The Touch Levels above the Comfort Zone represent areas in which the sensations described above are amplified, with the +4 Touch Level being an area in which every such sensations become overpoweringly strong. Psion Levels: "Psion Levels" represent the presense or absense of strong psychic auras and energies. The Psion Levels below the Comfort Zone represent areas with weak psychic auras, with the -4 Psion Level being an area which is nearly devoid of a psychic aura. The Psion Levels above the Comfort Zone represent areas with strong psychic auras, with the +4 Psion Level being an area with an overpoweringly strong psychic aura. CHANGE ENVIRONMENT The following new combat effect is available for the Change Environment power (CC 53; FHC 63). CHANGE ENVIRONMENT TABLE Value Combat Effect 3 Sensory Levels (to raise, or lower, a single Sensory Level by one step; see text) SENSORY LEVELS A character can use an Area of Effect Change Environment to alter a particular "Sensory Level" (see below) of an affected area. When a character uses this power, they may raise (or lower) the Sensory Level of the affected area; which can modify PER rolls made to perceive targets within the affected area. ONLY TO COMFORT ZONE Applies To: Change Environment with the Sensory Levels combat effect. Value: -0 Limits the Change Environment power to only raising (or lowering) the Sensory Level to the Comfort Zone, and not above (or below). Edited to include the modifier described above.
I'm looking for some assistance in build a power/talent that would make it harder to track a character. I have a build that I think might accomplish what I want to do, but am also looking for some ideas of how to do it differently. And I do apologize for the very roundabout way of actually asking the question, but it helps me to type out my process But first some fluff text to describe the power/talent: Being a guardian of the forest Bantar is capable of moving almost unseen through the forest. If one pays close attention when at his side you might see the bushes and brambles giving way and closing behind him. The earth, moss, and twigs soften under his steps so not a footprint nor a broken twig can be found. You can only track him down, if he wants you to, unless your skills as a hunter supercede his. Here is my process to the current build that I would like an opinion on. Looking through the books it seems that the standard skill Tracking is the skill that one might use to find the character with this power/talent. According to 6E1 it is possible to make it harder to track someone if they use their Tracking skill to hide their trail. It is an option, but I'm not sure if it is appropriate here. The power/talent here is more an effortless effect, where the forest itself contributes to hiding their trail, while it seems the Tracking skill requires a conscious effort to hide one's trail. If this power/talent was purchased by an NPC, this would not really be a problem as one could make such a Tracking roll when appropriate in relation to the PC's efforts, but I'm not sure it work well if a PC had that power/talent. It would either result in many and frequent rolls, just to be sure, or rolls with a retroactive effect when applicable, which could spoil a surprise. Then I found the Change Environment power, and thought it did exactly what I needed, as it enables penalties to skills rolls. Thus I ended up with the following power/talent: Friend of the Forest: Change Environment (-5 to all Tracking Rolls, 15 points), Reduced Endurance (0 END, +½), Persistent (+¼), Area of Effect (1 m Radius, +¼) (30 Active Points); No Range (-½), Only versus checks to track this character (-¼), Only in forests (-¼). Total cost: 15 points. I have a few comments and some questions regarding the build. Reduced Endurance seemed like a no-brainer, but I was a bit unsure of Persistent. 6E1 p174 says that the effects of Change Environment would disappear when the character stops paying endurance for it. I assume this means that if the power/talent is constant, then the effect disappears when the characters goes to sleep. This does not really make sense when considering the special effect, but I am not sure if there is a difference between persistent and constant if it is bought with Reduced Endurance (0 END). Another issue is how it would interact with other characters in how it affects the environment. I have given it No Range and Area of Effect (1 m) as it only affects the area right around the character. But through this it might affect a character very far away as they try to track where they were four days ago. Should I instead buy it with some kind of Megascale to ensure that whenever a character is trying to track them it is with the range of effect of the power/talent? In a similar vein 6E1 also states that a Change Environment can be permanent if it has little to no combat effect. Would such a build be considered in that category? Regarding the last two limitations I am more unsure of how to price them, I guess it would depend a lot on whether the character in an NPC spending the majority of the campaign alone in a forest, or if they are a PC travelling in groups often outside of forests. How would you value those limitations in either case? Any other ideas of how to build such a power/talent
Recently eepjr24 asked a question about the use of Change Environment... And your sensible response included Of course it's true that there is a tremendous difference between "succeed with a roll or suffer prone penalties until you can stand up" and "succeed with a roll or lose access to a defined group of powers while the CE remains in effect." But I'm not sure that's what eepjr was actually asking, and it's not what I want to ask about. If it were "succeed with a roll or lose access to a defined group of powers FOR THAT PHASE" would that not be much more in line with the degree of hindrance imposed by the prototypical Sheet of Ice type of Change Environment power? Lucius Alexander Must make an Animal Handler: Palindromedary roll each phase to use or maintain any palindromedary powers