Barton Posted May 9, 2021 Report Share Posted May 9, 2021 Some insecticides have the effect of making insects leave an area. Looking for ideas on how you would build a Hero System power that causes creatures to make a EGO roll to stay in that area. Quote Link to comment Share on other sites More sharing options...
Derek Hiemforth Posted May 9, 2021 Report Share Posted May 9, 2021 Area of Effect Mind Control, Constant, One Command (leave the area). If someone wanted to make something more literally similar to the insecticide, they could use the same build, but base the Mind Control on CON instead of EGO. Barton 1 Quote Link to comment Share on other sites More sharing options...
Barton Posted May 9, 2021 Author Report Share Posted May 9, 2021 Thanks, Derek. Any other type of power ideas, anyone? Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted May 9, 2021 Report Share Posted May 9, 2021 When in doubt - Change Environment 😀 Could be an EGO or CON roll to avoid making an exit from the area. Christopher R Taylor and Barton 2 Quote Link to comment Share on other sites More sharing options...
Duke Bushido Posted May 9, 2021 Report Share Posted May 9, 2021 Odd man out here: I don't think it needs to be built, at least not the example given. Living things tend to avoid those items and places that they have learned to associate with agonizing death. It's a pretty normal behavior. If you want to require an EGO roll to fight the urge to leave, that's fine, but "the ground is killing me" or "this chemical stench is causing me to weaken" should require no more build to cause an insect to leave a chemically-treated area than "this building is on fire" requires a special build to cause humans to leave it. Derek Hiemforth 1 Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted May 9, 2021 Report Share Posted May 9, 2021 Well, unless you want certain players' PCs to behave like actual living things...🤐 Derek Hiemforth and Duke Bushido 2 Quote Link to comment Share on other sites More sharing options...
Greywind Posted May 9, 2021 Report Share Posted May 9, 2021 Barrier Quote Link to comment Share on other sites More sharing options...
Derek Hiemforth Posted May 9, 2021 Report Share Posted May 9, 2021 2 hours ago, Duke Bushido said: Living things tend to avoid those items and places that they have learned to associate with agonizing death. It's a pretty normal behavior. If you want to require an EGO roll to fight the urge to leave, that's fine, but "the ground is killing me" or "this chemical stench is causing me to weaken" should require no more build to cause an insect to leave a chemically-treated area than "this building is on fire" requires a special build to cause humans to leave it. I was assuming that the similarity to the insecticide example only extended to the mechanics of them wanting to leave the area, but that the power or effect was not otherwise harmful. In other words, I assumed the desired effect was an area that people don't want to stay in, but for no apparent reason. However, if there is anything hazardous or scary going on in the area, then I totally agree with @Duke Bushido. People will want to leave the area anyway, and requiring an EGO roll for them to stay seems like a reasonable GM call without any power build behind it. Duke Bushido 1 Quote Link to comment Share on other sites More sharing options...
Duke Bushido Posted May 10, 2021 Report Share Posted May 10, 2021 3 hours ago, Derek Hiemforth said: I was assuming that the similarity to the insecticide example only extended to the mechanics of them wanting to leave the area, but that the power or effect was not otherwise harmful. In other words, I assumed the desired effect was an area that people don't want to stay in, but for no apparent reason. That's a reasonable assumption, given that the OP asked for a mechanic to drive things away. Perhaps I was looking too deeply at his example. Barton 1 Quote Link to comment Share on other sites More sharing options...
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