commonsensei Posted December 31, 2013 Report Share Posted December 31, 2013 Hello, I'm recently getting back into the Hero system and I'm not sure how to build a power. Hopefully some guru here can help I'd like a power that would allow my character to cause a living target to become drunk when touched. Any ideas? Thanks in advance. Quote Link to comment Share on other sites More sharing options...
Kraven Kor Posted December 31, 2013 Report Share Posted December 31, 2013 Hmmm. That's a tough one. I want to just have it apply negative skill levels, which can only really be accomplished by a Drain. Drain to DEX, INT, and PRE? Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted December 31, 2013 Report Share Posted December 31, 2013 I'd first have to see what environmental effects of alcohol are in the rules (in 6e2 I think) IF they are defined. Drain is probably the way to simulate then. Quote Link to comment Share on other sites More sharing options...
L. Marcus Posted December 31, 2013 Report Share Posted December 31, 2013 Perhaps Change Environment? Good for compounded effects ... Quote Link to comment Share on other sites More sharing options...
Greywind Posted January 1, 2014 Report Share Posted January 1, 2014 Hmmm. That's a tough one. I want to just have it apply negative skill levels, which can only really be accomplished by a Drain. Drain to DEX, INT, and PRE? But alcohol makes one faster, smarter, and more attractive. Quote Link to comment Share on other sites More sharing options...
L. Marcus Posted January 1, 2014 Report Share Posted January 1, 2014 PhysLim: Thinks s/he is fast, smart, and handsome. Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted January 1, 2014 Report Share Posted January 1, 2014 I want to just have it apply negative skill levels, which can only really be accomplished by a Drain. Drain to DEX, INT, and PRE? In 6e the way to accomplish it would be with Change Environment. Hitting 3 stats and Perception is going to be expensive, even if we ignore alcohol's effect on reflexes (Drain DEX). Of course, a power that has broad effects should be expensive. Quote Link to comment Share on other sites More sharing options...
bigbywolfe Posted January 1, 2014 Report Share Posted January 1, 2014 Transform Regular Person into Drunk Person (who then suffers the books listed penalties for being drunk), NND (defense is immunity to Alcohol), Healing Condition is a good night sleep... Quote Link to comment Share on other sites More sharing options...
JasonPacker Posted January 1, 2014 Report Share Posted January 1, 2014 Interestingly, 6E2 only gives to penalties for inebriation. -2 OCV, -2 DCV. Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted January 1, 2014 Report Share Posted January 1, 2014 Drunk has a -2 OCV and -2 DC. So drain OCV and STR (only for dc -1/4) return rate one day perhaps? Quote Link to comment Share on other sites More sharing options...
bigbywolfe Posted January 1, 2014 Report Share Posted January 1, 2014 Interestingly, 6E2 only gives to penalties for inebriation. -2 OCV, -2 DCV. I think in 5E it may have affected DEX and thus screwed up your CV as well (not sure about that though). I am surprised there is no DEX penalty though... Drunk has a -2 OCV and -2 DC. So drain OCV and STR (only for dc -1/4) return rate one day perhaps? DCV, not DC, so no need to Drain STR. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted January 1, 2014 Report Share Posted January 1, 2014 What's really weird is that the Adjustment Power rules consider DCV to be a Defensive Power. This means that the effects of Adjustment Powers vs. it are halved (6e1 page 141). So building this ability to match the effects of alcohol would require a Compound Power. Example: 1d6 Drain vs. OCV & 2d6 Drain vs. DCV (that is halved to 1d6 because DCV is considered a Defensive Power vs. Adjustment Powers). Quote Link to comment Share on other sites More sharing options...
JasonPacker Posted January 1, 2014 Report Share Posted January 1, 2014 What's really weird is that the Adjustment Power rules consider DCV to be a Defensive Power. This means that the effects of Adjustment Powers vs. it are halved (6e1 page 141). So building this ability to match the effects of alcohol would require a Compound Power. Example: 1d6 Drain vs. OCV & 2d6 Drain vs. DCV (that is halved to 1d6 because DCV is considered a Defensive Power vs. Adjustment Powers). I suppose 3d6+1 Drain vs OCV (Standard Effect 10) and 6 1/2d6 Drain vs DCV (Standard Effect 20, halved) would work, where that's allowed? Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted January 1, 2014 Report Share Posted January 1, 2014 Whoops I guess one shouldn't drink BV and trying ro look at CV! Quote Link to comment Share on other sites More sharing options...
commonsensei Posted January 2, 2014 Author Report Share Posted January 2, 2014 Thanks everyone. Great ideas. This was exactly what I was looking for. I had another couple related question to extend the power. How would you alter another characters ability to walk/fly/run/drive when under this effect? So they can still move their max speed but not necessarily in a straight line? And what if the effect made them either a happy drunk or aggressive drunk? Thoughts? Quote Link to comment Share on other sites More sharing options...
Kraven Kor Posted January 3, 2014 Report Share Posted January 3, 2014 Now you've wandered into "make someone do X" territory, which is solidly in the realm of Mind Control Quote Link to comment Share on other sites More sharing options...
Greywind Posted January 3, 2014 Report Share Posted January 3, 2014 Or Transform. Quote Link to comment Share on other sites More sharing options...
Christopher Posted January 4, 2014 Report Share Posted January 4, 2014 What's really weird is that the Adjustment Power rules consider DCV to be a Defensive Power. This means that the effects of Adjustment Powers vs. it are halved (6e1 page 141). So building this ability to match the effects of alcohol would require a Compound Power. Example: 1d6 Drain vs. OCV & 2d6 Drain vs. DCV (that is halved to 1d6 because DCV is considered a Defensive Power vs. Adjustment Powers). How about: Think of this as a Drain that is evenly Split between OCV, DCV & DCV (so DCV get's "two doses" to counter the defense Characteristic). Or just divide the roll result by 3 to figure out how much either of the two moves. Easier writeup, same effect. The foremost problem seems to be that there is no clear rules definition of "drunk". The -2 OCV/DCV is for merely inebrated. It is still a powerfull -20% Chance to hit, but it does not deal with all the other effects of "being drunk" like limited ability to move or act/think. Other sugested Transform. If the goal is inebrated, a Minor Transform (5 CP per die) will do. -2 OCV/DCV is explicitly on the list of possible game effects for a Minor Transform. Make the whole thing a "NND: Immunity to Alkohol" and you are good to go. Stronger levels of inebration require stronger transforms, respectively. Major Transform can do -4 OCV/DCV easily. You should avoid going higher - powers that can one-hit-disable every enemy that lacks a specific resistance are very dangerous thing from a game balance perspective. Quote Link to comment Share on other sites More sharing options...
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