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LoneWolf

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Posts posted by LoneWolf

  1. Another reason you are not allowed to use advantages on senses is that there is already a method to increase the versatility of your senses.  Enhanced Senses already allows you to modify any sense including your normal senses.  If you want to use touch at range, you don’t apply the advantage at range you purchase the ranged modifier for the touch group.   

  2. It depends on what you mean by all or nothing.  In a transformation attack there is a set point wear the power works based on the body of the target.  If I get equal or above that in body the transformation works, before that it does not really do anything.   Damage does not have that.  I can keep attacking even after they are unconscious.  Further damage after they are unconscious keeps them down longer.  

     

    The one thing I could see using it for is the defense of a NND that does body.  I seen and used this for a death attack in a Fantasy Hero game.  It was bought as an NND does body RKA, with the defense of not being killed. The way it worked is you rolled the damage and if the damage was high enough to kill you, you died.  If the damage was not high enough to kill you, you took no damage.  It was hideously expensive so was extremely uncommon.  It only really affected characters that where either wounded or had low body.  
     

  3. If the campaign is using hit location you probably don’t need to use transformation.  If you do it will be up to the GM.  But unless you are taking the penalty for a called shot you are not going to get any benefit from hit locations.  There are some powers that are built with the special effect of targeting a particular body part, usually it is considered part of the special effect and get neither a penalty or a bonus for location.  One thing to keep in mind is that actually using hit locations is probably going to make the power a lot weaker.  If hit locations are in effect I would simply use the  body multiplier for the location.  Sense limbs usually reduce the body this would make it harder to disable a limb.  

  4. Being able to touch something does not necessarily mean you can feel what you touch.   For example, someone wearing heavy gloves cannot feel the texture of what they are handling.  A lot of it will depend on the special effect of the power.  If the special effect of the affects desolid is surrounding yourself with an energy field that allows you to affect the spirit world, it will probably not allow you to feel anything.  If the special effects is that you exist in multiple dimensions at the same time it probably will.  In either case you are not applying the advantage to a sense, you are applying it to STR.   

  5. Changes this radical would probably be a severe transformation instead of Major.  Severe includes changing an animal to a person or different type of animal, so changing someone into to a Krypton seems about right.   Also, transformation by default is not all or nothing so the damage over time and extra increments are not really needed. All they do is to make it so you don’t have to keep “attacking the target”.  If you are using this power to give someone the powers of Superman most people will not resist it and allow you to do it.  The Improve group is only needed if you want to be able to grant the target different powers.  If all you want is the ability to grant someone the powers of Superman, it is not needed.   Since most normal people don’t have power defense, that also can be ignored.  So, in reality all I need to create a power that can change an ordinary person to Superman is 1d6 severe transformation, which costs 15 active points.  For 30 points I can have a power that can grant any superpower to an ordinary person.  You would have to repeatedly “attack” the target and it will take some time to accomplish.  On the average someone with a 2 SPD could roll around 2,100 Body per hour.

     

    Now obviously that is abusive, and no sane GM is going to allow it.  The Hero System is incredibly flexible and for the most part can accomplish nearly anything.  It is the responsibility of the GM to step in when these types of things occur and veto them.
     

  6. Grab is not really disabling the limb, it is restraining it.  Once you break the grab the limb regains the functionality.  Disabling is a lasting effect.

    If the disabling rules are not being used and you want to disable a limb for a period of time a transformation would work.   It will probably need to be a major transformation and will probably be fairly expensive.  If the disabling is temporary a limitation to allow it to recover quicker would be appropriate and reduce the cost.

     

    The problem with doing it as a entangle or grab is that means you can break out of it.  It also means that things like martial escape would make it easier to break out.  It does not seem right that knowing how to slip out of a hold will make you recover the use of your arm.  

     

    If the game is using the disabling rules there are marital arts maneuvers that can do this. 
     

  7. Christopher is 100% correct in that it is all a matter of special effect.  In the Hero System special effect is the single most important part of the power.  If you cannot adequately define the power, you should not have it.  So, the character who wants to have a power that allows him to grant other characters power has to be able to explain how the power works.  I am not talking game terms I am talking about stating how the power actually works.  You can use pseudo-science or other things that don’t actually work in the real world, but it has to be able to be work within the framework of the game.  My rule of thumb is if the player cannot explain to me how the power works, they cannot have it.  Some things are common enough they don’t require much explanation.  If someone says they want to be able to shoot lightning from their hands, I am not going to need a detailed explanation on how lightning works.  Of the power they selected for the special effect does not fit I might veto it or require them to change it.  For example, if someone defined their lightning bolt as a mental blast, I would probably have the player change it to something better suited to it.  Now if their special effect was force lightning like in Star Wars mental blast might be acceptable.  

  8. If this is for a heroic game I would probably go with a passing strike.  Move By has penalties to OCV and DCV and your STR is cut in half for damage.  You can also damage or break your weapon when doing a move by with a weapon.  Passing strike gives a bonus to your OCV, you get your full STR to increase the damage and you never damage or break the weapon.  Both ways get a bonus to damage of v/10. 

     

    In a champions game you have to buy your weapons.  So, what I would do would be to buy a multipower for the sword and buy slots for the different things you can do with the sword.  Use a slot for a HKA with the advantage area of effect line selective.  
     

  9. From the looks of it, it was some variant of Mental Illusions.  Under the current rules it would be based on EGO, EGO +10, EGO +20 and EGO +30 instead of 1x, 2x, 3x, 4x.  Your GM may decide to alter the specific penalties, but those seem to be in keeping with the mental illusion levels.  At EGO +30 the character no longer interacts with the environment is about right for being 0 OCV and DCV.   

  10. If it is not damaging the object it sounds like a change environment.   If you raise the temperature   level too high the item would start taking damage, at which point a killing attack would be appropriate.  A compound power could allow you to raise the temperature up and then damage the item.   Raising a temperature level is only 3 points and you probably don’t need that many before the object starts taking damage. 

  11. What are your expectations when building NPC’s?  Are these NPC’s designed to be opponents of the PC’s or are they supposed to be characters the PC’s interact with.  If they are designed as opponents they will need to have similar stats and combat ability, which can be expensive.  If they are designed to be characters the PC’s interact with but not necessarily fight they can have lesser stats and combat ability.  The scholarly mage who specializes in divination magic can have lower physical stats and no combat ability, but have lots of KS and INT based skills.  A 2 SPD for that type of character is more than enough. Even the spells they have might be different.   

  12. I am not aware of any rules that prevent a mental power from affecting an uncurious target.  In some campaigns that have a dimension of dreams might mean that to find a dreaming target you might need the advantage Transdimensional, but that is up to the GM. 

     

     Being unconscious may prevent some mental powers from being able to do much.  For example, mind controlling someone to attack a target when they are knocked out is not going to be very effective.  It also brings up the point what are the surface thoughts of someone who is knocked out?  Do you need to read deeper than surface thoughts to affect them with telepathy?  Which also brings up the question of what happens when someone is dreaming and what level is that?

  13. With the hero system you can build anything you want in multiple different ways.   Concept and special effect are incredibly important to the hero system.  Before you spend a single point think about what you want your character to be.  The Hero System is open ended which means there is no limit to strong a particular power or stat can be.  In Theory you could spend all your points on STR.  In practice that is a bad idea because your character is unbalanced.  The character concept portion of the book has some guidelines on various power levels to try and ensure that all characters in a game will be of a similar power level.   These are only rough estimates, not something written in stone.  For example, it lists the stat range for a standard super heroic game as 10-40 and has DC range of 6-14.  Having a character with a 60 STR would probably be ok as long as they did not have anything that raised the damage above the DC maximum.  Having a 60 STR plus and martial art that adds an extra 4 DC would probably not be acceptable.

     

    There are two basic ways to create the character you describe.  The first way is to build the modern solider first, and then add the powers he gets from being a demi-god with the limitation in hero id only. The second is to the power multiform.  This will result in two separate characters each with their own abilities.  With the multiform the characters cannot use the abilities of the other form.  For example, Thor would have absolutely no knowledge of medicine while in the Thor form.

     

    For the ancient warrior I would probably go for a low-end brick and focus more on skills.  Greek mythology tends to favor skill over brawn, with Hercules being the exception.  But it depends on what type of character you want.  If your character is more along the lines or Ares than Athena than maybe the higher STR and berserker mode fit.   Some extra STR would be appropriate, but probably does not need to be more than 30-40.  I would take some skill levels and maybe some extra DC on his martial art.
     

  14. Instead of AVAD you could simply take the limitation limited power (-1/2) normal defenses apply.   That would not require you to take does body as it would still be going against its normal defense.     That would work out, so it costs the same as a normal attack.  So, buy 26-1 RKA for 25 points, or for the full 60 active points it would be a 3d6-1 which would cost 40 points.   This way does not get as much stun through, but it does get body through.

  15. Buying it as a penetrating killing attack with the AVAD and does BODY is a rules legal method.  The extra advantage requires a GM approve it and would be a house rule.   The cost is fairly similar, but the KA has a higher active cost and END cost.   To me that suggest that the additional +1/4 is too low.  I would bump that up to an additional +1/2 instead.  Since what you really are asking for is to apply penetrating to two different stats buying it twice seems to be about right.   Since penetrating is a +1/2 advantage this should be a +1.  

  16. What I would do is to buy the attack as a killing attack and take AVAD (-1/2) with the defense being normal defense and applying the penetrating to that.  Common to very common changes it to a limitation instead of and advantage. Buy the attack at 1/3 the number of dice you would as for a killing attack.  Since for every BODY you take you do a minimum of 1 STUN this makes both the BODY and STUN penetrating.  You roll the damage like it was a killing attack but apply your non-resistant defense.   The cost penetrating is offset by the AVAD so it works out to be the same cost as a regular killing attack. 

  17. Something that blocks a wide variety of attacks should be expensive especially if the thing being blocked is fairly common.  Being that you said these attacks are not common it will be cheaper.  Normally a gaze attack requires more than just looking at the target.  Usually, they require the user to meet the eyes of the target.  That means that they are never area of effect attack, which means that they all require normal attack rolls and have a limitation must meet gaze.  As other have said Cyclops’s eye blast are not really gaze attacks.

     

    The way I see it there are two ways to avoid a gaze attack.   The first is if you cannot hit your target because of a high DCV.  This is probably the easiest but is not guaranteed to work.  Buy this as extra DCV and MDCV only vs. gaze attacks, with the limitation only vs gaze attacks (-1).  That works out to be 15 pts for +5 DCV and +5MDCV.   The other way to do that would be to purchase have non-sight-based combat sense.   Buying targeting on one of your other sense groups costs 20 pts, or you could pick up the talent combat sense.     
     

  18. If you use EGO for this what happens when a different power drains EGO.  The OP wanted to avoid drains for this attack but drains are still part of the game and EGO drains with different special effects still exist.  When you make a house rule you need to consider all the ramifications of what you are proposing to change.  Using EGO to determine when someone means that EGO suddenly becomes a lot more important and the cost for it should be adjusted.  This comes close to making EGO a super stat that everyone needs to buy up instead of what it currently is.

     

    As to Duke Bushido’s stating spirits do not have body.  That is does not seem to be part of the rules.  I looked in the 5th edition bestiary and the Ghost is listed as having 10 Body.  From the looks of it that was from some specific supplement and should be considered a house rule.  By the book spirits have a BODY stat.  

     

    To me the most elegant solution would be to write it up as an NND that does BODY with the defense of being object or creature without a soul or spirit.  
     

  19. I guess what it really comes down to is what type of character you are running and how detailed you want to get on his background.  Personally, I prefer characters that are fully fleshed out.  When I choose a background for my character, I try to give them the skills that someone with their background would actually have.  So, if I am playing someone who is supposed to be a super scientist, I will give them all the skills that he should have.  In a Champions game I usually have their powers and skill complement each other.  Unless the characters background is something like a construction worker or a high school student, they will usually have a decent number of skills.  

     

    It is not that hard to find uses for most background skills.  Unless the campaign is strictly combat, and your skills are really off the wall you can usually get some use out of them.  Something like PS basket weaving may be completely useless, but SS Chemistry is not hard to get something out of.   
     

  20. For me it is not so much about being good at your day job, as it is that characters should pay for things that will affect the game.  When your day job is something that can affect the game, you should have to pay for it. 

     

    If your character is a lawyer and you want him to be able to deal with red tape, he should have the skill Bureaucratic. If he is good at tricking people into telling more than they intended, he should have conversation.  You can’t just take PS lawyer and get that for free.  The same thing goes for PS pilot.  Background skills are supposed to be just that, and not substitute for actual skills.    
     

  21. 3 hours ago, unclevlad said:

    As long as you can draw clean lines between the PS and the full skill, there's no problem.  If you can't, then disallow the PS altogether. It's already explicitly stated that a background skill can't replace a full skill.  It might just be another case where a revision for clarity and brevity would be good, but unfortunately, that's rather unlikely.

     

     

     

    This is what I have been saying the entire time.  

     

    The way I look at it the PS has some value in that it allows you to do thing the way they should be done.  Combat Piloting or TF planes, allows you to fly the plane, but does give you the knowledge of all the protocols and regulation to operate as a pilot.   Someone with the full skill without the PS can fly a plane but may make mistakes in protocol or procedure that could cause issue.  

     

    For example, when flying from California to New York the character without PS pilot would not know how to register the flight plan and may accidently fly through restricted air space.  This might end up with a fighter jet showing up and telling the “pilot” to land at the nearest air base.  The same thing is true for other PS.   PS electrician would understand all the regulation of how to do things and would also the right way. 

     

    People seem to think I am saying you charge more for the ability to do the same thing, but that is not what I am saying.  What I am saying is having a PS allows you to do a better job because it takes into account things outside the actual skill.  It can also act as a complementary skill to the main skill. The character with PS pilot has been trained in how to do things the right way and is not just winging it.  He has been trained how to handle situations that may come up so is able to handle them better. 
     

  22. The problem with letting background skills duplicate other skills is they are considerably cheaper. The base cost of a background skill is 2 points and can be reduced with skill enhancers.  That brings the cost of a background skill down to 1 point.  The cost for increasing the background skill is also half the cost of a normal skill.   If I can purchase PS Fighter Pilot and be able to do anything combat piloting does why would I pay the extra points?  If this is the case all skills would end up being PS and no one would buy regular skills.  If I have a character with 20 normal skills that will usually cost 60 points.  If I use PS instead the cost drops down to 23 points.  I actually had a player try to do something similar.  He did not take 20 PS; I think he had 10 or so.  They included Pilot, Electrician, Mechanic, Navigator, Locksmith, Computer programmer, and Inventor and a few other I can’t remember.  

     

    The other thing people are forgetting is that all characters get a free 2pt PS as an everyman skill.  That means the character that takes combat piloting does not actually have to pay for it unless he has other PS. 
     

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