Paul
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Post by Paul on Apr 12, 2010 15:59:24 GMT -6
Here
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Paul
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Post by Paul on Apr 12, 2010 16:01:06 GMT -6
Reflection
A white means the reflector failed to reflect anything. A green feat sends the attack back at -3CS of the reflected damage from the power rank of the reflector, the remaining damage hits the reflector. A yellow feat sends the attack back at -2CS of the reflected damage from the power rank of the reflector, the remaining damage hits the reflector. A red FEAT sends the entire reflected attack back onto the attacker.
Examples: In the reflected damage above (20) if the person gets a white result the 20 damage hits the reflector, if a green result is rolled then the damage reflected is PR4 and 16 hits the reflector. If a yellow result is rolled then the damage reflected is TY6 and 14 damage hits the reflector. If a red result is rolled then the damage is fully reflected (20).
If we reverse the damage / power then this happens.
Boom an attack comes in at EX 20 intensity. Hero ABC has In 40 reflection.
Examples: In the reflected damage above (20) if the person gets a white result the 20 damage hits the reflector. If a green result is rolled then the damage reflected is GD10 (-3CS from the power rank of the reflector) 10 damage hits the reflector. If a yellow result is rolled then the damage reflected is EX20 (0 damage hits the reflector), if a red result is rolled then the damage reflected full the damage reflected (20).
Another example. AM 50 attack / GD 10 reflection 50-10 = 40 40 damage still gets through, 10 damage is reflected.
In the reflected damage above (10) if the person gets a white result the 10 damage hits the reflector. If a green result is rolled then the damage reflected is FE2 (-3CS from the power rank of the reflector) (8 damage hits the reflector). If a yellow result is rolled then the damage reflected is PR4 (6 damage hits the reflector), if a red result is rolled then the damage reflected full the damage reflected (10). ________________________________________
The other example makes the power OP, this one makes it very weak. The difference will be that this power can now reflect ANY attack regardless of nature. That is the only way to make it decent. We will have to test it. Also, for powers that require a saving throw type feat like Dan’s puking power. Reflection would only lower the intensity of the power being used. For example Dan’s RM30 power would be reduced by the reflectors power (for the Tank it is EX20).
For this example we would do this; Dan attacks with RM30 and hits. Reflection absorbs the 20, and depending on the result of the reflection check it will lower/reflect the attack back. White result = nothing the intensity is still RM30. Green Result = -3CS reflected is PR4 and 16 hits the reflector. This would mean that Dan’s guy is also puking. The intensity Dan needs to stop is only PR4, but the Tank would need EX26. If a yellow result is rolled then the intensity reflected is TY6 and 14 intensity adds to the reflectors. This would mean that Dan’s guy is also puking. The intensity Dan needs to stop is only TY6, but the Tank would need EX24. If a red result is rolled then the intensity reflected is EX20 and GD10 intensity adds to the reflector. This would mean that Dan’s guy is also puking. The intensity Dan needs to stop is only TY6, but the Tank would need GD24. If a red result is rolled then the intensity reflected is EX20 and 0 intensity adds to the reflectors. This would mean that Dan’s guy is also puking. The intensity Dan needs to stop is only EX20, but the Tank would need GD10.
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Paul
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Post by Paul on Apr 12, 2010 16:03:23 GMT -6
For Dan’s Marvel powers I came up with a really cool idea. I started to think, what do the sleep spell and hold person spells have that don't make them OP, and even Dan’s own vamp power?
A Saving throw.
For example the puking power stunt would be handled like this. You roll your attack to see if you hit, if you hit the person starts puking. The next round after that the person gets to roll (endurance) VS the intensity of the power. This lasts for five rounds as it says in the book. I would have to look at the rules for the other possible power stunts for the power, but the rest are rather straight forward.
For Bob’s power stunt idea we were talking about I say yes and I will explain why. If Bob’s guy can move 9 (only an example – I’ll look it up tomorrow for sure) squares a turn then I feel he should be able to move 5 attack then move 4 away. That may sound VERY OP but in all reality it isn’t. He still needs that much space to move in. There will be a mathematical point where it just isn’t worth it to do, not to mention if we are fighting inside or something. So for Bob’s hit and run power stunt I say yes, let the karma be spent.
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Paul
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Post by Paul on Apr 16, 2010 11:31:02 GMT -6
I’m not trying to rain on anyone parade by the constant talks about powers; I’m only trying to come up with a workable and fair power.
I was thinking about Dan’s power again specifically the vomiting. I think we established that it is an energy power. From the talk from last we determined that you can control energies as well. Does that mean force fields vs. energy can at least lower the intensity of the power?
In Rage’s and Tank’s P2/Body Resistance it says: The resistance covers physical and energy attacks only. That is rather broad considering almost everything is energy. That leaves magical and mental powers. Tank and Rage armor can’t do jack (other than a psyche check) about the vampirism attacks per the description of the body resistance.
That is why I can’t stand the amount of different resistances, force fields, and armors. They are really cool when character creation is random, but most of them are useless. On the flip side it makes things a little more balanced.
I think that any armor that says anything to do with an ability to reduce energy should be able to have a say in an energy power.
Now there is a problem, what happens when you use the power to raise people’s adrenaline? Rage and Tank’s armor is always on, does they resist the adrenaline rush? Does the Tank always have to reflect an attack?
The point I was making about the rust last night was that if there isn’t rust present then how can you speed it up. Perfect example would be your car vs. mine. My car is full of rust and is clearly visible; I’d need a microscope and hope to get lucky to find some on yours. The end game would be you would own my car.
I have an awesome idea for the energy draining thing you were stunting. Red does have a force field vs. energy. Energy is used to create that force field. I was thinking that when you drained him, you’d drain his shield at your power rank level on a hit. If you lower the shield, then you start lowering HPs on the attack. Kind of like how ION damage worked in star wars.
Far too many questions, but I like the direction we are going. We honestly beat the crap out of those three last night. A few more tweaks and we should be able to put this rules crap behind us.
PS. I think maybe making the vomitting power dodgeable rather than a save might be a better idea. But I am going to leave that up to dan. Making it dodgeable makes it just like any other power, but instead of damage you puke. Did we also make a rule about if you wanted to do the save thing and they saved can you do it again?
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Paul
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Post by Paul on Apr 16, 2010 15:06:25 GMT -6
T10/Hyper-Running: The hero can run at Power rank speed for extended amounts of time. The Power has the side-effect of raising the Ability rank number of Endurance by this Power's rank number. It includes protection to wind resistance and windburn; this protection extends to anything the hero is carrying. The hero's lungs are modified to breath high velocity air. The last benefit can be crucial if the hero is capable of Remarkable speeds or better. If the hero stumbles, he continues on a ballistic trajectory until he regains his footing or rolls to a halt. To cut down on the chance of this, the Power increase the hero's reaction time to be able cope with impending problems. The increased reaction time decreases the relative speed of any other moving object. The hero's Power rank number decreases the perceived speed of the other object. For example, Quicksilver's Shift X speed lets him perceive a bullet traveling at 600 mph as if it were traveling only 15 mph. This side-effect enables the hero to dodge or even catch things like bullets and missiles. If the Power is Duplicated or Transferred to another being, a special yellow FEAT must be made. Failure means the recipient only has the actual running ability and not the safeguards. Optional Powers include increasing the hero's fighting or Agility ranks by this Power's rank number.
I like this better The Power has the side-effect of raising the Ability rank number of Endurance by this Power's rank number while it is in use.
We decided on this though: The rank of the power adds to endurance when calculating endurance needed for long distance running. For an example Bob's IN40 endurance and EX20 power would make his endurance MN60 when calculating long distance running.
I think the last line should be this:
The user has the option of increasing the hero's fighting or Agility ranks by this Power's rank number.
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dan
Star Wars GM
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Post by dan on Apr 16, 2010 16:11:11 GMT -6
The power stunt to drain shields then hp on mechinical suits would be decient. It would work for say against an Iron man also if he had shields if not it would just drain the suits hp's possible.
For the catalictic control it says it lasts for 5 rounds against biological and forever against non-biological. As in the power lost on Big red would be gone. He can retreat to regain power but it would be gone for at least the short time I think. So if he would loose 40 hp's it would be gone till they retreat or until the suit can be recharged. If that makes sense.
So we need to figure out of the attack of catalitic control is visable or non-visable. That would be the end all of it can be dodged. I would assume that the attacks made by Big Red where they are energy would be able to be seen, Via a ball or a beam coming towards the person. So would the attack of catalitic control be a beam, ball, or nothing...thats the question to do with it.
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Paul
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Post by Paul on Apr 17, 2010 8:47:01 GMT -6
I think we got this rather taken care of, we will have to test things out along the way.
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Post by joebrender on May 19, 2010 6:46:30 GMT -6
Would the "Raise Lowest Ability" power be something that's still selectable? What rank would it be "bought at", since it doesn't normally have ranks.
Do ability shifts from being a certain type of hero still apply? (i.e. +1 end shift from being a mutant)
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Paul
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Post by Paul on May 19, 2010 10:18:18 GMT -6
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Post by joebrender on May 19, 2010 15:37:33 GMT -6
I recall some vague rule I can't find where you could sacrifice a power to get +1CS on another power.....its been over 2 decades since I played Marvel. Does such a rule exist? Also, how do you get resources? Are they just typical?
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Paul
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Post by Paul on May 19, 2010 17:14:07 GMT -6
There are limitations with some powers as for an official rule to sacrifice a power for a +1CS I’m not sure about.
Depending on origin we all start at TY resources. Mutants start lower but I can’t remember. There is a rule in the book that I found this morning about lowering your resource rank to gain another power. I did that with my guy.
With the way we do the point buy it probably wouldn’t be worth it to lose a power to gain a +1CS for another. I think that all powers start at least at TY. It is rather simple to use the point buy system.
The way I like to do it with new people and people that don’t know/remember the system is pick three superheroes that you want your guy to be like, and I will help you find the appropriate powers.
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Bob
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Post by Bob on May 19, 2010 18:26:08 GMT -6
The thuderous viglant is like Flash, and Wolverine.
Hyper running, Body resistance, and Healing.
I had natural claws at one point but we got rid of it cause it was stupid and didn't fit with the other powers.
I'm basically Flash meets Wolverine except im slower then flash, and I don't have Wolverines Senses or Claws.
But my body resistanceand regenration alone makes me a Brawler in Melee combat. Add on hyper running and I can dash at someone at high speeds and deliver QUITE a punch.
Our group needs someone who can fly....just so you know...
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Paul
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Post by Paul on May 31, 2010 15:52:01 GMT -6
The Attack the Tank timeline and order of events. So someone wants to hit the tank, that is cool I’m going to create a little guide to how that attack should be handled.
First his talent lowers the initial attack -1CS
Second the attack will be reflected back. That is done using a feat roll. Per the rules: The attack may be of any nature: brute force, Power, or magic.
Third he will probably let some of the damage get absorbed by his RM Body Resistance. The resistance covers physical and energy attacks only.
Fourth Iron will can take some of the damage.
Fifth he can then convert any energy left over into heat up to 1 rank higher then his power. The hero can simply change any form of energy into any other form. With his power he has the ability to shoot that energy at -1CS power rank back as a power stunt (not developed) as heat.
Sixth (really bending the rules here and probably won’t do this) He will then absorb the heat he shot out. He can’t absorb the heat in himself due to the rule: If the hero possesses an energy emission power, he cannot use it directly to affect himself. He would then gain health at the amount of his power.
Example: An energy attack hits tank for UN100. His talents allow that to be dropped to MN75. The best case scenario: His reflection power of 20 is able to reflect the entire 20 damage back. The intensity of the attack is now 55. He then decides to let his RM 30 body resistance take 30 of that attack. The intensity of the attack is now 25. Iron will takes up 10 of that. The intensity of the attack is now 15. 15 is still considered GD so he can convert that energy with a good enough feat roll. He now has ten points of energy converted and takes 5 points of damage. With the energy converted he can then shoot it back out at TY6 (-1CS of the power rank). He decides to shoot the TY 6 heat at a metal rod he is carrying. He would then use his absorption power (GD10) to absorb the 6 heat from the rod. He would lose 5 HP then gain 6. He’d be at max after the attack.
I don’t see the dice ever being this generous as well as I think the absorbing the heat is done on another turn. I am also sure that this isn’t how it is supposed to work, but I don’t know. Worth reading though.
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