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Author Topic: 3.0 / Mighty Protectors™ Abilities
Tempest
Cosmic Superhero
Posts: 398
Post Re: V&V 3.0™ Powers
on: February 25, 2016, 12:04

Just to note: when Paralysis Ray was used (and one of my brother's characters had it and, boy, did it ever clear the hallways for him), we, by default, had it so that, yes, the character was immobile but the player (actual player or GM) - who could still, of course, see and hear everything going on - was still fully participant in the action. The character speaking was verbotten but, when Hero/Villain X came out of it, they still had full cognizance as to what had gone on during their involuntary coffee break.

To have kicked the player out of the room because they were hit with Paralysis Ray just seemed, frankly, too much like work. We didn't boot people out when their characters were actually taken down - i.e., rolled under on d100 the number of hits they'd taken in a shot or actually hit zero hit points - so it certainly didn't seem logical to impose a harsher penalty when a lesser, more transitory effect had taken place.

Again, Jeff, another indication that I am going to love 3.0 when it hits. Looking forward to further updates.

Plainsdrif-
ter
Street-Level Hero
Posts: 4
Post Re: 3.0 / Mighty Protectors™ Abilities
on: September 15, 2017, 21:33

I've just gotten the Mighty Protectors version of the game, and I find the Heightened powers for the Basics confusing. Let's say I'm rolling a Low Power character, and I have an initial BC roll of 12 for Endurance. Now, I roll my powers and get Heightened Endurance. Do I simply add +10 (for Low Powered characters) to the Endurance score? Do I double the original Endurance score I rolled? I'm very familiar with character creation in previous versions of V&V, but the descriptions for these enhancements of Basic Characteristics in the new book seem a little vague.

GiantGoril-
la
High-Powered Superhero
Posts: 72
Post Re: 3.0 / Mighty Protectors™ Abilities
on: September 16, 2017, 10:52

You add 10. Each point of Basic Characteristic costs one Character Point.

I was into Charisma before it was Cool.

Plainsdrif-
ter
Street-Level Hero
Posts: 4
Post Re: 3.0 / Mighty Protectors™ Abilities
on: September 16, 2017, 22:23

Thanks.

Plainsdrif-
ter
Street-Level Hero
Posts: 4
Post Re: 3.0 / Mighty Protectors™ Abilities
on: December 23, 2017, 17:09

I have a question I'm hoping someone can answer on the topic of Absorption Effect. Can you just take the CPs generated from Absorption Effect, and add it temporarily to do damage with HTH attacks? If so, how would that work? Would you just temporarily increase the Strength score so that this would change the HTH damage total, or can the roll be changed without increasing the BC?

Plainsdrif-
ter
Street-Level Hero
Posts: 4
Post Re: 3.0 / Mighty Protectors™ Abilities
on: December 23, 2017, 17:18

Another question I'm hoping someone could answer is, if you don't for some reason use all the points dedicated to Core Abilities, can these be distributed to the BCs, assuming these don't exceed the BC limit for a particular campaign?

bkadams
Cosmic Superhero
Posts: 597
Post Re: 3.0 / Mighty Protectors™ Abilities
on: December 23, 2017, 20:22

Quote from Plainsdrifter on December 23, 2017, 17:09
I have a question I'm hoping someone can answer on the topic of Absorption Effect. Can you just take the CPs generated from Absorption Effect, and add it temporarily to do damage with HTH attacks? If so, how would that work? Would you just temporarily increase the Strength score so that this would change the HTH damage total, or can the roll be changed without increasing the BC?

Yes, your Absorption Effect could be used to buy Ht. Attack or Natural Weaponry to add damage to your HTH without affecting your Strength.

bkadams
Cosmic Superhero
Posts: 597
Post Re: 3.0 / Mighty Protectors™ Abilities
on: December 23, 2017, 20:28

Quote from Plainsdrifter on December 23, 2017, 17:18
Another question I'm hoping someone could answer is, if you don't for some reason use all the points dedicated to Core Abilities, can these be distributed to the BCs, assuming these don't exceed the BC limit for a particular campaign?

Yep. See section 2.1.16.7 of the rules.

Grognardo
Superhero
Posts: 46
Post Re: 3.0 / Mighty Protectors™ Abilities
on: December 29, 2017, 03:42

Here's a question regarding the Illusions ability: the Illusion fools Hearing only (so PR = 1/round) and has a 9" area of effect (a CP cost of 15); the effect I'm going for is that the character can make his voice sound like it's coming from anywhere or everywhere within that area of effect. Since it's only his voice and not any other kinds of sounds, might it warrant a Miscellaneous modifier? My Inner Referee™ is inclined to apply a Trivial modifier (-2.5), but I'd like another opinion.

bkadams
Cosmic Superhero
Posts: 597
Post Re: 3.0 / Mighty Protectors™ Abilities
on: December 29, 2017, 09:58

I would add the Adjustable modifier.

Area Effect Modifier: Adjustable
For a cost adjustment of (+5), the character may choose to affect
a smaller area (or just a single target) each time the Ability is used,
if they prefer: this must be specified before rolling to hit.

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