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HenshinFanatic wrote:I'm new and doing up a character just to try and learn the ropes, but I'm not sure if some of the powers I've done up work the way I think they do as well as not understanding how the permanent extra/flaw is supposed to work as far as costs go, and ability-based damage.
Haste: Standard action Activation Affects Others Speed 3. The effect I'm going for is that you're casting a spell requiring a standard action that roughly octuples the speed of its recipient, either yourself or someone you touch. Also how would such a power work with someone who's already a speedster?
Stop: Ranged Affliction (paralyzed and unaware) 14 resisted by will and limited to 3rd degree only. The idea being that it freezes the target in time. Is this a good way of modelling that kind of power?
Is it generally accepted that damage effects can be based on an ability other than strength? Intellect for example.
Finally how exactly does permanent affect costs as some sections of the HH list it as +0 cost/rank while its entry under flaws lists it as -1 cost/rank. Which is correct? Or at least commonly accepted as correct.
groqx wrote:2) Natural Roll 1 always misses. But then the Luck advantage comes into play, and Hero Points. Do they supersede the Natural Roll of 1, critical failure rule? So a PC rolls a 1, uses Luck to re-roll, gets another natural 1 is that an automatic failure? Assuming that it is, he then uses a Hero Point to re-roll again and gets another natural 1. Ok, so the fates have doomed him regarding dice, but are they automatic failures?
The flaw "Unreliable" states that the use of a Hero Point provides automatic success because the roll will at least be 11.
-Rook throws his flash grenade (he doesn't have to roll a die since it's an "area" effect, ok) and the thugs have a chance to "dodge" but shouldn't they already have a -2 because of Princess's intimidation ?
-even after two of them successfully dodge they still have to make a resistance check ?
-then Ultramarine shoots at his target, ok no problem.
-but the target gets a dodge die roll ?? I thought to make a successfull attack all you had to do was :
Attack = d20 + attack bonus V.S. défense class
Defense class = proper defense (dodge or parry, depending on the kind of attack) + 10
-so if you roll a successful attack against the defense DC, why is there a dice roll for the defense ?
-the secret GM machine attacks princess and she is "vulnerable", it says in the rules that vulnerable = défense halved by 2.
in the example she has 18 dodge defense, halved by two that's 9. Why does she have to make a DC of 14 ?
-then in the next line it's written : "GM: Compares it against the DC of 19. Two degrees of failure."
I'm totally lost...
m3nt0r wrote:Hello everyone!
One question(3rd edition), does the Healing effect remove also the -1 toughness check penalty of a damage condition? lets say you only failed for 1 degree and you only have that penalty, does a successful healing remove it?
Lightning Lord wrote:Ok, how do Arrays work?
I'm guessing you specify a particular amount of points and then break it down individually?
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