[MH] A couple of questions
1. When a Lycanthrope takes on his animal form, how big is it? One of my players has a Were-eagle character, and I don't see anything that refers to any change in size for the shapechange leading me to guess he turns into a six-foot tall eagle! This can't be right, or is it?
2. Psionics. How does this even work? On of my players made a Psi and has mind wipe, mind reading, and telekinesis. I don't see anything that a player needs to roll to activate his ability (beside mind reading), so where do the talents come into play? Also, is there a way for a characters ability to reduce the resistance of a target in a way like you can take hits to your melee skill to reduce active defense? |
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I'd guess the big weres not getting bigger is for simplicity, since the were-form would get then get its ST discounted. The eagle and wolf may have been left a bit on the big side because those are some crazy strong eagles and wolves and probably should be about man-sized. Quote:
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Note, an SM 1 eagle has a 6 foot wingspan (which is not really that big for a fully grown eagle), it is not 6 feet from tail to beak! Quote:
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If you have multiple attackers, you can coordinate your attacks. Each attacker after the first who hits gives the victim -2 to active defenses or -1 to resistance rolls against all of the attacks. (See Powers page 165) And if it's a contested roll, the attacker can trade fatigue for skill to improve his odds (See Powers Page 161). |
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And of course, if you want the shapechangers to take on different sizes, put the SM modifier in the template for those Alternate Forms.
As for talent/skill rolls, see the "Skills for Everyone" section in Powers. It's a fairly common requirement for settings to specify that all abilities have an associated skill. Other settings have abilities that are innate and "just work" -- often needing rolls against basic stats. (See the individual descriptions.) Talent helps with those. If the character doesn't have a lot of abilities that require rolls, Talent may not be a great investment. |
Re: [MH] A couple of questions
These were characters made using the templates in Monster Hunters 1.
1. Regarding the size of the eagle... I'm pretty sure I saw birds in a GURPS books somewhere that were the size of an eagle and had a negative SM. I thought DF:Allies had an eagle in there, but it only has a Giant Eagle, described as having a 12' wingspan and is SM:0. If my players' character becomes an eagle with a 6' wingspan, then it should probably be SM:-1 or -2. I just want to know if the intent of the authors is for them to be large birds or if this was an accidental ommission (or something else). 2. Regarding Psionics:In this instance, there's no need for my player to have Psychokinesis Talent since his only power in that category is Telekinesis. I see the Quick Contest of Will under Mindwipe now - I was an idiot for missing it before. |
Re: [MH] A couple of questions
I meant SM 0 not 1, oops, but you are correct that the SM 0 Giant Eagle has a 12 foot wingspan. Seems a little weird to me...
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So yes, the were-eagle is large, as hinted at by its impressive ST! But not 6' tall -- its SM comes from its wingspan, not height as with a human. If it's flying high, this shouldn't be an issue. If it's just hanging out on the ground, most people will think, "Wow, I've never seen a wild eagle up close. I didn't realize how huge they were!" Experts (e.g., anyone with Animal Handling for birds or Veterinary) should get a roll to realize something is weird, as with any lycanthrope. Quote:
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So a bonus to all skills that could concievably be used via TK? So, a couple questions come to mind: when using TK, is it as if he only had one hand or two (TK) hands? Do range modifiers come into play if you're TK-wielding a sword from 15' away? My player also discovered that he has sufficient TK lifting strength to lift himself though at X-heavy encumberance (TK level 10; he weighs 140) resulting in move 2. Is this fatiguing (TK does not cost fatigue in MH)? How high can he lift himself? Could he levitate across the grand canyon? I'm currently thinking about having a 20' maximum altitude since that's the range of his TK and I explain it as pushing against the ground. Sounds reasonable? As for the large eagle, your explanation makes perfect sense - there would be confusion or at least a fact that would be easily forgotten, so I like the way it was done. As an aside, my player decided he'd rather be a Weretiger (is it supposed to hyphenated? Were-tiger?) thus making a large part of the conversation moot. Is there any type of clothing he can wear so that he won't be naked when he turns back into a human? Maybe signature gear or a schtick? |
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Fatigue should be whatever you'd normally impose for long-term exercise of the ability. I think Powers has some discussion of that? No charge for short-term use. |
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There may be IQ rolls in difficult-communication situations, i.e. if language is involved and one of the participants has less than Fluent. Again, the Telepathy/Psi Talent should add to the IQ roll for such purposes. It's the same as with the Shapechanging advantage. There's no roll to use it, so in order to make Talent still be useful, the RAW says to apply it to rolls such as Acting, during the use of the advantage. |
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I was thinking of the last sentence under Talents. It says GMs "ought to forbid Ninja Talent or Weapon Talent." Rereading it, I guess it doesn't say Talents can't effect combat skills. I just got that impression.
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Several existing Talents include combat skills; see GURPS Power-Ups 3: Talents for a complete list. |
Re: [MH] A couple of questions
THe thing to remember with TK is it's utterly Non Newtonian. If you're thinking of TK "pushing against the ground" to lift you, you're "doing it wrong" - that's Newtons third law "When one body exerts a force on a second body, the second body simultaneously exerts a force equal in magnitude and opposite in direction to that of the first body."
The Third Law doesn't apply to TK at all - there is no first body to exert force upon you (the second body), or upon anything else. Your TK is a disembodied force in the most literal sense and requires no mass to act with. If you dislike that (and it's a little brain-hurty-impossible so I can understand that) it might be easier to visualize the TK itself as the first body - it has some unstated invisible unmeasurable mass that is probably proportional to it's ST rating, and it exerts force through the "normal" methods but cannot be detected or interacted with by any means other than using anti-powers to "unhappen" it entirely. That's also pretty impossible, so it comes down to which makes your brain hurt less. I strongly recommend against the "TK applies force between two perfectly normal objects" model to get its effects, because creative players can use that to affect twice as many targets with the effect. |
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Talent helps with any rolls; cripple checks, power blocks, etc. |
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If we assume wingspan is about 3x the length of the bird (appropriate for some eagle species), we can envision a SM 0 were-eagle with a 10' wingspan and a body length of about 3.5'. Such an eagle would be extremely large, but not so large as to necessarily cause a panic. It would provoke the kind of responses I mentioned above. Finally, I'd like to note that going to SM -1 and SM +1 were-animals will not break anything in a MH game; it will just add complication. In a world where some of the foes have nonzero SMs, having to also keep track of PCs shifting between different SMs was simply something I wished to avoid. If you and your players are experienced and like the extra crunch, go ahead and mix up the SMs for your lycanthropes. |
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(not that I require the bird to be of any size, I would just rather that, if the bird is supposed to be SM 0, that it follows the rules of being SM 0. If I wanted the bird to be smaller, I'd deal with the rules of SM -1) |
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