g3taso Posted June 24, 2016 Report Share Posted June 24, 2016 Damage Reduction, Bah! Armor, Humbug! I'm on the prowl for brain cells other than mine to have spiffy ideas. I'm looking for defenses that are more than just mechanical advantage. Like to walk up a wall and stand on the ceiling while firing your weapons, knowing you are safe from melee? Do your fork-flinging powers allow you to create an improvised set of handholds on a wall, allowing you to climb out of harm's reach? Do your farts achieve such high speeds that the sonic crack causes enemies' clothes to scorch and make them blow their Phase putting it out? Let's have 'em. Hero Designer write-ups are especially nice, since not everyone can actually quote several editions of HERO Please cap at 40pts Active or thereabouts (or lower) to weed out the truly high-power ones. Novelty is awesome, efficiency equally so! Quote Link to comment Share on other sites More sharing options...
Surrealone Posted June 24, 2016 Report Share Posted June 24, 2016 13d6+1 Dispel <your choice of what's dispelled, especially in a VPP). It's exactly 40AP and with a held action can be used defensively to shut down inbound attacks of the type you're able to dispel. Quote Link to comment Share on other sites More sharing options...
JohnnyAppleseed098 Posted June 24, 2016 Report Share Posted June 24, 2016 Umm... This is pretty obvious for me. Reflection is the best. (Max out the AP Limit for the game and you essentially win.) Quote Link to comment Share on other sites More sharing options...
massey Posted June 25, 2016 Report Share Posted June 25, 2016 N-Ray Vision and Ego Attack. Also works great with Tunnelling. Let the ground be your armor! Quote Link to comment Share on other sites More sharing options...
wolfrunswithfox Posted June 25, 2016 Report Share Posted June 25, 2016 Let's start with a classic: Smoke Bombs: Darkness (Sight Group) 7m radius (OAF -1) Range Based on Strength (-1/4) Cost: 35 Active, 16 Real Add Targeting to your hearing (for 10 CP) and you have a classic cinematic ninja: drop a smoke bomb and fight at full strength while everyone else is blind Quote Link to comment Share on other sites More sharing options...
eepjr24 Posted June 25, 2016 Report Share Posted June 25, 2016 I think Teleport is a great defense. Especially if it is IPE, so no loud bangs and light flashes giving away where you teleported to with your Dive for Cover. - E Quote Link to comment Share on other sites More sharing options...
GCMorris Posted June 25, 2016 Report Share Posted June 25, 2016 I like to just run away Quote Link to comment Share on other sites More sharing options...
wolfrunswithfox Posted June 25, 2016 Report Share Posted June 25, 2016 Visage of Divine Beauty: Striking Appearance (Beauty, vs all characters) +10 to interaction skills and +10d6 to presence attacks (Unified Power -1/4) Cost: 30 active, 24 real Flash (Sight) 4d6, Trigger (when you make a presence attack, trigger takes no time and resets automatically +1) (Unified Power -1/4) Cost: 40 active, 32 real Not only can you cow most enemies easily, but the very sight of your beauty is enough to make them go blind! Quote Link to comment Share on other sites More sharing options...
JackValhalla Posted June 25, 2016 Report Share Posted June 25, 2016 Just a little bit of telekinesis, ten strength, fifteen, whatever, is enough to take most non-flyers out of commission entirely. A big bad bruiser that can pulverize you can be shut down just by picking them up off the ground and holding them in place. And then there's flash. Man, whoever said that the best defense is a good offense, was talking about flash. Pop someone with this and they're helpless and harmless and no danger to you. But my favorite is Duplication. Man I love that power, it's good for everything. And with Ranged Recombination, it's an awesome defensive power. If you're in trouble, you run away and you guard your own exit at the same time. Quote Link to comment Share on other sites More sharing options...
dmjalund Posted June 25, 2016 Report Share Posted June 25, 2016 And then there's flash. Man, whoever said that the best defense is a good offense, was talking about flash. Pop someone with this and they're helpless and harmless and no danger to you.for a few seconds Quote Link to comment Share on other sites More sharing options...
JohnnyAppleseed098 Posted June 25, 2016 Report Share Posted June 25, 2016 Visage of Divine Beauty: Striking Appearance (Beauty, vs all characters) +10 to interaction skills and +10d6 to presence attacks (Unified Power -1/4) Cost: 30 active, 24 real Flash (Sight) 4d6, Trigger (when you make a presence attack, trigger takes no time and resets automatically +1) (Unified Power -1/4) Cost: 40 active, 32 real Not only can you cow most enemies easily, but the very sight of your beauty is enough to make them go blind! Umm... That's 70 AP. Quote Link to comment Share on other sites More sharing options...
Marcus Impudite Posted June 26, 2016 Report Share Posted June 26, 2016 Invisibility, No Fringe. If they can't see you, it's substantially harder for them to target you; and short of tossing around Area of Effect attacks and risking collateral damage, they can't hit you. Quote Link to comment Share on other sites More sharing options...
bigbywolfe Posted June 27, 2016 Report Share Posted June 27, 2016 Just a little bit of telekinesis, ten strength, fifteen, whatever, is enough to take most non-flyers out of commission entirely. A big bad bruiser that can pulverize you can be shut down just by picking them up off the ground and holding them in place.Except that's not how that works. A "big bad bruiser" breaks out of a 10 STR Telekinesis Grab just as easily as he breaks out of a standard 10 STR Grab and being in the air doesn't effect that in any way (unless he is worried about falling, but how high could he get lifted in 1 phase?) Quote Link to comment Share on other sites More sharing options...
JohnnyAppleseed098 Posted June 27, 2016 Report Share Posted June 27, 2016 I see that working with Psychokinesis that works against EGO, but not just a regular Telekinesis (per what Bigbywolfe said above). Then, 20 would be plenty. Add the Works Against EGO, Not STR (+1/4 in most games, but possibly +0) and you have a nice grab. If you have the +0 on the above, put a 4 meter Radius AoE instead to maximize effectiveness. Quote Link to comment Share on other sites More sharing options...
massey Posted June 27, 2016 Report Share Posted June 27, 2016 Ego is traditionally much lower than Str on an average character. I'd make "works against Ego, not Str" a much higher advantage, since the purpose is pretty much specifically to take out high-Str people with a cheap attack. Nobody is adding "works against Ego" on their TK in a game where everyone is playing variants of Charles Xavier. Quote Link to comment Share on other sites More sharing options...
JohnnyAppleseed098 Posted June 27, 2016 Report Share Posted June 27, 2016 The 6E1 actually recommends +1/4 so I just went with it. Quote Link to comment Share on other sites More sharing options...
Primus Posted June 27, 2016 Report Share Posted June 27, 2016 (edited) LOS attacks and distance. Maybe add telescopic senses. "Oh, you bought AOE 1 hex so you can ignore my DCV? Ok, now the hex I'm in is effectively DCV 19 cause I'm 1049m away from you," 40 points of telescopic is enough to be able to spot man size targets at comfortably interplanetary scale (terameter). Of course, depending on the relative speeds of light and a mental attack, you may have to lead your target a little more when sniping from your base on Titan. Don't forget to adjust for your target's movement after adjusting for the Earth's rotation and revolution! Edit: 1 billion km not 1 billion m. 1 billion km is a terameter Edited June 27, 2016 by Primus Quote Link to comment Share on other sites More sharing options...
Sean Waters Posted June 27, 2016 Report Share Posted June 27, 2016 Triggered teleport (being about to hit something at speed). 2m. No relative velocity. Never take falling damage again. Or KB, for that matter. Splendid. Also very cheap. Quote Link to comment Share on other sites More sharing options...
Old Man Posted June 28, 2016 Report Share Posted June 28, 2016 Invisibility combines awfully well with Flight, IME. And Flight is way underpriced. Quote Link to comment Share on other sites More sharing options...
g3taso Posted June 28, 2016 Author Report Share Posted June 28, 2016 Clairsentience (Sight Group), Mobile Perception Point (can move up to 12" per Phase) (30 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) I love knowing where the opposition is, even when they don't know I am coming. A cat-burglar paradise. Quote Link to comment Share on other sites More sharing options...
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