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eepjr24

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About eepjr24

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  1. eepjr24

    Hirst Arts new stuff

    Bruce has a new line of molds out that would probably be great for anyone doing futuristic board layouts. I don't make anything off his sales, just love his stuff. Not sure if you will be able to view without joining the group, but hoping so: Just in case, the group is https://www.facebook.com/groups/44641935828/. - E
  2. And in my games, I have yet to find a power that a player could figure out how to use for evil / unintended ends in some manner. Which is why we really don't need to know, since there are likely not any that would be excluded. As far as your "outside what players pay points for" is a relatively small area for me. Because role playing is what the game is really about, not combat. - E
  3. I meant granting the base 15 AP. Yes, it would be hugely expensive if paid for through UOO doubling. I was referring to this comment, which I disagreed with no matter what they power was (15 AP would get you mind link with anyone on a planet). PS: 33 doublings of recipients are needed, so +8 3/4 Advantage on 15 CP gets you to 131 AP. If you set the activation time to a month (-5), require the use of a large immobile fragile focus that is extremely difficult to replace (-3.25), and a single charge which takes a year to recover (-3.75) you are down to 10 RP.
  4. I guess that is just a difference in game style. For the most part I find that granting 15 points of power to everyone on a planet is actually a pretty significant ability. YMMV. I mean, for that cost I could make everyone on a planet immortal and immune to terrestrial disease and poisons.
  5. Curious why you think that? UOO (6e, 354): I guess you could make it AoE: 1 Hex Megascale to get it to hit everyone, but you can still miss an AOE to your own hex even, although it is pretty hard. - E
  6. No, on several fronts. 1. They could be off the planet. 2. No matter what modifiers you add as far as you can tell you need to have LOS to the recipient no matter what: "The Range Modifier applies to the granting of UOO powers at Range, and the grantor must have Line Of Sight to the Recipient to grant him a power at Range." So that means you would also need a targeting sense with sufficient offsets for the perception modifiers and the ability to perceive through or around the planet to grant the power to them. 3. Indirect has no real effect as far as I can see, as changing either the path or source of the power does not change the ability to perceive the recipient. If you removed indirect and added in a sense that could perceive the recipient (probably with megascale, although that does require special GM permission) you could probably make it work. But i would probably go with something like MindScan instead, because the perception roll to find a person on a planet with a megascaled penetrative sense even with several levels of rapid sense could get really expensive (depends on how realistic your GM wants to be, but if they say you could look at 10 people in a second normally, you would need 10 levels of rapid to make a perception check to find a single person in a second. You still need to apply range modifiers, etc.)
  7. First off, assuming you are using 6e. I would go with a Mental Blast of sufficient strength to render the victim unconscious. You can base this on CON if it fits (i.e. it is more a physical interruption of the synapses). Then link a smaller mental blast with Constant and Uncontrolled to it to keep them unconscious for the desired period (typically a minute or more for a gran mal). Then link a small amount of TK (3 STR maybe?) with constant and uncontrolled on it. All of it needs to be all or nothing I suspect for the effect to work properly? There are other ways to do it, that's just what I would start with. - E
  8. eepjr24

    Philosophy of Complications: Secret Identity

    As a GM I play it as not being a benefit to have a Secret ID or a Public ID with a Hunted. Given that you have a Secret ID and a Hunted, you have greatly limited the times when the Hunted can come into play (IE when you are in costume) or set yourself up for your secret to be exposed but the hunter. Either way it is more detrimental than just having no complication except the Hunted where they could show up off screen sometimes or not be able to blackmail you with your identity. I personally played a few characters with Secret ID but almost never with Public ID. I personally tend to prefer supporting roles and thus play toward that unless I am consciously trying to break that mold for some reason. - E
  9. eepjr24

    Philosophy of Complications: Code vs Killing

    I will continue to add it to characters that it is appropriate for, although it will be one of the ones that is likely a 0 point complication. Your point about it being the norm in some campaigns is valid, and in those I just set it as a baseline unless you choose consciously to not take it (zero points either way). But you could then take Bloodthirsty or Vengeful or perhaps even Berserk when those would not be very appropriate with a CvK. - E
  10. eepjr24

    Is there a higher quality map of San Angelo?

    I meant to answer this in my first post and forgot. I vaguely recall that they are not on the map at all, they would be south of the river I think? You might ask Mark Arsenault? http://marktarsenault.com/
  11. eepjr24

    Is there a higher quality map of San Angelo?

    The book PDF is here: Wouldn't that have the maps you need in it?
  12. I generally go with a Psychological Complication combined with a small to medium (-1/4 to -1/2) limitation on the powers in question. It depends somewhat on the player and what I see as the likelyhood that the situation will come up (a limitation that never comes up is worth no points). This is a combination of the players thoughts and my own, since as a GM you can force the issue with various Catch 22 situations, but that can feel contrived or leave the player feeling manipulated if you don't talk it out beforehand. Note that generally I apply Unified Power to these types of powers as well, since in my current setting drains would target the powers "source" by blocking the connection. Just something to think about. You can control this by placing limitations on drains that do not act this way (single target power only: -1/2 or the like). - E
  13. eepjr24

    Star Hero F/S

    On FB, not my thread but posting here in case anyone is searching for it. Group is "Role Playing Games & Miniatures (Sales & Trades )". $9 - E
  14. eepjr24

    Limitations: There should be only one!

    Like a lot of these discussions lately (not meaning specifically about limitations, just those that seem to generate a lot of heat and people taking strong sides) I don't really understand what all the fuss is about. If you prefer narrative descriptions and the GM assigning a single value for the sum of the limitations, play it that way. If you prefer exact math and each limitation spelled out, play it that way. Neither is intrinsically "better" for all cases and all people, the game is not going to get a new version in a few months that will disallow one or the other. It makes more sense for people to speak to the situations where they see one or the other as advantageous and list things others can gain from one style of play or the other. Personally, I like the narrative descriptions because it encourages variety. But in the background I like having the rules there to help me arrive at what would be the best value, using my own judgement when needed to override those general guiding principles. - E
  15. eepjr24

    A Knockdown/Knock Prone Adder?

    So all this lim is doing is removing the primary purpose of the attack: to directly cause damage. For me, that would be at least a Very Common (character is limited about half the time) (-1). You still have some chance at damage through either contact with a surface during the KB or falling off something tall, but those are much rarer situations. You lose most chance of: CON Stun, inflicting BODY, and knocking out. Would also greatly limit use of the power in PRE attacks. - E
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