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Stelknecht

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About Stelknecht

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  1. I really like the naked AP advantage. I guess I'd have to think about what constituted surprise or hidden; just rolling stealth again after you gank someone in the kidney is totally not going to get you off their radar. I don't think I'd like them to be able to backstab at will, although as noted by Christopher and Gnome it's pretty situational and tough to arrange if anyone's aware. Maybe once per fight; must be from stealth, and first attack of the combat?
  2. Good stuff. I like that after the first stab the victim would no longer be unsuspecting. Lucius' build would allow further strikes as long as you could remain behind/flanking and succeed at stealth. Hrm. I was just thinking that anyone used to D&D would want to see that available, and wanted to try to build it.
  3. How would you build a backstabbing power? Traditionally in either OSR or many modern variations, the thief, if undetected, can do lots of damage on an undetected strike with a melee weapons. Obviously the first notion is hit locations, and perhaps buy some penalty skill levels to hit vital stuff, but that doesn't require stealth. Maybe extra DC's, requires a weapon, only from stealth? Any thoughts? I don't see anything in Fantasy Hero and a quick search of the forums got me not much.
  4. Well, maybe, but if it's used in a crowd of people, with invisible power effects, it shouldn't be too obvious. out of curiosity, I worked over a severe transform, using extra body to add powers; at a 200 point budget, you could get a 275 point superhero, or thereabouts. This is just for my mental fun; i wouldn't try to play it, and I'd probably refuse to GM it unless the player was really good. But it seemed like really interesting concept. Don't think I've seen it done before, although obviously Duke has.
  5. Well, I worked on a Severe Transform, but that'd be hugely expensive, or create a very subpar hero. Which might be ok, really; flying bricks are cheap.
  6. I was thinking always the same, yep. Captain Hero, here in the nick of time! Summon does seem like the best option. I'm not sure I'd ever play this (I'd try, but you're right, it'd be a challenge) but the build sounded fun to me.
  7. Hi folks. I had a thought today, and wanted to build an innocent bystander, a kid who has the power to transform a nearby adult into a superhero. I see this as invisible power effects, end cost from the kid, and no control over the subject. The subject would have to have relevant Psy comps to make them act like a hero (protect innocents, code vs killing, etc) and of course superpowers. My first thought was a severe transform, but what other ideas would you have? Maybe a summon (need innocent bystander)? I like the idea of the herophile kid cheering on their hero, yelling at the villains, and generally being a nuisance, while the "hero" fought valiantly. Interesting drama/danger could be achieved by the kid running low on End, or the Hero being harmed/killed, and reverting to a normal human, and the kid summoning/transforming another one. The questions could also be interesting; where does this Hero come from? Why does s/he seem so confused yet so focussed on justice?
  8. Ah, I see, I found the rule. 1 hit per 2 points of success on the attack roll, but a very minimal bonus to hit, so at even OCV/DCV, you'd hit with maybe 1-2 projectiles per burst. Good balancer. Even with a dozen skill levels in Autofire, you'd still only hit a half a dozen times.
  9. I was thinking today about Penetrating. Not too expensive an advantage, although GM Flagged to avoid the smelly cheese I'm about to slice. RKA, 1 point, Autofire (160 shots, +3), Penetrating (+1/2). 22 points, 2 End. Am I right in thinking this would cause 160 minimum damage by RAW? Even if you had to upgrade to 1d6 it's still only 67 points. Not planning on spreading this gooey stinky cheese anywhere but sometimes I like to look at things I'll never consume.
  10. I agree, but I'm just trying to get a taste for the build. Sounds like we had the same basic idea, tho. I considered teleport, but ... not cool enough. Roaring down from the sky! CHOOM! etc etc.
  11. HI folks. Thinking about another armor guy, and I wanted to build him an anime style launch system. He's got limited mobility otherwise, so an ability to get anywhere in the city quickly would be useful and fun. I thought Leaping (10m, doesn't add to primary), Megascale (1m=1km), 1 recoverable charge (return to HQ to relaunch), Accurate, extra prep time (30 seconds). Does that sound like it'll do what I want it to do? Mostly for my own amusement.
  12. So limburger? Couldn't agree more. I did extrapolate weights from the table on 212, and it weighs in at 350kg. If the breastplate loses either the STR boost or the END reserve, he's basically a turtle, and the END reserve is the first thing to go if anything penetrates armor. Possibly lay on the floor and fire hand cannons, occasionally, although that'd be out if the power was. Some other fun thoughts might be requiring a forklift or a pickup truck to move it if not wearing it, or not being able to pick up more than just the helmet and gauntlets at one time if the pieces are separated. I did think it'd be a fun enemy for the players, though, or maybe an NPC who seems mighty, but ... just doesn't make it. Thanks for your thoughts!
  13. And I just now realized expendable can't apply to armor foci; please pretend I'm not an idiot, and ignore that part. Some days I feel brighter than others.
  14. Here's the character in question; he's just a sort of testbed for a concept, so it's just his "powers". Cost Power END Gauntlets, all slots Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 8 1) Boron Carbide Filament Plate : Resistant Protection (16 PD/8 ED) (Impermeable) (36 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only covers hit areas 6, 7, 8 (Hands and Arms); -1 1/2), Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 0 21 2) Concussion Busters: Blast 10d6, Double Knockback (+1/2) (75 Active Points); Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Limited Range (-1/4), Unified Power (Gauntlets; -1/4), Real Armor (-1/4*) 7 23 3) Concussion Shield: Barrier 20 PD/10 ED, 0 BODY (up to 1m long, 2m tall, and 1/2m thick), Dismissable, Non-Anchored, Opaque Sight Group (74 Active Points); Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Limited Power Power loses about a fourth of its effectiveness (Front facing only; -1/4), Real Armor (-1/4*) 7 Helmet, all slots Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 10 1) Rigid Cerametal Bonded Alloy Shell: Resistant Protection (20 PD/10 ED) (45 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Covers only areas 3, 4, 5. Head; -1 1/2), Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 0 3 2) Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 0 1 3) Laser Rangefinder: Absolute Range Sense (3 Active Points); Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 1 4) Built in Clock: Absolute Time Sense (3 Active Points); Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 1 5) GPS: Bump Of Direction (3 Active Points); Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 2 6) LLTV: Nightvision (5 Active Points); Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 0 3 7) Communicators: Radio Perception/Transmission (Radio Group) (10 Active Points); Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 0 7 😎 Radar Array: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 0 Breastplate, all slots Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 1 1) Just Damn Heavy: Knockback Resistance -4m (4 Active Points); Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 0 13 2) Flexisteel ultraresin ceralloy plates: Resistant Protection (25 PD/10 ED) (54 Active Points); Limited Power Power loses about half of its effectiveness (Covers areas 9-14 (All torso, thighs); -1), Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 0 5 3) Life support Systems: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (15 Active Points); Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 0 7 4) Powered Demihydralic mobility enhancers: +20 STR (20 Active Points); Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 4 3 5) Reflex Enhancers: +1 SPD (10 Active Points); Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 12 6) Back mounted SCOBA Pebble bed nuclear reactor: Endurance Reserve (120 END, 8 REC) (36 Active Points); Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 0 Boots, all slots Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 9 1) Resistant Protection (15 PD/8 ED) (36 Active Points); Limited Power Power loses about half of its effectiveness (Covers only areas 15-18 (legs and feet); -1), Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 0 3 2) Boot Jets: Flight 10m (10 Active Points); Normal Mass (-1*), OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4*) 1 133 Total Powers Cost The thing I still question is "A Breakable Focus that provides PD or ED to the character in any way (such as Resistant Protection or other Defense powers) can use whichever defense is higher (its own or the one it provides to the character) to protect itself from damage" coupled with "A Durable Breakable Focus has double its normal PD and ED. Durable, like Unbreakable, is free; it doesn’t cost a character extra points." I get that any body that gets through the DEF provided to the character will break a power; that's implicit in this build. But does the item have 2x that DEF if targeted separately? If I were GM for this build, I'd say that even for a durable foci, it has only the DEF it provides the character. If you have opinions on how strong-smelling this cheese is, please let me know. Other thoughts welcome. I love armored heroes, but I want them to be able to lose things in battle (rather than the standard "Your briefcase with your power armor is missing, and you see a man in a hoodie running away as fast as he can!") trope of temporarily inconveniencing the OIF builder. Thanks for reading. Stel!
  15. Thanks Occam's spoon. I think that's it right there
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