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SirViss

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Everything posted by SirViss

  1. I was thinking about Mental Illusion (only to make image of self where self is), maybe area effect, selective so more than one person could be affected at once. Then buy enough dice so the GM would permit the effect to be an absolute effect, and I finally realized that I was thinking about something WAY too expensive and complex at the same time. I think this should be a Custom Advantage to be place on the power, to permit that it be turned off only for certain people (and maybe things), with a value to be discussed between the player and the GM. The thought occurred to me that you may want to have a Stealth Skill roll involved, basically so that the character can remain hidden to everyone else than the people (and things) to whom he would want to reveal himself to.
  2. I would check out the HERO source book: Alien Wars. It details a campaign that is a pretty close fit. It is a military SF. The humans have more than a few extra-solar colonies, but they eventually meet up with the Xenovores who are technologically more advanced. The war last for most of a century, and the humans win, but they play catch-up for most of that, and the reason they win is not because of any single thing but a combination of factors.
  3. Just verifying something: Mental Awareness used to be free if you purchased any Mental powers, but that was removed from 6ED right?
  4. Quake Stalker, The Mercenary of the Stars!
  5. Variable special effects as a Naked Advantage on STR would make your "normal attacks" change SFX I think.
  6. You can then build a Sense (Detect Parisited Hosts). Make it Discriminatory which could explain why you would know the approximate level of health and stress. Depenending on the range you want this to work at, either level of Telescopic or MegaScale it. If you make it Targeting than Mental powers can be used through this detect.
  7. Why would everything (for example) in the Mech run of the End Reserve (Heat Sinks)? The guns can run of the Heat Sinks while everything else that runs on the electric motor can be bought with Costs no END. As a side note, Movement powers for vehicles cost no END as a default. (6ed Vol.2 p.188) After rereading some of the previous posts I would like to point out that there are few different factors that need to be taken into account before a Heat Sink system could be properly simulated to someone's satisfaction: what/how many systems will be employing the Heat Sinks? Does each system have its own Heat Sinks, and thus will "shutdown" and recover individually? Are only the Heat generating systems in danger of "shutdown" when the heat capacity is exceeded? Are the systems going to all generate the same amount of Heat? How quicky will the system(s) shutdown and quickly will it (they) bcome functionnal again? How granular you want heat production to be per system? Depending on the scope of the systems (or group of systems) that is trying to be simulated, some of the conctructs above would better than others, but it would be a case-by-case basis. I think it is obvious that I like something based on an END Reserve, but if for example you are just trying to portray a handheld gun that fires a limited number of shots before overheating, than recoverable charges would work if you don`t mind only shooting a maximum of 8 time before cooldown is required. That would be a +0 advantage and would not alter the cost of the weapon. The problem I have had was the implication behind this statement: The fact that is limiting is not what I am questionning. Normal Characters are actually limited in what they do and how often they do it by the amount of END they have, so "normal" END is a limiting. What has to be look at is if the "Heat Sink" system that will be implemented is less limiting than the "normal" way of doing things. For example: on vehicles a weapon is still required to cost END as a default. Most of the times they are modified to use Charges. 16 charges is a +0 advantage. Or if you want a weapon with an unlimited sources of "power" you can by with Costs no END, and that`s a +1/2 advantage. If you compare the "Heat Sink" cost to "Costs no END" then you probably can buy a pretty good END Reserve with a decent REC for less points, thus it would technically more limiting. In the end, I think if you want more constructive suggestions to any "Heat Sink" system constructs you will have to give a more narrowly focused example of what it is to be applied to.
  8. I assume that the system won't be using charages either. Will it have Cost No END advantage?
  9. Someome (IndianaJoe3) posted the possibility that a system could both cost END and generate heat. I should ask: does the hypothetical system that we are talking about still cost End to use?
  10. I have to admit that answer gave me pause. And then another question pop-up: If you don't modify a power, where does the END come from? For the purposes or the rules, the END must be paid. If you don't have charges or Cost No END advantage the END cost would have to be covered by the character thus causing to be fatigued more quickly. The thing is it isn't a "reverse-END concept" since you still want the weapon to cost something, and instead of calling it ENDURANCE you want it to be Heat point (or somesuch). If the character is not suffering from the heat generated it has to go somewhere. I see that as being an advantage. Also, Instant powers admitedly do not take full advantage of END Reserves. If you had a system based on a Constant power (such as a Force Field) then it would stay up if the character got Stunned or Knock-out.
  11. I have seen weapons in games that used both charges and generated heat, but seldomly have a seen a system that used END (or something similar) and heat as a limiting factors. Not to say that it could not exist. You could have 2 END Reserves, one for END and one for heat. There is nothing that says that you are restricted to one END Reserve, and as to where you would get the values for both Heat and END, you could say (as an example) that 1/3 of the END come from the power supply, and 2/3 of the END represent the generated heat. You could even do this by weapon system to represent the difference from system to system. Just an idea of the top of my head.
  12. How is the Heat Sink concept limiting the powers? The way I look at it, a weapon system has to either pay END which would come for somekind of power system (END Reserve) or use charges. Charges can quickly become an advantage (more than 16 Charges a day) and by default only recover once per day, unless the GM handwaves some rules for dramatic purposes. Ususally if a weapon does not use charges it would be bought with Costs No END, or use an END Reserve. When compared to the cost of Costs No END (+1/2 advantage), an END Reserve is pretty cheap, and it is easy to tailor the effectiveness of the Heat Sinks with the REC of the Reserve. I think one of stumbling block for this suggestion is the name END Reserve. If you called it Heat Gauge than it is easier to visualize how it can apply. It is just using the Endurance costs that the system suggest for each power to denote the Heat generated by those systems, so instead of END call them Heat Units. In the end, the reason i like this concept the most is that it probably requires the least (if any) handwaving of rules by the GM.
  13. The Advancer Player's Guide has an option for this under Change Environment (p.83) called Suffication.
  14. When altering huge swath of reality is indicated (...it causes everyone who knows her and every scrap of evidence that shows she exists just blanks...) it easier to think that she "travels" to another dimesion where those conditions exist instead of trying to use a MASSIVE Tranform to have reality conform to the end result. Thus look up Extra-Dimensional Movement. It would take her to a dimensional where she "doesn't exist." Either make it Uncontrolled so the GM can judge when it happens or put it on a Trigger to say it happens whenever X occurs, and voila. I hope that covers what you were thinking.
  15. Having figured the SFX that you are using does not grant any benefits or impose limitations for free on the power. The SFX is simply something that gives you an idea as to how to modify a power: meaning which advantages or limitations make sense to assign to a basic Blast power, for example.
  16. Is this ment to be an attack power? If so, at the basic level you should affect only one character and would have to makean attack roll. If it is ment to to affect everyone around you at once, then you should have to make it an Area of Effect. So that the character won't be affected by the power it would have to have "personal immunity" on it, or if you want to only affect certain people you can put "Selective" on it. How long is the Unluck supposed to last? Only when they are within the AoE? Can it do damage? How much damage? Some suggestion are made in the 6Ed Character Creation book on how to build Unluck as a power. Look at p.416, lower wight corner.
  17. Warning: thread necromancy! Just wondering if the free documents are still available somewhere, namely: 1. The Hudson City Encyclopedia, the encyclopedic index for the book. 2. The Hudson City Hotel, Bar, And Restaurant Guide, a handy list of places to stay and eat in the Pearl City. 3. The Hudson City Neighborhood Reference Guide, 4. Autopsy Form 5. Crime Scene Report Form. 6. The Hudson City Crime Calendar #1 is really the only one I want, but all ther rest would be nice to have.
  18. I don't know how helpful you will find this but here is how I see things: Generating the stats of the effects of a virus and how it spreads is hard and perhaps overly complicated if trying to stick to HERO rules. The first thing that comes to my mind when making something contagious is the "Sticky" advantage. Without looking it up, I think that "Sticky" advantage can only spread an effect once, meaning the character that gets hit with said power can affect any one who comes into contact with the first subject. So to have something that spreads continuously you have to come up with what would probably be a complex construct. Depending if this supposed to be a power that a PC has or not, and from what you stated I think that it is more likely something a villain would have, I would go for something simpler. The effect of the of the disease on the subject itself might be easily stat-ed but concidering the effects you put forth in the OP even that will be complicated. The disease's spread can be just a Transform (probably Major) healthy person to person with "sickness A". Just keep in mind the ease with which you want to portray the it's spread. So, the easiest way in my estimation of making a disease would be two linked powers: the diseases effect linked to a Transform. I will other people who are probably better than me actually tackle the stat-ing out of the diseases effect.
  19. Before I get going: I'll reiterate what IndianaJoe3 said: Cool resource! Those definitions are too broad to be "superpowers". You could call them special effects, or origins maybe. Except maybe for Mystic Derivation, that it something that might be associated with Major NPCs. Thinks about it: any being that can say: "... And you, the mage, you got no more power... How did I do that you ask? All mystic powers derives from ME!" So I can't see that being part of a PC's bag of tricks. As to the other 2, I would definetely call them SFX, and not even mutually exclusive. "Spatial Manipulation" could be the base of power for a speedster, as the reason he is able to move form one place to another so quickly is not that he run really fast but the distance travelled is less for him than it would be for other people. Or maybe he is a "teleporter", able to fold space and create a micro-wormhole which he can step-through and appear half-way around the world. Spatial Manipulation could be the explanation to many other powers up to and including Gravity Manipulation, as the visual representation for a gravity well is often a "condesing" of space. As to "Divine Force Manipulation", that can explain any power. If the character can call upon (or steal) the power of some deity(ies) to perform extraordinary feats, that would be Divine Force Manipulation, no? You could say that the powers of certain deities could allow you to fold space. Like Hermes (or Mercury) could "shorten" the distance between two place so you get there quickly, or calling upon the Norse gods to allow you to use Bifrost to disappear from "here" and appear "there". Anyway, I hope this was helpful in some way.
  20. Re: Puppeteering Maybe he refer to maintaining the power? I don't know if I would rate it as -1/2, but you can maintain TK on something (or someone) once they are out of sight.
  21. Re: Wade Wilsons Missile Deflection? As I understand it, Missile Deflection from 5E has been folded into the Standard Block Maneuver, though it is a GM's option to allow the ability to block Ranged Attacks (6E59). Basically, the character has to have something that the GM says allows him to Block said attacks. Deadpool's swords should be able to block physical attacks, so a GM probably should allow you to do it when he has his swords. If he is able to do it with other swords or anything else is up to the GM.
  22. In the APG (p.107) there is the option to perform a Presence Attack through the use of Mental Illusions. It states that this adds a +10 to the target number for the Effects roll. It then mentions that the maximum "points of Presence" that the PRE Attack can use is the the Effects Roll achieved. My question is: does this include the +10 required to be able to do a PRE Attack with the M.I. power. Ex.: the target has 10 EGO. You need a "Major change to setting" as a minimum (need 20 now) and then you want to make a Presence Attack with the Mental Illusions (+10). If the character succeed to roll a 30 he will get to make a PRE Attack at if the Presence of the illusion was 30, right?
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