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SirViss

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Posts posted by SirViss

  1. Re: How to build: Ghostbuster Gear (5e)

     

    You could build a "Drain Ghostly Powers" into the proton packs. That would explain why they seem to hold the ghosts in the streams longer, as to weaken the ghosts so that it would not be able to break out of the Entangle ghost traps. I know the movies never made any references to this but though it was never really spelled out in the cartoons either, I think it was sorta implied in a few episodes. Anyway, it's just an idea. :)

  2. Re: Fantasy art

     

    What makes that pic worse isn't that the tentacled woman is pretending to be human' date=' it's that the victim in the water is only a little girl. :(:thumbdown:shock:[/quote']

     

    It could be a halfling... but it's still disturbing...:shock::fear:

  3. Re: Need Opinions Regarding a Change to Drain and Other Adjustment Powers.

     

    An idea I just had: If the Drains all have the same rate of recovery, add them all together, but keep track of how many attack that was. Then to figure the recovery rate multiply the rate by the number of attacks (5 * # of attacks) and use that new rate. This should keep things close to equal, though the rate might become very big if attacks accumulate for more than one turn. You might want to eyeball it a bit and regulate the return rate yourself to keep it reasonable.

  4. Re: Quote of the Week from my gaming group...

     

    Only one quote from the Pulp game I'm in:

     

    Set-up: William Gunslinger is sent to hand deliver a message to a "Mysterious Benefactor" who contacted us in the previous session. He gave us an address where we could supposedly reach him. When he gets there the place looks abandoned. Still He WAS all mysterious and all. Gunslinger checks the whole outside of the house, and not finding an obvious way in:

     

    Gunslinger: Should I roll on High Society to figure out if he (the Mysterious owner) would think it wrong if I broke into...

     

    Me (Obviously OOC): HAHAHAHA!:rofl:

  5. Re: Death Touch

     

    Does a 'death touch' have to be instant?

     

    Death touch: Drain BODY 2d6, Attack Versus Alternate Defense (Death magic defences; +0), Persistent (+1/4), Constant (+1/2), Uncontrolled (Turned off by any healing magic; +1/2), Reduced Endurance (0 END; +1/2), Expanded Effect (Body and CON simultaneously) (+1/2) (65 Active Points); No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Reduced effect through clothing (half effect through normal clothing, 1/3 effect through heavy clothing, no effect through thicker clothing); -1/2)

     

    An idea I have for this to work closer to the proposed idea for this thread would be a linked power, something akin to "Mental Paralysis" that works vs EGO, or maybe CON (I would call it "Paralyzing Pain"). That would keep the target unmoving while the Death Touch does its work. The Entangle would exist only while the character was in physical with the target and would cease to have an effect if ever contact was broken.

     

    Sorry I'm not providing an actual build here. Having some computer issues (and I'm lazy :P).

  6. Re: A super school

     

    I'd swear Hero did a book about this recently. It was based on a comic strip, or something.

    I cannot remember the name, and I think it was for elementary school supers, but I would think the basic premise is similar. I only saw it advertised, but it was a stand alone with only basic rules for 5th edition.

    Anyone remember it?

     

    Do you mean this book here? The name of the school is Ravenswood Academy, and is part of HERO's Champions University. It is situated not far from Millennium City.

  7. Re: Lycanthropic Bite

     

    Yes' date=' but that's not Always On; that's Linked, specifically the "jointly Linked" special case described in the writeup for that Limitation in 6E1.[/quote']

     

    Sorry, but I only got the 2 basic books of 6ed this last week. I knew about "jointly linked" being mentioned somewhere, but haven't looked up what it entails. Thanks for the update. :D

  8. Re: Lycanthropic Bite

     

    Well' date=' technically at its base level Transform is supposed to be able to change [i']any[/i] target into whatever the specified end result is. It's standard to apply Limited Target to Transforms that don't have that wide a potential range of starting points. That way you can't turn the neighbor's Pomeranian or the live yogurt culture you're eating into a werewolf by dint of biting it...

     

    Ah, your right. Just read Transform again, and the only thing you need to specify is what you turn "targets" into. The default "target" is anything. :P

  9. Re: Lycanthropic Bite

     

    What exactly is the "it" you are referring to?

    The HKA bite?

    If not the bite, then the Transform?

    Always On doesn't seem appropriate to either imho.

     

    Sorry, this referred to the Transform. The build has Transform as it's basis, right?

     

    I think this is supposed to represent the fact that the recipient of the power (i.e. the werewolf) has no control on when to use the power. The minute it bites someone the Transform activates, and he could have created a new werewolf.

  10. Re: Lycanthropic Bite

     

    Lycanthrope's Bite: Major Transform 7d6 (human into werewolf; heals back through special magic ritual), Persistent (+1/2), Reduced Endurance (0 END; +1/2); Always On (-1/2), Limited Target (humans; -1/2), All Or Nothing (-1/2), Must Do Half Of Target's Positive BODY With Fangs (-1)

     

    You know, I always wondered why there is a"Limited Target (humans; -1/2)" limitation in this build. Isn't this implied when you define it: "Major Transform 7d6 (human into werewolf; heals back through special magic ritual),..."

  11. Re: Lycanthropic Bite

     

    I don't even see a reason for the Persistent Advantage to have been added to the original build.

    ...

     

    That is because it is "Always On". Powers with this Limitation must be 0END and Persistent.

     

    P.334 of 6e1, specifies that Persistent (-1/4) can be added to a Constant power turn into a Persistent power. I think that means that means that Constant (+1/2) needs to be added to the power build.

     

    I'm pretty sure that this applied in 5er too, so it should have been corrected and added to the errata. :(

  12. Re: Eldritch Wizardry VPP

     

    In my last campaign, the way I made the "Magic Only" limitation on a VPP function was that a power could have 2 SFX. (In my case it was weather effect and Magic). For a fire spell, it would trigger Vulnerability to fire and Magic, but would also be susceptible to Drains and Dipels for Magic and fire. I find that this is more of a disadvantage than an advantage, though not a by that much.

     

    With this philosophy in mind, I decided that the limitation would have the suggested value, but if I joined a campaign as a player and I had chosen that limitation, but the GM said that it was a "-0" limitation I would not argue (much). :D

  13. Re: Quote of the Week from my gaming group...

     

    To be fair' date=' they're also there to refuse to go into dangerous places and to slip away in the middle of the night...[/quote']

     

    You have a point. Especially as the GM pointed out (in the same conversation) that one of the other PCs had a reputation for being the last survivor for most expeditions he went on.

  14. Re: Quote of the Week from my gaming group...

     

    I'm in a Pulp game right now. The group was talking about the direction the campaign might be taking after the X-mas break and this is a comment I made:

     

    "We're probably heading for the deepest parts of Africa, that means we're going to need porters. You know what porters are? What they're really for? They are there to die. You know: to be killed by wild animals, die from poisonous bites from snakes and spider, fall of a cliff-face trail, or killed by the angry natives.

     

    Porters: they're the «Red Shirts» of Africa."

  15. Re: Combat Value Benchmarks In 6E

     

    I have been thinking about the lower CV benchmarks of the 6ed for a few days now, ever since I got he Basic Rulebook. I don't think it is a bad thing in and of itself, and might lead to more dynamic (or maybe more dramatic ) combats.

     

    This is how I see it. If a GM wants to keeps the CV levels that existed as a standard in the previous edition, I see 2 choices. one is to buy up of the basic CVs of characters to match what they were pre-6ed, but as Vondy pointed out that can be VERY expensive. The other option I see is to allow the buying of more Combat Skill levels than before. That would mean that the character might be able to equal what his CVs were before, but he would have to choose where to put his levels. When he concentrates on offense he will be vulnerable, if he concentrate on fighting defensively, his chances of hitting will be lower, or he can split it both ways and be not as effective either way.

     

    Anyway, the biggest problem i see for when people try to convert characters from a previous edition. If they cling to the values that existed then (and i would probably try until I took myself to task), more than a few points will be sunk in the basic CVs. More than is warranted in my opinion. After all, if the idea is to have a character who is skill driven, wouldn't it make sense that his CV be more influenced by his CSL than by his innate combat ability. :)

  16. Re: A way to fend off attackers

     

    I would like for mallet to to reply about all the suggestion that have been made, but this is my take on the original subject of the thread.

     

    I like the triggered effect that Sean has suggested. Fearghus suggestion for an area effect attack (with hole in the middle) also has its merit. The choice would be dependent on how the player wants to model and what the GM would be willing to let the player get away with. The only question I have is because of what was written originally:

     

    ...

    The character's primary weapon is a spear and he wants to have a power where if he spends his phase spinning and waving it about it about keeps an opponents from getting with in hand to hand distance of him. He doesn't attack while doing this, nor do any damage, it just keeps his enemies from getting close to him.

    ...

     

    So, originally "doesn't attack and no damage" precludes those suggested builds. Still, considering the character is spinning a spear fast enough to cause fear might mean that he could actually hit an opponent if he came that close, so he may change his mind and adopt one of these. :P

     

    Personally, I'm partial to the triggered attack suggestion. The next thing though is that it is, in effect, supposed to be a threat. The attack options suggested leave it to the GM if he thinks the opponents would dare enter that "whirlwind of death" to attack the spear "wielding maniac".

     

    If you wish to remove that decision from the GM, I would use a suggestion the Lucius called "cheesy". I would link a Change Environment (with the appropriate area of effect) -X to Ego (or PRE) roll (depending how threatening you want it to be), must make Ego (or PRE) Roll to approach. This would have the effect to intimidate opponents that might have high defenses (DCV or DEF) but low Ego or PRE.

     

    Anyway, I am not giving an actual build with point as I don't have the 6ed yet (soon though :D).

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