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Sougen

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Everything posted by Sougen

  1. Re: Barnstormer, flying speedster Here is the cheaper build I mentioned: [TABLE] [TR] [TD=align: right]Cost [/TD] [TD]Power[/TD] [TD=align: right]END[/TD] [/TR] [TR] [TD=align: right]62 [/TD] [TD]Flight 26", Position Shift, x4 Noncombat [/TD] [TD]6[/TD] [/TR] [TR] [TD=align: right]15 [/TD] [TD]Multipower, 15-point reserve [/TD] [TD][/TD] [/TR] [TR] [TD=align: right]1u [/TD] [TD]1) Naked Advantage: Reduced Endurance (1/2 END; +1/4) for up to 62 Active Points (15 Active Points) [/TD] [TD]0[/TD] [/TR] [TR] [TD=align: right]1u [/TD] [TD]2) Naked Advantage: MegaScale (1" = 1 km; +1/4) for up to 62 Active Points (15 Active Points) [/TD] [TD]1[/TD] [/TR] [TR] [TD=align: right]1u [/TD] [TD]3) Naked Advantage: combat acceleration/deceleration (+1/4) for up to 62 Active Points (15 Active Points) [/TD] [TD]1[/TD] [/TR] [TR] [TD=align: right]1u [/TD] [TD]4) Naked Advantage: rapid Noncombat movement (+1/4) for up to 62 Active Points (15 Active Points) [/TD] [TD]1[/TD] [/TR] [/TABLE] Powers Cost: 81
  2. Re: Barnstormer, flying speedster Pattern_Ghost: You can save 10pts by building the flight power in the following (munchkiny) way. [TABLE] [TR] [TD=align: right]Cost [/TD] [TD]Power[/TD] [TD=align: right]END[/TD] [/TR] [TR] [TD=align: right]70[/TD] [TD]Flight 30", Position Shift, x4 Noncombat[/TD] [TD]7[/TD] [/TR] [TR] [TD=align: right]17[/TD] [TD]Multipower, 17-point reserve[/TD] [TD][/TD] [/TR] [TR] [TD=align: right]2u[/TD] [TD]1) Naked Advantage: Reduced Endurance (1/2 END; +1/4) for up to 70 Active Points (17 Active Points)[/TD] [TD]0[/TD] [/TR] [TR] [TD=align: right]2u[/TD] [TD]2) Naked Advantage: MegaScale (1" = 1 km; +1/4) for up to 70 Active Points (17 Active Points)[/TD] [TD]2[/TD] [/TR] [TR] [TD=align: right]2u[/TD] [TD]3) Naked Advantage: combat acceleration/deceleration (+1/4) for up to 70 Active Points (17 Active Points)[/TD] [TD]2[/TD] [/TR] [TR] [TD=align: right]2u[/TD] [TD]4) Naked Advantage: rapid Noncombat movement (+1/4) for up to 70 Active Points (17 Active Points)[/TD] [TD]2[/TD] [/TR] [/TABLE] Powers Cost: 95 Rather than tacking on all the advantages in a single advantage the way you have it, just build them individually as Naked advantages in a MP. 10pts isn't going to give you the world, but it is at least a few percent back. Also, you could save 14 more points by dropping the Flight to 26, and then lowering the cost of the MP to match. That would give you a net of 24pts at the cost of 4inches of light. To be honest, I think that is a great idea. But it is a min-max idea.
  3. Re: Using a limitation only on an advantage I don't see the need to make the naked advantage cost more. I think the fact that it is a STOP SIGN power to begin with is good enough. GMs need to show caution when they allow such things to make sure they aren't unbalancing. I think just tacking on an additional cost abdicates that oversight. As to when I most often use naked advantages, it is when I am building things that already apply to build in stats. For example, "AoE on X Str". This way I can just build up strength like normal and then let the Character have a 'quake' style attack by just making use of the naked advantage that is elsewhere. Or things like "Combat acceleration / deceleration" on Running. Again, for much the same reason. I have build Naked advantages that apply to traditional powers, too, but it is normally for ease and satisfying my inner munchkin. But in those moments, I have to check myself and make sure that the whole isn't disproportionate to the individual parts and thus unbalancing.
  4. Re: Make Your Own Motivational Poster Awww, now you're just ruining my fun... Actually, how did you learn all that? Given that her name and all her friend's names are blocked out, I would think that would be hard.
  5. Re: Make Your Own Motivational Poster At least we hope so.
  6. Re: Make Your Own Motivational Poster My favorite was: Crazy: "Nothing could have prepared me for this!" Guy: "Except maybe a little foresight, self awareness, and a pinch of sanity."
  7. Re: Make Your Own Motivational Poster FB is so awesome! A week has passed. Time to express my eternal love!. By far, the best FB thread I've seen in a while.
  8. Re: Using a limitation only on an advantage Well, putting it into a power framework is only useful if he intends to add more powers to it. As it stands, your build costs about 16pts more. Now, the moment he creates another power equal to or greater than 17pts and thinks that the versatility loss of MP is acceptable, then he should use the MP All in all, though, I'd probably build an MP because it is rare that I have character builds with only a single power.
  9. Re: Using a limitation only on an advantage Yeah, Chris seems to be right. The only way you can normally apply a limitation to only an advantage is for the advantage to be the 'power' itself - otherwise known as a "naked advantage". Thus, you can build the 12d6 blast. Then build the naked advantage AoE on 60pts of Blast w/ the "extra time" limitation. 12d6 Blast = 60pts Naked Advantage = 12pts (15active, 12 real).
  10. Re: Fear Itself: How do you handle it in your campaigns? As to the "fearless" guy. I would have never allowed that. I would have let him have something like "reckless" or "just plain stupid", but not a bonus of "fearless". At least not without spending complementing points to give them that effect.
  11. Re: Fear Itself: How do you handle it in your campaigns? As I recall, I had written up and used an otherworldly incarnation of fear for one of my games. I built him as having an extremely high PRE and reputation (along with sufficient number of NPCs to 'inform' the Players about the reputation ^^). Then I built a two fold attack to complement the PRE. One was a Mental Illusion's attack to make the PCs 'experience' their worst fear, and the other was a Mental Transform that worked in Tandem with the MI to transform the personal into a slightly derange and fearful version of themselves (major Transform vs EGO or PRE - whichever was higher). The Enemy wasn't suppose to be one for them to beat, but more of a story moment.
  12. Re: A Thread for Random Videos I got this from my friend on FB: Nat Star. (UK)..Lets Do it..(Cole Porter).. 1929
  13. Re: Stunning attack Thank you again for the reply, Hugh. I noticed a couple things after reading your post that I have now corrected: First is the AoE. I meant it to be at 6m, not 1. I just never changed that. I figured a half move's equivalent in distance would be fair. Second is the use of Foci. I realized that this was an odd thing to start with. As it really wouldn't give me the desired effect if PC could still access their equipment unhindered. Time Limit: I do realize that this is a little over done given the level of disad. The main thrust of this was to keep the effects from last past a max 12 sec barrier. The idea that Joe Shmoe would still be affected (it is entirely possible given a speed 2-3 and only 10 CON) after 12 seconds was undesirable. Even if it doesn't have much reason to be there beyond that, I still thought it would be good for that. Maybe bringing it down to a -1/2 lim at best would be best. Bringing them down to half DCV would also seem like a good idea. The desired effect isn't to have them completely paralyzed, just too preoccupied to be effective. Lastly, this is a personal creation character. It isn't for a game. Rather, it was inspired by Opale's thread about needing a name for one of her characters. I suggested Black Opal, but it wasn't used but was given the challenge of producing a "Black Opal" character on my own. That character can be found here. As such, I'm not too very concerned about how the character works out in any particular campaign, but that it is book legal. --- Another idea that came to me was to build a normal flash but with negative OCV skill levels with UoO and linked to a flash. This doesn't immobilize them by any means, but it does lower the effective ability to target / attack. And the last idea I had was to build a change environment attack that has a minus to attack and movement to reflect the desired effect. Do these seem like better ideas?
  14. Re: Needing a Name for a Density Increase Super Heroine I decided to take you up on this idea. Character Sheet: Background / History: Personality / Motivations: Powers / Tactics: Appearance: Serena is a striking young lady of 24. She would seem to be at home on most any runway. Black Opal, though, wears an skintight, all black outfit that is practical yet flashy. The single most flashy aspect to her outfit is her Black Opal Pendant that granted her all her powers some 6 years ago. Although it is merely a simple ornate piece of jewelry now, she keeps it with her whenever she goes 'to work' as a good luck Charm. ---- I decided to go with a 'villain' for this character. Likewise, I thought the idea of bored aristocratic youth turned high class thief was interesting. Blend in the almost contradictory concept of a density increase character who strives for stealth and non-conflict, and it makes for an interesting character. She could easily make a great ally to any other more traditional thieves. Providing a reliable partner with a unique suite of powers. Likewise, with her High def (physical and mental), and her attacks, she can hold her own against a wide array of would be HEROes. But she most certainly would need some backup if she ever went face to face with the more varied HERO types (fliers, Strong mentalists, etc). Also of note is that, although the pendant gave her the powers, it is not the current source of them, so there is no focus lim on anything. Hope you like it.
  15. Re: Stunning attack Thank you for your reply, Hugh. What I realized after I start poking around the book for an answer to my question is that I am trying to re-invent the wheel. There is an attack that's sole job is to neutralize characters without dealing damage to them: Entangle. So, the following is my attempt to emulate the desired special effect above with the Entangle mechanics. I did take the liberty of alter one advantage for it: instead of "works against EGO, not STR", I went with "CON, not STR" since the idea of recovering after having one's ears hit like this seems more an issue of CON than any other stat. Also, it is in essence a mental paralysis build but kept in the physical realm, kind of. It has a time limit on it, as well as many others to help reflect the special effect and also keep it from being too over powered. That is 56 active points, and with all the limitations (including being inside a MP), 1 Real point. Ideas? Advice?
  16. I'm trying to figure out how to build an attack whose sole purpose is to stun an opponent for a moment. Something similar to flash bangs where the victim is caught up in tending to the pain in their ears to actually be able to effectively do anything else. The special effect behind this is similar to the way The Hulk could slap his hands and cause massive sonic waves to emanate and damage physical structures. For my version I wish to be weaker in the sense that it doesn't damage the environment but does cause a terrible sound wave that disorients those near it. I originally thought about using flash, but all it does is prevent them from using the effected sense. I thought about doing it as an EB with various mods, but found that it was becoming very expensive, very quick. Likewise, I'm not concerned about doing actual damage with the attack as much as disorienting people. Thank you in advance for you help.
  17. Re: Needing a Name for a Density Increase Super Heroine I'm very glad to hear that you liked my suggestion the most. Maybe I should create a character named "black opal"
  18. Re: The Sanity Stat Indeed, one can make it much more complicated by developing a rigorous combat system out of it. I feel like this could add to the player's since of involvement and drama but also feel that it would likely cause confusion and needless disruption. The trade off on a good combat system would be there, but it would be a matter of whether or not one values the trade. I think that for me, and for games I'd run with SAN, that a simple SAN check system would add in the flavor of Cthulu horror without being overly complicated.
  19. Re: The Sanity Stat That sounds good, too. I went with EGO for obvious reasons. I went with INT because I thought it could help in the rationalization of the world around you. The ability not only to observe but to adapt to the truths. I see PRE, however, as your ability to force yourself onto the world. IT make sense to me in as a issues of re-asserting yourself on yourself. Either is good, though. Also, in the 6th ed model, this issue is moot.
  20. Re: How can I build a power that does all knock-back? One cheap way that is not normally allowed is buying the martial maneuver "Shove" with area of effect "radius", and personal immunity. You can then buy up the value on it with bonuses to HtH damage classes. The Shove power would only be 14 active points and have a +15str to perform the shove (+35 with 16pts of HtH bonuses). The other option that is less objectionable is to build a TK attack. TK with AoE Radius, Personal Immunity, push/shove only, and no range (thus it is the area around you, not off in the distance). One can get 26 str at 58 active points (29 real with the lims I have) with the above. It isn't as powerful or polished as the shove option, but it is certainly more balanced. Hope that helps. Also, I thought of this after posting: You can buy simple strength with the same mods above for TK (minus no range). It actually works a little bit more cleanly but requires you to either proportion off your initial str., or buy a naked advantage for the initial str as well. One can get a 40str attack in with 60 active points.
  21. Re: The Sanity Stat If you want a Cthulu style San scheme, then how about this: 5th Ed style - SAN Reserve = INT + EGO SAN = SAN Reserve / 2. Create a normal Char roll at 9 + (SAN/5) Various things can trigger the roll. If you pass a role, nothing happens. If you fail, every point you fail buy deducts from your SAN reserve (thus affecting your stats going down). If you reach 0 SAN Reserve, you suffer extreme penalties. If your SAN Reserve ever reaches -1*SAN Reserve, you go fully insane with no recovery. Every week or so, you get a SAN RECovery equal to your SAN Reserve / 10. Also, you can give chances for Heroes to recover SAN when they roll; for every 2pts they pass a check by, they get 1 SAN Reserve point back. This scheme gives you a mechanic for rolling a "san check". That san check can have the penalties you deem fit for it. It also gives you a mechanic for measuring and tracking long term SAN loss. And if you are in a Cthulu style game, the opportunities to lose SAN are large or often enough to actually be a threat. Under Sixth Ed, you can do all this as individual stats that aren't calculated based on each other. One could more easily have a high check with a low reserve and vice versa. Both plans, especially the sixth Ed, require that you put a point value to everything so that the PCs can adjust accordingly. What exactly those costs will be is a little subjective as each GM and game is different. Hope that helps out.
  22. Re: Star Fleet Battles Starships Christopher: I will give you this, the particles from a phaser would probably spread out. I hadn't thought of that. However, I don't know if the torpedoes actually have self sustained warp fields as a standard in the show. Next, I'm not so concerned with what the Federation did or didn't do in show, but with what they could be reasonably expected to be able to do. In show, they had access to Warp tech, clocking tech, and even 'phazing' tech that made their ships untouchable. All that mixed with a little ingenuity in the way of Bio-weapons, chem-weapons, or other such leads to the effective ability to launch planetary scale attacks from immense distances that are nigh unstoppable. Sure, it never happened in show. But then again, such things would lead to story lines that were not entertaining and disenfranchise the viewers. Much the same way we ignore a lot of the implications of magic on things in our fantasy settings.
  23. Re: Star Fleet Battles Starships Huh? The phaser fired backwards will have the same kind of effect as a torpedo fired backwards. The moment it leaves the warp bubble, it is no longer traveling at its relative faster than light speed. And will continue like it did while in the bubble until it hits or otherwise is discharged, destroyed, etc. As such, if another ship runs over it, it will collide with it. This is much the same way that a rock thrown out of the sun roof of one car can hit and damage a car behind it. As to planet to planet torpedoes, it should be noted that in the 25th century, one doesn't have to 'bomb' a planet in a conventional sense in order to inflict life killing affects. Bio, chem, nuclear, etc. And if that planet is the home territory and largest population base for your enemy, it doesn't take more to start justifying building small compact ships that can go that distance. And since you don't have to worry about sustaining life on bored, it doesn't have to be bigger than an engine, weapon system, and navigation system. Given the original enterprise wasn't that large yet was capable of sustaining warp 4-5 flight for long periods at a time, I think the possibility of doing such things on a smaller weapon scale is possible. But like with all other RPG endeavors, there is a certain need to remember to not let the 'facts' get in the way of a good story.
  24. Re: Star Fleet Battles Starships As to 'fighting at warp' is concerned, it depends on what series and at what point in the series you are talking about. Because of that, I wouldn't worry too much about whether or not the rules you impose jive with the 'established' rules of the universe since they are always in flux. Reasonably said, though, unless the two warp fields are touching, phasers should not work if fired forward. The moment the energy left the warp bubble it would no longer be traveling as fast as the ship that fired it. Likewise, unless the torpedo can travel at warp speeds, they wouldn't work either. That of course brings up issues of why such torpedoes aren't used in non-warp fights and how a ship's warp field interacts with the shields of another - seems like a bit of physics that only a few people could really predict. Now, if firing behind yourself, you can probably justify but even that has its limits given trajectory. Speaking of "warp speed" weapons, though. Assuming torpedoes can work at warp speed and, as we know, even TOS Enterprise can level a planet, why wouldn't warring races just level their opponents with several high war torpedoes aimed at planets? Sure, it isn't honorable, but it is sure elegant in its simplicity. The weapons would be hard to target and deal with and thus could easily distract a whole ship from performing its normal duties to just stop one single weapon. Add on Clocking tech or phasing tech, and the weapon is nearly undetectable and untouchable. Anyway, that's all I really have to offer.
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