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jwpacker

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Posts posted by jwpacker

  1. Re: Teleporter - Only

     

    I just came up with this one, and I have to say, I have a little crush on it...

     

    17  Reflexive Teleport:  +5 with DCV (25 Active Points); 
       Side Effects, Side Effect occurs automatically whenever Power
       is used (-1/2)
    
    When the character is physically attacked, if he would have
    been hit without this power (the attack missed by five or less), 
    he uncontrollably, safely teleports in a random direction, (6-number 
    missed by) hexes. For example, the attack misses by five, 
    meaning it would have barely hit had he not had this power: 
    he teleports (6-5=1) 1" in a random direction. Had the attack 
    missed by just one, meaning it was near miss even with the 
    power, he teleports (6-1=5) 5" in a random direction.

  2. Re: Help with a power

     

    More to the point, however, is - does the teleporter then remain right next to his target, or does he then port back to where he started? Because if it's the latter, then the fact that he teleports up next to someone is pure SFX, and it could be written up as an NND Does Body RKA.

  3. Re: Not "Secret", not "Public", just "Identity"

     

    Which is believable for the character in this case' date=' because he's a mentalist. For many of his powers, the only person who knows he is doing something is the target. However, what No ID [i']really[/i] means is that you won't be saddled with the traditional problems of a Secret or Public ID.

     

    Step out of your character in the same game for a sec, Fed... how on god's green earth do I introduce myself to people? I'm still trying to figure how I'll play that one. :)

  4. Re: How to Simulate: Martial Arts Masters NND attacks?

     

    And how is it justified' date=' SFX-wise, for Master Po to be able to successfully kung-fu Iron Man despite his metal suit?[/quote']

     

    That's for the player to suss out. Maybe Master Po can focus his Ch'i so well that it can bypass any physical armor. Maybe he knows certain methods that would twist up a person's joints, no matter how well they're armored. Maybe he sets up vibrations that can't be totally stopped, no matter what...

     

    All I know is that the OP wanted his master to be able to "put a hurtin' on anybody"

  5. Re: A Time Traveling Character

     

    Well if it is always 2 phases (or always 3 phases) then he is missing combat time every time he 'ports forward' date=' which sounds like a limitation to me. Is there any tactical advantage to disappearing and not re-appearing immediately? What does he avoid when he does this?[/quote']

     

    Ah, but if he were just gone for 2-3 segments, that could be beneficial - essentially disappearing during those segments when he does not get an action...

  6. Re: Catalyst: A Champions campaign on Hero Central

     

    Couldn't find them in the thread, got all the way to page 11. Just googled heromachine though, thank you.

     

    I'm having the same problem that one guy is having though, when I try to save it just gives me a bunch of numbers.

     

    How do I set it's output to a .jpeg or something?

     

    Windows: Do Alt-Printscreen, then Paste into MS Paint. You can edit it there, crop it down, and save it.

     

    Mac: Cmd-Shift-4, your cursor turns into a crosshair, highlight the part of the pic you want to save and it puts it on your desktop without all that fuss.

  7. Re: Help: Hey Diddle Dillinger

     

    You could give her gang powers and personalities based on the rhyme.

     

    Cat: The 'second story' expert (Cat burgler). Has a violin that allows her to control people.

    Cow: The Muscle. A Superstrong 'Minotaur' possibly with Superleap (No-one said how the Cow was able to jump over the moon, she might have just been strong enough).

    Little Dog: A nut job who laughs to himself all the time, esecially at inappropriate times ("Yeah hit him a gain, ha Ha, Hit him again")

    Dish and Spoon: A pair with Super Running who take the loot while the rest of the gang holds off the 'fuzz'.

     

    These ideas rock, but you're missing out on the Cat and her fiddle - that fiddle case is a perfect place to hide her own tommygun.

  8. Re: Catalyst: A Champions campaign on Hero Central

     

    Also, we don't have any scientific accident heroes. What's with that? I want to see a Human Bomb or a Flash or a Parasite running around in this game!

     

    You know, it's utterly ridiculous, but I just don't get into scientific accident characters. Something about that explanation always felt so...fake...yes, fake, in a world full of spandex-clad people, always flying around and shooting energy beams.:nonp::nonp:

  9. Re: Character regrets

     

    Getting civilians out of the way, protection, etc.

    The character was supposed to grow into a Martial Artists role for combat as things progressed. The lack of initial offensive capability was on purpose.

     

    An oft-overlooked potential in a hero. The Flash appreciates your homage. :)

  10. Re: How to Simulate: Martial Arts Masters NND attacks?

     

    Between Killing Strike' date=' Nerve Strike and Choke Hold, you have alll kinds of ways to get a little damage around most defenses. Martial Arts, even those maneuvers listed in FRED, seems adequate.[/quote']

     

    Not sure I agree there. Choke Hold and Nerve Strike can both be stopped from causing any damage by "rigid PD armor" so they're both utterly useless against most Powered Armor types. And if that rigid PD armor is strong enough, and resistant, it'll stop a Killing Strike as well.

  11. Re: You. Make. The Call.

     

    This would allow for less power at the extremes, but considerably more versatility. The EC could be reduced and the Multipower enhanced to provide more choice, and lower end power as a base, to fine tune. Cut the EC to 22 and base the powers on 43.75 AP to 45 AP, and the MP can be much larger.

     

    That is, I must admit, a clever build. I've already tweaked it as you suggested, and wound up with powers that could be wildly over the top, without sacrificing too many other abilities, and may recommend it to him.

  12. Re: Useless Hero Facts

     

    How else would you reasonably write up Apache Chief growing large enough to have "The whole world in his hands" (yes it happend in an episode)

     

    You people and your megascale!

     

    You don't need megascale to pull off an Apache Chief. For just 405 active points, you can buy 81 levels of growth, which will make you something on the order of 268 million meters tall. Plenty big enough to hold the whole planet in your hands.

     

    Best buy some life support, though.

     

    Oh, and be sure to buy that bad boy with continuing charges or something...40 END per phase is a killer!

  13. Re: You. Make. The Call.

     

    I don't think "there have never been any Supers" and "there are no campaign norms" are necessarily synonyms. Without norms' date=' there is a risk of wide disparity in power levels which will frustrate players and GM's alike. With 350 points, I could build a "Standard Super" - say 12 DC and 20 defenses with 5 SPD. Or I could buy a very versatile character in the 9 DC, 12 defenses low powered supers range. Or I could bulk up a 15 DC, 30 defenses high power character. Throw those three PC's in the same game and watch frustration ensue.[/quote']

     

    That's really not what I wanted to hear. I'm actually considering allowing players to play different power levels, so that we have some Heroic normals interspersed with honest to goodness Supers. A bit more Watchmen than X-Men if you follow.

  14. Re: You. Make. The Call.

     

    While I'm behind the Force Wall, I can (off the top of my head):

     

    - use Indirect attacks past it

    - use exotic attacks straight through it (mental, adjustment, Flash)

    - recover to my heart's content

    - use Find Weakness, Aid and Healing

     

    Escape is possible with penetrating attacks, teleportation and desolidification.

     

    I don't see this as a gamebreaker.

     

    So what you're saying is, be prepared for him to try it, rather than making it unavailable to him. Maybe even make him successful with it once or twice, and then burn him with a teleporter or someone with a penetrating attack...

  15. Re: You. Make. The Call.

     

    I am utterly certain that my player has no idea that you can even englobe someone in a forcewall. He was looking primarily to protect others at a distance, a la Invisible Girl, I suspect. That said, it does sound like a deal breaker without some sort of "no englobing" limitation applied to it.

     

    And, Fed, you don't need duplication for that, you could just have two characters, one with a ridiculous forcewall and the other a traditional brick, where the one forces single combat with the other.

     

    And no, you may *not* use that against us in Catalyst: Thebes, Zac.;)

  16. Re: You. Make. The Call.

     

    New Universe Ruled!

     

    Sorry...

     

    Please continue with the Multipower thread...

     

    Continuing your digression for just a second, I bought all eight original issues, put them into mylar bags, and swore I was going to be rich one day. I left them in an cabinet at my parents house, and they were eventually thrown away if I recall correctly. That collection must be worth, what, sixty, eighty dollars today? Certainly no X-men #1...

  17. Re: You. Make. The Call.

     

    I think the same issues apply - he still has to choose a hefty tradeoff between damage and defense, which was why I would have gone with a straight TK EB, with no bells and whistles, to provide the ability to attack at campaign norms while maintaining campaign norm defenses.

     

    Of course, I'm assuming the level of campaign norm.

     

    Yeah, that's potentially an issue...we don't have an established campaign norms - I didn't tell them anything about what to expect because the campaign is one where there has been NO previous history of supers - until one set point, and then supers of all types start happening - sorta like Marvel's "White Event" that kicked off eight new comics...back...oh, heck, I'm really dating myself now, aren't I?

  18. Re: You. Make. The Call.

     

    ok I was looking at the multi slots angle and I have a question:

     

    lets assume he alots the following points from the reserve as

     

    0 in TK

    0 in Force wall

    20 in Force Field = +10PD/+10 ED

    72 in EB = 8d6 SIZE="1"](1d6 energy blast with a +3/4 power adder costs 9 points, right?)[/size]

    28 in Flight = X" in flight

     

    my question is how many inches in flight given the adders called out in the power slot? they should increase the cost of each inch I think.

     

    I was under the understanding that the player can choose whether or not to spend any points on the adders or not. So, he can put those 28 points in as 14" of regular flight, or he could do 7" of flight, with the x4 NCM and Position Shift in place.

     

    Herophiles, am I right about that?

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