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Cripple X

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Posts posted by Cripple X

  1. I'm playing in a Teen Champions game set in the Champions Universe. My character has a fascination with Martial Arts/Kung Fu/Wuxia movies despite the fact that he doesn't know any martial arts himself. I figured that rather than make movies with actors like Jet Li, Jackie Chan, etc. like in real life, movies in the CU would probably feature martial artists trained to a Metahuman-level or even full on super-powered Martial Artists. I'm not too familiar with the Champions Universe, however, so I have to ask--who are some famous martial artists (preferably heroes if there are any) that might feature in these sorts of films or else be popular enough to serve as a hero or idol to someone like my character?

  2. Hey folks,

     

    I've got a question about defining characteristics for the Healing Power in 5E. Page 185 reads:

     

    A character must define what Characteristic(s) or Power(s) his Healing affects when he buys the Power, and cannot change it thereafter. Healing can apply to more than one Characteristic or Power at once if it has the Variable Effect Advantage. Healing can Heal back BODY or other Characteristics lost in any manner, such as injuries, diseases, poisons, Drains, Transfers, and Susceptibilities. Healing costs END to use.

     

    The passage says that you can define the healing power as being able to affect more than one characteristic. It suggests that the Variable Effect Advantage lets you heal multiple characteristics simultaneously. What I can't figure out is how much it should cost to add additional characteristics to the power. A heal that heals all characteristics should be more expensive than one that heals BODY alone correct? Or is it the same cost whether it applies to one characteristic or several?

     

    I'm sorry if this is a silly question.

  3. Re: Poison/ Disease Inoculation

     

    Transform: Ailing person to well person seems sort of dodgy to me. Even if it's in a published HERO book. I think' date=' depending on how diseases are defined, Aid (to a maximum of their starting value) could be best. Assuming you don't go the temporary LS route, which I'd advocate as being ideal.[/quote']

     

    Yes, I'm not that big a fan of it either. It means its harder to heal a fit person of a disease than it is to heal a weak or sickly person. How would you go about building a long term treatment?

     

    Here's my shot at it:

    The Inoculation

    Field Inoculation: Life Support (Immunity to a particular disease or poison), 250 Continuing Charges lasting 1 Day each which Never Recover (+0), Usable By Other (+1/4), Persistent (+1/2) (9 Active Points); Patients may be inoculated vs. a particular ailment only once. (-1), Extra Time (Full Phase, Delayed Phase, -3/4), Gestures (Requires both hands; -1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Paramedics; -1/4) Real Cost: 2

     

    The Treatment

    Treat Ailment: Life Support (Immunity to a particular disease or poison), 1 Continuing Charge lasting 25 Years (+0), Usable By Other (+1/4), Persistent (+1/2) (9 Active Points); Extra Time (1 Day, -4), OAF Immobile (Sickbay; -2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Professional Skill: Doctor; -1/4) Real Cost: 1

     

    That seems ludicrously cheap so I probably did something horribly wrong there. Forgive my lack of Hero-Fu.

  4. Re: Poison/ Disease Inoculation

     

    Thanks for your advice.

     

    Here's what I've come up with:

     

    Field Inoculation: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents), 6 Continuing Charges lasting 6 Hours each (+0), Usable By Other (+1/4) (25 Active Points); Only 1 charge may be used per patient (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Gestures (Requires both hands; -1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Paramedics; -1/4)

     

    Here's the actual long term treatment power, it's basically right out of Star Hero with some changes:

     

    Treat Ailment: Minor Transform 6d6 (Ailing persons to Well persons) (60 Active Points); Extra Time (1 Day, -4), OAF Immobile (Sickbay; -2), No Range (-1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Professional Skill: Doctor; -1/4), Limited Target ([slightly Limited]; Sentient beings; -1/4) (uses Personal END)

     

    See any problems with those?

  5. Hey guys,



     

    I'm trying to build Poison/Disease Inoculation for a Doctor. Basically what it's supposed to do is counteract the effects of a poison/disease until you can get the patient to an aid center for treatment. I'm a novice at Hero, but here's what I've come up with. Please comment on these and add your own alternatives if you find this lacking.

     

    Field Inoculation: Minor Transform 2d6 (Ailing persons to Well persons) (20 Active Points); OAF (-1), Extra Time (Full Phase, Delayed Phase, -3/4), No Range (-1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Paramedics; -1/4), Limited Target ([slightly Limited]; Sentient beings; -1/4)

     

    I'm not sure it that's right. Perhaps I should go with suppress effect? What way would be best to represent a short duration? Its essentially supposed to represent a stop-gap measure until the patient can be moved to a facility that can provide full treatment.

  6. Hey folks,

     

    I'm going to be playing in a low-powered modern day campaign pretty soon. My character is going to be a taxi driver, and I wanted his taxi-cab to have police scanner. Since I'm still pretty inexperienced with HERO, I'm not sure how to go about it. Should I used enhanced senses based-off of radio? Any help would be greatly appreciated. Thanks.

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