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Slowloader

HERO Member
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About Slowloader

  • Birthday 10/30/1967

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    Government Drone

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  1. Re: Self Resurrection First of all, if this is too divergent, I apologize for the thread-jack. However, I went through this a while ago, and this is what I came up with: Option C ? The character is an electric energy projector, and my idea was that their electrical activity in their brain remains coherent after death and, given time, reforms their body. 25 - Persistent Electrical Activity: Duplication (400-point duplicate), Trigger (Zero-phase to activate, Trigger requires a Turn or more to reset, Does not control activation, Activation is character's death (+¼); Extra Time (1 Day, only to Activate, -2), Side Effects, Side Effect occurs automatically whenever Power is ised (Process causes lightning strikes, electrical damage to surrounding area; -1), No Averaging (-0) 7 - Regeneration (1 BODY per 6 hours), Resurrection; Resurrection Only (-2), Limited Power (1/3 - Only to replace Duplicates; -½) This way the process takes some time, is somewhat messy, and cannot be duplicated rapidly. However, I have generally found that characters rarely die in Champions games. UNLESS they have a power like this
  2. Re: How to build an Energy Drain power...? Seconded. It sounds like you're looking for an END Reserve, off of which all your electrical powers would draw from. You could then put a limit on the REC for the reserve (Only in contact with electrical sources). Or an Absorption vs electicity only, acts as defense, feeds into END.
  3. Re: X-COM: UFO Defense as an RPG setting Seconded on Super Agents. I forgot they had writeups for Earth planes and UFOs to use, which is a lot easier than starting from scratch. Although that had more of The Invaders feel to it, if I recall correctly.
  4. Re: All-or-Nothing Mental Defense I have to agree that the player is shooting himself in the foot, but there's always Ablative at the -1 Level. I see to remember a villain (4th Ed, I think) with a 50 ED that was reduced to 20 if they took more than 50 damage. (i.e., the top 30 points had a limitation)
  5. Re: X-COM: UFO Defense as an RPG setting I'm still looking for my conversion notes, but I have located my old HeroMaker files. I'm working on converting them to a more current format.
  6. Re: Anyone working on a Fallout 3 conversion? Very nice! I'm replaying Fallout 3 at present, so this is much appreciated. Almost wants me to dig up my X-Com HERO conversion notes. Now for the fun part, how would you do Ghouls? Especially Ghoul PCs, who are not only immune, but are healed by radiation? Use the 2 point LS for immunity?
  7. Re: Quote of the Week from my gaming group... Ok, The Plattnerite Armada of the Morlokoi is from The Time Ships by Stephen Baxter; Kerensky was a time scientist in Dr. Who, that episode with Tom Baker and Multiple Mona Lisas; The Blinovitch Limitation Effect is mentioned in Dr Who; The Zygma Beams is from Dr Who as well, The Deadly Talons of Weng-Chiang, or something like that. No clue on the last one.
  8. Re: The Millennium Bugs When I first saw Clockwork Swarm, I envisioned a large summon. Got to love a system that lets you do the same thing different ways.
  9. Re: Help with Mechanical Affinity Thanks, everyone. You've been quite helpful. Here's the revised writeup: 30 - Mechanical Affinity: Aid Devices 2d6, Variable Effect: Foci (+1/2), Reduced Endurance (0 END; +1/2), Constant (+1/2), Invisible Power Effects (Fully Invisible; +1), Expanded Effect (x4 Characteristics or Powers simultaneously) (+1 1/2) (60 Active Points); Limited Power Power loses about a third of its effectiveness (Must be Operator/Driver; -1/2), Limited Power Power loses about a third of its effectiveness (Applies to Vehicles or Foci only; -1/2)
  10. Basically, I'm trying to build a power (or superskill), that demonstrates that the character can use gadgets and vehicles more effectively than the regular user. He can squeeze more speed and maneuverability out of a racecar, shoot straighter, farther and harder with a rifle, etc. Here's what I have so far. 35 - Aid 2d6, Persistent (+1/4), Variable Effect (+1/2), Reduced Endurance (0 END; +1/2), Constant (+1/2), Invisible Power Effects (Fully Invisible; +1), Expanded Effect (x8 Characteristics or Powers simultaneously) (+3 1/2) (87 Active Points); Always On (-1/2), Limited Power Power loses about a third of its effectiveness (Applies to Vehicles or Foci Only; -1/2), Only to Aid Others (-1/2) Comments?
  11. Re: Creating a "wake" side effect Side Effect seems too weak to me, considering you have to limit the affect it has on other characters. This is more of a sometimes helpful, sometimes unwanted addition. Against an army: very beneficial. Against Mechanon alone, in a downtown area: not so much. How about this: If I have AoE: Line 64m, normally a +3/4 Advantage. Adding 6m Height and 6m Width to the AoE increases it to +1 3/4. So I have Double Knockback (+½), and apply the difference to it alone, raising the value of Double Knockback to (+1), so the increased area only applies to the knockback. Does this seem workable? Or more importantly, is this legal?
  12. Re: Creating a "wake" side effect People, things, etc. Not enough to throw cars around, but enough to make it clear that being near this thing when it goes off is a bad thing. Was also thinking of buying additional PRE, just to make it even more clear
  13. I was toying with making a cannon that fired gravity bursts (to put it simply), and wanted each blast to have a wake of other effects. What I came up with was the following, but was wondering if there was a more elegant way of doing this. Assuming the main power is a powerful RKA, possibly AVAD. The only way I could think of to do this was to make it AoE: Line. Then have a secondary, linked power: 15 STR TK, Only to toss things about (-1?), also AoE: Line, but 8m wider and Explosion. This would mean being close to the blast would knock things down, toss them about, and in general create havoc every time this was fired. The other idea I has was to include Double Knockback, and apply AoE: Line to the advantage alone.
  14. Re: Black Hole power There is a write-up for Black Hole Body in the Champions Powers book.
  15. Re: Communication Gear: HRRP or Radio Perception/Transmission? Radio is just AM/FM and Police Band HRRP is radio, television and cell phones. Also, HRRP includes the ability to sense radar emissions, which could come in handy
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