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Blackjack

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  1. OK: I've read the previous "Variable Limitations" thread, and I think I understand, but I'd like to clarify: Given the following example: VPP: Magic Pool: 60 points Control Cost: 13 points (Powers can only be changed in Magical Lab -1/2, Only Magic Powers (Slightly Limited) -1/4, All Powers Require at least an additional -1/2 Limitation to be determined when power is bought -1/2) Allowing that a GM can rule either for or against such a Limitation for his own campaign, is the final Limitation legal according to the FREd rules? Thanks for your input.
  2. Actually, each member of MidGuard is less than 370 pts and completely book legal. The two characters you cited have spent nearly all of their "powers" points in those areas because it was central to their concepts. It is also worth noting that both the characters in question together average over 65 character points in non-combat skills. Mentalla has twice as many mental powers available to her at any given moment than Prodigy, and doesn't need Extra Time and a skill roll to adapt to her situation. Meanwhile, while Z'lf may have a better base CV than Scorpia, Scorpia has better defenses and MUCH more dangerous attacks... If she had managed to get a clean hit on Z'lf, Z'lf would be toast... I'm proud of them - it was a tough fight, and they made it work...
  3. Which raises the question: which supervillains would your characters like to make friends with, or even date? Alan [/b] My 550-year old wizard has had an on-again, off-again romantic relationship with Cateran. He's far too disciplined and orderly for her, and he doesn't approve of her thieving and freebooting, but their common ground does tend to bring them together...
  4. Re: Re: Question In Phase 12, Z'lf appeared to be neutralized, and Mentalla had just been shot by Thunderbird. Mentalla used her Phase 12 action to strategically 1/2-move and attack the greatest threat at the moment: Thunderbird, successfully knowcking him out. It would have worked, to, if Midguard had just stayed down: Three of the four members of the team were stunned or unconcious. But as the heroes they are, Midguard rallied. Besides, even if Mentalla had known that Z'lf would suck it up and attack, she had used her action: Z'lf had phases 2 and 3 (Z'lf has a MUCH higher DEX than Mentalla's EGO) before Mentalla could act again... When I decided to put Midguard up against EuroStar, I knew it would be a tough fight. I didn't know that the Good Guys would win, but I thought they had a good chance. My hat is off to Midguard for exceeding those expectations...
  5. Mr. Long (and anyone else interested): I've been studying the movement rules for a new flying speedster character I've built, and I want to make sure I am getting this right: According to the FREd, p 238: "the total acceleration or deceleration in a Phase is limited to the character's Combat Movement velocity." Or, in other words, my character. with 23" of combat flight can accelerate or decelerate up to 23" while moving in each phase. So, assuming he's moving at full velocity at the beginning of the phase, he can accelerate or decelerate 6" three times plus another up to 5" throughout the phase. When doing a multiple Passing Strike, he can move a few inches, hit a target, slow down 6" (passing through two hexes), bank (using his Flight Movement levels and the lower velocity to reduce his Turn Mode), speed up 6", hit the target, slow down 6", bank, speed up 5" (now traveling 22" (-1d6 for v dmg), hit, and then finish his movement several inches away from the target at a final velocity of 22"/ph. Does that sound right to you? Let me know.
  6. Mental Powers are, in general, invisible to all but the Mental Sense group. Since most normals don't have Mental senses, they can't detect the source of the power. Once the person is attacked by the power, he DOES know he's been attacked, UNLESS the attack's affect beats the targets EGO by +20. So, a powerful mentalist doesn't need to buy Invisible on his Mental Powers as long as he's pretty sure he can beat his target's EGO + 20. For normals, that means the mentalist only needs to roll a 28 on the attack dice: an average roll on 8d6... Thus, the "Invisible Power Effects" isn't necessary for the characters you mentioned... Now, if the Mentalist rolls poorly or someone in his audience is mentally tougher than average, he may tip his hand... Sounds like a good way to introduce a plot.
  7. A BIG thanks to you guys for your help so far... I'm also looking for sources for last names - which in way is harder than coming up with first or given names... Keep 'em coming!
  8. I've always wanted to see a supplement with lists of first and last names for characters, broken down by region or nation, like the one for Oriental names on p. 114 in the 4th Ed. Ninja Hero... In lieu of this, since I can imagine what an undertaking that might be, do any of you have sources, such as websites, for names? Any input would be appreciated.
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