Jump to content

schir1964

HERO Member
  • Posts

    2,598
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by schir1964

  1. Re: Need Help With Teleport Power Actually, wrong. Read the Money Perk. Excerpts: "...Thus, at the start of a modern campaign the GM could assume each character has a home, a job, a vehicle, and about $5,000..." "...Money matters less in some campaigns than in others. Incredibly wealthly superheroes aren't uncommon, and even perpetually impoverished superheroes somehow always seem to be able to afford all those nifty gadgets they use..." I won't bother to poke holes in your example because it would be pointless. I will just make a guess that in your campaign if a superhero were to knock out a villian and look around and find a rope/cord/whatever, that you won't let him tie up the villian, since they didn't buy an entangle. Based on what you said in you example, that would be the conclusion I would make. Might be completely wrong, but then I don't have all the information and therefore it my conclusion doesn't matter. If you aren't going to try to help me, why post? (8^D)
  2. Re: Need Help With Teleport Power Thanks for proving my point. A rope doesn't have stats. The gm decides what can be done with it when the character picks it up. If the character want's to use a rope as a power, a VPP is exactly what you need, since it is so versatile. So all these things you think this object can do, will be up to the GM to decide, not the character. Why? Because it's a normal everyday object that anyone can use. Sorry if you having a hard time understanding this idea. BTW: As I said before, the character can Teleport a "Single Unique Object". If it's a piece of granite he likes, then he will be able to teleport it to himself. That piecie of granite only, not any other, for the rest of his life. That's it, that's all the character can do with this object. If you are trying to convince me of something, I'm not sure what it is, and you are not going about it in the right way. (8^D)
  3. Re: Need Help With Teleport Power Well, actually I guessed you missed my whole point. Probably because I didn't explain things well. The point is, the object is mundane and not special in any way. Therefore, it doesn't need stats, probably won't have stats, or the stats themselves won't play enough of significance in the campaign to even bother with. Just like normal cars in the Superhero campaign don't have stats. The GM might decide to reference how fast that car can go, if time becomes matter of concern for the game, but otherwise he won't even look at it. The vehicle just gets the characer from point A to pont B. That's all that matters and rarely does that vehicle come into play unless the GM wants it to.
  4. Re: Need Help With Teleport Power ??? Don't know how you got from a Bowling Ball to an Automaton. You can put a gun in an Automaton hands and tell it to shoot anyone who comes through the door. Then walk away and it'll do just that. A bowling ball requires the character to actually throw it. He can't tell it to hit someone and walk away. I just don't understand how you made that leap.
  5. Re: Need Help With Teleport Power Anyway, here's what I have so far. Based on everything I've read in the 5th Edition and the FAQs, this will do what's necessary. Teleportation: 6" (12 Points) 1 Fixed Location (1 Point) Increased Mass x32 (25 Points) Useable As Attack (+1) Megascale [10000 Km] (+1 1/4) Scale Down Megascale [1 Km] (+1/4) Can Only Teleport To Fixed Locations (-1) Summary: Teleportation of one unique object to current location. Character can teleport object up to the size of a large semi truck and trailer. Character can not teleport himself to object. See UAA advantage. Teleportation takes a full phase since it is Non-combat Only teleport. See Megascale Advantage. Fixed location allows object to be teleported from anywhere on planet. [1 Km - 60,000 Km]. Character is unable to teleport object within 1 Km. Has to walk. (8^D) Total Cost: 61 Points The increased mass is overkill, once the actual object is chosen, then the mass will be determined and it will be reduced to fit, and the cost will drop with it. Comments?
  6. Re: Need Help With Teleport Power You've got a pretty good idea with the Bowling Ball thing. It's going to a Single Specific Object, once chosen it will never change again, ever. It'll be an normal everyday object that anyone can use. It's not specific to the character in any way other than an emotional attachment. It can have some benefit but only within the contraints of the item itself. Like the Bowling Balll, it could be thrown at someone or used weigh someone down, all within the realm of the item. By the same token, it could be moved, damaged, destroyed just like any other normal object. The character would have to fix it, or have someone else fix it. It doesn't have points just like the normal car doesn't have points in the game. A character could spend points on a vehicle, but if he doesn't he can still own a car to get from point A to B. All the character can do is bring this one specific ordinary everyday use object to his current location. There are other ramifications that can happen with it, but that will be handled by the GM and what would make sense. I think Teleport is the most applicable because it can transport objects regardless what someone might think thier "derived point value" is, and can be adjusted for weight allowances when the final object is chosen. Does this help clarify the concept?
  7. Re: Need Help With Teleport Power You are correct. I missed that inference.
  8. Re: Need Help With Teleport Power Okay, first, it will be a specific object. I was only pointing out that it doesn't matter what I finally decide what that object is, just that the object won't have any above normal attributes. And I am talkng an object, not a being or creature. And this object has no point cost. Just like a ordinary rope doesn't have a point cost. Anyone can use it. Sorry if I confused you on that Dust Raven. Second, I gave all of you the benefit of the doubt and reread Summon again, and nowhere does it say you can summon a normal object. The closest it gets is a controlled atomaton, which is not anywhere close to what I have in mind. Maybe I'm missing some crucial paragraph or sentence, I'm willing to read or check any specific reference you can give me from the 5th Edtion book. Third, points are not going to be problem here. If it costs a lot to achieve the concept then so be it. Finally, here is text from the FAQ's concerning Summon. Please take note of the second paragraph. The object I have in mind can be used by anyone, not just the character. Also note that even using Summon in this manner does increase the cost dramatically since you also have to apply Slavishly Loyal. Question: Can you Summon an unliving object that’s defined by a point cost, such as a Base or Vehicle? If so, how do you calculate the cost? Answer: Yes, a character could summon such an object (e.g., a Base, Vehicle, or Computer), subject to the GM’s approval. The character must apply the Amicable Advantage at the Slavishly Loyal (+1) level, since he has full control over the object. Derive the cost of Summon from the total cost of the object, not its cost divided by 5. A character may not use Summon in this way to substitute for another power. For example, a character cannot Summon a bunch of swords and hand them out to his friends; that’s HKA, Usable By Others. As always, common sense, dramatic sense, and the GM’s discretion apply. *NEW*(EXPANDED) If a character buys the ability to Summon an unliving object, he does not also have to buy the Vehicle, Base, or what have you separately. If that were the case, characters would have to buy as Followers whatever they Summoned, which wouldn’t make much sense. But by the same token, allowing unlimited Summonings of objects could become unbalancing, which is why GMs examine such abilities carefully (and often forbid them) and players should approach such constructs responsibly. So, anyone else want to make an argument for Summon, even though I've decided it doesn't fit the concept? (8^D)
  9. Re: Need Help With Teleport Power It's not a focus. It really doesn't matter what the object is. It could be an ordinary butter knife, a rock, or any other normal everyday object. The point is, it can be picked up/moved/used by anyone else while not in the posssesson of the character. The character has some sort of attachment to this specific object whatever it might be, and therefore has the ability to teleport it to his current location, regardless of where it is, on the planet that is. I appreciate the suggestions and all, but that's why I said at the beginning that all I needed was to verify the options/modifiers for Teleportation. After reviewing all the possible powers, and Teleportation with UAA seems to be the most applicable for the concept. But since it's kind of an odd ball use for Teleportation power, I wanted to make sure I was implementing all the options/modifers of Teleportation/UAA properly.
  10. Re: Need Help With Teleport Power Because the object is a real object that anyone else can use. The power simply allows this one character to teleport it to his location.
  11. Re: Help me build a power Another option could be Clairsentience with different options/modifiers.
  12. Re: Need Help With Teleport Power Based on the how the book reads, the Fixed Location allows the character to know where the object is at all times even if it moves or has been moved. Therefore, the character need not worry about locating the object. Or am I wrong on this?
  13. Basically I need help with nailing down Advantages/Limitations for the power. Concept: Character has the ability to teleport one unique object to his present location regardless of the objects location, worldwide only. He can only bring this one object to him and thats all. Let me know what I have wrong or what I need. Teleportation: Fixed Location (1) Can Only Teleport To Fixed Locations (-1) UAA - One Target (+1) I'll adjust the total mass as needed later. What else am I missing?
  14. Celebration Time!! I can't believe this thread has reached 100 pages! I'm glad this thread has been useful to everyone. Thanks for everyone who contributed to it. - Christopher Mullins
  15. It took about two weeks of hashing it out here on a thread like this one. It ended up being quite a long one. I tried several different ways to come up with a solution. It took some people a long time to come up with valid points that I could understand to eliminate some of the more clunky attempts. Once I realized that a different Form was the best solution, it was just a matter of getting ideas and getting opinions about it to fine tune it. I can send you and email of this that looks so much better that the post. Just email me at schir1964 @ netzero.net and I get it to you. - Christopher Mullins
  16. Protean Power This was my solution. It's based on concept that could be an option to Shape Shift (4th Edition). But Steve Long said it could also apply to the 5th Edition using the touch sense. This was to get those fluid type character's. Protean Form [ Standard Power, Constant, Self-Only ] The characters body can be changed or distorted to squeeze through openings. It does not allow the character to change his appearance, nor does it give any extra reach (see Shape Shift and Stretching). Likewise, while in this form, they can travel at thier normal movement rate. They can attack and be attacked while in this form. Protean Form Cost - 20 Points. Modifiers Viscosity (-1/2), +1 Phase (-1/4) This limitation reflects that additional time required to move through smaller and smaller openings. The opening size is relative to the character's height. For a -1/2 limitation and additional phase is required to travel through and opening 1/4 the character's height. You can increase the time required for travel by an additional +1 Phase per -1/4 Limitation. [Opening Size] (Extra Travel Time) {Sample Opening Size: 2m Height} Viscosity [1/500] (+8 Phases) {4 mm} Viscosity [1/250] (+7 Phases) {8 mm} Viscosity [1/125] (+6 Phases) {16 mm} Viscosity [1/64] (+5 Phases) {32 mm} Viscosity [1/32] (+4 Phases) {64 mm} Viscosity [1/16] (+3 Phases) {125 mm} Viscosity [1/8] (+2 Phases) {25 cm} Viscosity [1/4] (+1 Phase) {50 cm} Example: Sandman can sift through grates and pipes, but it takes longer for him to do so. The smaller the opening is, the longer it takes. Sandman is 2 Meters tall normally. With this limitation, he could sift through an opening that is 1/4 his height in diameter (50 cm), but it would take an extra phase to do so. If the opening is 1/8 his height in diameter (25 cm), then it would take 2 extra phases to flow through it. For a -3/4 Limitation a 1/4 diameter (50 cm) opening would require the Sandman 2 addtional phases to travel through it. Viscosity Limit (Varies) The smallest opening that a character is able to travel through. Openings smaller than this limit can not be traveled through. The opening size is relative to the characters height. [Opening Size] (Limitation Value) {Sample Opening Size: 2m Height} Viscosity Limit [1/500] (-1/4) {4 mm} Viscosity Limit [1/250] (-1/2) {8 mm} Viscosity Limit [1/125] (-3/4) {16 mm} Viscosity Limit [1/64] (-1) {32 mm} Viscosity Limit [1/32] (-1 1/4) {64 mm} Viscosity Limit [1/16] (-1 1/2) {125 mm} Viscosity Limit [1/8] (-1 3/4) {25 cm} Viscosity Limit [1/4] (-2) {50 cm} Example: Elasticman can squeeze through large cracks and pipes, but can't squeeze through a screen door or tiny openings. Elasticman is 2 Meters tall normally. With a -3/4 limitation, he could squeeze through openings as small as 1/125 his height (16 mm), but wouldn't be able to squeeze through any opening smaller than 16mm. Mr Double-Jointed has Viscosity Limit as a -2 Limitation. He can crawl through air ducts that most normal men couldn't fit into. Mr Double-Jointed could add Vicosity in addition to Viscosity Limit to simulate that it takes him longer to travel through air ducts than when he walks or runs normally. - Christopher Mullins
  17. Wow! All I have to say is that when I started this thread I had no idea that it would create such interest and continue to grow as it has. I'm also pleased that many have found it useful. - Christopher Mullins
  18. Melessqr, I created a document concerning the idea of a Size Stat. Within there is a chart that gives a list of things that are related to different size characters. You might some ideas useful. The chart itself is a good reference for determining what different size humans would have as far as abilities. If you want, I can email it to you for perusal. Just contact me via schir1964@netzero.net address. - Christopher Mullins
  19. Sorry, I keep forgetting to clarify with the Adjustment Power thing. Drain vs EB You must specify the SFX of the "Drain" (Example: Energy Siphon). However, the target (EB in this case) automatically includes "Any and All SFX of EB" by default. You add the +1/4 SFX modifier and you are no longer affecting all EBs, but all powers with stated SFX. Clunky mechanic in my opinion, but it is just my opinion. Hope that clarifies things a bit more. - Christopher Mullins
  20. It's relates in that both allow for a an All Inclusive ability, which goes against just about everything else in Hero. The only exceptions are Life Support (Immunity To Everything) and the aforementioned Adjustment Powers. IOW: Both allow for the ability to cover an Infinite Number Of SFX. Example: I want to be immune to all Fire Attacks. Nope, sorry, you should buy up enough Defense with the limitation (Only vs Fire) to make the character immune to most of the attacks you can expect in a campaign. Even Desolidification requires that there be one SFX defined that can affect the character. And EB (All SFX) would automatically be able to affect any Desolid character, therefore, bypassing the need for Affects Desolid, which by itself is worth a +1/2 Advantage. Both "All SFX" and "Affects All SFX" are ways to make a character a powerhouse which there is no defense against. Both should have Stop Sign next to them to show they can easily unbalance a game. While not exactly the same thing, they both will have the same kind of effect in a campaign if allowed to grow to thier maximum potential. Just pointing out that there is a least one precendent for this concept that is technically legal by the game rules. - Christopher Mullins
  21. Several threads prompted me to think about how people evaluate the Hero System, or any game system for that matter. Therefore, I created this thread to gather information and to explore how I and others evaluate a game system. When I asked myself why I liked the Hero System, several things came to mind and I prioritized them. 1) Genre 2) Flexibility 3) Consistency First: For me to evaluate a game system, I personally have to have some interest in a Genre that the game system is capable of handling or was designed for. Second: I personally like being able to create characters as I envision them, thus the game system must be very flexible to handle most of what I can imagine creating. Third: I personally like consistency in a game system. I'll overlook complexity of a game system, if I can see a consist method within the complexity of the system. The question then becomes, does this game system score high in each of these areas that are a priority to me? For the Hero System, it has the best score in all these areas. The RMSS system comes in second, only because the Genre is not one I'm that attracted to. How does everyone else rate game systems? What are your priorities? How does this affect what you like/dislike about different game systems? - Christopher Mullins
  22. All SFX Let's stir up the pot a bit. If you want "Affects All SFX" legally, per the word of Steve Long even, instead of going with Energy Blast, go with a Drain. Drain and some other adjustment powers by default get the "Affects All SFX" as thier base functionality. Example: Drain vs EB (Affects All SFX) Drain vs HKA (Affects All SFX) Drain vs RKA (Affects All SFX) As a house rule, I require a SFX for the base, and you can expand it from there. Just My Humble Opinion - Christopher Mullins
  23. Q Just here to disperse trivia information. JmOz, I understand why you thought he implied deception on your part, since the root word does imply deception at some level. However, based on what he has said, it would seem he doesn't realized that this word does actually imply deception when used in the form of "Sophistry". The other derivative forms of this word do not mention the word deception in thier definitions, so he could easily have overlooked this fact. It's also possible that the dictionary used was saving space and not elaborating on the definitions of the words and thier root meaning. Either way, he's clarified what he meant even if the word he used implies additional meaning. - Christopher Mullins
  24. Ahhh... now I remember. And yes, you're right. It's too trivial to even bother with. (8^D) - Christopher Mullins
  25. Zornwil, now you had go and mention my template now didn't you. (8^D) Ummm, I'm not aware of any rounding issue. Please email me about it to refresh my memory. Or you might want to check out the latest update (2.0.2), since you may find that whatever you rounding issue you might have seen may have already been resolved. Thanks. - Christopher Mullins
×
×
  • Create New...