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astralfrontier

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Everything posted by astralfrontier

  1. although now that you've posted Violet, who is really a natural nemesis for my own PC, I may have to talk him into using them anyway.
  2. What limitations did you take on the power(s)?
  3. The rule in Hero seems to be "the mentalist always wins". I've assumed this to be true in every Hero game I've played in, and so far I've seen it borne out. The only "real" way to allow a mentalist PC into a game seems to be to saddle him with limitations of some kind. I personally am a big fan of the Lensman approach to telepathy - mechanical mind-shields work, and work reliably and cheaply enough that people who need 'em can afford 'em. Mind shields are obvious to any telepath, so wearing one means you suspect telepathic intrusion - whether this means you're just paranoid or have something to hide is an open question. Similarly, assume people will assume telepathy works! The murder mystery can still be done. The butler did it... but he used some of the master's supply of cash to buy drugs that erased his short-term memory of committing the crime, and no amount of telepathy will retrieve those memories. Perhaps it will in a few months or years, but by then the case is closed and the guy gets away. People who think about it at all wipe their prints off the gun; similarly, they will take precautions against having their mind read, if they are capable of doing so.
  4. As one of the players in Rechan's game, and now having heard that he won't be using this team, just let me say I'm grateful. These guys look nasty, and very well done.
  5. You can indeed make multiple blocks, at successive -2 penalties after the first. One of this PC's proposed Penalty Skill Levels will apply to this very "multiple targets penalty" with GM approval Anyway, Extra Limbs itself would also satisfy the Grab issue, and I guess I will have to shake down people I know with TUMA to see about the other.. Thanks all for feedback
  6. Well, no. Differences: * barring Extra Limbs, you can only legally Grab one (or possibly two, if you take the STR penalty) people at a time. I need more than that - say, up to 4-5 people at a time, with a long enough grabbing implement. * all you're doing is restraining your target. Smashing him into something, squeezing or throwing isn't really practical. * most of your OCV/DCV penalties should be lighter, since it's an object that's taking care of most of the leverage concerns for you. While you are somewhat distracted, all you essentially have to do is apply weight to one end of your grabbing implement. * ideally it will happen on the same action, since the grab IS the block, in a sense. I could try pitching "abort to grab" as a defensive action to my GM, but that still fails to address the above points. Hero is a really good system. Where I find it falls down, in terms of representing fancy martial-arts techniques, is this "you cannot multi-attack with a defensive action" rule, thus eliminating useful things like "Block-Grab" multiple-power attacks and the always-entertaining "aggressive parry" (you punch the incoming arm/kick the incoming leg). Apparently specific maneuvers (Defensive Throw) exist to compensate for this sort of lack, so I suppose this could be made into a new maneuver (Defensive Grab?) as well.
  7. I'm looking for something that approximates the GURPS Martial Arts maneuver "Binding": an attacker's limb is parried, often with the help of a cord, removed shirt, or whatever loose thing the defender has on hand, thus Grabbing the attacker's limb. Generally speaking any further attacks are likewise parried and bound, and other attackers might even be trapped in the same way if there's enough rope/flag/whatever to go around. If you have ever seen a martial arts movie you have seen this move in use. Examples that spring immediately to mind include "Fong Sai Yuk" (the early fight at the sports competition, the rope fight) and "The Transporter" (the bus-depot fight). How best to handle this? Note: answers in the format "buy TUMA" are not useful. My gut instinct is a low-level Entangle with Set Effect (only attacking limb(s)), Cannot Form Barriers, Nonresistant DEF (or No Defense), No Range, Only Follows Block, OIF (binding material of opportunity) and possibly Gestures (to keep one hand occupied, at minimum). I'd have to wing the "Entangle goes away if characters separate" part. Any better ideas?
  8. Invisibility vs. Detect is legal, IMO. The Detect will, in all likelihood, cost fewer points than the Invisibility. So if someone really wants to layer it on, let him be unseen by everyone and everything. He'll pay more points than the other guy. Whoever is playing this character needs a rock-solid justification, though. Of course, I would also expect an airtight excuse for "Detect vs. Invisbility" specifically, as opposed to a less um, power-oriented Detect. Why do people always insist on these outlandish power constructs? Darkness vs. Detect? Why? I've seen "homing missiles" designed as Summoned creatures. Unbelievable. Why not just design the simplest possible power set that's consistent with the rules, and let it stand, if the appropriate player or GM can explain it?
  9. I play a character with a power similar to this, and here's the suggestions I made to the GM. First, sensory overload. Anyone can suffer from it, with almost any sense. Demanding PER rolls, at high penalties, in situations where there's a great deal of things to keep track of is entirely appropriate. Second, the "blocking substance". My PC can't recognize or see "through" anything alive, which I thought was a fairly broad and gameable limitation. Rather than chucking darts at a periodic table, some real thought needs to be done between player and GM about how the power works, and what would logically block it. Remember that N-Ray Vision specifies "reasonably common substances". I would read "substances" as "conditions", myself.
  10. Re: Re: Charges absurdity This is probably going to be the most playable final solution, with a strict reading of the "all Foci are outside the defenses they don't provide" rule. It's certainly an improvement over suggestions like Extra Time (but then what about when the screens are snapped on initially?) and so forth. It's also only applicable to vehicles (which don't take STUN), but since personal force-screens are handled differently I'm fine with that. Thank you very much for the feedback, everybody.
  11. Ablative comes close. If I had a canon way to say "the ablative activation number jumps immediately to 'gone'", I might be happier with this. I'd also be happier if I could see a way through Ablative working well here - either it applies only to a single instance of a Force Wall (in which case, I can simply push up another one when it falls) or to all Force Walls in operation at once (which is of course nowhere near the effect I want). There is always the possibility of that tacit "gentleman's agreement" that "this is how this power works for this vehicle/situation/etc." but that still leaves a bad taste in my mouth.
  12. Power Description: Force screens somewhat resembling those from "Doc" Smith's Lensmen series. Starships are equipped with three or four courses of defensive screens. Once a screen is penetrated, it goes away, and cannot easily or immediately be restored. But until that time, it holds up, and provides completely effective coverage. To simulate this, I started out with Force Wall. To keep things simple, I looked at Charges. A ship can only have 3 or 4 screens active, at maximum; so I assign Charges to the power, 3 per day. Since the ship is expected to be able to function for extended periods of combat with its screens up, I gave it Continuing Charges (1 day). And since repairs could be effected to restore screen coverage in less than a day, I made the Charges recoverable. Net modifier? +1 1/4. This is asinine. I know a lot of people will say "but but but you should make a custom Limitation then!" Why, when Charges describes exactly what the situation is? No more than 3-4 at a time; recoverable, but not immediately. I would like to get opinions on this house-rule: When constructing a power with Charges, any factor that causes you to "move up or down the table" N places instead adds N effective charges (when moving down) or subtracts N (when moving up). Thus, a power with 2 Charges, moved down 5 places (by being Continuing, for example) is bought as a power with 7 Charges, NOT as a power with 9-12 Charges. The difference in this example is only -1/4. As an optional addendum, this house-rule only applies to powers with (say) 12 total Charges or less, or even a smaller number. In the example this post describes above, the difference is dramatic, compared to what "conventional" Charges would cost me, and it is very much in line with the cost I would be paying if the power had some custom Limitation. It preserves the notion that a Force Wall which can be breeched and not easily restored is worth less points than one you can restore on any of your actions.
  13. Think up your favorite conflation of unexpected HERO archetypes (Brick, Blaster, etc.) and post them here. I'll start this off by proposing a character called Dash, who can function as an NPC mentor to a super-team that lacks its own full-time gadgeteer. I leave creation of stats as an exercise for the reader. Dash is a Gadgeer/Speedster. Dash was, some years ago, a crack speedster, part of an existing hero team. He was cocky, brash, bold, and arrogant. He could accelerate his body (and brain) at super-speeds. He thought nothing could kill him. He's been right, so far - he's still alive. He's also paralyzed from the waist down, after a climactic super-battle. Dash has been making great strides in cybernetics research (thanks to his accelerated brain). He retains the use of his powers, but in his present state they do him little good in combat. He can, however, assemble vehicles, tools and other important devices with blazing speed, often preparing a necessary piece of gear within a minute of hearing a request for it. He intends to repair his legs using cybernetics. Of course he won't be able to use his speed with them, but he's okay with that. In the meantime, he's a cheerful and still confident mature hero, who's willing to take an inexperienced group of fledgeling supers under his wing and teach them what heroism is really all about.
  14. Er.... Here's possibly a simpler solution. END Reserve, some high value, with REC limited to "only when reloading missiles". Energy Blast, Nd6, for some appropriate value of N. Area Effect (one hex, accurate) +1/2 Continuous +1 Uncontrolled +1/2 (attack is stopped by finding sufficient cover, jamming the radar, etc.) Activation (choose some appropriate level) What this leaves you: A power which attacks a flat DCV of 3, lasts for as long as you've provided END for it, and doesn't always hit. A Constant Power that requires Activation will keep rolling the Activation for every Phase in which you want to use it, so this isn't a guaranteed hit with every shot. It will, however, keep coming after someone until the GM agrees that the condition to shut off Uncontrolled has happened.
  15. The character as presented does not have a costume; the most concession she has is a code-name. As for the font, uh... it's all plain text wrapped in a code tag. You can see the original sheet here, if you prefer: http://www.memesis.org/m.php?id=238 So I have no idea what you are talking about with differing fonts, as it all uses whatever the forum code defaults to.
  16. Sorry about formatting.. IMPORTANT NOTE: point costs are on the LEFT SIDE in all cases, even for characteristics. If someone can explain to me why people put characteristic VALUES on the left and points on the right, but then put points on the left for the rest of the sheet, I am very interested to know. Blind tradition, or is there some actual point to it? 0 STR 10 15 DEX 15 0 CON 10 2 BODY 11 10 INT 20 26 EGO 23 8 PRE 18 4 COM 18 0 PD 2 0 ED 2 15 SPD 4 2 REC 5 0 END 20 0 STUN 21 --- 82 Characteristics Total 3 Bureaucratics 13- 15 Combat Skill Levels: +3 to DCV 3 Computer Programming 13- 3 Conversation 13- 3 Criminology 13- 3 Deduction 13- 3 High Society 13- 3 KS: The mind 13- 3 KS: Philosophy 13- 3 Oratory 13- 3 Persuasion 13- 3 PS: Therapist and psychologist 13- 3 SCI: Psychology 13- 6 Perk: Computer Link, NCIC records and other criminal databases 3 Perk: Federal/national police powers --- 60 Skills and Perks Total 10 Mental Defense: 10 -0 Personal Immunity/does not defend against her own power 10 Mental Defense: 15 -1/2 Linked: to Telepathy -0 Personal Immunity/does not defend against her own power 77 Mental Illusions: 20d6 (250 AP) +1 Area Effect: Radius +1/2 Reduced END (0) +0 Standard Effect (60) -1/2 Linked: to Telepathy -1/2 No Range (guaranteed to affect her as well) -1 No Conscious Control: only to project received thoughts -1/4 Stops Working If Knocked Out 111 Telepathy: 20d6 (250 AP) +1 Area Effect: Radius +1/2 Reduced END (0) +0 Standard Effect (60) -1/2 No Range (guaranteed to affect her as well) -1/2 Receive Only -1/4 Stops Working If Knocked Out --- 208 Powers Total -20 DNPC: Adopted daughter (Incompetent, 11-) -20 Hunted: PSI (As powerful, PC is public, 11-, Harsh) -10 PhysLim: Distractable by low-level, constant telepathic "noise" (Frequent, Slight) -15 PsyLim: Addiction to periodic telepathic contact with a friendly mind (Uncommon, Total) -10 PsyLim: Compassionate do-gooder and wish-granter (Common, Moderate) -15 PsyLim: Devoted to children (Common, Strong) -10 PsyLim: Reserved, professional around adults (Common, Moderate) -20 Social Lim: FBI Metahuman task force position (14-, Major risk) -10 Vulnerability: x1.5 vs. PRE Attacks (Common) NOTE: "cooperate with the attacker to avoid danger" mindset, along with reservations about coming into conflict with powerful and hostile minds. -20 Watched: by superiors (more powerful, NCI, 14-, Watched) --- 150 Disadvantages Total Background Information: Gestalt is a member of a special "super control" task force operated by the FBI. Besides being a practicing criminologist and psychologist, she is sometimes called upon to use her powers directly. She was hired by the FBI following their discovery of her ability, and was provided schooling in psychology at their expense. Aside from her professional skills she has an interest in philosophy, including many Eastern belief systems, and she is an amateur practitioner of the Zen Buddhism techniques of meditation. This character is essentially a special-purpose NPC; a more detailed background is possible if she finds herself taking an active part in a campaign. Powers: Gestalt has the ability to bring everyone in an area centered around herself into a "psycho-projection" state, where their thoughts, memories and subconscious feelings are made manifest. The power affects her as equally as it does everyone around her, although she can choose the level at which she will "probe". Because of the dangers inherent in bringing to reality the thoughts and wishes of everyone in the area, she prefers not to use this power when she can help it. Nevertheless it acts as a potent power for her job. Sorry, no HDC file - I do not own the program.
  17. Mystic suggestion: the Summoner I don't have time (inclination?) to work up a full sheet at the moment, but here's a character I think could fit the bill: a summoner, with Gate-type Extradimensional Movement and hefty Summons powers. No other major inherent powers, although certain minor magics are possible. Beyond the cast of extradimensional henchthings and weird combatants this sort of person could throw at a party, the possibility of having your PCs gated into a very alien world, and having to negotiate (or fight) their way back home exists. A radical change of pace for some campaigns, the magic equivalent of being stranded on a deserted island, and lacking Flight powers.. If the Summoner is the only Terran human the powers of these other worlds know, he may have provided them with some very slanted information, and by showing their current "hosts" the truth, the party might be able to break him of his power and defeat him.
  18. Heroic Death and Cosmic Chance For a "cinematic" feel, here's the house rule that I tend to use for such situations: If the dice say you die, and it doesn't feel right, you don't - you're knocked unconscious, or you shrug off the damage, or whatever. However, your number is up. Your character is basically fated to die, and soon. You have an indefinite, but very short, amount of time to wrap up your character's remaining plot threads, after which your character will die in some fashion. Usually the exact manner of their death will be appropriate to the character's personality and history, and sometimes you can hit up players for suggestions.
  19. It's also a very few points away from being a full-blown Gate power, whereas the Indirect is basically fixed However, that's beyond the scope of the question, which was "so how do these things stack up?" Given the special effects of the Indirect, it most certainly qualifies for Missile Reflection vulnerability and other issues. But that's part of any power you buy
  20. I think the important distinction in the FAQ is between CSLs with a WEAPON (or something like it, such as a Hand Attack) and CSLs with a MANEUVER (or set of them). For example, I can buy my 2-point "Broadswords" CSL. With a broadsword (only), I can apply the CSL to any maneuver I make, as long as it's with that weapon, and if it's otherwise legal (for example, Martial Maneuvers with Weapon Element). Or, I can buy my 3-point "Offensive Strike/Martial Block/Martial Disarm" CSL. I can now apply that CSL to those three maneuvers - barehanded, with my broadsword, or whatever. However, I can't apply it to any other maneuvers. Or I can buy my 5-point "Hand to Hand" CSL, which can be applied any which way. For characters who want a 2-point CSL that can be applied to most common maneuvers, I would allow something like "CSL: Fists & Feet". If the character had a style that used both armed and unarmed attacks (like most mature Asian forms), I'd make them go with the 3-point CSL.
  21. Re: Naked advantage - abusive? To use the example I posted about, "Gungate" is built as a Naked Advantage, Indirect (+3/4) on up to 60 Active Points of powers at a time (generally firearms), coming to 45 active points on its own. It's modified with Costs END (-1/2) for a real cost of 30 points. This Indirect ability can be applied to up to 60 AP of RKA (only!). To compare pricing, then, let's buy this as a regular Gate-Teleport: 10" (20 points) plus AOE (one hex) +1/2, Usable By Others +1/4, Continuous +1, Gate -1/2, Only for shooting guns -1/4. 55 AP, 31 real points. Given that this "real" teleport is only one point more, in terms of point cost at least, this particular Naked Advantage is hopefully balanced. [Note that I used Usable By Others, rather than On Others, because of the limited functionality of the power] Built as a Teleport with Gate, this power could easily be put into a Multipower for the point break, whereas a Naked Advantage could not be (without GM permission).
  22. I'm building a power called "Gungate", which consists of a "naked" Indirect advantage that can be applied to up to N Active Points of firearms, allowing them to be fired through briefly-open teleportation gates. I want to add a couple of Combat Skill Levels, to represent the sort of "perpetual surprise" bonus that comes from a weapon that can open up on you from ANYWHERE. Is this a valid 3-point CSL?
  23. Re: Cyberempathy A lot of people are VERY touchy about allowing skills through a VPP. My own house-rule as GM is that any VPP that can generate skills, must generate ONLY skills - no powers, advantaged skills, or anything else. Another approach, and probably somewhat expensive, is to buy a basic skill level in things like Combat Driving, Systems Operation, and so forth, then buy several Overall Levels with some hefty limitations. If your GM allows you to buy Skill Levels that can be shifted "on the fly" to cover various Transport Fams and Weapon Fams, that would be a nice touch.
  24. This would be the guy who at one point was moving planets around and travelling in time, right? I'll consider my 200+150 PC somewhat less capable, overall That way the GM won't break out Superman-sized bad guys for me
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