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Maccabe

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Posts posted by Maccabe

  1. You failed to mention which edition you wanted to use, however in CHAMPIONS COMPLETE they have INVISIBILITY with a limitation;ONLY WHEN NOT ATTACKING (-1/2 Lim) maybe a version of that would help??

     

    Or maybe even MIND CONTROL; " Do not attack me"

  2. Re: Outside the Box powers

     

    I don't see how that special effect matches up with the mechanics at all.

     

    Here's how it goes; Suppose you are in a 10x10 room with someone, a guard say. Now with a normal FLASH you would make it so the guard couldn't see ANYTHING. Now restrict that blindness to just the sight of the character. She is standing in front of you and you can't see her for a number of segments equal to the FLASH. You can still see the room, walls , floor etc but not her, all is normal. By the time the Flash wears off she is long gone and you don't recall seeing her there at all.

  3. Re: Outside the Box powers

     

    Works until the flash wears off. Then what?

     

    She walks up to a guard, uses BLACK-OUT, he forgets he saw her, she then walks past him.

    By the time the Flash wears off she is long gone and the guard doesn't remember ever seeing her.

  4. Re: Stage Magic as Powers

     

    I built a character who was a stage magician, I wrote it up as;

    IMAGES:Sight and Normal Hearing, Area Effect, +/- 3 PER rolls, Alterable Size, Extra Time [1 Minute, Only to activate]

     

    You might also consider: Super- Skill: Ultimate Illusionist;

    Mental Illusions, Area Effect, Only to simulate Stage Magic Tricks, Must have reasonable explanation as to how the trick works, Extra Time, RSR: Master Illusionist, Does not work on those who practice/study stage magic, Does not provide Mental Awareness.

  5. Re: Daredevil

     

    GURPS has a Daredevil advantage. You could look at how that is constructed and work out any limitation value. I often compare the two systems to try and figure it out. GURPS LITE is available for free.

     

    In GURPS 3rd it's 15 points. The write-up says basically that; It is a version of LUCK, fortune seems to smile on you when you take risks. Any time you take an unnecessary risk [GM's option] you get a +1 to all skill rolls etc.....

     

    IMHO most PC's wouldn't mind doing "risky" things and this is just showing off : +10 PRE

  6. Re: Public vs. Secret Identity

     

    Over the course of time it's changed. In the first incarnation of Champions Public Id was 10 pts and Secret Id was 15 pts. It seemed like you could "go Public" by reducing it by 5 pts. By the time FRED arrived they were equal in points and the idea of Famous came along. Now with 6th you could have either but it would never come into play, take no complication thus it was almost a matter of trivia.

    Each of us may prefer one or the other but in the end how it's handled is up to the Game Master.

  7. Re: Justice League of America

     

    Wouldn't Fearlessness be better represented by a boost in PRE' date=' only to defend against Fear?[/quote']

     

    I checked Fantasy Hero, it's written as {Power Defense [20 pts] + Mental Defense [ 20 pts+ Ego/5]} Only to resist Fear (-2 lim)

  8. Re: World with superheroes - Only one power set?

     

    Actually the old VISIONAIRES comic book contained heroes & villians who all had the same power-Shapeshift. In the television series is was more of a Multiform thing though. In either case it was just that there was a variety of "animals" that each group contained. So all the characters would have the same "power" but differences in specifics.

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