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Demonsong

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Posts posted by Demonsong

  1. Re: Best way to represent a Psionic Symbiote. Help!

     

    I had not considered Duplication. Intriguing.

     

    The Duplication Option...

     

    Duplication (creates 400-point form)

    -Cannot Recombine (-0) **The Nine Headed Hydra example in the side bar of 6E1 204

    -Altered Duplicates (100%; +1)

    -Feedback (All Duplicates Take Damage When Struck; -1)

    -Always On (-1/2)

    -160 Active Points

    -64 Real Cost

     

    If you used a Follower, could you still use the Feedback Limitation to represent the fact that they are linked?

     

     

    Thanks for your time!

  2. I think I have hurt my brain with this one. :straight:

     

    The concept:

     

    An above average Street Samurai (think Shadow Run or Cyber Punk) breaks in to the big leagues when he bonds with a Psionic Symbiote. Boom... instant super hero. He runs around with a submachine gun and a few grenades fighting with his speed of 4. While this is going on the Symbiote also fights at the same time with its average Psionic Multi-Power and Telekinetic Force Field protecting them both.

     

    The Symbiote is light blue colored creature with a long tail that wraps around the neck and is permanently attached to the spine at the base of the neck at the back.

     

    So far I have come up with several ways to represent the Symbiote fighting. But which one is most appropriate is beyond me. Any input it welcome.

     

    1) Put a +1/2 Trigger (0 Phase to activate, 0 Phase to reset, Goes off of the beginning each of his Phases) on the Psionic Multi-Power. Not sure if you could apply (Character does not control activation of personal Trigger) to represent the Symbiote controlling the power or not; to represent it protecting its host?

     

    2) Buy an extra Speed of +4 (for a total speed of 8) with the disadvantage -1 Only to make a single half-phase psionic attack. (This is my lest favorite. It just doesn't feel right)

     

    3) A Follower of some kind. But I am not sure how appropriate his would be. I don't want it to look like a cheap way to lower the cost of powers. And to be honest I am not sure exactly how to go about it. The problem is that from a concept point of view I think this one is the closest.

     

    4) Just use the Multi-Attack Maneuver and buy off the penalties. So he can shoot his SMG and then Mind Blast some one.

     

    Thanks all,

  3. Re: Green Goblin Jet Boarding Questions.

     

    Zed-

     

    Hummm… Well I guess I can see your point. I have never seen a G.M. ever make a character make a DEX check to keep from loosing an OAF Focus when knocked back. But it is certainly not out side the realm of reason. I would just think that if such a house rule were to be used, that it would need to be used on all OAF Focus’s and not just a hover board because of its special effect.

     

    Cool.

  4. Re: Green Goblin Jet Boarding Questions.

     

    Good Stuff Zed, I agree with your last two points but I am confused about the first.

     

    “-- You get knocked off the board but the board flies back to where you can land on it, can be done via OIF focus. (This won't work if it's OAF -- in that case, if you fall, you fall.)”

     

    Normally you don’t loose an OAF Focus if you take knock back. Right?

     

    Thanks,

     

    **Edit**

     

    That would certainly work as well Checkmate, but I am not sure that is the effect I am looking for. I will keep it in mind thought.

     

    Thanks

  5. Hello All,

     

    So I went and saw Spider-Man 3. It was ok, but overall I was disappointed. However I have always loved the Green Goblins Jet Board (the one in the first movie looked the best if you ask me). Any way I am trying to figure out how to work it out in Hero and I am having problems with it. So I am hoping some of you Hero System masters out there can help me out. :)

     

    The basic board is simple, flight with –1 OAF, and either 0 END or a Fuel Charge. But how would you…

     

    1- Simulate the fact that you could potentially get knocked off it?

     

    Just call it a special effect. When you get hit by knock back and actually hit something the board just fly’s itself back to you on autopilot? So its not a real penalty at all?

     

    2- Make it come back to you, via remote control if it gets taken away?

     

    Flight with a zero action trigger, Usable as an attack (Jet Board only), only to return to owner?

     

    3- Attack people with its blades when you are not on it, via remote control?

     

    An indirect attack with a starting location being where ever the board is at? And how would that work that when you don’t have the Focus.

     

    Should I be making a vehicle here and not a focus? I don’t know, but a vehicle just doesn’t sound right. Can any one give me any hints? I don’t own the ultimate vehicle, because I generally don’t use vehicles in my super hero games.

     

    Thanks a lot,

  6. Two Duplication effects questions?

     

    1)A character that has powers (and Stats increases) that only work while

    duplicated would this be a -1/4 limitation or a -1/2? By the letter of the book

    it would seem to me that is should be a -1/2 Limitation but that might be a

    little much. I am looking for personal thoughts and a direct rules clarification

    here.

     

    2) Said character (and his duplicate) are in a battle and one of the bad guys

    uses a drain on the primaries duplication power. So technically the duplication

    doesn't have enough point for the power to work. What does this mean? Obviously the power can not be activated so no new duplicates can be made. What about the duplicate that is all ready out there. I would assume that nothing happens. However it could be argued that the two would recombine because the power no longer works? But, if you go that road the character could by 1D6 Drain Duplication(-1/2 Self only) as a super cheap ranges remerge. Am I making any since at all? lol

     

    Thanks

     

    Demonsong

  7. Re: Summon Robots?

     

    Also, this is a 150 active point power; your GM may have point limits set. Ask him.

     

     

    Not necessary because I am the GM :)

     

    I just like to be fair and equal about things and not use or do things in my campaign that I would not let players do....well most of the time.

     

     

    I would also point out that you can't have OAF if you are summoning - just wrong. An OAF can be taken away and access to the powers prevented with a grab. Now you could grab a 300 point robot wolf, but that doesn't stop it working....

     

     

    OAF means it can be grabbed. Basically, any interruption over the whole extra time period will void the summon, and you have to start again from scratch (ie another 8 days). At -1. the expendable focus (which vanishes after each power use) is unique or extraordinarily rare, costs a fortune or is extremely dangerous to obtain. It's not something you will reliably have access to.I would suggest the focus is not Expendable, but rather Immobile.

     

     

    It is taken directly out of Summoning spells in Fantasy Hero. If it is so wrong why is Steve using it in his books? I take too mean you need these items to accomplish the action of summoning and that the items are expended in the processes. I am simply looking for the best, most accurate way to do this; points cost is not an issue because I am the GM.

     

     

    Also it seems to me that you are buying followers, not summoned creatures, as, from your description, they are basically there all the time, and it seems to fir the concept better.

     

     

    As I stated about I am going of the Necromancy Summoning spells from fantasy hero because they are basically the concept I am going for. Summon a few skeleton minions (or Robot Minions) watch them get stomped in to the ground. And then go home and summon (make) more.

     

     

    I am looking at this like a modern-day necromancer, if you take my meaning.

     

     

    Note that, sooner or later, some villain will destroy your lab (which you paid points for in your base, right?), creating larger time delays or other inconveniences.

     

     

    Yes he paid for his well-hidden lab.

     

     

    One question (and not a rules one): do you have a justification for only being able to build 4 robots? I mean, if you could build the whole thing from scratch you'd keep spare bodies about, surely? Perhaps the bodies can be rebuilt, but the cybernetic brains are experimental tech you didn't build and can't easily reproduce or replace...that could save you a few points in construction...

     

     

    Not really, more than 4 sounded overpowered. Not that the power wasn't over powered to begin with.

     

    Good suff all...Thanks!

     

    Demonsong

  8. Summon Robots?

     

    I am making a super high tech character for a supers campaign with 4 robots companions, 3 robots wolves and 1 robot eagle. 1 wolf will stay at his small hidden base as a sort of guard dog and a replacement, and the other 2 wolves and eagle will accompany him. Now these robots are not super powerful, 10 body for the wolves 8 body for the eagle with 8-10 points of resistant defense; with attacks in the 2-3D6 killing range. I have every expectation that these robots are going to be destroyed on a semi-regular basis. So I am thinking that making them followers is not the way to go, as I will lose the character points for them when they die. So I thought I would steal the idea of summoning skeletons and zombies from Fantasy Hero and make the (+1) Slavishly Loyal Summoned creatures with the disadvantages of -2 OAF Expendable- Requires expensive equipment and workshop to build, and -4.5 Extra Time- 8Days (2 days per robot). Making the whole power look like this…

     

    Summon 300-point robots (60 point)

    X4 of them (+10 points)

    Limited group 3 wolves and 1 eagle (+5)

    +1 Slavishly Loyal Summoned

    -2 OAF Expendable- requires expensive equipment and workshop to build

    -4.5 Extra Time- 8 days (2 days per robot)

    150pts active

    20pts real cost

     

    What do you think?

     

    Would you allow this in you supers campaign?

     

    Is there a better way to do this? I was thinking about followers with some type of regeneration/resurrection with a limitation that they must be rebuilt, but it just didn’t feel right.

     

    As a side note all of the robots and the main character have the same DEX and SPD to help keep book keeping to a minimum.

     

    Thanks for your input.

     

    Demonsong

  9. Ok, if a character is knocked down they must spend half a phase standing up. There is no skill that allows some one to stand up as a zero phase action. If you have flight or teleport you can spend 5 points for position shift and stand as a zero phase action, but characters with running can not buy position shift because it is not an extraordinary movement power. Is this correct or am I on drugs again?

     

    What about character that have a character concept that it just makes since to have this power? Martial artist that can Kip-up, Cat (or other animal) based characters that should be able to jump up in a flash, Speedsters with insane amounts of running? Do you buy 1†in flight with position shift -0 only for standing?

     

    Thanks

  10. Re: ... and pass me the ammunition.

     

    I think I an going to have to disagree with Lightray here. A recoverable charge is recoveraable in combat.

     

     

    I am currently leaning towards simply ruling the carrier as a suitable location to restore charges, much the same way as a base.

     

    That is how I would do it and that is how it looks like it is done in Star Hero.

     

    Later

  11. 4 Arms and punching alot. What do you like?

     

    Ok, I am building a Brick with 4 arms (multiple limbs +1/4 Inherent = 6 points) and I want him to be able to punch multiple times every times with every attacks. So the simplest and best (IMO) way to do it is to buy +1/4 Auto Fire X3 with up to 12D6 for 15 points. Obviously his STR is 60. And this will cost 6 +1+1+1 = 9 Endurance per attack (that 3 punches because you only pay for STR use once). Unless I am missing something…. Again:)

     

    That works for me but is it cool with every one else? Some people don’t like naked advantages on Strength.

     

    There are 3 other options I have found the 1st is to buy the Hand-to-Hand Power. 6D6 Hand-To-Hand +1/4 Auto Fire X3 for 37 points. Same effect but it cost a lot more in points and endurance. Endurance cost is 3+4+4+4 =15.

     

    Or I could buy rapid attack and a lot of PSL to buy off the -2 penalties on the second and third punch. But that 1/2's his already low DCV from 5 to 3. And some how just doesn’t feel right because then his ability is based on skill and not the fact that he has four arms.

     

    And the last method is to by increased speed with a -1/2 Only for punching. Now I think it is just too expensive and dose not create the effect I am looking for.

     

    So did I miss something?

     

    What do you like the best?

     

    Thanks

  12. Ok I want to make a 3 headed character according to the rules that is a duplication thing. But there are just so many things that are not covered in the book. I just don’t know where to start. Has any one done this? Could you post your character or you understanding of the rules please? I looked up the hydra in the beastiary, but it really doesn’t answer the questions.

     

    How does combat damage work?

     

    What if one head is killed?

     

    What powers have to be duplicated in all forms?

     

    The hydra only has regeneration in one form so it doesn’t work for the heads?

     

    Any thing any one has to add would be helpful and I would be thankful.

     

    Demonsong

  13. What is the average attack and defense in your super’s campaign?

     

    I am looking for a mythical average and as long as where at it lets cover all the bases?

     

    Minimum-Average-Maximum

     

    If no set limits just guess ;)

     

    For….

     

    1- D6 Normal Damage:

     

    2- Killing Attacks:

     

    3- PD/PDr (ED/EDr):

     

    4- Mental Defense:

     

    5- Other Special Defenses:

     

    I tend to make all my characters have high defenses and I was just curious how lopsided I was. :)

     

    Thanks

     

    Demonsong

  14. Side Effects that cause damage?

     

    I am building a character that has problems controlling his powers. On a failed activation roll he takes damage and his powers burn him. But I am not totally clear on taking damage from side effects. Say a -1/2 limitation on a 60 point multi-power. That’s 30 points in side effects on a failed activation. Now damage is direct to the character no defenses so do you buy the damage from the side effect with the appropriate advantages.?

     

    2D6 Normal

    +1 NND

    +1 Does body

    =30pts

     

    I can’t imagine that damage would go strait through defense and cost normal. If that was the case them it would have to be 6D6 damage direct every time he failed an activation. Ouch.

     

    So how does it work?

     

    Thanks

  15. I am confusing my self! Suppress PDr?

     

     

    Ok I am creating a mutant light tank that can create fields of energy that can weaken or strengthen people and objects. See my thread on multi-power attacks. Any way I am mainly looking at STR and PDr. Now STR is easy and strait forward. But PDr is twisting my mind. The problem is that there are lots of kinds of PDr: force fields, armor, damage resistance, and what about item DEF. I want to be able to weaken (or strengthen) vault doors and the front armor on a tank.

     

    -As long as we are taking about DEF, can I lower just the PDr side of DEF or do I have to lower the whole DEF of the object?

     

    -Can I just define the drain or suppress as lowing PDr and assume it is what ever the highest PDr source is? No I don’t think that would work.

     

    -Would a simple +1/4 variable advantage any PDr one at a time work?

     

    As always thanks.

     

    Demonsong

  16. How do people feel about multi-power attacks?

     

    Do you use them?

     

    Does your GM let you use them?

     

    Do you think they are broken?

     

    Do you have a character that, if not built around one, is perfect for one?

     

    The reason I ask is because I am toying with a character design built around a multi-power attack. Basically a Minor brick with a STR of 40 and a 60pt multi-power with several adjustment powers. His prime move will be a punch & STR Drain. And befor I spent a bunch of time working the concept through to the end I figured I would ask people opinions.

     

     

    Thanks

  17. Re: Can you link an attack to a multi-power?

     

    First things first -- consider buying this without the Linked Disadvantage if you can afford to. You can definitely use a multiple-power attack with that Entangle and every slot in that multipower. I have a player right now with a similar construct for his darkness powers. Your construct doesn't violate any of the MPA restrictions (pg 234) so you're clear.

     

    Good call! Could you slap a -1/4 only works with multi power attacks from multi-power limitation on it?

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