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SuperGuy

HERO Member
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About SuperGuy

  • Birthday 02/06/1969

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  • Biography
    Single and looking for love... Is there a match.com for geeks? Anyway, I'm content with "singleness" and am not that much of a geek... yes I play games and yes I'm a computer programmer and yes I collect "things" but overall I am fairly normal.
  • Occupation
    Programming for internet sales and marketing for home improvement, not porn

SuperGuy's Achievements

  1. Re: Need help with Enhanced Senses and Megascale I typically buy images with a power for senses so others can see, but it could also be defined with the focus's special effect as a viewing station. OAF Bulky, anyone can use... thus, there is a screen already.
  2. Re: Haymaker out of combat Quick Question(s)... Can you haymaker a STR Roll to break out an Entangle? How about an EGO roll to break out of an EGO entangle? Or are they more like skill checks?
  3. Re: I'm in charge! 175pt 8.5 billion followers (50/50)... That'll be good until about 2024, then you'll have to spend another 5pts to double it.
  4. Re: Haymaker out of combat I suppose if you need a reason or a penalty to throw a haymaker out of combat, then I guess the closest thing to compare it to would be extra effort or "pushing". Make the pc do an ego roll or something else to motivate them to throw caution to the wind. Haymakering a wall would be a little less tempting if you treat it like an uncontrolled move through (giving the possibility of serious backlash damage) Really, the GM should discourage pushing and haymakers whenever possible. It's just the PC trying to get extra points they didn't pay for, but I'm all for it for dramatic effect and when it counts. Speaking of which and on a side note: Passing Strike = broken; Flying Dodge = broken; MPA w/MA = broken (though not realized by most). Imagine the passing strike, KS, Nerve Strike and Martial Throw all in one attack... eww. Honestly, most PCs are affraid to try it and GMs have to go the book when it's done.
  5. Re: Slow recharge rate? Thanks for finding that. That's all I was trying to say. Although, I didn't think it necessary to reduce the limitation, unless for example, your weapon only works in Hero Id and you just changed in to your hero id and need to use your weapon immediately.
  6. Re: What is the best way to build this? I just read Blazing away. With a six shooter, why bother unless you have really lucky dice... "When blazing away, the character makes one attack roll for each attack fired, but he hits his target only if he rolls a 3 (this number cannot be imporved with Combat Skill Levels, Combat Modifiers, or any other method). You should just add another slot to your multipower and call is Blazing Away, give it an 8- activation, clip is emptied, variable special effect limited to ammo, random effect. The maneuver is good for 2 things, neither depending on the ammo you're shooting... Added presence for an extremely violent action and emptying your clip. Rapid fire is tricky. My question is how you define your multi. Do you say, the first bullet is blah and the second is blah... or can you chose which comes out. If the bullet comes out in a random order, say a variable special effect for each charge in the multi (the multi having the charges and not the slots) then switching slots is not a problem. Since the maneuver is defined by using multiple charges and if each charge is random. Actually, charges kind of overrule the multi-slot rule... when changing slots the other power is turned off, unless its a charge... blah blah blah... Plus, the maneuver itself overrides the action phase. Normally you can only shoot 1 power once. Being able to shoot multiple times with this maneuver, why not use different slots in the multi for each shot or charge. There nothing saying you can't with this manuever. It's really all about the special effect in this case, and special effect overrides many rules. I would make a multi power with 6ch many clips (representing the gun chamber) and clip charges must be defined and have each slot have charges (representing all the bullets in your possession). I would add requires a skill roll to chose slot based on clip load. You wouldn't be able to chose your shots for the rapid fire because you won't be able to make a skill roll during the maneuver. Unfortunately, you're not going to find a rule for every possible situation in the Hero book... but they try.
  7. Re: Slow recharge rate? Depending on the special effect, I think extra time is what you're looking for. The book goes on about powers that require an attack roll and an attack can't be made until the specified time has passed. I would use this limitation for a weapon that needs to power up. The first shot will be immediate (assuming you turned the gun on this morning), but the second shot will be limited by the extra time you bought. I would do the crew served differently though. 1 recoverable charge. The book says you can't really recover charges in combat (unless you have a nice GM) but if you or the team is willing to "leave" combat, like spending 1 Turn to access an OIF (like removing someone's armor), then that seems reasonable to me if you state that being the terms of your recovery. You can always borrow the healing mod, Decreased re-use duration and haggle over the advantage to be applied. I'd say combat is over usually after 1 Turn so using 1 minute as the base time, buy it down to +1/4 for a Turn.
  8. Re: Inflicting Mental Commands on Yourself Skip the computer completely, just buy extra stun, only to go home and does not effect recovery rate. Use your normal movement with a detect home, megascaled, telescopic to offset some distance penalties.
  9. Re: Absorption As A Defense My only question is, after you absorb your max for the segement, does the defense still apply to additional attacks. My first thought is, Yes.
  10. Okay, Red Rocket with 30" of Flight x64 NCM is grabbed by Brick House who has 6 levels of denisity increase x64 a normal human. What happens when Red Rocket tries to fly away? Side Note: Red Rocket isn't very strong and Brick House is really strong. 1: Does the weight of Brick House compete with the flight, like bracing flight vs flight? 2: Is it possible that Brick House could loose his grip with Red Rocket trying to use the "Strength" of his flight vs the Grab? 3: Can Red Rocket use his NCM to try and escape? (assuming he could use full NCM instantly) 4: Will Brick House simply rip Red Rocket's legs off? (applying damage to Red Rocket as if a move through without moving the target?) Not significant to the questions, but this was all spurred by a very big and nasty NPC who suddenly found himself floating in space due a character with high NCM flight and a character who grappled them both.
  11. That's a pretty powerful object for fantasy hero. I think you should punish the user a little more for using it. Say a SE( xd6 STUN drain, gradual effect 1 day) At a 4d6 (40 AP) 12 points of stun are lost for the day (say 1 every 2 hours)... no big deal. The user will notice the 1 point of stun and may feel inclined to use the object multiple times (let's say 4 more). That will be 60 STUN lost for the day, and in normal fanstasy about 30 stun, the character will fall unconscious after 12 hours and won't wake until a little more than another 12 hours (24 hours after the power was used first, the PC will recover the first 12 then another 12 after the second use... and so on until the character has STUN to be conscious) I suppose they could use magical healing to wake him, but I would institue a fade rate because the object is still effecting him. So, if he has lost 10 STUN before he gets worried, the cleric heals him up to full. He'll loses 5 points at the end of the turn and another the next turn. Like with poison, you have to remove it. I'd say if the crystal ball is more than 4" away for 2 hours, he'll recover normally. Also a dispel magic could work, if cast on the crystal ball... to turn it off. But leave all that for them to figure out. None of this is particularly bad, but would be motivation enough to think twice in using it. As for the scrying stuff, maybe give the one unconscious the feeling of being watched when unconscious due to the effects of the crystal ball. I doubt it will happen often, but I'm sure it will. I'd change the object too. Crystal ball screams, I'm scrying on you. How about a crystal wand?
  12. I have a question. Does he only get his Stun back when "punched" or attacked with physical force, not energy damage. If so, then depending of frameworks this is what you might want to do: absorption xd6 -> STUN(2/3) Absorption(1/3). You still can't absorb more than xd6 stun in a phase, but it would have no cap.
  13. Here's 2 things I'm curious about. The use of gradual effect and drain. Let's say there's a 6d6 stun drain that does 20 points that takes effect over 1 minute. The GM drain's 4 points immediately, segment 3 and then 4 points every turn on segment 3. With 5 points of power defense, the target takes nothing right away, but will take 3 points of drain on the next segement 3, correct? On post segment 12, does the target recover those 3 points, or does he start recovery post segement 12 after the full 20 points have been done? I'd say he'd have to wait. Second, the use of penalty skill levels and autofire. My group has found it usefull to buy autofire(10) and buy PSL -8 w/autofire. I noticed in HD v2 RC2 that autofire psl aren't listed. Is that because they're not allowed (normally) or can you just buy psl's with a single attack and not worry about where the penalties are coming from? I know you can't (range penalty is different than Hit location - but can you buy psl's that don't care where the penalties are coming from. +xOCV (5pt levels) only to offset penalties with weapon "Smart Gun"(-1)?)
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