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torgo

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Everything posted by torgo

  1. Re: How would you build this "enchant" power If you check the Rules Forum you'll see that I asked Steve this very question. The answer was that aid needs to be bought for each power seperately. RKA is not the same as HKA which in turn is not the same as HA, and thus the aid needs to be purchased for each. But thanks for the thoughts and reply.
  2. Re: How would you build this "enchant" power
  3. ...in regards to Aid? If I want to aid a killing attack, do I have to buy the aid twice if I want it to effect both ranged and hand-to-hand killing attacks?
  4. I have a player who wants to be able to add damage to anyone's weapon (15 active points worth) and continue to add damage as long as he keeps paying END. The tricky part here is that he wants it to be ANY weapon (well, at least any traditional weapon like a sword, a club, or an arrow) and different weapons do different types of damage. I have suggested he buy it as a multipower with several versions of succor using the standard effect rule, and since succor, as per the FAQ, has no maximum as Aid does, a small limitaion to stop multiple succors to the same weapon. What do you all think? Is this valid? is there a better way of dealing with this? Have I left anything out? 14 Enchant Weapon: Multipower, 25-point reserve, (25 Active Points); all slots OIF (object of opportunity: any weapon; -1/2), Limited Power (No multiple applications; -1/4) 1u 1) Succor HA 5d6 (standard effect: 15 points) (25 Active Points) 1u 2) Succor HKA 5d6 (standard effect: 15 points) (25 Active Points) 1u 3) Succor RKA 5d6 (standard effect: 15 points) (25 Active Points)
  5. Which one takes priority? If a chracter is under the effect of Berserker Fury as written in FH, and is Struck with fear (PRE Drain) so that his PRE is reduced below zero, does the character run away if he fails a PRE roll, or does he still attack the nearest moving thing? Does the order in which the two are applied make any difference? For example let's say the fear is what triggered a Berserker Fury. As always, thankseversomuchinadvance!
  6. is the range of damage for a 1d6-1 attack 1-5 (like the stun multiplier for a KA) or 0-5?
  7. why are these both 10 ponts/the same damage class? 1/2d6 does 1-3 while 1d6-1 does 1-5. Whats up with that? Why would you ever choose to take a half die as opposed to the clearly better 1d6-1 for the same cost?
  8. Ok, sorry, Fred actually answered most of my grab questions. I'm bad and wrong. The only thing that now seems weird to me is... the grabber (of one limb) is at half DCV (generally). The grabee is at -3 to hit the grabber. Is the grabber at half DCV against the grabee? example: character A (CV 4) does a grappling block on character B (CV 4) and succeeds. Barring any skill levels B tries to attack A with his free hand. B will hit on 10-. 11+(4-3)-(4/2) Please disregard my previous barrage of pointless questions (unless you feel some of them are not pointless )
  9. What about adding +1 DEF on a activation roll of 8- for studded variants of leather armors, for those that like it regardless of historical accuracy? After all, lots of things in the fantasy genre are not historically accurate. ...Before Martin Luther can nail his Ninety-Five Theses to the door of the Wittenberg Church and start the Reformation he is struck with a Magic Missile? Huh?
  10. So now I have an opponent grabbed by one arm. Are we both free to attack each other with our free arms? Am I at half DCV (standard grab penalty) but do not have to roll to attack my opponent (also standard grab rule)? Or does the "no new attack roll" rule only apply to squeezing. If so, is my grabbed opponent at half DCV against me? Does my grabbed opponent get to attack me? If so, Since I am at half DCV for grabbing someone this puts my grabbed attacker at an advantage. Is there no penalty for my oppnent to hit me? At this point I would have to wonder why I would ever use this maneuver as it would be tactically disadvantageous. Am I missing something? thanks.
  11. I've looked in the FAQ, Fred, UMA and FH but can't find anywhere where it says exactly what the combat modifiers are for grabbing one limb, and having one limb grabbed. I hold my phase and wait for my opponent to attack. As he attacks, I do a Grappling block and succeed. Now I'm holding my oppenents arm with one hand. what are our CV modifiers relative to each other and what are our CV modifiers relative to everyone else? Is this treated, essentially, like a Bind?
  12. this is how I ended up building the summon missile power and the homing missiles themselves. Let me know if there's a better way, or if I've done anything wrong. the summon: Summon 225-point Guided missile, 16 Charges (+0), Amicable Slavishly Devoted (+1) (90 Active Points) The missile: Val Char Cost 0 STR -10 38 DEX 84 0 CON -20 1 BODY -18 14 INT 4 0 EGO 0 0 PRE -10 0 COM -5 0 PD 0 0 ED 0 6 SPD 12 0 REC 0 0 END 0 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 23 Cost Power 45 Automaton (Takes No STUN (loses abilities when takes BODY)) 10 Endurance Reserve (100 END, 0 REC) 56 Killing Attack - Hand-To-Hand 4d6 (vs. ED), Trigger: body damage (Misfire +1/4), Explosion (+1/2), Reduced Endurance 0 END (+1/2), Damage Shield (+1/2), Offensive (+1/4), Continuous (+1) (240 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-2), No STR Bonus (-1/2), Only works with successful move-through (-1/2), Only full effect (-1/4) 12 +6 with Flight 50 Flight 40", Usable Underwater (+1/4) (100 Active Points); No deceleration (-1/2), No Noncombat Movement (-1/4), Only full effect (-1/4) (uses END Reserve) 24 Detect target 16-, Increased Arc of Perception: 360-Degree, Sense, Targeting Sense 5 Infrared Perception Powers Cost: 202 Total Character Cost: 225 Pts. Disadvantage 100 Just a guided missile and all that that implies Disadvantage Points: 100 Base Points: 125
  13. Forgive my ignorance, but I don't know what the USPD is.
  14. I like the summon idea and might actually use it. how would y'all recommend building the summoned missiles?
  15. Actually, there's no need to chime in on the question in my last post. 5E pg 69 column two states in no uncertain terms that maintaining a constant power does not require a 1/2 phase and after the power is activated you may make any action you like, on your next phase, as long as you maintain LoS and pay any appropriate END.
  16. No, I don't believe that's true. I don't think maintaining darkness, or any other continuous power, takes a 1/2 phase. I believe you merely need to keep paying end to maintain the power. Or, in the case of the example above which is bought to 0 END, you just need to maintain LoS, consciousness, and non-stunned status. Anyone know for certain which is true?
  17. That's what I'm looking for. Thanks. There's the balance in the situation.
  18. Darkness or Flash? Why buy any amount of Flash when you could buy: Darkness to Sight Group 1" radius, Personal Immunity (+1/4), Ranged (+1/2), Reduced Endurance 0 END (+1/2), Usable As Attack (+1) For 32 points? I don't understand how someone escapes from this. It seems to me that as long as you make your initial attack roll the target is blind until they leave the range of the attack, in this case 150", leave LoS, or the attacker is knocked out.
  19. To TheEmerged: oops! I typed my previous post while you were responding. so sorry for the repetition
  20. 5E pg 245 states that the targets DCV is halved. Could I not buy personal immunity so that I could see the target? so now we have: Darkness to Sight Group 1" radius, Personal Immunity (+1/4), Ranged (+1/2), Reduced Endurance 0 END (+1/2), Usable As Attack (+1) (32 Active Points)
  21. Why buy any amount of Flash when you could buy: Darkness to Sight Group 1" radius, Ranged (+1/2), Reduced Endurance 0 END (+1/2), Usable As Attack (+1) For 30 points? I don't understand how someone escapes from this. It seems to me that as long as you make your initial attack roll the target is blind until they leave the range of the attack, in this case 150", or the attacker is knocked out. PS I posted this same question in another one of the forums. I hope this is ok. I wanted to get the official ruling and also get individual opinion. Let me know if posting the same question to multiple forums is bad and it will never happen again.
  22. Why buy any amount of Flash when you could buy: Darkness to Sight Group 1" radius, Ranged (+1/2), Reduced Endurance 0 END (+1/2), Usable As Attack (+1) For 30 points? I don't understand how someone escapes from this. It seems to me that as long as you make your initial attack roll the target is blind until they leave the range of the attack, in this case 150"
  23. The rules on Obstacles in 5E p239 do not explain the finer details of this question. Forgive me if this information is eslewhere, I have been unable to find it. Force Boy has a 15 PD Force wall Flyguy is flying at him at 30" attempting to do a moveby or move through. Force Boy aborts and throws up his force wall. Q. #1: Where does Force Boy need to create the wall so that Flyguy will make contact with the wall? Q. #2: What will the damage to Flyguy be for each of these maneuvers? Q. #3: (ok so this is two questions) If different from the answer to Q#2, what would be the effect of just throwing up a force wall in the path of Flyguy while he's travelling at full speed (say 30") while he's not attacking? The book says he can slow down and stop given room to decelerate, but if he can't decelerate and attempts to do a movethrough, will he take 1/2 damage for his movethrough or is the damage limited by the fact that the FW only has 15 DEF? Q. #5: How would he fail to do a movethrough (Fail to hit DCV 3) and how would the damage be calculated if he failed? Thanks so much for answering all the questions on this board. I think it's incredible that someone is out there answering them all.
  24. If I have a 3d6 HKA with explosion and 45 STR, do I get to do a 6d6 explosion? Or do you figure the active points of the str with explosion for the purposes of determining the added STR damage? in this example: 45 STR = 45 active points. 30 * 1.5 (Explosion +1/2) = 45 active points So, would I only get to use 30 points of STR to add 2d6 to the HKA for a total of 5d6? Or since I did not buy explosion for my STR, do I not get to add any STR to this HKA? If this is true, Should I just buy it as an Exploding RKA with no range?
  25. I've read and re-read the FAQ and searched the forums and I still can't find the answer to this question, so my apologies if this has been answered already, if so I missed it, but not for lack of trying. I am also fond of run-on sentences. Anyway... With AoE on STR, the attack roll is easy. It's the damage I'm a little confused about. #1: If I have 50 STR with AoE do I get to apply 10d6 to everyone in the area assuming I hit the target hex? #2: If I grab 4 people in the area do they all fight against a 50 STR for purposes of escaping? #3: How high can I lift someone I've grabbed in the AoE? I'm assuming that an AoE is as tall as it is wide and you could lift up to that height. In the case of a cone AoE that would mean 1" at the target hex, but much higher the farther out you go. In the case of a radius you could lift the radius' height at the target hex and tapering down toward the edges. I guess using some simple trig (radius * sin of the angle) you could calculate the exact height but that seems a little extreme. #4: I'm also assuming you must perform the same actions to everyone in the area. You can't grab some and strike others. Is this correct? Thankseversomuchinadvance.
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