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taenia

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Everything posted by taenia

  1. Re: Experience and multiform The problem with the 5/6 approach that i see, let me know if my math is off, is that the PCs go up by 6 but the forms go up by 5, after 60 exp you have a 10 point difference in power level. I think the 1/5 approach, in which you only spend 1 exp point per 5 earned on multiform to increase the base value, is more on track. If PCs gain 5 exp points, the base form spends 1 to raise his multiform by 1 character point, or 5 points for his forms then everyone goes up at the same rate. The other 4 may got to more forms, or other options but not to increase the form by more than the exp gained by the character. I have played several characters who used multiform as a base and it definitely can make a difference depending on how the gm lets you allocate points. One thing to remember is some multiform builds have some similarities and these should be reflected, so if you decide your character in all your forms learns how to speak Russian, than those 5 points need to cover Russian on all your multiforms.
  2. Re: The "parasite" or "symbiote" alien race I have done a character something like this using multiform. The primary form had a multipower with both a high level telepathic mind control and the other slot was a multiform with a small limitation, requires specific body to activate (like a focus almost) The main form was built to be very small, to represent the crystal in this case and the other was his "possessed body".
  3. Re: Is VPP overpowered/How do you properly use it? VPPs are useful for several archetypes but you can make them viable in combat with 0 phase changes with a few agreed upon restrictions: 1. Prepare most of the powers to be used ahead of time, this lets the GM know what to expect and allows for more rapid game play without wasted time while you calculate points. 2. Make most attacks cost about the same. This allows you to better switch in and out attacks without changing much else, lets the GM know what you will be doing and makes sure you are staying within DC caps for a campaign. 3. Make sure you and your GM know what you can/can't do with the pool. A character with a Green Lantern like pool can create a variety of objects, but mental powers or desolidification don't fit the flavor at all. This way you can prevent surprises when you are creating your power list and limit the "but wait I can make it rain lemonade!" critical ability when its needed. Unless thats what your VPP is supposed to do. I have played several shapechangers with a VPP as their primary power model. It allows you to really describe just how versatile one can be without the GM throwing the book at you when you pull out a unique ability that solves the problem. I especially like it because in the past it has been used to create a variety of effects that saved the lives of innocents that the GM really appreciated. Making yourself a slide by creating a flight powers with usable on others, anyone nearby you control the END cost etc. to allow people to escape from a burning building was one of my personal favorites.
  4. Hi, I am trying to remember where I saw a quick and possibly random set up of stats/powers/skills/complications in one of the 6th edition books, I just can't remember which one. I have Champions The Super Role playing Game 6th edition book and it has one for the different templates like brick, aquatic etc. but I am remembering a different one. Does anyone recall where that was in 6th edition.
  5. Hi, I am trying to remember where I saw a quick and possibly random set up of stats/powers/skills/complications in one of the 6th edition books, I just can't remember which one. I have Champions The Super Role playing Game 6th edition book and it has one for the different templates like brick, aquatic etc. but I am remembering a different one. Does anyone recall where that was in 6th edition.
  6. Hello and thanks for being so helpful and responsive to all our questions. I am building and elastic man type character focusing on grabs especially one handed ones but I still wanted to be able to bind 2 limbs with each grab. I was curious how the one handed grab interacted with a few maneuvers. If i use a regular grab can I do a multi grab and make two attack rolls and grab two limbs, one with each attack? Can I design or use a martial grab maneuver that uses one hand but grabs two limbs? Does martial grab work like this? What if i design a martial grab maneuver that grabs four limbs, can i use this one handed and would it grab 2? 3? all 4? Thanks again
  7. In an early question you explained that you can do Possession with Affects Physcial World Advantage when combined with the projection/merging version of desolidification. You also said that the HSB Ghost was an example of this. Now I wanted to play a superhero in a campaign that was basically a ghost with possession, would that character have to buy desolidification twice, like the ghost, once for his always on version and once for his projection/merging version? Would possession still be the same as the ghost bought it, buying it twice and in that version even though he has always on desolidification? Also if you wanted to then add a body he could possess when he wants but isn't necessary to his survival what would you recommend? My current design concept is to use a multiform with reversion advantage to demonstrate that if that body is stunned/knocked out he reverts to spirit form, still stunned and knocked out.
  8. Re: Damage Negation! Damage Negation represents one of the three steps to defenses, with DN - Regular Defenses - Damage Reduction. Consider a 6d6 Attack vs. 30 points of Def. Damage Negation = 0 Regular Defenses (say 20rPd) 1 Stun No body Damage Reduction 10 stun, 3 body Against a 12d6 attack Damage Negation 21 stun, 6 body Regular Defenses 22 Stun, 0 body Damage Reduction 21 stun, 6 body Against an 18d6 attack Damage Negation 42 stun, 12 body Regular Defenses 43 Stun, 0 body Damage Reduction 31 stun, 9 body Now comparing these, DN only offers a real advantage when dealing with attack that would modify the defense, otherwise you take a lot more body, for a single stun difference. Vs. NND, AVLD or other attacks that ignore or modify a defense it may provide a bigger benefit. Damage Reduction on the other hand really only seems useful at the high level damage, and assuming you have enough other defense to protect against the body damage. Also with similar advantages to DN with regarding to ignoring some or all of your regular defenses. This is how I use them in my campaigns: Trying to represent invulnerability vs. low level damage, for example A Werewolf that is immune to almost everything that isn't silver, imagine 6 DC of DN in a fantasy campaign. In a campaign where the max DC of attacks is limited (like no more than 14 dice) you can create "invulnerability" by using DN. Trying to represent a superheroic system where people get hit for lots of damage but no one ends up in the ER for a couple of weeks, use normal defenses Want to represent ability to take a lot of punishment at the very high levels, combine DR with some normal defenses. The use of DN in damage limited campaigns can allow certain character types to be invulnerable without some really out there methods of creation.
  9. I was curious if you could use shapechange to change into a shape that surrounds another character and prevent them from being hit because you are in the way? I know you can use Barrier plus feedback to turn into a wall but I was looking for something that let them move around like normal, not attack unless its indirect or Mental or something. How could you make that work?
  10. Re: Worst Hero Names (of your campaigns) I was just remembering a bad guy named Doctor Catholic as a bad guy in our League of Offensive Superheroes campaign, he had a group of foes for Capn, the Nunjas with their Nunchaku connected by rosaries and looking like Jesus, hitting you with the power of the lord.
  11. Re: Worst Hero Names (of your campaigns) This will be very offensive so please please take this with a grain of salt. We created a group called the League of Offensive Superheroes: Capn Nigga (i apologize but we were trying to be offensive) - had an extra dimensional affro that he could pull anything from including his Legion of Kung-fu Hos Spic & Span - Mexican hero with border hopping and lettuce picking powers (teleporter whenever he made a portal it had to be across a boundary and when it opened it always looked like the other side of the rio grande Mango - Gay hero, always naked with a censor dot over his privates, could pull small objects from behind it and his power was the ability to focus attention on or away from objects, he could pull out a fireman's cap and everyone would see a fire man, though he would still be naked with just the censor dot, in space he could pull out a space helmet, and space would think he is in a full space suit and not hurt him. Jah-lee, Korean Giant - Korean youth with growth powers, could grow to 6 feet tall. Rabid Rabbi - Jewish Rabbi with legal action and circumcision powers, feared by many supervillains for both sets of powers. Looked like a hassidic jew the size of a professional wrestler. The bad guys were terrible too: The Man, Capn's nemisis he had gravitational powers for keeping people down. Wop & Glo - Spic's nemesis the fight between them was always dirty. Again I apologize for offending anyone.
  12. Re: 4th-6th VPP Question Could you just buy both powers in the VPP but add the -1/2 to -1 limitation, lockout, to each power. Lets assume you have a 60 pt pool and buy a 12d6 EB laser pistol, OAF (60, down to 30) and a Flashlight Images, laser pistol OAF (30 down to 15) Now if you bought it as a MP it would be 60 (OAF) and 2 slots for 3 and 1 point or a total of 34 pts. If you use lockout (-1/2) cant use with images than its 24 for the laser and 12 for the flashlight so thats 36 points, which is close. Granted the more additional powers in the MP you have it quickly becomes too expensive but for a small number of options it could work. You GM could be generous with the lockout and also include the fact thats its one focus and not 2 so if you lose one you lost both, in which case the limitation might go up.
  13. If i activate darkness and then become desolidified does the darkness fail to function or get turned off. The idea is to make a character that can turn into a big cloud, using that combination of power to describe the character, but I am wondering if i activate darkness first then become desolidifed what exactly would happen? Thanks, and I am enjoying 6th edition
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