Jump to content

Armitage

HERO Member
  • Posts

    1,456
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Armitage

  1. Could you apply a -1/4 Limitation to an Adjustment Power for Increased Fade Rate. For example Absorption to END Reserve, Fades 5/Phase. The absorbed points are only available the Phase immediately after the attack and then they're gone, making the Reserve dependent on a constant infput of energy.
  2. You have a Multipower, one of the slots has the Burnout Limitation, and if it burns-out the entire Multipower is rendered useless, e.g. a multi-function gun with a high-power "overload" setting. Would this simply be the Lockout Limitation on the slot or something different since the entire Multipower would be rendered useless for the rest of the adventure?
  3. Re: Water Weight According to Ultimate Brick, a cubic hex of fresh water weighs 6921 kg. Salt water weighs 7169 kg. 41 STR for each. According to Hidden Lands, water pressure is 1 atmosphere to 10 m (5"), +1 atmosphere per +5" or fraction thereof. Humans can withstand up to 10 atmospheres for extended periods without harmful effects. Every atmosphere after that does 1d6 Normal Damage, NND (Life Support: High Pressure), Does BODY per Turn. I would treat it as telekinetically striking the target using the water as a weapon, so base TK damage sounds good. Probably limited to a maximum of 6d6 per Hex of water used, since a hex of water has 6 BODY. Like attacking with any other object.
  4. Re: Best way to make a spider mine? Spider Mine: Energy Blast 8d6, Explosion (+1/2), Trigger (Radio signal or motion within 2"; +1/2), Indirect (Same origin, any direction; Can walk around corners and over rough or metallic barriers; +1/2) (100 Active Points); Extra Time (Extra Phase, Minimum; Travels 4" per Phase and hides at target site; -3/4), 6 Charges (-3/4), IAF (-1/2). Real cost: 33 I can't seem to find it now, but I recall a rule that said an Obvious Focus has x Concealment while an Inobvious Focus has x+4 Concealment, or somehing like that. So I made the mine Inobvious to represent it hiding itself. Edit: Found it in the Combat Handbook and Ultimate Martial Artist. An Inobvious Focus has Concealment 13-.
  5. If you use a Cosmetic Transform to turn a dirty object into a clean version of itself or a Minor Transform to turn a broken object into an intact version of itself, do you need Improved Results Group? The Mon'Dabi Repair Rod (Spacer's Toolkit) and Assemble Machine (UNTIL Superpowers Database) have it. Rapid Repair (Ultimate Speedster) doesn't.
  6. From the Journal of Abnormal Psychology, July 13, 2006 "In the ten years since the Swarm invasion, psychologists have pondered one question more than any other. After the Pulse transformed a small percentage of humanity into the superhumans now known as metas, why did so many of them begin wearing unusual costumes and using their abilities to commit or prevent crimes, living the classic "superhero" and "supervillain" archetypes? It is well documented that Starblaze, the first costumed hero, created his identity on the advice of his publicist. But if the motivation were a simple desire for wealth, fame or attention, there are more practical routes-movies and television, sports, industry, product endorsements, or corporate sponsorships, for example. The significant number of metas who have continued to live "normal" lives show that this is a perfectly viable option. What has driven so many individuals to adopt a lifestyle resembling something out of a comic book? Two theories currently dominate the field. The first theory is that the Pulse mutated people based on psychological as well as physiological characteristics. Those people who gained superhuman powers during the invasion were those most likely to uses those abilities in an extreme manner. The major flaw with this theory is that it doesn't explain the increasing number of unmutated humans who have donned costumes and begun engaging in the types of activities normally associated with metas. The second theory is that in addition to causing physical mutations, the Pulse also altered the brains of those affected. Lowered inhibitions, thrill-seeking and a tendency toward extreme behavior led many metas to the activities we so often see on the evening news. If this theory is accurate, it can be assumed that non-meta costumed heroes and villains are individuals who were mentally altered by the Pulse without experiencing physical mutation. Unfortunately, this theory has been enthusiastically adopted by the Purists and the Children of Eden, who use it to support their claim that metas are inhuman monsters deserving of extermination." My campaign is set in our world, 10 years after an alien invasion. A weapon used at the begining of the attack to disrupt worldwide communications had the unexpected side effect of turning 1 person in 1000000 into superhumans, who repelled the invasion after several months. I suddenly realized-why would people become heroes and villains in the real world if they gained powers? I could just say "It's a Champions game. That's the way it is", but that's boring. Then it hit me. Since all of the superhumans have a common origin, what if that origin had the side effect of causing them to emulate extreme fictional tropes? It could add an interesting role-playing element too. Sure, the villains are nuts. But are you really a hero? Or are you just crazy too?
  7. Re: How would you write up this power, "The Do-Over"? What's funny is that I just did a search and discovered that this is the third time this question has been asked and I've posted that article exerpt in response. I guess someone's using the power for real. OddHat: Your solution would seem to be the way to go. Nearly all of the Precognition Powers in USPD 1 & 2 use Skill Levels of various types to represent the advantage a character has from knowing what's about to happen. Whether it's precognition or rewinding time wouldn't really make a difference.
  8. Re: How would you write up this power, "The Do-Over"? This is a third-party item for a previous edition, but it might provide a starting point. Or a guide for Limitations, etc. From Champions Plus, by Steven Maurer. Dragon Magazine #100. August 1985. Temporal Fugue 30 for base (11 or less) / + 1 for 10 Temporal Fugue is also known as “replay.” It allows a character to replay immediate past events and take a different action, now that the character knows exactly what will happen. To use Temporal Fugue, the character must roll the ability, minus the number of 1/2-phase actions he wishes to reverse. If successful, the replay starts at that point, with all rolls and actions staying the same until the character interferes with the past. You can only replay an event once. Example: In a battle, Orakle sees an agent leveling a blaster at her. Since he is just a normal agent, she decides to depend upon him missing — but the agent shoots and hits. Before damage is rolled, Orakle uses her Temporal Fugue power to undo his 1/2-phase attack. She rolls a (12 - 1 = ) 11; her attempt succeeds. When the agent levels his gun at her, she dives for cover. Play resumes at this point. The agent, seeing that Orakle has just jumped behind some boxes, lobs a grenade at her. Orakle, having already undone the attack once, cannot use her Temporal Fugue again. Referees may choose to extend 1/2-phase actions to include non-combat or simultaneous moves. Thus, an ambush might be considered a single action for purposes of Temporal Fugue: the same goes for running down a blocked corridor. Though it is a power, Temporal Fugue has all the limitations of a skill: It cannot have power advantages or limitations, and it can’t normally be placed in a power modifier. Only Temporal Fugue levels add to the Temporal Fugue roll. It is a no-phase action and it costs END.
  9. Re: Causing a Character to be Mute In 5E a self-targeting Darkness would move with the character who created it. Moving with someone else required UAA. That's been removed from the 5ER Darkness description, but the general description of Constant Powers says No Range Constant Powers can move with the character at the GM's option (which is also referenced in the description of Mobile.
  10. Re: Electricity and DCs Not Volts, but Kilowatts, PSI and amount of TNT. http://www.herogames.com/FreeStuff/dharchives/flavor.htm
  11. What would the additional modifier be for a Side Effect that occurs when a Focus takes damage? Specifically, a gas-based NND attack bought through a DEF 5 Focus (less than AP/5. Off-the-shelf device). When the Focus takes damage it ruptures, creating the same NND in a No Range 3" Radius cloud lasting for 2 minutes. Obviously this would be an Extreme Side Effect (Active Points of the Power or more), most likely with 1/4 more for affecting the character and the environment but what frequency modifier would be appropriate for this situation? 1/4 less for requiring a specific action?
  12. Now seriously, who could resist? http://en.wikipedia.org/wiki/Steve_Long
  13. Re: Battle of Detroit Dead List? There was an Icestar who was a member of the Champions 1st-3rd Edition. He was also a member of the team in the Champions and League of Champions comics. Off to find the issue with his stats... High STR, CON and INT, superhuman DEX, increased PD and ED. Multipower with Ice Blast EB, Ice Shard RKA, Ice Entangle and Radius Ice Entangle. Elemental Control with ground-level Flight (Ice Slide), Ice Force Wall and Ice Armor (costs END to activate). Vulnerable to fire, adrenaline junkie, sucker for a pretty face, brash and arrogant.
  14. Re: Ultimate Brick "Realistic" Throwing Tables [Nitpick] It was actually Dean Shomshak who originated the equations and tables in "How Far Did Grond Throw You?" in Adventurerer's Club #20.[/Nitpick] I won't reproduce the meat of the article here; legal reasons, or whatever. Horizontal distance was calculated as (Initial Velocity x cos45) x Travel Time Doubling the force (+5 STR) doubles the initial velocity and doubles the travel time as well (the equation used was T = (V x sin 45)/5). Since both factors in the distance are doubled, the range is quadrupled. The thrown object is thrown at a greater velocity and it gets higher before gravity slows it down and brings it back to Earth so it stays airborne longer. Personally, I've never been good at ballistic trajectory equations.
  15. Re: Ok, this is a Stargate question? I think the Earth ships use Asgard hyperdrives. They're Porches to the Goa'uld's VW Beetles. The Asgard live in another galaxy and have no trouble stopping in to visit Earth regularly.
  16. Re: Help with Psych Lim Some possibilities from The Master List of Limitations http://www.globalguardians.com/masterlists/masterlistindex.php Mad As A Hatter Very Common, Total: 25 Points Type: Psychological Limitation Description: This is the classic "Joker" Disadvantage, and represents a character who is not only insane, but is fucking bonkers on top of it. A character with this Disadvantage does random and possibly odd things for any reason or for no reason at all. His mind is so disconnected from reality that he sees no reasons behind anything, and wants none. He is capable of killing or sparing, on a whim, and often engages in seemingly random actions for inconceivable reasons. He speaks nonsense and non sequitur, and prefers it that way. The character cannot act in a rational manner, even when world-threatening circumstance requires it. Player Characters should not be allowed to take this Disadvantage. Certifiably Insane Infrequently, Minor: 5 Points Frequently, Minor: 10 Points | Frequently, Major: 15 Points Very Frequently, Severe: 20 Points Type: Social Limitation Description: It is a matter of public record that the character was institutionalized for insanity. How well this is known is indicated by the frequency. At the minor level, the character is "much better now" and allowed to walk around freely. However, those who find insanity unpleasant to think about will avoid the character, some employers will not hire him, and any "crazy-sounding" statements will be viewed with extreme suspicion. At the major level, the character is still considered insane, and will be locked up and/or drugged if he does not escape. At the severe level, the treatment the character will receive is lobotomy or euthanasia. It is not necessary for the character to be insane to take this Disadvantage, or indeed to take any Psychological Limitations whatsoever. After all, just because you aren't delusional doesn't mean they won't lock you up for screaming about robot assassins sent from the future. Just ask Sarah Connor. Creepy Very Frequently, Minor: 15 Points | Very Frequently, Major: 20 Points Type: Social Limitation Description: Something about the character makes people's hackles rise, and raises goosebumps. They feel very uncomfortable around the character, no matter how personable he may be. At the minor level, this merely makes people avoid the afflicted person. He will find it difficult to be invited to social gatherings unless his presence is mandatory, and seldom has good luck with romance. At the major level, people will actively attempt to drive him off, by force if necessary.
  17. Re: Reality TV and your Hero The Amazing Super-Zeroes webcomic http://www.amazingsuperzeroes.com/index.php At the begining of the comic the team is formed from the winners of a reality show.
  18. Re: Playing cards as offensive weapons... Ricky Jay, the guy who played Captain Amazing's publicist in "Mystery Men". He's a former stage magician. According to a Google search, his record is throwing a card 190 feet at 90 miles per hour.
  19. Re: Undetectable Firearms One of the Power Examples for Invisible Power Effects is a Plastic Pistol: RKA, Invisible to Metal Detectors (+1/4). H5R, p. 261. The value of IPE is halved if only either the source or special effect is Invisible, not both, i.e., an invisible gun with visible shots or a visible gun with invisible shots. Or you could just declare it a Special Effect, the same way a character with a stone club wouldn't buy it Invisible to metal detectors. It simply isn't what the detector detects. If necessary, you could balance it with a slightly lower Focus DEF or a greater chance of malfunctioning, or something.
  20. Re: Recharging Things? H5R, p. 112. Adjustment Powers. "With the GM's permission, a character can use an Adjustment Power just to affect a target power's Charges. Divide the Active Points in the power by the number of Charges it has. Using the resulting "point total" for each Charge, apply the adjustment Power as per normal." So in your example, 5 points of Aid would restore 1 Charge to the RKA until it faded or the Charges were used.
  21. Re: Zero-G Martial Arts Help Breakaway-Custom Maneuver, +1 OCV, +2 DCV, Shove +10 STR (target moves back 1" per 10 STR), Target falls, must follow escape. 4 points. Choke-Choke Hold with OCV penalty reduced to -1. +1 point. Escape-standard Martial Escape. Grab-Martial Grab affecting 3 limbs instead of 2. +1 point. Joint Break-Standard maneuver. -1 OCV, -2 DCV, Grab 1 limb, 2 DC KA, no hit location damage reduction. 5 points. Nerve Pinch-Nerve Strike with +1 OCV instead of -1, must follow Grab. 4 points. Reversal-Standard maneuver. -1 OCV, -2 DCV, +15 STR to Escape, Grab with same attack. 4 points.
  22. Re: Zero-G Martial Arts Help Zero Gravity Combat, UMA p. 86 Breakaway (Shove/Thow hybrid following Escape) Choke Escape Grab Joint Break Nerve Pinch Reversal
  23. Re: Wow....that is a useless power for sure.... Inspired by a short-lived super-hero named Grasshopper I found while wandering Wikipedia. Leaping 2", MegaScale (1" = 1,000 km; +1); Upward Movement Only (-1) (Life Support sold separately)
×
×
  • Create New...