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ShadowEater

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Everything posted by ShadowEater

  1. Re: House Rules Two related ones that just came up in chat recently: One can use Transform on themselves under two circumstances: -When it is caused by a 'usable by anyone who gets a hold of it' focus (potion of bat-form is not a multiform/transform multipower) -When it is used explicitly to undo the effect of another transform (master wizard can magic himself out of the 'turned purple' transformation that a pesky imp cast on him)
  2. Re: Jinks Margaret Mcgillan, IE: Veghead. Retired teacher, Veghead runs the local community garden. She can communicate with and completely control plants... but plants rarely have anything interesting to say except about soil quality, and she cannot make them move or grow any faster than normal. Still, her all organic produce always turns out the best!
  3. Re: Permanent transformation Make it 'normal recovery', and link it to a really, really long term REC Drain?
  4. Re: Jinks Homeless Supers are always fun so... Scarfface: A 16ish teenage runaway who keeps to herself. Actually an escapee from a Chicago drug ring who was using her highly hallucanogenic (and addictive!) spit as the base for the next big drug. Named for the scarf she always wears wrapped around her mouth to hide the shiny golden spittle. Boozer: Older homeless man, shameless beggar, and apparently hopeless drunk. Boozer can astrally project, but only when completely inebriated... usually found begging for booze money, or 'passed out' (IE: astrally projecting) in an alley somewhere. Shadow-Boxer: Always seen screaming, walking around swinging punches and kicks in the air, and similar behavior. While most thing he is just a crazy normal, in his lucid moments he claims to be the only Ultra who can see and fight the 'encroaching army of extra-dimensional shadow warriors!'. No one is really sure. Auntie Blank: An older bag lady, wanders blankly around town rummaging through trashbins for food, ignored by everyone... in fact actively ignored by everyone, who walk around her not noticing her presence even in the most inappropriate of situations! Actually an ex-Ultra mentalist of some fame in past generations, who 'burned out' attempting to mentally reform a powerful villain and her 'ignore me' power is all that remains of her once powerful mental abilities. King Kurb: Everyone knows King Kurb, who lives in the small park down town, has immensely powerful abilities and shouldn't be trifled with... though in fact, his only real power is the jinky ability to appear amazingly powerful to everyone who sees him! Still, he leverages this to be the defacto 'leader' of the street dwelling population of Jinktown.
  5. Re: inflict berserk power Transform is the power to add complications on others in the long term... Change Environment is discussed in the APG as 'short term Transform', and specifically goes into adding complications via Change Environment
  6. Re: inflict berserk power The APG suggests using Change Environment to inflict short term complications on people. Slap a 'Side Effect' of boosting their strength (which isn't a good idea vs opponents generally... especially if they make their EGO roll and just get strong-mad not Berserk) So, use this power: Change Environment (Inflict 45 Points of Complications) (45 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1/2) to add this complication: Enraged: Berserk Being Hit by This Power (Very Common), go 14-, recover 8-
  7. Re: Jinks Emma Labronski, IE: Sleepy Sister A nun who runs a soup kitchen for homeless Jinks. People who sleep near her when she sleeps are extra-well rested, and can see and talk with each-other in a mental dreamscape of combined dreams. Rumors of precognitive dreams have started getting her harassed by local thugs looking to turn a buck on the lottery and stock market. Lacey Strub, A normal young mother, with a Jink baby... her child (sometimes called 'The Pit') eats anything (chairs, rocks, etc) and does so constantly, and has been steadily gaining density as he does so. Came to Jink town to stop getting such negative attention around her child, has started to draw some heroic and villainous eyes as her now three year old child looks like it might eat itself into Ultra density. Dr. Miles Tubermen, A military trained medical officer, retired after losing a leg in combat. Experienced in dealing with mutational medicine, and will work cheap. If you need a tentacle reattached, your second throat is sore, or you just haven't been getting enough Platinum in your alien diet, he is the man to see in Jinktown.
  8. Re: A whole new body Horrible things to the global weather patterns he draws his powers from? I would probably buy a Healing BODY 1d6, Resurrection (30 Active Points); Resurrection Only (-1/2), Limited Power Duplicants Only (-1/2) or some such power for each Duplicant. I have done so before on duplicants that couldn't reasonably be killed without killing the original.
  9. What modifier is required to have a power (with appropriate SFX of course) to operate after the character’s death? Is ‘Persistant’ enough? ‘Uncontrolled’? Can Triggers (that automatically and instantly reset) continue to reset and trigger after death, or do they need one of the above modifiers to do so? Also… if a character has Regeneration with Resurrection, (or someone else uses Healing with Resurrection on him) but ‘regrows’ a new body in a separate location, is this just a function of SFX, or does it require some sort of Linked and/or Triggered Teleport to get the body in the new location? I saw an old write up for Mechanon that had a construct like this (where he was rebuilt at a remote location) without a Teleport effect, but as a villain type he probably doesn’t need to follow the same rules as PCs all the time…
  10. Can a Power Framework ‘automatically’ adjust itself to circumstances, or is some sort of Uncontrolled on the framework itself required to do so? Examples: a touch that mutates people: written as an MP (aid to mutant powers, transform to temporarily grant powers to normal humans, a Summon to make mutant bugs and rats out of ordinarily harmless wildlife) which has the appropriate effect on a target whether or not you know if they have a mutation… IE: if you touch a mutant, the touch is an AID, if you touch a normal it is a Transform (the MP automatically adjusts as appropriate). Example Two: A VPP of ‘self healing effects’ (Aids with ‘only to restore’, Dispels, Healings, Self-Transforms as appropriate) that starts to work on powers you are effected by even if you don’t identify them (IE: you are blinded and it automatically starts Healing the flash, or Dispelling the Darkness, or (whatever gets rid of mental powers) the Mental Illusions drug, or Transforms the Transformation: person to blind person away... even if you yourself don’t know the exact cause.)
  11. Where can I find the rules about doing damage to yourself (intentionally, say… to avoid an encroaching Mind Control by knocking yourself unconscious), in regards to the roll to hit yourself, what defenses you might be able to bypass, etc… Somewhat related, can one have a Darkness with the Self Only limitation to temporarily shut down your own senses? If you do, would that help avoid AVAD attacks that target those senses (example: itching powder that is written as a ‘mind control’ to do nothing but itch, but your Yogi can meditate and Darkness his own touch sense to avoid it)?
  12. Re: A whole new body True, Super Heroes tend not to get killed in action... unless they have self-resurrection powers!
  13. Re: A whole new body And then... buy a limited Regeneration (with Resurrection) 'only to rebuild duplicant'?
  14. Re: A whole new body The body could potentially be used in sympathetic magic I suppose (it has been a high-magic campaign for a superhero genre), but probably not enough to warrant a limitation. No 'new' powers, just a fresh new body. Transforms and long term drains are probably the two big things to look at, the resurrection process takes a while and normal drains and the like would have worn off due to time... but any drain with a longer than 1 day effect will have to be dealt with somehow in the resurrection process and transforms are sometimes difficult to undue... the transform: person into blind person won't often just undo itself just because you have died
  15. Re: A whole new body On death, her soul returns to the Underworld... but it is bound to her tomb and can be reborn there, retaining any XP, memories, etc. right up to the point of death. It is her body that reappears, not an old one. Aids and blessings of a physical nature would not transfer, though ones of a mystical nature might (just like drains of a mystical nature might). Focuses do NOT transfer, which is an issue for the character (you guys grabbed my magic staff, right?). By 'leaving a body' I mean that, unlike normal teleportation there is a corpse left behind. A benefit in someways: easier to trick people that you have died... also a hindrance: easier to identify who just teleported away. That is why I thought it was a -0 limitation wash.
  16. A player in our group is trying to build a 'mummy like' character who, amongst other powers, can be resurrected by a ritual in her tomb. We built it as a (regeneration or healing UBO, not decided yet), with a triggered teleport to the tomb. We struggled with two aspects, the second more than the first. 1) How do we signify that the old body is left behind on the resurrection/teleport? I ventured to say it was SFX or a -0 limitation... 2) How do we make sure the 'new body' has nothing held over from the old one... IE: transformations/drains/diseases/poisons/whatever that would reasonably be 'left behind' in the old body don't somehow show up after the rebirth. A broad Dispel: any lingering effects? A transform (body to fresh new body)?
  17. Re: Do you buy Resistant alternate defenses? We have had Resistant Power Defenses be an explicit campaign issue in our fantasy campaign... but that was just part of the magic system (normal magic: Power Defense, 'high' magic: Resistant Power Defense). Not something I'd expect to crop up in most games, nor something I would build around unless told about it during character building that it might come up.
  18. Re: Why would I want an Accurate AoE? In all fairness, many first level spells (including MM) are basically lethal to 99% of the population anyways right? At least through most editions of DnD, with their 1d6 HP Peasants
  19. Re: Proportianal to remaining power... I agree that technological batteries tend to work that way. This character is actually magically based, which means all bets like that are off. The quick overview is that the character has a magical talisman (it can't be stolen, it isn't a 'focus' as per the rules) that is designed to grant flying and defenses continually, but the character found a way to 'break' it and let out the magic that runs the thing... violently! A drain Side Effect (that drains the other powers) when I blast is an interesting approach though...
  20. Re: Proportianal to remaining power... Sounds reasonable to me. Incidentally, all those limitations (other than Unified) are on the REC of that END reserve only... not sure why HD displays it mashed up like it does, but it really is that way in the file -1/4 sounds about right, thanks for talking it through with me!
  21. Re: Proportianal to remaining power... Internal Magical Energy: Endurance Reserve (200 END, 20 REC) Reserve: (64 Active Points); Unified Power (-1/4); REC: (14 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Gestures, Requires Gestures throughout (Requires both hands; -1), Perceivable (-1/2), Personal REC (-1/2), Incantations (Requires Incantations throughout; -1/2) Speed 5, costs 8 per blast... totally drained in 5 offensive turns, with a 1/5 drop in power each round if I stay on the offensive. The limitation is more on the inability to fill it back up once the flight and defenses are down... -1/4? -1/2? While I will rarely hit rock bottom, I will almost never be at 'full power' for the auxiliary powers.
  22. Re: Proportianal to remaining power... He has a variety of 'attack' powers (blast, etc) that do use up the END... so it is a choice between blasting people, or holding back the reserve so his defenses/mobility keep functioning. For example (these are not the real numbers): I start fresh, my END reserves are topped off at 100, and my rDEFs are 20, I can fly at 20m. During the round, I blast someone three times for 8 END each... 24 points are gone, my End Reserve is about 1/4 gone... and thus my shields and flight drop to 15 each. Next round, if I keep blasting, I keep losing defenses and speed... or I can spend the time (and concentration, gestures, and incantations to refill the magic battery) to 'top off' and get everything back to full power.
  23. Re: I remember when you could stop a train Spidey is sometimes build with a great deal of 'clinging' right? (hey, the power exists because of him!), which is very cheap to get huge Strength from! As for him not getting ripped in half... well...
  24. I am building a character who has a (hard to recover) Endurance Reserve fueling a variety of attack powers. I am trying to also have a few other powers tied to that reserve... Flight, Resistant Defenses, etc. None of these extra powers use END: rather, I want them to get weaker as the Endurance reserve empties. This means the character has to choose to start blasting, or if the mobility/defenses/etc are more important in the long run... incentive to conserve fire power (or finish the fight fast!) At first I was just going to 'link' them to the END reserve... but that doesn't seem to fit mechanically. How do you connect a power to remaining reserves (theoretically could also work to model powers that scale with charges, natural END, remaining Stun.... whatever)
  25. Regarding the Leaping form of movement... Leaping and landing on someone is... a Charge? Leaping, landing on someone, and jumping off to a third location is a... Passing Strike?
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