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Gemphyre

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About Gemphyre

  • Birthday 03/27/1964

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    Software Engineer

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  1. Here is an idea. Everyone is talking about material components. How about a spiritual or metaphysical one? Perhaps the willing cooperation of someone of an exceptionally pure spirit. Note: this spiritual person does not necessarily have to be "good". It could even call for the cooperation (or willing sacrifice) of several people of "pure spirit", or some other metaphysical quality. Also, you could draw inspiration from the eastern or western alchemical elements. Western is Earth, Air, Fire, and Water. Eastern is usually Water, Air, Metal, Wood, and Fire. Things like for water, you need source of pure deuterium or Tritium (Heavy water). Wood could be a branch from the world's oldest living tree. Metal would be some amount of meteoric metal. Fire could be from a specific active volcano, or plasma. Air could be pure oxygen. What's more, since most of the terms and names used are modern, that means that the person writing the formula would be trying to describe or name the item in terms that he or she knew at the time. And some of them could be changing all the time in location, like a branch from the world's oldest tree.
  2. Re: Martial Arts, Strength, and Weapons in Champions 5E
  3. Re: Martial Arts, Strength, and Weapons in Champions 5E This is a Superheroic Campaign, and the Staff does have some other non-standard abilities built into it. It is paid for by points. So, assuming that I understand you correctly, then the STR damage (3DC) adds to both MA damage (7DC) and the and the Staff damage (4DC). Which means I did have it wrong. Thanks.
  4. I am having a discussion about the rules with respect to Adding Damage to weapons used in Martial Arts Maneuvers. This is using 5th Edition rules. In this case, the character has 15 STR, Martial Strike +2DC, +5 DC in MA, and a 4D6 Staff. The Martial Arts does have the Weapon Element: Staff. From my understanding of the rules, a Martial Strike with the staff would have a total damage of 11D6. Am I missing something or not? Gemphyre
  5. Re: Opinions Desired: Mind Control(Freeze) vs. Mental Paralysis (Entangle w/ BOECV) About the "cannot teleport out of" Advantage, I do know about it. I just wanted to keep the points as close to the same as I could. Besides, the power was in a Multipower that had a 50 pt. level, which was just raised. "Cannot be Teleport Out Of" pushes the Active Point cost above the 50 pt. level.
  6. I am working on an Egoist, and I am trying to figure out which version of a Mental Entangle is overall better. The main choices are between a single command Mind Control and an Entangle with BOECV and related Advantages and Disads. Below are the Builds, in 5th Edition rules, and this is a "standard" superhero campaign. Muscle Lock: Mind Control 8d6 (Human Class of Minds); Telepathic (+1/4) (50 Active Pts); Set Effect : "FREEZE" (-1/2) Real Cost: 40 pts Mental Paralysis: Entangle 2D6, 2 DEF; Takes No Damage from Physical Attacks (+1/4); Works Against EGO, Not STR (+1/4); BOECV (Mental Defense applies)(+1) (50 Active Pts.); Cannot Form Barriers (-1/4) Real Cost: 40 pts. I can see advantages and disadvantages to both builds. The Muscle Lock has the disadvantage of being an "All or Nothing" attack, but it also has the potential of holding an opponent for a longer period of time. It also cannot be teleported out of. The Mental Paralysis, however, will slow all but the strongest Mentalists down for at least one phase, and hold most opponents for at least 2 or 3 of their phases, unless they get very luck on their rolls. It can also be strengthened through multiple applications of the power, up to twice as strong. As the definition stands now, it can be teleported out of, to the best of my understanding of the rules. I am looking for opinions about which you think is a better build overall, and why. Point wise, they are equivalent, but that does not always equate with effectiveness. Thank you in advance.
  7. Re: Character Concept: Redirecting and amplifying teammate's attacks The rules do allow for multiple power attacks, however. The entry for this is in early in the Entering Combat section. (p234 of the original FRED) And it is the TARGET of the Aid that cannot be given powers that he does not already have. Which means that you can Aid someone else's EB. What's more, Missile Reflection states that you make an attack roll against the target of the reflected attack, which means that for this one attack, you effective do have that power. A Triggered Aid may be a better way to go on the Reflected attack, since the Aid will not change the actual SFX, Advantages, or Disadvantages. (xd6 Aid: Trigger (by successful Attack Reflection)(+1/4) Increases the Active points of the reflected attack.)
  8. Re: Character Concept: Redirecting and amplifying teammate's attacks Definitely the same basic idea. I forgot to note that the GM approval is assumed here as long as it is not too outrageous. Certainly, that could work. The amplification is certainly scalable with more experience. PS: I am also a Girl Genius/Phil Foglio fan
  9. Re: Character Concept: Redirecting and amplifying teammate's attacks I had forgotten about the Aid possibility. GM approval is assumed in this case. For something like this, but limitations to reflect that it is Instant rather than having a fade rate, a skill roll to "catch" the shot power, and the amplified power coming from him to the attacker rather than from the originator.
  10. To start off with, I only have 5th edition rules. Budget problems and gamer poor area. Please limit your suggestions to that edition. Here is the concept of a character that I had yesterday. The guy(gal) is basically a living particle accelerator/rail gun. For his personal attacks, a multipower where he magnetically accelerates steel balls, spikes, grenades, and other objects to high speed. This is very straight forward, and not a problem. He also has the ability to Missile Deflect/Redirect many ranged attacks, and can choose the target. Also straight forward, and detailed in the rules. (for now, please ignore the probable limitations of the power due to energy type or object type.) The "unique" idea that I had was that the character was also able to take a TEAMMATE'S or opponent's ranged attack, catch it, "accelerate" it as he does with his own attacks, and then send it to the enemy. Things that are certainly needed. The action needs to be a Coordinated Attack. He has to be ready for it, and the teammate needs to know to fire at this friend. VPP (30 pt. pool as working amount) - limitations: only to increase the power and range of another's attack (i.e. the active points). Retains all the advantages and limitations of the original attack. Cannot be used on own attacks. Can only work once per phase max. (-0) Disad total: -1/2 (?). I have not worked out the numbers. An additional possibility is that this could also be used on opponents' attacks through the Missile Reflection power mentioned above. Catch his attack, pump it up, and send it back to him or his teammate. (successful reflect roll, apply VPP, then attack roll.) Ignoring the multipower, Any suggestions on how to build this power set? Below are the obvious components: Missile Deflection/Reflection: All Ranged Attacks, can choose target of Reflection: 50 pts. (base level for now.) Variable Power Pool: 30 pts. Control cost: 15 / (1 + 1/2) = 10 Only to increase the active points of other people's attacks, does not change the advantages or limitations. -1/2 Skill: Coordinated Attack (base level for now) Opinions and suggestions are welcome. I am sure that I missed some needed items.
  11. I am working on a military super squad, and I have a question about how to build something. This is for the Air Force rep, a mutant high speed flyer (among other powers). In his high speed flight (megascaled), I want him to be able to take on other fighters in a dog fight. What I am trying to model is that he is harder to spot and to lock on to than a regular fighter because he is a human being. He does not have the size, the metal exterior, or the 1500F+ exhaust that are usually used as a basis to design most aircraft and anti-aircraft sensors. Basically, it would a negative perception roll for most standard instruments intended to lock onto other aircraft, mostly based on IR and Radar. It would NOT affect things like missile sensors that are intended to lock on to radio SOURCES, assuming he is acting as one (communicator), or fictional sensors which lock onto mutant signatures (logically possible in a world where mutants exist, and a lot of them fly). Any suggestions would be appreciated.
  12. Re: Military Super Squad How do you figure? There are a number of villains in the various books which have a 30 PRE or higher, and that AVERAGE of 6d6 would only be around PRE or EGO +10 for most villains and troops. Why should only villains have high Presence? Besides, who is to say that the circumstances which gave him his high strength and physical toughness did not also give him the enhanced Presence? Gemphyre
  13. Re: Military Super Squad Answers to questions, with caveat that I have not finished building the character, so everything is subject to change: 1. Officer probably, although a junior grade (O2, O3 max) 2. Rate - undecided, but UD(Seal) is likely. This would also provide the weapons training in any case. 3. Powers have different origins. I am thinking of tying the Marine and Army origins together, and the rest being separate. The Navy may be the product of a Super Soldier project, and they are seeing if he suffers from long term after effects before planning anything else. (Can't have a company/battalion of Supersoldiers go berserk now, can we?) There could be some others that have also undergone the treatments with different results, and thus are in different units. This has not yet been fleshed out completely. 3.a. I am considering making the Air Force person a mutant, and a natural hot shot pilot. For this, since it would be relevant to his "work", add reduced Perception vs. standard aircraft /anti-aircraft sensors (IR, Radar) and weapons(same). The logic behind this is that the sensors and weapons are meant to spot, lock on, and kill aircraft. He does not metal body, the surface area or cross-section, or the high heat signature of an normal aircraft. Gemphyre
  14. Re: Military Super Squad You are correct. That is all the at it was meant to be. A glitch in HD3? Gemphyre
  15. Re: Military Super Squad Yes, please comment on the builds. I have since reduced his base PRE to 30 for other reasons. His max is only 50 (not counting circumstance bonuses). And the +20 PRE would not apply to Dr. Destroyer in any case. I seriously doubt that he has the conditioned reflex to obey that sort of voice that one gets when going through boot camp for any service. In any case, I have added a note to the PRE explaining this more fully. Gemphyre
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