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Gemphyre

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Everything posted by Gemphyre

  1. Re: Underwater Combat Mastery Here is an idea wrt the squid ink. First, leave the glands in his neck, but have him spit the ink from his mouth. Second, make it a multipower with the effects dependent on location. In the water, he can form a Darkness cloud of ink. This is what squids and octopi use it for in any case. On land (reduced range) or when "up close and personal" (i.e. no range), he can use the ink as a Flash attack and spit it in the face/mask/visor of the adversary. You can make this an AP attack as well since the ink is a bit thick since it is supposed to work underwater. It sticks to the visor and tends to smear rather than wipe away. And you do not want to see the cleaning bill. Just some ideas. Gemphyre
  2. Re: anti-Hummingbird gadget Actually, since the drains target a stat, they do not need to use uecv. And avoiding ECV against a mentalist is always a good idea. They use Power Defense as the defense rather than Mental Defense. That drops one of the +1s right there. You are now at 30 pts/d6. Now make it 2D6 and use an Inobvious focus, and you are about set. Gemphyre
  3. Re: Transform: Class of mind
  4. Re: Transform: Class of mind I think that you have the idea backwards. The idea is not to make the person unaffected by Mental Powers which target a class of mind, but to make them vulnerable. That is what I was looking at ADDING a class of mind as a possibility rather than exclusively changing it. Also, this is a supers universe. There are AIs with completely human emotions and outlooks, cyborgs with partial and total integration of their brain and circuitry, gene-gineered hyper-intelligent animals (Dr. Silverback), and others. A demon/human integration can result in an Alien/Human dual class of mind, but you would not be able to tell the difference. There are also shapeshifters who turn into animals, but retain their human intelligence and knowledge (Mirage, IIRC). Given that I am not looking to change the target's powers or defenses, Mental Defense with UAO or UBO is NOT appropriate since that not only does not represent the effect properly, it changes the targets powers and defenses. After all, it would make the target HARDER to attack with the follow-up attacks, which is not the goal. One of the possibilities I am thinking of here is a plot hook to get the group involved with both PSI and IHA. The power does not have any visible effects on normal senses, and is temproary. Mental Awareness, however, can see it. The character is a mutant, and does not know it. He changes the class of minds of those around him without realizing it, especially when stressed. However, since nobody, including himself, can see it, and there is no personality change, he does not know this. However, IHA picks him up on a mutant sensor, and PSI through one of their trackers. IHA wants to kill him, and PSI want to recruit him. He does not know WHAT is going on, and wants everyone to leave him alone. Gemphyre
  5. Re: WW2 metahuman emergence. I.e. the children of those that were alive at the time of the blast, and given time to grow up. Interesting. Which brings up the question of what REALLY caused the Tunguska Blast. And would Russia and China have more and more powerful supers since they were closer to the blast? And what is Tesla's role in this? That could change "distribution" a lot since he worked in the US. Gemphyre
  6. Re: Transform: Class of mind The thing is, the power is not meant to reduce any of the target's stats, or change any of their powers. That is why I made that statement in the first place. It just adds to or changes the class of mind of the target. As a scenario possibility, this could be someone that does not know that they are a mutant and/or a psi, and suddenly he or she starts to get attacked by IHA mutant hunters and/or PSI trackers and "acquisition specialists". This results in either a hero stumbling across the attack on patrol, or the person running into their HQ begging for help. Gemphyre
  7. Re: Transform: Class of mind Your right, it should be a Minor Transform. I had the correct point cost in my head (10 cp/1D6), but typed the wrong name. As to the "special effect", I did not explain that so your confusion makes sense. What I was think of is a type of psionic surgery, which is why it would be a Transform as opposed to something else. The exact "method" I had not figured out. Effectively, it would either change the Class of Mind of the target, or add a Class of Mind, both temporarily. The exact details besides the basic construction I had not worked out since that would depend on what type of character it was attached to. It is unlikely that it would even be obvious to the "naked eye", even if it was visible to Mental Awareness. (I know, add Invisible Power effects at the base level since one type of unusual sense could still see it.) Gemphyre
  8. A thought occurred to me yesterday, and I cannot quite see the answer. "Class of Mind" is an important consideration in Mentalist attacks, since if the person has the "wrong" class of mind, they effectively become immune to many mental powers. It is known that a character can have multiple classes of minds, such as a cyborg having both Human and Machine Classes of Mind, and thus being vulnerable to both Human and Machine based Ego Power attacks, or lycantropes being affected by Animal and Human Ego Powers. This is usually considered to be an innate feature of the target, and this not usually detailed in the writeup since it usually obvious. What I was wondering is how would you build a power that 1) change a target's Class of Mind from one type to another 2) added a Class of Mind to the Target In these, no powers, stats, or thought processes would actually be changed, and there would be no outward sign that anything happened. The person would just be vulnerable to abilities that targeted the new Class of Mind. What I can figure is that it would be a Major Transform, add/change class of mind, set effect, heals back the sooner of normally or within a week. The question is, how many dice should the transform be? I can see Mental Defense also being an added limitation since this is a mind attack. How would you build and define this type of power. This could also make an interesting plot hook, especially in a campaign that includes IHA or other mutant haters/hunters. (Capt. Stupendous attacks CyberTech, who can control machines with his mind, and anticipates an easy fight against this techno-geek. However, this time, CT's powers affect him, and there is no special or unusual equipment in site, and CT's looks as surprised as Capt. is at the first attack.) Gemphyre
  9. Re: Ape Name Needed I think that they are getting a kick out of aping each other one, and one aping one another. Let the good puns roll. Gemphyre
  10. Re: Questions about the Batcave I would say both Concealment and Disguise for the Batcave. The reason is that the entrances are well concealed so that they are difficult to find, and even if you do find them, they are often disguised to look like something else, either using holograms or trick entrances. However, the Concealment and Disguise can be bought for only the parts near the entrances. Once you are in the Batcave, it is pretty obvious what it is. Underground: Yes. However, if you are including the mansion, then only the part that is underground pays that cost. The part that is above ground uses the Suburbs cost. As a consideration on the cost, much of his occasional use equipment can be placed into storage, and rolled out only as necessary. This saves room since you do not need dedicated lab or mechanic space, but rather you can say that this equipment is available as "add-ons" to the general lab space and computer, and the equipment and attendant programs is what gives the bonuses. As an example, a chemical analysis and a biological analysis take some rather different equipment, yet we see him doing both in the same area near the computer. (usually left of center/main console) Additionally, since the cave is a natural formation, you can define the underground area as only the parts that he actually uses and has moderized. It is stated in almost every series that the caves extend for miles back into the main land (his manor is almost always depicted as being on some sea cliffs). Room for expansion without a problem, but he should not have to pay for space that he does not use. As far as paying for the manor as part of his base, that is up to you. Except for the entrances to the Batcave (1 - 2 hexes per entrance), he does not really use it as Batman. It is mostly a plot hook, a place for him to rest and entertain guests, and some normal workout equipment (weights, gym machines, Bowflex, martial arts/boxing bags). Almost all of his specialty equipment is "downstairs" where people are less likely to stumble across it. As you say, he is Filthy Rich and "old money", and is expected to have a family manor with extensive grounds and security. These are just my thoughts on the subject. Take them as you will. Gemphyre
  11. Re: champions mistaken identity Must have been the SWAT team that was after you then, since they are the only ones that are likely to have an Armored Personnel Vehicle. Did they just drive it over you, or try to? Gemphyre
  12. Re: A DC Animated-style HeroMachine
  13. Re: A DC Animated-style HeroMachine I happened to find this thread while doing some random searching, and I have tried out the character creator mentioned. Very useful for those of us that cannot draw. However, I do have a question. How do you save the images? There does not seem to be a control that allows you to do so. Gemphyre
  14. Re: Are Ego Attacks limited in the same manner as other EGO powers? And, of course, I do not have the revised edition, only the original 5th edition. Now that I know what to look for, I can probably find it myself. OK. Now a related question. From CKC, would you classify The Monster as "Human" or "Alien"? Came up in a game that I was GMing last weekend. (He got away, and the group was not foolish enough to follow him into the sewers.) Gemphyre
  15. Here is a question for the rules gurus. I understand that Mental Illusions, Mind Control, Telepathy, Mind Scan, and attacks bought with BOECV only work against the defined class of mind for the power(s), and that is not a problem. I understand the reasons for this, and this question has nothing to do with these powers. However, is an Ego Attack limited in the same manner, assuming that the target has an Ego and Stun to start with. For example, assuming there is no added Classes of Minds to the power, would an Ego Attack that works against Joe Blow work just as well against a Grizzly Bear? I can see arguments for both sides of this question. Gemphyre
  16. Re: What else is a classic trope ? How about these: The super marksman hero/villain (Hawkeye, Green Arrow, Bullseye, etc.) The super-strong, nigh invulnerable hero/anti-hero (Superman/Hulk/Wonder Woman) The super-fast hero (Flash, Quicksilver) Gemphyre
  17. Re: How to be a Supervillain? Here is another list in the same vein - The Evil Overlord List: http://www.eviloverlord.com/lists/overlord.html If you have a villainous mastermind that follows these "rules", then the heroes will be in for a very rude surprise. Gemphyre
  18. Re: Opinion wanted about coverage of Detect Life Force power Thanks for all the ideas and suggestions. I have written up a fairly detailed rundown of what the power can and cannot do, including incorporating many of your various suggestions. The person that is playing the character with this power is pretty new to the Hero System, but not to gaming, which is part of the reason for the level of detail. As some background, the character is a mentalist (biokinesis), and a surgeon. She has Paramedics 15-, PS:Physician 14-, PS: Surgeon 15-, SS:Anatomy 15-, SS: Medicine 15-, and the Perk: License to Practice Medicine. She work in a Chicago hospital in the ER. Therefore, she does have the knowledge and skills to interpret what she sees with these detects. Here is the power write-up with the notes: Living Medical Tricorder: Detect Health Status, Physical Symptoms, Physical Integrity / Detect Life and 18- (Mental Group), Discriminatory, Analyze (30 Active Points); Extra Time (Extra Phase, Only to Activate, -1/2) Common to Both Detects How much information is based on how good the roll is. Can be blinded by Flash attacks against the Mental Sense group. Can be fooled by Mental Illusions and similar powers Can be seen with Mental Awareness. Need to see the subject for them to work. Will work through normal Supers armor, but not an opaque vehicle or around a wall. Force Fields/Force Walls/Armor with Mental Def. included in it will interfere with the detects; penalty is -1 / 2 Mental Def. Both powers cannot work at the same time. One must be switched off before the other can be turned on. Does not allow you to target an attack through it. Detect Health Status, Physical Symptoms, Physical Integrity Acts as a living medical tricorder from Star Trek. Can approximate temperature of the person’s body in or near human norms (~70F – ~115 F). Can detect and analyze most physical injuries, both internally and externally. Can determine the symptoms of an illness. Can “see” where a person is in pain, or would be if conscious. Can pick up details 1 item at a time after the externally visible ones. (i.e. a compound fracture is visibly obvious; a sprain, internal bleeding, or a simple fracture is not visibly obvious.) The details are picked at 2/phase. Cannot tell what disease subject is suffering from. Cannot determine genetic anomalies. Cannot see microscopic structures, many parasites, viruses, bacteria, or sources of bleeding that cannot be seen with the human eye. Detect Life Is there life? What kind of life? (animal, plant, etc) What general information (carnivore, sessile, etc.) What species? What sex, age, general health (sick, healthy)? Can determine is subject is a mutant on a very good roll (vs. a mutate) for species user is familiar with. Can determine if subject is a humanoid alien. Can determine individual life signs/life force. This allows you to differentiate between individuals. Only good for a few days (i.e. 1 scenario/adventure) Out of combat only, can be used to “scan” for “life signs”. This is a case where you are trying to find someone buried in rubble, for example. It is only good through about 6 meters of rubble, and you lose everything except “Is there life”. (basically, you on concentrating on finding the person to the exclusion of almost all else.) Penalty: -1 / 1m of rubble/material minimum Same info in a Word Document is attached. Any more suggestions and comments would be welcome. Gemphyre
  19. Re: Accidental Flash I see a minor problem with this. It does not take into account those with sight Flash Def. Such people are resistant to bright lights by definition. Perhaps a second limitation added "Limited Power: Countered by Normal Sight Flash DEF, 1 Flash DEF counters -1 OCV, (-1/4)". What's more, if Crystal has more than 4 Flash Def (Sight), there is no need for the Personal Immunity any more since she has the defense for her power. Gemphyre
  20. Re: Opinion wanted about coverage of Detect Life Force power Just realized that I have a second question with respect to this power AS CONSTRUCTED. Can both detects be used at the same time on the same subject without taking the time to switch them? If it had been bought as a Sense (i.e. a zero phase action to use the detect), my answer would be "yes". However, I am not so sure about this case where the detect takes an extra phase to start up. Obviously, once it gets started/tuned in, details can be picked up as quickly as a normal detect, however, the question is only about Detecting Life switching to Detecting Physical Health/Injury/Symptoms or visa versa. Gemphyre
  21. Re: Opinion wanted about coverage of Detect Life Force power In my case, it was already in the Mental Sense Group since the character is a biokinetic, and most of her attacks and powers are based on Ego. After reading the current posts, I think that I have an answer for many of the questions (my opinion of power as GM). Since the power is in the Mental sense group, and is NOT meant to take the place of Mind Scan, it would not work well on "Search for life signs in area." More than a couple feet of material would almost certainly block the sense. (based off of combat rules that say that you must see the target to attack it, eased up since the power is non-combat and not targeting (i.e. dramatic sense).) However, it would work through most powered armors, since they are not very thick, and you can attack the occupant with mental powers without any special penalty. Force Fields in general do not change matters for the powers, but mental force fields and force walls do since they extend past the person's skin. The penalty for a reading is -1 per 2 Mental DEF. The same penalty and restrictions apply to the "Detect physical health/ Status/ injuries" side as well. Gemphyre
  22. Re: Sexy costume power Which Sailor Scout? And how are you in the Tuxedo Kamen role? Gemphyre
  23. This is part of a water elemental character build that I am working on. For figuring Disads on the power, the campaign takes place in Chicago, modern day supers. I am the GM. 37 pts. Growth (+45 STR, +9 BODY, +9 STUN, -9" KB, 51,092 kg, -6 DCV, +6 PER Rolls to perceive character, 16 m tall, 8 m wide), Limited Power: When power is deactivated or reduced for any reason, the added water is released (+0), Costs END Only To Activate (+1/4) (56 Active Points); Limited Power: Must have water at least equal to added mass to grow (-1/2) Basically, for the water elemental grow, he needs water equal to the added mass. I have done some research on the subject, and here is what I have found. Water is approximately 1000kg/m^3, 1kg/l, 62.4 lbs/cu. ft., or 8.34 lbs/gal. It would take the character 51 m^3, or 13,477 gals. of water to reach full growth. Modern day fire hydrants are pressurized to about 60 PSI, and have a flow rate of 750 GPM. The reason that the main limitation of needing water to grow is not higher is that the campaign is in Chicago. You have Lake Michigan close by, as well as some rivers, storm drains, and in some suburbs, pools. At the present, the character is meant to be an NPC (only multiform for the main character/host), and I have not decided if the character will be a loaner yet. Side question: When paying for a multiform, are the points used to compute the cost of the multiform based on the total points spent (base points + disads) or the base points? I.e. for a standard Hero System super, would it be based on the 200 base points, or the 350 character points? Opinions, suggestions, comments are all welcome. Gemphyre
  24. Re: Opinion wanted about coverage of Detect Life Force power After reading the first set of replies, I think it might be easier to explain things if I post the power as it is currently designed: Living Medical Tricorder: Detect Health Status, Physical Symptoms, Physical Integrity / Detect Life and 18- (Mental Group), Discriminatory, Analyze (30 Active Points); Extra Time (Extra Phase, Only to Activate, -1/2) The first set (Health Status, Physical Symptoms, Physical Integrity) are all basically the same thing, and bought as such. The "Life" is bought as a second, related detect. I have also included a series of notes defining what it can and cannot do. Notes which apparently did not transfer. As a note, it is defined as not being able to see microscopic life since the "Microscopic" Adder was not (yet) purchased for it. The Health/Symptoms side is pretty obvious. It is what can be determined with the "Detect Life" side that I would like advice on, besides the obvious "Is it alive?". Gemphyre
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