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Blue Jogger

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Everything posted by Blue Jogger

  1. I always thought of it as a strange form of Invisiblity where the person seemed visible, but any attempt to remember details about him would only reveal the basics. "What did he look like?" "Not really noticable, no distinctive features, nothing unusual." "Was he bald?" "You don't seem to remember." "What color was his hair?" "Sort of brown, or black, maybe blond. Definately not red, you would have remembered if it was red." "How tall was he?" "Average height." Of course, people with Edetic memory are going to be even more confused. "You remember him perfectly. If you saw him again, you would instantly recognize him." "Great, what does he look like?" "The details seem fuzzy, but you remember them perfectly. Perfectly fuzzy."
  2. I used triggered Mental Illusion in one game. Whenever an NPC believed that he/she had betrayed the master villian (the evil alternate dimensional twin of one of the heroes), the trigger would go off. They suffered the Mental Illusion that the master villian "willed them to death", a power that he made sure that all his NPCs believed that he had. The visual effect was massive bleeding from the eyes, nose, and ears. Although 2D6NND, Does Body, makes for a better game effect.
  3. LOL! It reminds me of the time that I had a Energy Projector with the special multipower slot full of 3 point Hand Attack. GM: "The big mean Brick walks up to you...." ME: "STAR PUNCH!!" KA-POW!
  4. In superhero games, it is usually more efficent power-wise to go with straight STR and DEX than several martial-arts maneuvers. If I was building a Martial Artist, I would limit myself to basic moves (Martial Dodge, Throw, Defensive and Offensive Strike) and then go with 3 pt Levels with Martial Artist. The best way is to use those levels and optional hit locations (if GM allows) to hit the head, vitals, or chest (high STUN areas). Or go with "+1/4 Autofire" and that way well placed shots do more damage. Of course, that's just me.
  5. There's several questions wrapped up here. Remember, YMMV. 1) Should I buy Indirect? It depends on the campaign, probably so, since a common tactic would be to grab the alien. This won't work very well, since you have to avoid all six places. Humans have the ability to punch, kick, head-butt, but most of these can be stop or lessened with a normal grab. Even LazerVisionBoy can be easily be directed by grabbing his head and pointing it over there. In campaigns where the typical tactic is to use heavy machine gun fire (or other range attacks), then it's not an issue to buy Indirect. 2) One or three Weapon Elements? Each weapon element should represent a different tradeoff in OCV, DCV, reach, and damage. I would argue for the one. "Game over, man! Game over!" - Aliens
  6. Re: And now for something different. I went an even different way with her. Mary Ann Summers fell from an extremely tall coconut tree and landed on her side. Damage was extensive, both legs, right arm and right ear were completely useless. Luckily, the Professor found a crate that had washed up on the shore that had top secret cybernetics parts. "Gentlemen, we can rebuilding her."
  7. Beaten Senseless Villian: Ah ha! I've got you now! (pulls out a gun) Player (to GM): Danger Sense, I made my half roll, sensed his attack and I'm going to Missile Reflect it back! GM to Player: Wait, I roll my Danger Sense. (Makes half roll) Ok, I'm not going to pull the trigger, because that puts myself in danger. I put my gun away. Player: Wait, what just happened??? GM: Your Danger Sense went off, but nothing obvious happened.
  8. A demon who could be quite charming or fearful, if you fell under his spell. Charm/Fear Spell, +40 PRE, (May be resisted by EGO roll at -3 bought as Act 14-) "Hey guys! I know a shortcut!" Folding the Tesseract, Extra-dimensional Travel (to the "shortcut" dimension and back) with extra mass for the whole party. 1 Charge/day
  9. Where the +1 might have come from. The main idea of Summon a Specific Being was not to summon Tony Blair (if only he knew). I believe, the main idea was really to allow reverse teleport of Stuff (Vehicles, Extra-dimenisonal Headquarters, Followers, etc) to the heroes location. This is far more powerful than summoning standard stuff, because it's your stuff, one way or another... GM: "Mr. Blair says he's not coming, and nothing you can do will change his mind, he slams the phone down." Player: "I use my new Summon Tony Blair spell...." GM: "As you complete your spell, there is a puff of smoke and Mr. Blair stands before you wearing nothing but pajamas, shaking as if you pulled him through the gates of Hell, twice." Player: "Ah. So glad you could join us."
  10. If I understand the FAQ, the advantage is listed first. 0 End Cost on 60 STR Autofire on any pistol up to 60 Active Points Think of a Naked Power Advantage as a New Power that modifies some other Power. This new power must state which powers it can affect.
  11. It has to do with leverage. When you tip the piano, you're putting the weight on one end (near the fullcrum) and picking up at the other end. This puts you at a disadvantage. When two people lift (together), you don't have this problem.
  12. The rule of thumb for limitations 0 Limitation -- Not really an issue (except maybe once in a blue moon) -1/4 Limitation -- Not usually an issue, but the GM will use it, maybe 1 game out of four. Compare to other -1/4s like "Only in Hero ID" and "Not in Magnetic Fields", "Activate on 15 or less (95%)" -1/2 Limitation -- Ok, these are problems that are easy to work around, but they are problems. 90% of the time it's not that big of a problem, but 10% is going to be really frustrating. Compare to "Activate on 14 or less (90%)", "No Range", "Costs x2 END" If the rounds are simular in nature, than it's probably only -1/4 since you might use the wrong round, but it's not like blowing a phase. If the rounds are complete different, (Explosive vs. Regular or Rubber vs. Shrapnel) than it's closer to a -1/2, since you can't just use them interchangably with getting into major trouble and you're blowing a phase to either eject the unwanted rounds (one way or another). Although, it makes for great roleplaying. (First Time) "You want to explain why no one was carrying explosive rounds to use on Firewing?" (Second Time) "You want to explain why you thought you could use explosive rounds in a crowded area?" (Third Time) "Boy, do you put any thought into which ammo to use?"
  13. Actually, there are a few reasons. 1) Powers with Autofire advantage has an additional cost for 0 END, so there are rare cases where you would want 32 or 64 charges or perhaps charges on clips. 2) Another reason is to simulate items that have so many charges and then are used up. Alien Artifacts or Magic Items that only work so many times and then stop (or recharge slower than once per day). Such things may have special powers that use multiple charges at a time per use. 3) The ever popular, "He's got to run out of bullets eventually." Remember a round is not a charge, if the firing rate is 100 rounds per minute (or was that per second???), that works out differently than something like 15 charges per minute (at 3 speed) or 20 charges per minute (at 4 speed). But if you can really fire each round and the gunner is patient enough to aim each one, then you're probably better off (costwise) to buy it at 0 END.
  14. You could always add the following: 3pts - - - - - x2 Non-Combat Manuever (-1/2 Requires Navigation Skill Roll) 2pts - - - - - x2 Non-Combat Manuever (-1 Requires Navigation Skill Roll at -3 and Favorable Conditions) -5 pts Distinctive Features: Legendary Fast Ship
  15. Now I want to build a character that looks like a volkswagon bug that can 'belly flop' on escaping villians. "Herbie, he's getting away!"
  16. Re: Re: If you don't mind a House Rule... I thought of trading facing and velocity actually a part of teleport castling. If Person A is flying back and exchanges with (or gets exchanged by) Person B who is standing still, it makes sense to me that Person A is now standing still and Person B is flying back. In some cases, that shouldn't happen, and additional Adders could be used to match velocities, change headings and facings, etc. As one person suggested, it could teleport the other person to the midpoint to reflect the chess maneuver. It feels like a +1 to me. It would be used as an attack (unless a limitation prevents it from swapping with just anybody) and it's really two teleports. If a GM wants to make it a +1/2, and it reflects the special effects, then by all means take it. Edit: Exchanging velocity, position, etc. isn't always an advantage. You could end up, flat on your back or even 0 DCV inside someone's grab. Or exchanging with someone right before that huge attack lands while you're at non-combat. Or if the target is running away, you could port in looking away[\u] from the battle. Granted, anyone who had this power, would attempt to exchange with an enemy to "set him up". Taunting Grond and swapping with the enemy's martial art expert right before that haymaker, for example... I was also thinking, if you could exhange with almost anything that has enough mass, that's a -0 Limitation. If you could exchange only with a small number of teammates or objects, that's a -1/2 Limitation. If you could only exchange with "your other half" that's a -1 Limitation.
  17. If you don't mind a House Rule... Castling (+1): This Advantage allows a character to teleport by switching places with an existing object or person. The teleporter shows up with the same position, facing and velocity as the target (unless modified by another Adder). The target acquires the teleporter's old position, facing and velocity (unless modified by another Adder). The teleporter must be able to perceive his target to exchange unless it is one of his Fixed Locations. Difficult castling maneuvers should require a Power Skill roll. When the power is defined, it must have a reasonably common set of defenses which an unwilling target can prevent the castling from occuring. Edit: The teleporter must have an object to exchange with that is roughly simular to the teleporter's mass or the castling teleport fails.
  18. If it was strictly, I steal his memories, than EGO +20 would be enough. But if it was, I steal a part of him (like Rogue does) including the knowledge of his deepest secrets, fears, etc. than EGO+30. "It's unpleasantly like being drunk." "What's so unpleasant about that?" "Ask a glass of water."
  19. On the other side of Code vs. Killing... Madman, known for killing superheroes, excapes once again from jail to kill the latest batch of superheroes. A bloody battle ensues, one of the heroes nearly dies and sees the spirits of the fallen tell him, "You can give up now and rest in peace or you can get up and Fight for Freedom." Of course, being a hero, he chooses to return to battle. Now the battle is over. The hero is now dead tired. (pun intended) Assuming he can catch Madman, what is the hero with 20 points of Code vs. Killing suppose to do?
  20. It does allow for picking up a dinosaur at 75 STR, dropping it on a normal with 10 BODY (take 15 dice!), and if he gets immediate medical attention within a few turns, he'll live. "Gee, Mighty Man, if you didn't rush me to the hospital, I might have died."
  21. Strength is a strange one... In Champions, with 75 STR, you can pick up a tank, drop it on a normal human, and he's got a pretty good chance of surviving 15 dice if he gets immediate medical attention (within a couple of turns). (a cruel GM adds a few more dice for the weight of the tank.) Personally, I think the throwing chart is designed with the idea that a standard hex map only has about 30 hexes across. With the new rules, the players have been toying with the idea of trying Strength with one level of MegaScale for that "I launch it back into orbit" and "leap tall buildings in a single bound". However, the GM should not use MegaScale lightly. Blue
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