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RadeFox

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Everything posted by RadeFox

  1. Don't forget, McCoy, that you in your role as GM must make sure the Hinderance value of the disad is played to balance the savings in points the character enjoys. Simply going into combat a charge down doesn't seem to me to be a big disadvantage. If it were me GM'ing, I'd make sure that every so often she flames a cop car, or another character, or their base computer when it gives her a file error! Now were talking value for the disad, not too mention a lot of really good RP avenues opening up.
  2. I kinda figured that was the case looking her over. In any case, she should be able to adjsut and handle a wide variety of siturations tossed into her lap.
  3. I agree, they would be a good battle, they each have enough 'tricks' up their sleeves, that it would really come down to the players and the tactics they chose. They battle could drag out, or more likely, as is common, one of them choses the right attack and gains the upper hand right off in the engagement.
  4. One instance of a reflection isnt enough to say she has that ability, though. It closer to a GM special effect that fit the story, and if she were a character and wanted to do it again, she'd have to buy up her defelection to Reflection, imo.
  5. Very well rounded, with a lot of options to choose from. Just would want to be careful the plethora of choices won't be as paralyzing to the player as the VPP might have been. We have a player like that in our game here, we finally just gave her a straight brick! Simplicity of brute force. PS- If you needed to get the points for the Sensory Flash suggested above, consider losing the Ambidexterity. She doesn't look like a big time melee gal, so missing the talent would hardly affect her at all.
  6. You could do something like that D-man, but the power mod's above kinda give you a combined AOE and Duration of Effect to the power in one shot. If you did it with the gradual effect limit, then you'd have to also add in a limited persistant duration to the power. My guess, is the points should come out to be the very near the same, either way. Which is as it should be. As for the poor, lightly defended MA pajama boy ( ), He should have little to fear from either version of this power mod, since you could likely jump well out of the AOE, or at the very least, be fast enough with SPD to out run it. Or so I should hope!!
  7. The level of the disad would be totally dependant on how much it would hinder or disrupt the character. If you had say Cyclops style RKA eye blast that just went off every once in a while, theres a damn good chance you'd be leaving a trail of dead bodies in your wake. Something like that, that could seriously affect your character, would almost be a -1 limit, BUT it would have to be unstoppable when it went off, if you had Cyclops eyeglasses, then it would be worth Zip. Something like say Invisibility that went off by itself, is wierd, but not likely to directly cause the character serious hinderance or trauma, unless they had a Secret ID. This would be closer to a -1/4 disad. Something more in the middle, would hit the -1/2 range, imo. Say a power like a low powered EB or a Flash or Entangle.
  8. Cool The creep effect does sound cool, but Im not sure how to cost it either. Building it would be a bit different too. Since you'd want a small radius intial (rather then a slowly expanding one)AOE, that would then slide in one direction, say 1 hex per segment. Creeping AOE/Duration- (+1 1/2)?? Initial Radius, 1 hex per 10 AP, with full effect within the AOE. (Psuedo persistant) Entire AOE radius moves at a rate of 1 hex per segment away from the user. (+1/4 Advatange, control the direction of the creep) Power effects last one segment per 10 AP as well (??I'd say 1 per 5, but with the 1 1/2 advanatge it would be forever. ) This could be a flowing mass of hot plasma gas, or a flaming oil slick sliding down a sloping passage. Im sure we could come up with many more uses!
  9. For your first question, try making a HA with extra knockback, but take it AOE with a the Any area advantage. This lets you run your 20" hitting up to 20 targets if you chose your path to pass by them. The AOE lets you affect up to 20 hexes in any pattern, as long as the hexes are all linked, so a long, curvy line, winding amongst your foes should send them all sailing. (Sorry if the names are wrong, no FRED here either). As for Megascale running, as flight with ground surface contact, Yes, the turn modes is generall the same as flight. And unless you are serious 4 color super, the laws of physics get cranky if your moving at 2500kph, and in the space of one hex, turn around 120 degrees and continue with no loss of speed.
  10. Aye, Autofire can be used to hose many targets at once using a sort of ranged sweep. Yes, you do need to have a really good OCV for autofire to be at its best, but as for supers shooting at agents, it should be no problem for the average super to clear one or two agents an action with a decent autofire attack. Second, your issue of hitting a martial artist with autofire is a best/worst type of scenario. Martial artists are ALL about NOT getting hit, with prolly some of the best DCV's in the game usually. Autofire isnt the best attack to use on them, unless, as posted above, it is with a 1 hex aoe mod. Heehee, keep jumping pajama boy!! Auto-fire is for whittling a bricks stun down, especially if hes at a DCV penalty, or for use agaisnt normals and agents. Another good use, is quickly chewing through a barrier or entangle, they have 0 DCV, so get blown to itty bitty pieces pretty quick.
  11. D-mans post is very good and thorough guideline for XP handling, Dont be afraid to set an upper limit too, to help maintain control of character power growth. If you have it in mind to have them and X power level in 6 months, then don't be afraid to cap their maximum XP per session to 2 or 3. You are the GM after all. If you want to be nice, you could supplement the characters who would have earned more XP through exceptional role-play or brilliant ideas and contributions to the story witht he bonus perks and such. This still rewards the players/characters, but also allows you to help them grow in areas many players dont seem to like to spend XP in.
  12. Ive had GM's who also convert the damage to killing. They did have some variants though... Making an acrobatics or breakfall roll would allow you to convert some or all of the damage back to normal, based on how well you rolled. The killing damage was sometimes fully armor piercing. (no amount of hardened would help you, unless it was armor designed to take falling damage, which was never seen {huge rubber ball suit??}), thus falling almost always hurt.
  13. Talk to him? Call me old fashioned, and while I love some of the in-game mechanics to handle this, what about Talking to the Player?? He made the character, chose the Disad's. This is sorta a contract with the GM, and if he ain't playing it right/fiddling with the letter of the disad over the spirit, then he's not playing the character YOU as the GM allowed him to play. Have him sit out a session if he don't get the idea, with the IN game story being legal troubles or jail time for his acts. Though, the ones who DID the killing while he held the poor sap, would also have to indicted. Hell, run em both through the legal system. In most worlds, heros are not given a license to kill, even if they are backed by the authorites.
  14. ADMIND PLEASE DELETE THIS THREAD IT is a double up, please remove this one.
  15. I chose to go with the expanding cloud, rather then the "lose dc per hex/per segment" to portray the way that gas usually doesnt immediatley fill its AOE. And this gives targets a chance to run out of the AOE/dodge out of the epicenter, etc. I could also see two different versions, one in which the power effect is stable and full effect throughout the AOE (say 4d6 everywhere), and one which is lessened each hex out in the radius as a normal explosion. This could represent a better and worse dispersion levels. The full effect would be the 1 1/2 mod, and the lose dc per radius one might be just +1. Ideas? The Wind powers dispersion is a good "built-in" limitation, I had pretty much the same idea in mind. To avoid this or represent a non-wind affected power would be a +1/4 advantage? This type of power advantage could also be applied to things like Flamers (from Warhammer 40K or SpaceHulk), where it could be used as a temporary area damage-barrier. That isn't perfect, but feels more natural and realistic then a straight AOE/persistant effect from a weapon.
  16. Repost from other mistake thread Posted by: Arthur Powerful Hero Registered: Feb 2003 Location: Dallas, TX Posts: 216 Impressive. Seems well thought out, and fills a rules gap. Keep posting here, buddy! I might handle it just a little differently, only because it might be a bit complicated combining aspects of both Explosion and AoE. AoE of an Explosion is kind of a nebulous area. Also, a really big Gas Attack (we also need a more generic name: it's actually a variant of Explosion - Gas Explosion? Sounds like a power The Spleen would have). Anyway, I'd have it start out as an Explosion that loses 3 DC per hex on the first segment; 2 DC per hex after the next Phase, and 1 DC per hex for a Turn, then fade the same way. Or something like that. That would allow a large attack to cover more area with its initial burst. You'd also have to define a way to disperse it (wind powers would be typical). It sounds like a +1 Advantage. Needs some fine-tuning, as usual, but that's the approach I'd take.
  17. Something I came up with talking with Xandar about our current game, there is no power that suitably emulates gas effect weaponry or spells. So I came up with the following idea, and thought I would post it here for discussion and polishing ideas from you all. Gas Effect- A.O.E/Duration Mod (+1 1/2(?)) The power under this effect will affect a radius of hexes much like the normal explosion AOE modifier, but on the first segment of activation would only affect the Target Hex, each segment thereafter the effect spreads out 1 hex in a radius pattern, until its full AOE is reached (would be the same as normal Explosion). On the next segment after maximum area is covered, the radius of the power drops by 1 hex each segment until it again only effects the Target Hex, and on the next segment fades completely. While the effects are covering a given area, anyone inside the area of effect or passing through is subject to the full effect of the power, akin to a persistant effect. Thanks for the feedback in advance! ps- I posted this by accidnet in the questions area, where only Steve could reply. Oops! I reposted here so I could generate some discussion.
  18. Something I came up with talking with Xandar about our current game, there is no power that suitably emulates gas effect weaponry or spells. So I came up with the following idea, and thought I would post it here for discussion and polishing ideas from you all. Gas Effect- A.O.E. Mod (+1 1/2(?)) The power under this effect will affect a radius of hexes much like the normal explosion AOE modifier, but on the first segment of activation would only affect the Target Hex, each segment thereafter the effect spreads out 1 hex in a radius pattern, until its full AOE is reached (would be the same as normal Explosion). On the next segment after maximum area is covered, the radius of the power drops by 1 hex each segment until it again only effects the Target Hex, and on the next segment fades completely. While the effects are covering a given area, anyone inside the area of effect or passing through is subject to the full effect of the power, akin to a persistant effect. Thanks for the feedback in adbance!
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