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Caveman

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  1. You could try... an EB with a trigger and cover some one. Make the trigger "when target moves" and possibly make it continuous. Along with a movement drain that could work out well.
  2. instead of 0 end you could do it on recoverable continuous charges that represent the recharge time to recover. edit: You might consider clairsentience as an additional power you could use to target and study(floating point for t-port) the location.
  3. "hey Ray, tell him about the Twinkie" W. Zedimore, Ghostbusters
  4. I would think it's like knockback... However, I've been known to call it a "lip skid". if he just bounces along the ground(8d6). If he hits a solid vertical object(16d6). If Caveman was spiked, well... It would be on like Donkey Kong... it would be about 26 stun. Not stunned but ticked off. Since he gets knocked around alot, he's used to it.
  5. But it does get an even worse modifier for ocv(-v/5). Though, I still agree with the one complete maneuver rule as it pertains to FMOVE.
  6. True... And I love the Cat in the hat reference...
  7. come now You had to expect that from him.
  8. The short answer is "No." There isn't a "minimum" of active powers required because these powers do not make him Thor. All of the "Thor" powers, characteristics and such are embedded in the Archtype that is Thor. When, by SFX, the Character wills himself to become Thor then he has all of the things purchased through OHID. Characteristics are inherent, powers are available for use, etc. He Just has access to all of these goodies that is all. pretty much if you knock out the normal before he changes that is the best way to stop Thor from ever appearing.
  9. I thought that rolling 3d6 trying to roll 11 or less WAS a core mechanic. you modify the target number from there(combat OR skills). Saying that I try to make it easier for the players by saying 11 + OCV - roll = dcv you hit and I as the illustrious gm applies modifiers at that point to make it easier for the players if they are new to the game. However, I have run into confusing or fuzzy game mechanics in alot of different game systems(D&D, Gurps, MSH(wayback), etc...
  10. Also, please remember that the 23 points(as quoted) are straight with no limitations on them, nor are they bought through an MP. Where rapid fire really get's a boost is from unsuspecting gm's that don't take into consideration of the affect of combining powers with skills(specifically ones designed to benefit specific powers or maneuvers).
  11. Well, for one... PRE attacks can affect an area(group of people) at one time whereas mind control cannot without the area affect advantage.
  12. That is why I agree with the post about mental Illusions based on con. It covers pretty well it's just the name doesn't sound right. As for the effect you want, a mixture of drains and mental illusions based on con would be perfect. After all you wanting a powerful effect so I think it should be somewhat costly. This way it won't be over balancing. add in MI BOC that are cummulative and Unc. Cont. . that would just about do it. Don't get hung up on the names of the powers though. They are just ways to get to the effects you want.
  13. I believe that it is mentioned in FREd about IPE. if the attack is invisible but the SOURCE of it isn't(e.g. gun) the value of IPE is halved(e.g. +1/4). I am paraphrasing but it essentially is that.
  14. Then Again, 10d6 with an average roll(3.5 per die) will do 35 STUN and 10 Body. This gets 15 Stun through a defense of 20, 10 Through a def of 25. I would hazzard a guess that this is comparable to the NND. You might as well not have the damage shield then.
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