Jump to content

Caveman

HERO Member
  • Posts

    43
  • Joined

  • Last visited

Everything posted by Caveman

  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.
  15. I have noticed that many complaints about abuse seem to stem from the use of a high number of advantages on low based powers. I would not pretend to say that I am not guilty of it either. [comment] I made a couple of characters with the monikers Nightmare and Bloodbath(using variants of AF, pen, AoF(hex)characteristic drains) to challenge a friend of mine who thought his character and his allies were unstoppable. It came down to his main guy couldn't be touched but his 3 friends were made into insane quivering masses of jello(and not the good kind)... them's the good old days [/comment] Since then I have recovered and found out that one could indeed have fun in the hero system without having uber power. One campaign I was in recently had a cap of +1 on power advantages(+2 if you were using variable advantage) and of course a reasonable limit on DC's and AP levels. I think that might be the trifecta of balance in a campaign. Flexible limits to start out a game with the gm being the final arbiter. Although it does take a good gm with some foresight it's not all that difficult to do and it can be rewarding in the long run because you have something to work for. What say you all?
  16. Just remember that this doesn't make it a KILLING ATTACK. Normal mental defense would apply(not that everyone has it though). but the damage would be counted as NORMAL dice.
  17. I understand that Clairsentience doesn't establish line of sight but, why??? [off topic] can you use clairsentience to study a place for a floating location for T-Port? [/off topic]
  18. Hey everyone, I am in the process of running a new campaign for Hero. The genre is set in the sg-1 universe. The Hero's are a specialized team the go through the Gate on Special Missions. There are some other things they would do but, this is the general focus. My question is... does anyone know of any resource sites that might help with some of the renditions of sg-1 in hero? It's a 250 pt campaign. Thanks.
  19. That same Algorithm works for Star Fleet Battles also.
  20. I think it would be more appropriate to use AF on DS like AF on mental powers. i.e. - The best roll for damage affects the the person hitting you and you could have the person with the DS make a to-hit roll (with no skill levels, dependant upon the situation). This would probably help with the abuse and the person with the DS would still get something for his points spent(he wouldn't just be arbitrarily neutered)
  21. Check FREd out... Under the power TK it mentions(GM's Descrection) that you can use TK in conjunction with Martial Arts. The TK must have Fine manip though. I have also read that it might be required to have as much STR in TK as You have real STR(to simulate it being an extention of yourself) and, at least Inv. Pwr Eff.(sight or sight group) on the TK. Then you can do your martial maneuvers at range. This last part is more of a flavor thing I think. In FREd it even mentions that you can purchase the TK with fine manip and pay some points to do regular maneuvers.
  22. np, I have(of course, you just have to SOUND intellegent, and talk alot of sci-fi mumbo-jumbo). then again I've seen people buy up the int or pre and they couldn't RP it if their life depended on it.
  23. Re: TK question question part II Well, that is kinda sticky. If you are going to hit him with the tk a second time or change something with the tk, yes you would need to. The sequence, I think would go like this... "1st phase: Grab the villian, squeeze him. 2nd phase: CONTINUE to squeeze villian, Attack villian again and slam him into the ground(here you could just squeeze him again "stacking the squeezes" same thing). This can be rough, but then again you must pay the end for each application of tk EVERY one of your phases AND the power is somewhat expensive if you want to hold anything more powerful than a thirteen year-old kid.
  24. Fun With TK IMHO you can. like other attack powers with the continuous advantage, you may do this. he/she still has to pay end for each occurance and as long as you aren't switching slots in the MP then you are good to go. For switching slots you would have to make it uncontrolled and that opens up a whole new can of worms.
×
×
  • Create New...