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Farkling

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Everything posted by Farkling

  1. Re: Memory And Flash? Alright...here's my two bits....I was a participant in the computer/AI thread and the invisibility thread, and we hashed over a lot of this stuff bridging between mental and psuedo intelligent electronics....and I took notes for my campaign. 1) Invisibility or Darkness for the effect of "not remembering who I talked to" are not interfering with memory. They are interfering with the PER to ACQUIRE the memory. you cut it off at the source...it does not enter the memory. Invisibility seemed more appropriate for the "some average looking fellow" effect. Darkness for the "SOME body talked to me...I just don't knwo who and where." By the same token you could probably use a limited flash field to conk out the PER ... but that would engender the effect of "who are you again?" The MIB gadget flashes Mental senses I think...then they hit them with the Mind Control while they are at half ECV. 2) Suppressing or altering memories is pretty much Mind Control. The original is still there, but buried undeneath the Mind Control. Permanently changing a memory (like erasing a hard drive completely) requires a Trasform Attack. Cosmetic for trivial stuff, Minor for simple changes, Major for life reconstruction. Both would be needed to create a Manchurian Candidate. 3) What happens if you Flash someone's vestibular sense, the sense that tells us where "up" and "down" are and our physical relationship to those directions? Or their kinesthetic sense, the sense that tells us where our hands and feet are at any given moment? These are considered senses by most neurologists. and they are the psuedoscientists dream.... Vestibular: A visual flash covers the combat effects...so does a vertigo limited mental illusion. Darkness could cover it too...if I wanted to do it in an area. Kinesthetic: Again...Flash covers a lot of the combat effects...SFX is kinesthesia....but the combat effects would be very much like blindness...if absolutely incapable of controlled function...I'd look at Mental Entangle fields or Illusions at the "divorced from reality" level.
  2. Re: Oops... "screwed twice by knockback" Because they took damage AND are prone I presume? Force Fields and such do not come fail until end of phase. If EVERY exchange ends with heroes knocked back into a vertical surface for 12D6, there is something wrong with your gaming style....an average 15d6 hit should only result in about 8" KB on average....so 8d6 of damage from impactig a vertical surface (well, through in many cases, shoddy construction). And they are prone with partial cover versus range fire. To attack they have to get back up. wish maybe that you'd bought the "position shift" on your flight now aren't you? But no....you wanted to be FAST. A brick who whines about 8d6 of KB damage shoul dplay smarter. He used his STR that phase. HE should've braced against knockback too...he already PAID the END for the phase anyway !! Speaking of said flyer, he shouldn't impact a solid surface unless shot with particular care. Knockback from our 15d6 Blast will ballistic arc him quite nicely for 12", or 12d6 on unlucky impact. THEN he falls (Acceleration 5" / segment) until his next phase if his flight shut down. Hmm....persistant might have been useful in this case. Or maybe you should have utilized some flight " to anchor against the incoming knockback...overconfident SOB's aren't you. Old school rules allowed youo to AIM your target if you made a second roll with 1/2 OCV. Needless rolls and computation I say. If a PC wants to determine KB direction, it needs to be declared BEFORE the attack. Impose a penalty in your head to dictate whether the targetting works. If the character is wimpy enough to take damage from 4d6 of knockback (assuming the 8" KB above), they should look into Breakfall or some DCV levels or more defenses.. or maybe they shouldn't be standing around geting shot at. if they are whining about a few STUN pips....what the hell? Where's the fun in a game with no risks or results from bad planning? Are the PC's aware of the extra options? SO....let's see...the complaint must be that they can't leap to their feet and attack full throttle. It's a half phase to get up isn't it? If you have flight, you can get airborne...just not off the ground. Position Shift ... it haunts us. The brick can't attack full throttle...he can get up and brace....and then close with the target (Colossus and the Hulk fight like that...so does Supes). EB's can get up and shoot, OR they can move. Martial Artists that CAN get up need to rethink strategy (a la Spiderman). Most Martial Artists and Egoists will come out dazed from 8d6 against a vertical surface though.... Things PC's need to know: Acrobatics, Breakfall, Rules for Bracing with STR and Movement abilities. Position Shift. Stunts. Not closing on the villain from the side where he will blast you through the hardware store, close on him from the street! Then you just have to come back. It's genre. Make bracers/anchor types some little arrows to lay on the map and show which direction they are "stopped" against. My gut instinct is that think they are "screwed twice" because they are slash and hackers in a tactical combat scenario. They need to look at more of their options.
  3. Re: Help with a power Magamarock... Multipower was mentioned....what's a couple more slots. As a GM I'd rule that an AE Transform could time stop anything short of an actual attack power. One more slot for ranged missile deflection (SFX: Halted in time) should cover it. I also think that if mimicing a Charmed power (my girlfriend watched that show a lot), that Transform is good to go. Supernatural Defense is most commonly a Power Defense typoe of thing anyway.... of course...maybe just a large area Dispel versus movement with a secondary attack of either Ranged Missile Deflection or a Flight application would be the way to go. The dispel only has to account for gravity...right?
  4. Declare that the disassembled form (the one we dioscussed with the Desol) is an automaton/vehicle/object Then additional STUN/END losses do not apply to that form, and he returns as he was before disassembly. No actual "thought" beyond subconscious actions then take place in the alternate form. it is not so much an additional character shape as it is a different 'state' of being. The alternative is a perfectly normal character shift and stacking of 75% Damage Reduction. If you declare him an automaton or AI in the discorporate form, it can have "doesn't Bleed, Stun" , etc, and be well nigh immune to mental abilities...just can't do anything. The shiift could be caused by blood loss, and he's forced to remain discorporated bricks until he has healed enough BODY to stop the blood loss in his "operational" form. DOn't picture it completely as blood loss, wither, think of it as loss of cohesion, breakdown of the micro-field maintaining his stability, tremendous energy loss from maintaining the structure field motions...that sort of thing. Tank on some growth or stretching to the altershape so he's scattered over a large area... I don't let PC's have automaton powers ever...but a limited alternate form, that's another story.
  5. I tried to post something to that extent last night, it appears the system ate it. Desol may or may not be an active multipower slot in the following case. Add outside the Framework Multiform: Disassembled state. Disassembled Form need not buy up STR or DEX stats, but may wish to purchase CON. For simplified play, buy STUN, END to the same amounts as the main form. BODY to be purchased as client wishes. Extra BODY in disassembled state means a transformaation into it may save his life. Now, I'm fuzzy on whether his disassembled state should be one little block with much active duplicates, or if it should be a Multiform with a Desolid. (SFX: Disassembled), The Desol approach makes the individual blocks completely irrelevant. The Multiform should have the Desol Always On and possibly Inherent. The Multiform is activated by BODY damage, via Accidental Change and/or Side Effects. TO pull himself together, the character needs to be sure he has enough BODY to shift forms back...and take the Muiltiform time. On assuming his functional form, the Multipower can be redistributed as a 0-phase action. Oddly, this construct will automatically activate if the character is dying. he will take an extra pip of BODY on post-12 for blood loss, and then shift forms....his structure is unstable and he can't hold it together.
  6. Nope. I want the hail of bullets to start at the gun and chew up eve3rything along the path it is fired in. Area Effect, Line, No Range. The line starts right in front of the barrel.
  7. Hmmmm. Let's see. I think maybe you're looking more at the mechanic than the special effect. The special effect is: My cohesion can be mentally set from phase to phase. The less cohesive I am, the less damage I take. The more cohesive I am, the stronger I am, but the more easily I am injured. How "granular" is his damage absorbing ability? You could use this type of construct: Multipower (60) : Internal Integrity Settings 12 m +40 STR, 0 END (+1/2), cannot add figured characteristics (-0) (my automatic limit for characteristics in a multipower) 12 m (+30/+30) Force Field (SFX: automatic block seperation) 6 u (+20/+20) Force FIeld, Hardened (+1/4), Costs END to activate (+1/4), (SFX: Maximum Operational Dispersal) 6 u Desolidification, 0 END (SFX: Maximum Defense, essentially "goes to pieces", affected by Area Effect attacks, plasma beams, and flamethrowers (melts the little plastic blocks )
  8. and if I remember correctly, a character with a 23 STR could theoretically use the 2H Sword in one hand AND carry a shield... Conan! Conan! Conan!
  9. Incorporeal = Power "On" && "In Shadows?" This looks like an Inherent power, or even simply an activated power, with the limitation "Only in shadows" Nothing in the game mechanics says she can't turn the power on outside of the shadows (and pay the END for it) in case she gets shoved into the shadows. No different than having a force field that only affects lasers active. You pay the END for the field, it's on. You get shot with a .45, you take damage. Your blocky fellow sounds like he's packing a Multipower with a couple defense settings, but without more info, I can't make any construct judgements.
  10. Blocking Pain Awaklening/Calling Sleeping/comatose Vamps to consciousness Awakening sleeping/unconscious people Driving a Werewolf back to his feet finding comfort in the pack All those just look like STUN aids to me. I suppose the awakening thing could be TK (for mindless victims) or Transform: Sleeper to Awakened...but why cluttter it up?
  11. There were rules in Champs II or III for fighting a Teleport with your own. i think it was simply inches to inches in cancelled movement...I only have a vague memory of it. My current model would be inches to inches, with noncombat porting allowing for use of NCM multiples. I don't think I'd allow a normal T-Port to override a Megascaled one, but it could interfere with the arrival point in an undertimined fashion. Detect Spatial Anamoly, Sense, Disc, Analyze,Tracking would probably allow for tracing most teleports. It would also detect certain EC and power contructs, active stargates, and open portals to other planes... Some Transdimensional senses would track Nightcrawler/Magik style teleporters. Speedster Teleports would require a different SFX detection. Telepathy lets you try to get the mechanism / arrival point out of the villains heads, Mind Scan to lock on and then search for them after the port. Detect "appropriate teleportational SFX energy trace" is always a valid construct. But Detect Teleport is not allowed in my world. Nor would Detect Ego Attack, Detect Desolidification or Detect Stretching to name a few examples. The detect needs to be SFX based.
  12. 3d6 RKA, AP (+1/2), AE- Line (+1), No Range (Line begins directly in front of gun) (-1/2), Extended Area x4 (+1/2), 0 END (+1/2), Side Effect - requires reloading after 12 phases of fire (-0), OAF (-1), Bulky (-1/2) AP: 157, RC: 52 5d6 RKA, AE- Line (+1), No Range (Line begins directly in front of gun) (-1/2), Extended Area x2 (+1/4), 0 END (+1/2), Side Effect - requires reloading after 12 phases of fire (-0), OAF (-1), Bulky (-1/2) AP: 206, RC: 69 2d6 RKA, AP+Penetrating (+1), AE-Line (+1), No Range (Line begins directly in front of gun) (-1/2), Extended Area x4 (+1/2), 0 END (+1/2), Side Effect - requires reloading after 12 phases of fire (-0), OAF (-1), Bulky (-1/2) AP: 120, RC: 40 2d6 RKA, AP (+1/2), AE-Line (+1), 0 END (+1/2), Side Effect - requires reloading after 12 phases of fire (-0), OAF (-1), Bulky (-1/2), Nor Range (-1/2) AP: 90, RC: 30 I'd probably allow the last into my 60-75 AP cap game.
  13. Wheels has a telekinetic pulse that is defined as momentarily flaring his force shield un an uncontrolled burst. We bought it as an EB with "Does no BODY" and "Does no STUN", since that leaves just the Knockback..and then added Double Knockback to it. I would think that would do what you want. Instant impartation of temporary veolicty IS Knockback. Easier to compute on the fly in combat also, and easily ported to another game. nothing in the rules dictates that Knockback is an arc. I'd SFX that one. Flight UAA also implies control of the movement. I don't see that in the decription. It's more like a kinetic poulse, or a temporary kinretic energy transfer (McGill Feighan anyone?)
  14. Adn I do not typoically think of Teleport for moving things around instead of living things...unless Popinjay in the Wild Cards series crosses my mind at the time. Take a look at the construct for Mechanon's Babies (summoned robots, or something like that) that is on this website...somewhere in the errata or free stuff. I understand it is a sampole of what is summoned by Mechanon's power. I don't ave the Mechanon writeup.
  15. I don't think Merlin could get something the size of a car with the Loghrus. I distinctily remember him explaining that he pulled on the tendrils, and if he pulled on something he couldn't move, he's go to it, or the strand would break. I vote for a small Transdimensional Teleport, Usable against others only.. However, reasoning from effect, you want to conjure something into existence that did not exist before. That isn't really a Transform...it's more of a Summon. Maybe Summon [Metaphorical Object] with a Transfrom attached that turns said object into an approximation of what you want. Otehrwise, yeah, it's a Transform that can turn a desire into Anything.
  16. Detect [big Class of Things] Incoming Attack. Ranged, Sense, 360, Targeting. Note: A targeting sense that cannot actually target beings! +30/+30 Armor; SFX: He ducked. (Heh....works vs some NND's too then!) +20/+20 Force Field, IPE, 0 END. SFX: Just Missed Him. Defense Manuever IV and +10 DCV should cover it also. As would Sight: 360 degree, only to percieve incoming attacks.
  17. Search for the free edition of Hero Machine... There's character outlines and styles galore to play with in there.
  18. Farkling

    PSI Tek

    Flash AVLD vs Power Defense (Vertigo Inducing Psionics operating at the level of the reptile brain) Change Environment with CV/Movement penalties, same effect. Only affects sentient biologicals. Flash, Explosion, NND (defenses are Mental Defense: 10+, biofeedback capabilities, inorganic structure, muffled senses. Sensorium of all within range is scrambled. People hear purple, see the color of ozone, and smell the color blue for the first time. 360 degree Targetting Mental Sense (HUD Telemetry in the suit monitoring mental states) Force Wall, Transparent to Energy/Physical Atacks. Provides Mental Defense of 50. (heh heh heh) Electrokinesis: xd6 Indirect EB, can only target adjacent hexes, requires source of electrical power. Summon Zombie Victims. Must come from local area. Slavishly Loyal. These are easily swayed normals from the surrounding area that Psionica has preprogrammed to assist her in the event of the arrival of a superteam. A higher point version would Summon Guards or Agents, with equipment. I can't think of anything else fiendish and odd right now. I'll get back to you.
  19. 1d6 Minor Transform Object to Greased Object. Minor Transform allows for slight combat effects, no? So you can get a slight benefit from greasing your shoes before you leap on the ramp... For a realy long patch of grease on a surface you'd need Running +x", only on smooth surface, has turn mode. For light effects, I say Minor Transform. For instant combat debilitating effects, Major Transform, possibly 2d6. And it should NOT be nothingness into Grease.....in game terms you are making an object "slick", so the OBJECT needs tranformed; "grease created from thin air is applied to object" is SFX, not the power.
  20. Only one Distinctive Feature in my world. DF: Cybernetic Arm. Possibly Physical Limitation: Cybernetic Arm also. (5-10 pts) since magnetic manipulators and EMP are available to paramilitaries, but also you can pick up cybernetic blocking equipment at the local Radio Hut.
  21. To restrain new players I usually tell them they can put anything in an EC with my permission and my cut of the points. If they PUT a no-END power in an EC, it automkatically costs END. No limitation value. Of course, they can now buy it back down to 0 END. The surcharge restrains abuse...generally the powers much more tightly reflect the EC, as the player needs another limitation to apply.
  22. Ditto from here. Back shots are for attackers the subject is unaware of. i wouldn't grant more than a +2 for someone who stepped behind the guy they just hit, and then only if the target was restricted in his movemnts.
  23. 5 pts: Physical Limitation:: Left Arm is Cybernetic. (no touch sense, affected by magnetics, can be turned off / removed) CyberArm Pain Reduction: 25% Damage Reduction, Physical, requires DEX roll. Have fun. Hit locations imply a non-superhero genre. Mine's for a superheroic campaing.
  24. I'd lump into the big limitation Galactus already has. Physical Limitation:: Galactus, living Embodiment of Destruction from a prior Universe.
  25. Raising the cost of STR in Fantasy HERO makes spells more "expensive" in th eabstract. After all, a solid "Conan" type character has his STR and little else, spells being slightly higher in "effective" cost is a fair balance for the specific archers and sword slingers. The sword slingers don't pay anything but gold for their equipment, improving their combat capabilities at no "actual" cost. His only worry in encumbrance, and the high STR helps offset that. The magely type buys EB's and RKA's with his hard earned character points, but doesn't have the encumbrance limitations on his damage dealing equipment. It's built in. What's the big problem? maybe the encumbrance rules are broken...not STR.
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