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Farkling

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Everything posted by Farkling

  1. Then your house rules should dictate a STUN limit, or use a one hit wonder rule. If you use the one hit wonder rule, and the circumstaznces happen frequently, veteran players will be annoyed. They will wonder just why they bought those STUN points. Me...after reading the one hit wonder rule...I will buy the CON or other Stat to a level that stops your one-hit wonder effects, or I will just selll back my extra STUN points since they are pretty pointless anyway... And as to comparing to Mutants and MasterMinds...I didn't get one-hit KO'd when I played, but I was forced to spend Hero points each round to merely stay conscious...and was unable to act as the pummelling continued, and the Hero Point expenditures continued... same effect as fighting a brick in champions, except running and dodging in champions works better...or I'm actually unconscious...
  2. Your Mileage May Vary You still need to track the Speed phases in some manner...we ran a combat sequence at Hexacon between Heroes and Villains...and we tossed the speed chart for cards. Everybody got one action per SPD point. Guess what the hang up was? Aborting phases. Some of the low speed characters never spent their card, and pulled a sequence of actions. One of the mid characters simply saved all his actions...and proceeded to maul the high speed target at the end of the turn. And if you allow holds, you must collect the cards or demand actions if multiple people are holding. They cannot just continue to hold when you have made your way through the DEX order. Oh wait....you are going to try dealing the cards to the players as PHASE markers? I got a 3,5,7,10 so those are my phases for movement? Seems arbitrary...what if I draw 9,10,11,12 ?? I'm gonna get squashed before I even get to move... My whole view on the objections to the SPEED chart is this:: Most of the objectors have slow characters and/or no concept of holding phases. They waited and waited for their action and couldn't wait anymore...so they spent it. So when they needed to USE the HELD phase...they had to abort instead and thus the cycle ensues. Players I have had always got annoyed when the SPD 3 and SPD 4 agent squad simply unloaded on them during Phase 8...and half made their Temamwork rolls. I heard crys of "half of them can't move", to which I reply, "they waited from 6, didn't you notice they weren't moving then?"
  3. "(OTOH, I'd probably require at least some of a robot's PD/ED to be bought Inherent. After all, how do you Dispel, Drain, or Suppress something happening to be made of metal?)" Um...with magnetic, electrical, EMP or some radiation effects...why do you ask?
  4. Hey...I prefer the Desolid approach myself...my speedsters would never survive actually being in the HANDS of an angry brick. Desolidification (affected by Area Effects, Explosions, Mental Powers), (only to escape from grabs and entangles), Special Effect - Harmonic Phasing But I can see a need (special effects wise) for something of this nature :: 4d6 BODY Drain, Damage Shield, Concentrate at 0 DCV throughout, x2 END...adjust return rate to suit concept. (Is it a limitation to buy it out to 5 pts/month and then define it as REC/month?) That would shake apart anything eventually...unless it has Power Defense. It would make mincemeat out of conventional entangles...they have no Power Defense.
  5. Thanks Trbuchet...I'll add that to my note files.. This could have some uses after 3 or 4 game sessions of the SuperSpies game...
  6. but really, you only need the one big transform...the transform could make someone so unlucky they get hit/smashed/burned/blown up/mauled by the environment in some manner. If you wish to hit people inside buildings, you have to acquire LOS...and you can't without FVP ("funky vision powers")...so, you don't even need LOS...the satellites have telescopic targetting sense...use that. (actually, you are hitting DCV 3, you don;t even need a targetting sense) If it's an orbital chaos weapon...apply Megascale once for range and once for area...and hit the whole block with it...Mr. Adams would be proud...and Dirk Gently would be out of town. THe Transform gets a big stack of dice, and for every 5 points you exceed the necessary transform roll by, the character get 1d6 Unluck until the tranform reverts. so...you need a roll of at least...um...60? To grant 10d6 Unluck. so, a 20d6 Major Tranform. OUCH. Orbital Plasma Cannons would be cheaper.
  7. A penetrating RKA or NND doing BODY damage will generate damage to anything, but only a small amount. A big RKA with damage shield will pulp a normal and annoy a brick. Concievably, if it requies an attack action...you COULD buy an Energy Blast or RKA with no range and one Hex Area to represent the "vibration attack", and paralleling the Flash, lockout your other powers when you use it (takes a lot of focus)...then your harmonic effects can be used easily as an attack action, or to simulate "vibrational punch"
  8. RKa or BODY drain...either way it bypasses the defenses... Side effects for BODY drain is the way it is applied in my writeups for empathic healing. The same side effect on STUN is also built as a Drain...which, if you consider, is a sharper tooth...considering there is an actual DELAY on the points returning (ie, Regeneration does NOT restore lost power points...now we are in a fuzzy area though...is a Drain to one of these stats a PP loss? Or damage?)
  9. I'd forgotten about the camoflauge effect vs IR or UV...I thought most military cammies compensated for that. I'll bet the "off the rack" stuff doesn't though... hmmm.
  10. In NCM games, skill levels of that nature are very standard...as the players find them a much better deal for increasing their skill rolls...in a SuperHero Game I picture 5 pt SKILLS levels as more for broad categories OTHER than "STAT base" skill...ie. 5 pt levels with Con Artistry, Detective Work, Crime Scene Analysis, Language, Research, Organization, Red Tape, JetSetter, Playboy, Energy Forms, Nuclear Power, Rivers, ... then if the action taken by the character is appropriate, the level applies REGARDLESS of the skill... In the NCM/Heroic game I GM occasionally :: One of my PC's has purchased Overall levels for "luck and timing"; it was a better cost deal than bundles of PRE and INT levels..AND they can apply to his combat rolls...he liked that concept better than increasing his skill rolls individually or the seperate skill groupings. Yes, he has THE most skills of the characters, and the LEAST combat ability. I believe the most amusing thing he had to say after the first game was "There's a Luck Power? I never looked in the powers section...except that Armor writeup you gave me" (an Artful Dodger variant)
  11. Oh BOY - FrameWORKS !! I am a believer in the philosophy that many EC's could more easily be modelled as VPP's...except to get multiple powers you need multiple limitations, or a standard set. If it's a standard set of limitations, players feel hosed on powers... As it stands, if I have a 60 AP VPP, I am allowed TWO powers at -1, 3 powers at -2. Or else the GM allows construction of a VPP that overreaches campaign boundaires, and has to apply a control cost llimitation of "no power over X AP" - and once again...the player feels hosed for the charges. Admittedly, an advanced character (Storm? IceMan? Metamorpho? Fire? Parasite? Ice? Thor? C'mon...Thor has a VPP- "I call upon the power of Asgard to exceed my character designs")...I digress...an advanced character should have an EC built in some kind of VPP...if the character wants to trade ability for versatility. After a character has campaigned for some time, I have allowed an EC to be traded in on a large VPP...but then the player has to actively think of what powers when...but it adds noncombat versatility. Um...I am embarrassed to admit after my previous Frameworking discussion that I have allowed Elemental Control specialist to buy a VPP for Elemental effects ( i am SO on the ONE Framework per character side of the debates)...in addition to their EC framework...but that's a heavy expense for a playing PC...they hardly ever save up 45 points for a single purchase. And in my mind, I guess I have allowed it because it is typically a "slow burn" slot...the character used it for flavor powers out of combat...if I remember right, it couldn't shift in combat...I'll need to see if I can find that old sheet...
  12. This method has possibilities...you could even add extra dice that are linked to a substandard mental power and only work vs an affected target... I still think it is more tampering with their powers temporarily by adding a limitation to their EGO and Mental Defense...and that is a Transfrom effect by definition. Cumulative and a lenient GM would let it gradually stack up...goes along with the whole "gradually seduced" concept even...
  13. or ye olde "Knockout" variation from Champions (um) III ?? What was that...3 pts per +1 to the multiple?
  14. I dunno...it seems a little more potent than self only since it is attack results that ONLY apply to you... -0 is too low... -2 is too high... hmmm -1 could be close in my book, depending on the abilities in your suite of powers...I would have to playtest it. It would probably be more "mechanix oriented" if you had a self only Aid to BOOST your relative characteristic(s)...or a single target Supression Field (except that doesn't persist...) or perhaps an additional limitation of "points restored if I initiate hostile action" y'know....considering that...maybe it is a cumulative Transform? You are applying the limitation "does not affect ME" to their already existing power...that would be an interesting design...
  15. But your little sister flashing her dimples is a PREsence attack
  16. Nightvision won't percieve the invisible marks left by MazeMan's vaseline magic markers. Ultraviolet can spot certain fabrics by the "imaging" given in the ultraviolet spectrum (cotton comes quickly to mind)...certain minerals will have that "green glow" to UV vision...I allow character's to see some lower powered radiation emissions/traces with it (alpha/beta particles). And the CSI effects would certainly allow for a few Criminology or Forensic bonuses...in a futuristic setting, it might allow visibility of certain weapon packs or energy discharges also. There are other uses too...but they escape me at the moment.
  17. Personally, nope, don't like it. If I want an effect like that I'll put a limited EB on the villain (+10d6, only to determine STUNning, does no damage), or a Transform (Major, conscious target to unconscious target)...it's funny when the Tranform wears off and the character gets up and I tell him "you have full Stun and End" he thought someone had healed him and spent days trying to find the person and get them to join the team.
  18. a by the book comment. If you use Clinging to run up and down walls, you stick to them better... Technically Flight on a surface means you ARE flying, so -1d6 on KB rolls. With clinging the superspeedster becomes FAR more stable, cause now he gets +1d6 vs KB... The 10d6 EB's just went from doing 7" KB to 1" KB...guess it's a better braced, quicker reacting speedster, eh ?? House Rule around here is that they don't get any Clinging bonus if an attack pushes them in the direction of gravity...
  19. ...and I posted my opinion on the STR roll vs STR roll as being faster...and I use it because my Champions combats (troupe) is between 6 and 9 players...plus all the extra's, NPC's, and Supers... The message to a new GM from me was intended as a combat speed tip...I should've explained better I guess...
  20. Hugh...I do like Pulsar's "extended push" construction...I just don't like partial advantage applications in general (does this make me a hypocrite?)...I also do not particularly care for "half the dice are bought with no range" (or half with Armor Piercing) style effect...I'd prefer to put a 1/4 limitation on the whole power for "half effect beyond hand to hand range" or a variant of that to 6d6 at normal price + 6d6 at no range. It's a bookkeeping preference. I told them at Hexacon, "rules debates are for after the game. If you must resolve them in combat, there is a HeroClix game next door" So here is definitely the place to discuss this stuff. I'm with badger...if you get to shoot your advantages for free...how come I have to pay extra END for these extra dice? its a mechanical balance thing. But I will quite happily switch my existing 8d6, 0 END EB out for an 8d6 AP, 4 END EB if I come play in your game...otherwise I'll be getting shortchanged on my power construction. The points I spent on 0 END are worth FAR less than the points I could have spent on Armor Piercing. However...I would suppose that there is a case for the GM to add "costs END for Base Power only" as a custom advantage. Seems no sillier than "costs END only to activate" (I like this advantage...but the jury is still out on how over effective it is)
  21. I was thinking of appliying those powers to the TARGET not the character... MegaScale is my choice of poison...applied on the attack...that rounds out to the overall modifier of +1 (Double KB is 3/4, MegaScale is 1/4)....or you could simply allow a 1/2 increase in KB for each +1/4 "Extra KB" advantage...that would follow the double KB design as is, and the pricing on MegaScale supports that structuring... That's pretty powerful...are you aware that with 10d6 at double knockback, you generate an average of 13" KB? That means the attack does a minimum of 7-8d6 extra damage from KB, or max of 13d6 ?? Increasing the generated KB will increase the numbers...at 3xKB you will see 23" KB, for an extra 11-12d6 (who could make that breakfall roll?), or a max of 23d6...it's a subtle way to generate DAMAGE....if your PC just wants to hurl people great distances, he really should us a movement power built as an instant attack... this isn't a subtle way to bypass campaign damage limits is it? I could see using this as constructed in Anime style game though...where people get socked for miles by relatively small attacks. Not my supers levels though, and definitely not in the SuperSpies genre...
  22. +20" Leaping, Usable against Others, Only away from me 20" Flight, Usable Against others, Only away from me, improved Acceleration 60 STR TK, no range, only to hurl target away from me, only usable with strike manuever Can't think of anything else...
  23. Why wouldn't you make the Heat setting a Transform or a Change Environment? Transform is my preference...since the healing time would represent the cooling effect....
  24. I myself am pretty much against partially reduced END powers. Keep you r point hacking constructs away from me!! If you want partially reduced END, buy your power at half END...or buy it to 0 END and figure out some wierd side effect that makes sense...don't show up to my table with "it costs this much because THESE dice are at 0 END, and THESE dice are at half END, and THESE dice cost normal." If you need some killer combo with END cost, buy your 10d6 Area Effect and your 14d6 EB, 0 END and your 20d6 EB and fire them all together at the target for 20 END as a multiple power attack. Sorry about the Elemental Control/Multipower not working with this, but if you want a huge blasting effect, you need to pay for it...
  25. I'm not so sure...if he's actually looking at the magical weapons being rendered inert in his hands, or non-damaging attack spells being disabled...it is a Suppression field as was mentioned before...I think it requies additional GM permission for Suppression to affect attacks hurled from outside the Suppression area...of course one level of MegaScale might cope with any concievable area beyond GM's fiat... 4d6 Suppress, One Hex area (+1/2), Megascale (+1/4), 0 END (+1/2), persistent (+1/2), versus all magic at once (+2) - 95 active points No range (-1/2), Always On (-1/2), Only applies to magical effects on character (-1) - 32 real points. It just doesn't DO much for the cost does it? It will gradually reduce a persistant power to nothing... and since the reduction only applies to the character HIMSELF, (ie, full power still affects others and the surroundings...the Green Lanterns and yellow come to mind...), then most people will have been in the area long enough to have been thoroughly affected before they even meet him. I don't think I'd let someone use this construct in my game...it is very powerful since Suppress is cumulative. If suppress is non-cumulative, then it is to weak for the cost...the Damage Reduct would be more appropriate. For the normal cumulative Suppress...you could use 1d6, for a cost of...8 pts. Your GM is likely NOT to allow it though. You could just go with:: 14 pts +21 CON (vs. Magic Only) 14 pts +21 REC (vs. Magic Only) Or even an AId::
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