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Christougher

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Everything posted by Christougher

  1. I know that Transfer was removed, but I'm still playing mostly 5Er plus a few things stolen from 6E. That right there basically proves my point: Instead of one clean and simple power, you have to go and link two powers. And then I still have to Advantage around the forced self-only Aid for it to affect someone else. If I want to lose the abilities I'm Aiding, then I have to apply Side Effects. Altering the definition of Transfer to move points from A to B, and change who gains and who loses, covers all these cases in a much less complicated way. Chris.
  2. Transfer officially states it takes points from an opponent and adds it to self. Wouldn't a lot of builds be easier if it just applied 'from one target to another'? This would allow healing type effects where the characteristics are donated by the healer or an (un)willing third party. Perhaps a+1/4 advantage to change between operational modes would be needed. Chris.
  3. Yes, it is a requirement. Five shot burst or full clip is shooter's choice. Chris.
  4. What Obi Wan should have told Luke about how his father died...
  5. This is indeed the crux of the problem and why I've turned to Herodom Assembled for additional ideas. "Natural" is the term used by City of Heroes, and includes things like training and skill, Ch'i abilities and mundane technology, and leaves the door open to other suggestions. All of these that I have so far tend to violate reasonable plausibility when it comes to things like fists and armor of actual stone and firing off blasts of radiation. So I'm looking for additional ideas to make "superpowers" available to those who don't fit the other origin types. Chris.
  6. During a discussion on character creation and CIty of Heroes style origins of powers, the Infinity Gauntlet was mentioned. I considered the idea of a similar artifact, but related to power Origins. So our would-be Thanos gathers the Tech Stone, the Science Stone, the Magic Stone, the Mutant Stone... And then picks up an unremarkable rock off the ground, and slams it into the gauntlet as the Natural Stone.
  7. I haven't really done aliens in my world for that exact reason - whole races of similarly powered individuals. I do acknowledge it as a possible answer to my issue though: How does an essentially unpowered superhero exhibit power special effects that usually require other superpowered Origins to explain? If Jace Jammer absorbs a lethal amount of gamma rays and survives with the ability to fire radioactive blasts, that's a Science Origin nobody would blink at. But how would Jace be able to fire off those same blasts without having had that accident? It's not like it's 1985 and he could just pick up plutonium at the corner drugstore. And bonus points to you for my favorite Willow phrase. Chris.
  8. And how does she feel about you calling her 'average' ?
  9. Try the Natural origin Stone Tank and Natural origin Radiation Defender that started this thread?
  10. At the very end of the day, I'm looking for a believable way for every origin to have every powerset.
  11. Meta Gene or latent mutant moves them into other Origin categories. Green Lantern, by virtue of using the ring, is most likely Tech. What am I looking for? Starting with just the two examples, and working out to a generic version of the question: How does a "normal" or Natural origin hero have the abilities of a Stone Tank or Radiation Defender or whatever - without it being Magical, latent Mutant, high Tech, or weird Science? The type of thing where anyone /could/ but only a few actually do. Some other Natural origins I use include extreme training, normal level items, and Ch'i abilities. But those don't lend themselves to a lot of powers or special effects.
  12. The MMORPG City of Heroes let you choose the Origin type of your powers from Magic, Mutant, Natural, Science and Tech, and this played a minor role in the game. Most of these were self explanatory how their powers originated, but Natural was for those heroes "without" superpowers per se. Batman and Green Archer would be simple examples of this - people of mostly normal ability who were on par with other superheroes. Marvel's Bullseye could even be considered Natural as his powers are highly developed accuracy. I like the idea of broad grouping of origins, but the wide range of abilities (not just CoH, but easier to explain with) don't often lend well to some powersets. Sure any weapon wielding scrapper, even Claws or Super Reflexes work, but how does one justify things like Stone Tank or Radiation Defender powers from someone who...doesn't really have superpowers? Without turning this into a list, does anyone have ways to explain how mostly normalish people can have some of the stranger superpowers and special effects? Chris.
  13. Strange, when I tried it, the error message came back "Get a new joke."
  14. That old joke has been around so long that when someone used a broken CD drive as an actual cupholder, he couldn't convince the tech that it wasn't that old joke in action.
  15. Was out in public the other day and a young lady was wearing a plague doctor mask in lieu of the standard anti Covid masking...
  16. Many moons ago, we were at a LARP event hosted in a former apple grove. The alcoholic fruit salad had apples added to celebrate the occasion but they absorbed WAAAY too much of the alcohol - it earned a 'poison apple' moniker that year. Most celebrants tossed the apple bits aside. We awoke the next morning to very drunk birds having feasted upon them...
  17. It hasn't actually been playtested; my child suggested the idea and I got caught up in writing it. My thought was that the per-segment actually gave it a chance to build up/down during the character's off phases so they feel the difference on their Phase. Especially given the Constant AOE still applying during the off segments. Perhaps adjust it by a 1/4 if it is too much change. But that's why this thread is ideas, not official rules. Chris.
  18. Other examples lay out the math, but to make the verbiage clear: Having a Multipower with more points than your AP limit does NOT negate the AP limit of individual powers / slots. It lets you have multiple slots running. Chris.
  19. Increases over Time: This (-1/2) Limitation makes a Constant power start slowly and build up to its full effect. The power starts at 10 AP/2d6 and increases by the same amount per Segment. For a Constant Area of Effect attack, this Limitation can be applied so that the AOE increases by 2m per segment. Both versions may apply to the same power. Decreases over Time: This (-1/4) Limitation makes a Constant power slowly lose its effectiveness. The power decreases by 10 AP/2d6 per Segment. For a Constant Area of Effect attack, this Limitation can be applied so that the AOE decreases by 2m per Segment. Both versions may apply to the same power. Chris.
  20. Wound tracking for everyone! Cumulative on Blast/KAs might be used to make a single wound worse, so that it exceeds per-wound Healing.
  21. Plugging a friendly local convention. Lonestargameexpo.com Game Submission and Vendor Registration starts tomorrow! Lone Star Game Expo V is back. October 8-10, 2021 at the Grapevine Convention Center LSGE will be back for in-person gaming goodness, with all your favorite board games, miniatures, and RPGs. I'm trying out ideas of HERO game(s) to run. Chris.
  22. 😆 Darn you! I was gonna post that! I wrote up my own, rather similar version. 🤣
  23. I know you already know this. It's because at the end of the day it's still a 60 point blast. The limitations making it harder to get there only affect the Real Cost, not the Active Cost. Otherwise I'd do this with a 12d6 blast that powered up to something absurd to shave points as far as possible, and just use it as a vanilla 12d6 blast.
  24. Not a bad idea overall, maybe name it Power Up (Required). I see a lot of overlap between a Constant and/or Cumulative advantage, along with the Extra Time limitation, and just plain Special Effects of not using it at full power. When I first saw it, I thought of one of my ideas not posted, a tweak to Reduced by Range called Increased by Range. Power starts at 0 AP/0d6 for the first 4"(or whatever 6E's first RMod is) and goes UP by 10 AP/2d6 per RMod up to the power's purchased cap. Used for those "more powerful the farther it goes" effects, though probably added/linked to a minimum range effect (Blast 6d6 + Blast 6d6 Increased by Range). Priced at an additional -1/4 over Reduced by Range, as the higher damage is less likely to hit. Chris.
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