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colinjshiels

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About colinjshiels

  • Birthday 12/02/1967

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  1. Re: Teleporting objects to you Keep in mind if you use the stretching option you must make a strength vs strength roll to get the focus away from the person who has it.
  2. Re: Desolidification Trick ... De-Armoring? Well, a couple of ideas come to mind. You could do suppress vs armor, vs suits/pieces only, if you exceed the active points (doubled as its an adjustment power vs a defense), armor is gone. You could put an -all or nothing- limitation on it to prevent the case where the armor is partially removed. Alternately, you could use the old standby, transform armor into desolidified armor.
  3. RE: Attack Power Maximums Generally, when I set that attack power maximums in my game I set it with effective DCs (that is, as DCs, with advantages prorated in). Besides the HKA example you used, Hand Attack + Str (especially with the way advantages on hand attack work in 5th edition) is another combo to watch. As far as the Absorption example goes, I use 2 simple rules when evaluating a character that absorbs to attacks: As far as the absorption can raise the attack above the DC limit, it must start at that far below the limit, i.e. if the character has a 30 max absorb to EB, campaign limit is 12d6, EB must start at 9d6 and max at 15d6. The second rule is making sure that the character does not have the abiliy to run around at max absorb for significant amounts of time. Obviously some judgement must be used in handling DC limits, as some advantages are worth more than others, and stacked advantages always require a second look. When we started our 5th edition campaign, since we weren't experienced using 5th (and most of them weren't experienced with champions at all), I decided to do 2 things with character generation: First was that any powers that turned out too powerful/too crappy would be rewritten after the start of play, and second was that after they had played the character 3 times, they could rewrite it completely, keeping the xps they had earned, in case they had not designed what they actually wanted the first time.
  4. You could build the powers by looking at the restriction backwards, i.e. "Loses powers if doesn't take the drug." Which I would make a dependance, with the frequency set appropriately. Also of course you would not have the character take damage, but instead lose the power. The book only lists down to an 11- activation roll for this type of effect for +10 points, I would put loses the power completely as a +20 modifier (note that that would be a house rule and not official). This may not work as well with your power set with its shorter time limit, possibly you could do yours as having continuing charges of 20 minutes in length.
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