Jump to content

braincraft

HERO Member
  • Posts

    770
  • Joined

Everything posted by braincraft

  1. Re: Lose Weakness I think that this would be much easier if Find Weakness weren't a clunky legacy power that interacts poorly with the rest of the system. That being said, while I'm not sure that introducing new penalties to sense/perception rolls retroactively changes the results of previous rolls, it seems like the best solution.
  2. Re: Force Field with Various Methods of Activation and SFX? A multipower should work as well as an alternative to Variable Disadvantage, though I happen to like VarDisad/VarAd for constructions like this.
  3. Re: Aiden-Cath I maed you a cookie but I incinerated it I can grills cheezburger now?
  4. Re: BODY into STUN Just buy it as Resistant on some or all of your PD. It won't change the amount of STUN you're taking, but it'll reduce the amount of BODY damage.
  5. Re: Chargeable Attacks? 8d6 Energy Blast +4d6 Energy Blast, Full Phase, x2 END, Incantations, Gestures +4d6 Energy Blast, 1 Turn, x5 END, Incantations, Gestures, Concentration And Haymaker.
  6. Re: Making Dancing weapons? First of all, making a new character sheet is almost never the simplest solution. Second of all, Continuous doesn't work the way some people think it does. Third of all, AoE Selective is the best way of doing this, though you'll probably want Mobile or something like that.
  7. Re: Madison Summers Do you really need those few points from putting an activation roll on your flash defense? Is it so necessary to your concept that you couldn't just scale 'em back a bit? My experience with activation rolls is that you either a) succeed on the roll, which makes it just a useless extra roll that breaks the flow of play, or fail on the roll, which makes the whole power seem like a waste of points and makes your character seem like a doof. Furthermore, it seems both unrealistic and damaging to play for this sort of power to be so unreliable - and if it's not significantly unreliable, it's a non-disadvantage that generates time-wasting rolls. Sorry, but this is my pet peeve.
  8. Re: Super Bark a) 'Nonselective' has a nonintuitive meaning in HERO terms. Reread the AoE section, because I'm pretty sure it's not what you want. That's a lot of dice in that energy blast; enough to one-shot most supers. What does he wreck with it? As an aside, I think the HERO system's rules for breaking stuff scale poorly for supers.
  9. Re: The Geas Effect Depends on how smart you're allowed to be about it. If you're like Lulu, (I am making the reasonable assumption, here, that you have just watched Code Geass and want to port it to HERO) you can just geass people into being your eternally loyal slaves, which makes the limitation moot; it hardly matters if you only get one wish if you wish for more wishes. Of course, Lulu also has problems with implanting ill-conceived imperatives into targets that he might need something from in the future. If you nixed the cheapness of creating instant brainslaves via Geass, I'd call it a -1 at least.
  10. Sorry, broccoli murder-dudes! Elsa needs Weapon Element: Acoustic Guitar.
  11. Yeah, THAT Ghandi Hey, don't look down on Shunamitism. It was good enough for Ghandi, it should be good enough for you.
  12. Re: Focus - only to remove limitations Variable lim is an elegant solution, though in a few cases you might actually want the Supress; for example, a spirit that uses a special charm to negate its own Desolid, but on occasion it might put that charm on another intangible enemy or object to make it easier for his friends to deal with.
  13. Re: [Characters, Hero Team] Strike Force One
  14. Re: ROV character. Duplication, with the main ROV being the mechanical superpowered villain-stomper, and the subordinate character being the squishy nerd with a remote control.
  15. We'll call this Plan B Pull out a gun and start shooting at your friends, and see if they bother to run or dive for cover. They probably won't be your friends after this, though.
  16. Re: Transform: Class of mind I'd treat it as a Major Transform. Think of Mental Powers as being similar to NNDs or AVLDs, and the power you propose is essentially removing immunities to certain classes of power.
  17. Re: Extended breathing: Howzat work? You could always define your LS: Breathing as being total, with 1 fuel charge lasting X amount of time, recoverable by breathing some air and reoxygenating.
  18. Re: Forcing a Step Backward If you want to enforce genre conventions, you could also use a carrot instead of a stick. How about swordsmen buying skill levels limited 'only against stationary targets' or 'only against targets who are not retreating'. That makes it a smart thing to use your half-move to back up, flank, or perform crazy acrobatic maneuvers.
  19. Re: Multi-targeting spells Buy AoE twice. The easier way would just be to use Autofire or Rapid Fire.
  20. Re: Can this be done x 2 Okay, this is the old 'spend points on a flashlight' thing. Don't lay this problem on HERO, okay? It's a problem in every system. In Dungeons and Dragons, you can use a cheap length of rope to climb stuff, bind stuff together, tie people up, hang someone, or create a crude trap mechanism, even though it costs less than the magic spells that let you do all that stuff without rope. Does that make rope unbalanced? No, because a) in almost all cases it's going to be an incidental use of an incidental item; once you've defeated someone and made it trivial to kill them or do whatever else, no one cares if you tie them up and bring them to the local law instead (or keep them as hostages or whatever). The rope isn't a new special ability, it's just taking care of an incidental detail that no one cares about, because the game is about bashing orcs/taking their stuff, or in some cases bashing supervillains/rescuing a busful of orphans from a volcano. Also, Explicit powers and abilities within the game engine that permit you to do stuff like tie people up or create rope traps are generally much more useful and reliable than the free or nearly-free incidentals that you might otherwise be forced to use. If you tie up your prisoners with cheap rope you got at the store, the GM would be well within his rights to have them escape from the weak bonds or say that you're simply out of rope. If you tie up your prisoners with your Indestructo-Bonds, which you spent points on, the GM is going to have to come up with a serious explanation why you can't use a power you bought fair and square, or how normal criminals managed to cut through cable rated for holding super-strong villains. On the other hand, if you pick up Captain Napalm's Atomic Nerf Gun, you might get one or two shots off, but there's going to be some reason why you can't use something you didn't spend points for. Maybe it runs out of ammo right away. Maybe it's broke, and only Captain Napalm knows how to fix it. Maybe your character just doesn't feel like the weapon is sporting to use. Maybe UNTIL wants to confiscate it. But the mechanics are eventually going to insist upon a baseline to the otherwise malleable narrative, and the rebound is going to be harder the more you try to abuse your leeway. If you want to use your napalm attack to commit petty arson, fine. That's incidental, and no one cares. You could just as well have bought a bic from the corner store and done it the old-fashioned way. But if you spend all your days as a player and/or GM accounting for the point value of every incidental effect, you're going to find that life is too short and the days are too long. Don't pay points for a flashlight.
×
×
  • Create New...