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braincraft

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Everything posted by braincraft

  1. Re: Body "reading" To simulate Batgirl's 'kinesthetic telepathy' you could use the actual Telepathy power or some variant of Detect. For the extra fighting skill, just get some skill levels limited for use only against targets with discernable body language. Make liberal use of Snap Shots, with penalties defrayed by the additional skill levels.
  2. Re: High STR + HKAs, thoughts I really wonder that people think this is abusively powerful in the context of a game where 70 STR isn't. The guy can get 18 DCs anyway just by performing a Haymaker maneuver; the STUN lottery is kind of stupid for one-shot attacks, since if it doesn't take out the target he's crippling himself with the side effects. Even if it does take out the target reliably (it won't, for any target against which 70 STR punches couldn't do as well) it greatly reduces his defenses against any other opponents.
  3. Re: High STR + HKAs, thoughts Honestly? If the guy is trying to game the system, he's not very good at it. There are so many better, cheaper, simpler, easier ways to accomplish the 'haymaker' effect, including but not limited to the use of the actual Haymaker maneuver. If this guy were in one of my campaigns, I'd ask him to change it... to something more efficient.
  4. Re: High STR + HKAs, thoughts
  5. Re: High STR + HKAs, thoughts What's getting locked out? Does the power lock itself out, or can he use it twice if he's willing to risk going to 0 BODY? How important is the FF? What are your attack DC and defense caps? I wouldn't mind giving someone an uber attack like this if it had crippling costs, and this one looks like it's pretty debilitating. 20 END, 5 BODY, and the loss of two powers for an hour sounds rough.
  6. braincraft

    Maelstrom

    Re: Maelstrom Ehh... to be honest, I kind of liked the first build better. This new one looks too much like... well, every other one in the Champions book.
  7. braincraft

    Maelstrom

    Re: Maelstrom Maybe make the Explosion slot 0 END? That would both solve the END problem and make the power more in line with the fluff. Also, if you have the points, think about making the FF stronger and/or 0 END; it's not weak, but it's pretty much your only defense against getting blasted by superpowered attacks. I'm not sure what the normal CV and DC values are in your campaign, but in most, you're going to be a little light in those areas. What kind of point budget are you working with? Think about increasing DEX and/or SPD; your background could justify that sort of agility. I don't think you absolutely need Flight; Leaping is cheaper and almost as valuable for keeping you mobile, and most opponents will either have enough ranged firepower to make hovering moot or have to worry about being in your electro-field in order to get close enough, in which case the cheaper movement power makes it easier to kite. I kind of like that your guy isn't really a fighter; his role is pretty much just going to be support and distraction in any real super-battle.
  8. braincraft

    Maelstrom

    Re: Maelstrom The multipower really seems unnecessary. The only difference between the two slots is that one is slightly less powerful and costs slightly less END... and even if you put the No Range on the pool, as you should have done, you're still spending 20 extra points to have an almost-useless power.
  9. Re: My 4e Ranger Ability Thread Re: Dire Wolverine Strike You can just use Megahex (+3/4) if you want to hit all the hexes around you. Re: Using Teleport for free movement Why use Teleport? Just put the trigger on Running; it's not only simpler and cheaper, but you don't have any weirdness from people trying to be creative with Teleport.
  10. Re: Dual Strike If you want to limit it, use Increased END Cost, Charges (it's more justifiable than you think), or Side Effects. Make it a cost, and not a gamble. With a skill/activation roll, it's either reliable enough that you'd be stupid not to use it anyway, or unreliable enough that it's always going to be a Hail Mary. And for goodness' sake, use AP caps, or at least limit effectiveness organically; if you just let people buy whatever they have the points for, of course you're going to get some ridiculous constructs. I really don't see how it's better to let someone buy a +5d6 Killing for 45 points than it is to let them get +1d6 Killing for 15 points. You're giving an inconsistent rationale for overcomplicated and abusive constructs; I really can't forsee it working any better.
  11. Re: Dual Strike Well, first of all, keep in mind that rolling twice as many dice of damage is going to result in much more than twice as much damage inflicted. I mean, some modern anti-aircraft missles do 18 DCs; doubling a 3d6K is going to one-shot an awful lot of opponents, especially if you use hit locations, and the stun lottery is going to be pretty fierce. If your GM is fine with that, fine, but make sure you understand what you're getting into. Besides that, Aid is probably the most awkward way to do this. (No, I'm kidding; Transform is always the most awkward implementation!) Just use partially limited HKA, or Deadly Strike, or even skill levels and martial maneuvers. Don't get too wrapped up in forcing the mechanics to 'make sense'; the numbers are there to serve the story, not the other way around. If the effect you want is to do more damage, then use one of the existing mechanics that affect damage. As an aside, I despise the 'Requires an X roll' limitation for commonly-used powers. It adds extra rolls to combat resolution, and the best you can hope for is to fail at an embarassing moment. That doesn't add drama, it turns the game into slapstick. It's a shameless point-shaving and almost never makes sense in story terms.
  12. Or "Mack Five" "Automatic Jack" would be an awesome name for a superhero. Come to think of it, so would "Buzz Saw".
  13. Re: Adaptive Invisibility Okay, how about this: WHY are you invisible? Start from that, and a mechanic that simulates it will be immediately obvious, if not necessarily simple or affordable. Right now, you're telling us what mechanical effect you want to achieve (supremacy over the majority of competing effects in your campaign) and not giving us the necessary mechanical context (the ballpark efficacy of competing effects in your campaign). Also, the fact that you're starting from the point of wanting a power that makes things really difficult on the GM but not being specific about the sort of character that justifies this power informs me that your intent was probably to make things difficult on the GM.
  14. Re: Adaptive Invisibility What's the special effect of this power? I get the feeling that you're shooting for a meta-power, something that grants the idea of invisibility instead of a defined transparency to certain forms of detection. The system doesn't really support that. What you need to do is to just buy Invisibility to every form of detection used in the setting, which should be fairly finite. The whole idea smacks of cheapness, though.
  15. Re: A Multiform Power Suit Mind you, I have no idea what your campaign standards are, so his numbers might be waaaay off. Anyway, I generally write up street-level heroes on 500 points or more, so paring it down to 350 isn't something I'm used to. This should give you a general idea of how you can use multipowers as a partial multiform. It's pretty rough, since I threw it together in about twenty minutes. MACH-5 Val Char Cost Roll Notes 10/35 STR 0 11- / 16- Lift 100.0kg/3200.0kg; 2d6/7d6 18 DEX 24 13- OCV: 6/DCV: 6 15/25 CON 10 12- / 14- 11 BODY 2 11- 18 INT 8 13- PER Roll 13- 11 EGO 2 11- ECV: 4 18 PRE 8 13- PRE Attack: 3 1/2d6 10 COM 0 11- 4/29 PD 2 Total: 4/29 PD (0/20 rPD) 4/26 ED 1 Total: 4/26 ED (0/20 rED) 4 SPD 12 Phases: 3, 6, 9, 12 5/12 REC 0 30/50 END 0 24/42 STUN 0 Total Characteristic Cost: 69 Movement: Running: 6"/12" Flight: 10"/20" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 7 Active Electro-Gravitic Interception System (AEGIS): Force Field (5 PD/5 ED) (10 Active Points); OIF (Armor; -1/2) 1 8 Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); OIF (Armor; -1/2) 13 Hardened Systems: +10 CON (20 Active Points); OIF (Armor; -1/2) 4 Heavy Metal: Knockback Resistance -3" (6 Active Points); OIF (Armor; -1/2) 3 Nightvision Scope: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (Armor; -1/2) 17 Power Assist: +25 STR (25 Active Points); OIF (Armor; -1/2) 2 13 Rocket Boots: Flight 10" (20 Active Points); OIF (Armor; -1/2) 2 13 Sealed Systems: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (Armor; -1/2) 6 Telescopic Visor: +6 versus Range Modifier for Hearing Group (9 Active Points); OIF (Armor; -1/2) 30 Tritanium Plating: Armor (15 PD/15 ED) (45 Active Points); OIF (Armor; -1/2) 26 Variable Configuration: Multipower, 45-point reserve, (45 Active Points); Limited Slot Configuration (-1/4); all slots OIF (Armor; -1/2) 1u 1) A-Type: Maneuverability: +2 with DCV (10 Active Points); OIF (Armor; -1/2) 2u 2) A-Type: Overdrive Flight: Flight + 10", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (31 Active Points); OIF (Armor; -1/2) 1 2u 3) B-Type: External Heat Sinks: +50 END (25 Active Points); OIF (Armor; -1/2) 1u 4) B-Type: Overdrive AEGIS: Force Field (5 PD/5 ED) (10 Active Points); OIF (Armor; -1/2) 1 1u 5) B-Type: Targeting Computer: +2 with Ranged Combat (10 Active Points); OIF (Armor; -1/2) 3u 6) C-Type: Superheavy Plating: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); OIF (Armor; -1/2) 46 Weapons Systems: Multipower, 80-point reserve, (80 Active Points); all slots OIF (Armor; -1/2), Slot Configuration Limited to Armor Mode (-1/4) 5u 9) A-Type: Defensive Blaster: Energy Blast 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); OIF (Armor; -1/2) 5u 10) A/B-Type: Variable Blaster: Energy Blast 8d6, Variable Advantage (+1/2 Advantages; +1) (80 Active Points); OIF (Armor; -1/2) 8 5u 11) B-Type: Mega Blaster: Energy Blast 16d6 (80 Active Points); OIF (Armor; -1/2) 8 3u 12) B-Type: Missle Launcher: Killing Attack - Ranged 5d6+1 (80 Active Points); 6 Charges (-3/4), OIF (Armor; -1/2) [6] 2u 13) C-Type: Overdrive Booster: +35 STR, Reduced Endurance (1/2 END; +1/4) (44 Active Points); No Figured Characteristics (-1/2), OIF (Armor; -1/2) 1 2u 6) C-Type: Plasma Fist: Armor Piercing (+1/2) for up to 70 Active Points of STR (35 Active Points); OIF (Armor; -1/2), Slot Configuration Limited to Armor Mode (-1/4) 3 Perks 6 Government Agent: Contact: The Feds, Organization Contact (x3) (6 Active Points) 11- Talents 6 Combat Luck (3 PD/3 ED) Skills 8 +1 with All Combat 10 +1 Overall 3 Combat Driving 13- 3 Combat Piloting 13- 3 Electronics 13- 3 Inventor 13- 3 Mechanics 13- 3 Scientist 2 1) SS: Electrogravitics 13- (3 Active Points) 2 2) SS: Plasma Power Systems 13- (3 Active Points) 2 3) SS: Robotics 13- (3 Active Points) 3 Stealth 13- 3 Tactics 13- 3 Weaponsmith (Energy Weapons, Missiles & Rockets) 13- Total Powers & Skill Cost: 281 Total Cost: 350 200+ Disadvantages 15 Hunted: Rogues Gallery 11- (As Pow, Harshly Punish) 20 Hunted: US Government 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 115 Demon On Wheels Bonus Total Disadvantage Points: 350
  16. Re: Help Defining two powers ... 'toons'? The last time I heard that phrase was sometime in the mid-nineties, and I've never heard it in reference to anything other than computer games.
  17. Re: drone followers In almost all cases, this is easier to do without creating new characters. What exactly do the drones do? Do they hang around and be helpful? Do they go and do stuff on their own? Is a 100-point follower useful in this campaign, or so hopelessly underpowered that you might as well use Clairvoyance and an Indirect Energy Blast?
  18. Re: The Gambler To clarify: you don't have to always use your powers at full... well, power. You can just have the one, larger Energy Blast slot and simply use fewer dice when you're holding back. If you're really concerned about accidentally hurting someone, STUN Only is a -0 Disadvantage that you can apply to one slot or the other which would actually differentiate them. Oh, wait, I just noticed that you have the Beam limitation. Does that mean you can't use less than full power, or am I thinking of 4th edition?
  19. Re: "Stun Target" power -- what am I doing wrong? What's all this wank with Adjustment powers? Energy Blast NND (defense is physiology not subject to nausea), Only to cause CON Stun (-1). The active points will be a little high, but so long as you don't get out of hand with it I don't think it'll be a problem.
  20. Re: Name help - Magnetic armor-guy If his suit looks junky and cobbled-together, something like Junkyard or whatever might be good. Otherwise, Ironclad (um... make sure you aren't also using the Champions from the sourcebook).
  21. Re: a limited mimic power What's the special effect for this? Could you copy Iron Man's repulsor rays? What about Captain America's shield toss? Scarlet Witch's hex waves? That telepathy doesn't look powerful enough to do a whole lot. Are you okay with just picking up surface thoughts from weak-willed people?
  22. stunstunstunstunstunstunstunstunstunstunstunstunst unstunstun Physical and Energy Damage Reduction 75%, STUN Only (-1/2), Not vs Con Stun (-1/4) and buy plenty of STUN. Your guy will keep getting knocked down, but be able to keep getting back up. Only in HERO can you have a power that both works specifically only against stun and specifically not against stun. Also, 'stun' is kinda fun to say. Stun stun stun.
  23. Re: Can you look this character over I actually have a Jedi writeup hanging around somewhere... here. PADAWAN Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 26 DEX 48 14- OCV: 9/DCV: 9 23 CON 26 14- 13 BODY 6 12- 15 INT 5 12- PER Roll 14- 20 EGO 20 13- ECV: 7 18 PRE 8 13- PRE Attack: 3 1/2d6 14 COM 2 12- 8/14 PD 5 Total: 8/14 PD (0/6 rPD) 8/14 ED 3 Total: 8/14 ED (0/6 rED) 5 SPD 14 Phases: 3, 5, 8, 10, 12 10 REC 4 46 END 0 35 STUN 2 Total Characteristic Cost: 148 Movement: Running: 7"/12"/14"/24" Leaping: 3"/13"/6"/26" Swimming: 2"/4" Cost Powers END 2 Athletic: Running +1" (7"/12" total) 1 6 Awareness: +2 PER with all Sense Groups 5 Brave: +10 PRE (10 Active Points); Only vs PRE Attacks (-1) 5 Discipline: Mental Defense (9 points total) 12 Evasion: Energy Damage Reduction, Resistant, 25% (15 Active Points); Must be aware of attack (-1/4) 12 Evasion: Physical Damage Reduction, Resistant, 25% (15 Active Points); Must be aware of attack (-1/4) 18 Force Awareness: Detect The Force 15-/13- (Mystic Group), Range, Sense 9 Force Harmony: 360 Degrees and Targeting on Force Awareness (15 Active Points); Costs Endurance (-1/2), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4) 1 41 Lightsaber: Killing Attack - Hand-To-Hand 3d6, Armor Piercing (+1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (112 Active Points); OAF (Lightsaber; -1), No STR Bonus (-1/2), No Knockback (-1/4) 60 Force Mastery: Multipower, 60-point reserve 3u 1) Force Deflection: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); OIF (Lightsaber or appropriate weapon of opportunity; -1/2) 3u 2) Force Empathy: Telepathy 12d6 (Human class of minds) (60 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4) 6 6u 3) Force Hands: Telekinesis (25 STR), Affects Porous, Fine Manipulation (58 Active Points) 6 1u 4) Force Leap: Leaping +10" (3"/13" forward, 1 1/2"/6 1/2" upward) (Accurate) (15 Active Points) 1 6u 5) Force Push: Energy Blast 8d6, Does x1 1/2 Knockback (+1/2) (60 Active Points) 6 1u 6) Force Sprint: Running +5" (7"/12" total) (10 Active Points) 1 5u 7) Force Suggestion: Mind Control 12d6 (Human class of minds) (60 Active Points); Must achieve +20 (target thinks actions were natural) (-1/4) 6 Jedi Martial Training Maneuver OCV DCV Notes 4 Martial Block +2 +2 Block, Abort 4 Martial Disarm -1 +1 Disarm; 30 STR to Disarm 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Strike +0 +2 6d6 Strike 5 Offensive Strike -2 +1 8d6 Strike 4 +1 HTH Damage Class(es) 1 Weapon Element: Empty Hand Notes: Default element is Lightsaber Perks 5 Jedi rank: Custom Perk Talents 12 Combat Luck (6 PD/6 ED) 30 Danger Sense (immediate vicinity, any danger) 14-/12- Skills 10 Use the Force: +1 Overall 16 +2 with All Combat 6 +2 with Lightsabers 3 Acrobatics 14- 3 Breakfall 14- 3 Combat Piloting 14- 10 Defense Maneuver I-IV 3 Fast Draw 14- 3 KS: The Jedi Order 12- 3 KS: Jedi Lore and History 12- 3 Persuasion 13- 5 Rapid Attack (HTH) 3 Stealth 14- 3 Tactics 12- 3 Teamwork 14- 4 TF: Riding Animals, Science Fiction & Space Vehicles 3 WF: Energy Weapons, Vehicle Weapons Total Powers & Skill Cost: 352 Total Cost: 500 300+ Disadvantages 15 Distinctive Features: Distinctive hair braid, lightsaber, and bearing denoting Jedihood (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 5 Distinctive Features: Powerful Force aura (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Psychological Limitation: Cocky (Common, Moderate) 15 Psychological Limitation: Jedi Code (Common, Strong) 5 Unluck: 1d6 100 Use the Force bonus 50 Experience Points Total Disadvantage Points: 500 It's a little over your campaign point cap, and the SPD might be a little below your campaign average, but I think it's pretty solid.
  24. Re: A progressive multiform. Multiform is not the power you want to use for this, and you will give yourself a headache trying to reconcile the names of powers with their effects. The first option is to take the weakest character, then buy the additions to him, each with limitations appropriate to his access to them. Your next option is to use some sort of triggered Aid.
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