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Zed-F

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Everything posted by Zed-F

  1. Thanks, that is helpful. I have put together a fairly detailed origin story and powers summary for my current character but this will help me expand on that. Will send you a note shortly regarding that story you mentioned.
  2. Transform, variable target, water into potions, works best for me. This gives you the option to create a number of different types of potions, and is only one power, so you can apply a bunch of lims to it. If you want to simulate other kinds of voodoo spells, you could make it a anything to anything transform, with an appropriate limitation describing the kinds of things you can do.
  3. Hmm, when I bought it originally it was all part of the same "slot" so I didn't figure that applied. Certainly there are examples of people buying up stats and having them affect figured Cha in the book, though I don't recall if this particular case came up. I suppose in this case I should get No Figured Cha on the Dex... she should still get the extra CV from the Dex since CV isn't a regular Figured stats.
  4. I agree. Consider the case of a smaller attack. A 9d6 EB against 30 ED will average 1 or 2 stun, whereas an 6d6 AP EB will average 6.
  5. It wouldn't be based on touch, it would be based on Radio. According to the FAQ, Radio does start with Range and Sense. However, you are correct that the summon would not be able to perceive any fine details about a subject beyond very gross physical structure. It might be able to tell that something was shaped roughly like a human, but wouldn't be able to tell the difference between a policeman and a thug, and couldn't tell what it held in its hands, unless it was a fairly large object. It certainly would not be able to see what's on a billboard -- what it would see is a pattern based on how reflective it is compared to various radio frequencies, not colour frequencies. There's nothing to say that white paint is any more or less reflective of radio frequencies than blue paint, so no contrast there. It does ignore some kinds of modifiers for sight (such as darkness) that normal characters have to deal with, but on the other hand there are other conditions that would cause this summon trouble that are no issue for regular sight, like being near a powerful radio transmitter or (potentially) even a cell phone tower or satellite TV dish.
  6. I mean you buy a 120 AP reserve, and then apply limitations. You buy advantages for slots, but you can still buy limitations that affect the whole reserve. The reserve itself will cost the same. The slots, however, will cost more, and they will take more END. To keep the character at 350 points, take another limitation on the reserve, or reduce the number of slots. You might want to do something about how much END 120 point powers cost too.
  7. BTW, I noticed a bug on Glaive, she should only have +3 on missile deflect rather than +8. The levels were bought through a focus so should have a base cost of 5 rather than 2. My fault. I also wonder if HD takes into account the +0.6 Spd she gets from her +6 Dex on the focus. She didn't take no figured cha on the Dex, the cost for the Spd should be less than 11 since its bae cost is 14 not 20.
  8. So long as you don't start that sleeping habit I've heard other people get into, that will really mess up your schedule.
  9. I would have gone with the VPP myself, but it's your character, so what's important is that you're happy with it.
  10. Normally you're supposed to buy a 120-point reserve and than put it on all slots. It's supposed to affect the cost of and the END paid for each slot.
  11. Thanx, Oddhat! I wonder if the MA on a focus thing is a bug or something that's no longer allowed...
  12. Sure, since you're the one asking for them, your call. How about you make up the lims and tell me what they are worth in an email. Bear in mind that she hasn't been around long enough to have acquired any really venomous enemies yet.
  13. Been a while since anyone posted a new submission, so it's still just Glaive to be added to the list at some point. Up to you if that's worth your while.
  14. A quick note for DJ: I seem to be having a spot of trouble sending you email. I received your last email but the last couple mails I sent you have bounced. I will keep trying. In the meantime, you have asked for a couple CU hunteds, but I'm afraid I don't know the CU universe well. Most appropriate would likely be someone who is either after her to put pressure on her father for some purpose, or who is out to prove their battlesuit is better than hers. Perhaps you can pick someone suitable. I'd prefer it be a surprise. If she's to have Hunteds, I'll also have to upgrade one of her social lims.
  15. Zed-F

    Wrong Forum

    No one expects the Spanish Inquisition!
  16. Looks fair to me. Overall I think the concept and implementation are reasonably sound. A couple minor points... - you probably should not have 2 powers with the same name. You might change the Aid to "Wolf's Stamina" or something. - Normally when you buy reduced END cost on something that adds to another power, you're supposed to buy the advantage so it covers all of the power. (See examples of buying Reduced END on Running, for instance, or check the FAQ.) So, you would buy Reduced END on 50 STR rather than on 30 STR (but it would reduce the total END cost on STR to 2 instead of 3.) It is possible to have powers that have a Reduced END advantage add to other powers that have a different level of reduced END (see this thread: http://www.herogames.com/forums/showthread.php?s=&threadid=7623 ) but the rules seem a bit fuzzy to me. You might want to check with Dean and see if he is OK with this the way you have written it. Personally, written this way, I would let you do it, but make you pay END for your base STR before your extra totemic STR, so if you wanted to use less than 50 STR you would still wind up paying most of the END cost up front. - You still have an uneven split in your base PD/ED values left over from when you had the DI power. Is that intentional?
  17. If you want some character designs to compare to your style to look at, check out the character posting thread here: http://www.herogames.com/forums/showthread.php?s=&threadid=3205 Or, you can look at the Enforcers thread here: http://www.herogames.com/forums/showthread.php?s=&threadid=6160 The latter is mostly villains/mercenaries though, and they can usually get away with a more unidimensional approach. I generally prefer heroes to have a good balance of powers. There may be some questions regarding the design style of the submitted characters that Dean will have to deal with. For myself, I tend to buy a lot more powers on my characters, but have some substantial limitations as well -- for instance, the character I submitted makes heavy use of Focus, RSR, and Side Effect. As a result I expect she will under most circumstances be able to keep up with the above listed PCs despite being built on a lot less points, but will occasionally get hamstrung fairly badly. We'll have to see how this plays out, and what Dean's plans are regarding making the stats of the PCs in the game public (is it encouraged, discouraged, or neither?) I was planning to post my character's stats once she's finished, which should be soon, but Dean might want me to change some stuff around or might want me to not post it, so I'll wait to hear from him first.
  18. In fact, if you can post player and character names for everyone that you have received characters for, that would be great... I think we have more potential players than you originally asked for.
  19. Here's my initial impressions: 1) A 90-point multipower with no limitations on the AP reserve? Ouch!!! IMHO, multipowers are best used with built-in limitations, often significant ones. If your powers are so flexible that you don't have any set limitations, you're often better off to go with a VPP. This will let you change your powers from session to session (or even more frequently) as you come up with new ideas for powers, and won't cost a lot more. Of course you will have to take time to change your powers into account unless you take the relevant advantages. 2) The character has a low SPD, low-middling CV, low energy defenses, low CON and STUN, and modest special defenses. He might be able to survive against purely physical attacks, but is weak otherwise. I expect he will be on his back a lot.
  20. "Daddy, what are you doing here?" My character is an 8-year-old. And no, she doesn't love him that way, you sicko!
  21. Re: Re: Re: Bricks and Weightlessness Nah, I'd just buy a megascale EB in my "brick tricks" multipower, with a OIF Object of Opportunity, defined as throwing stuff *really* fast. Obviously, he wouldn't be able to pick up and throw really significant objects this way (like battleships, or villains) but he could impart escape velocity on a baseball that he was throwing AT a villain... though he would probably miss unless he also was a megascale distance away and had a lot of telescopic vision. Or, you could just go with Dr. Anomaly's system if you prefer. Not unless you want to, no. I just presented it as an option.
  22. Hmm. Well, there are some stylistic differences to the way I would do things, but I don't want to go overboard on making suggestions. I'll just point out a couple concerns/things to think about. 1) Your 1st two attacks are combo attacks. I would be concerned that each individual component won't be suffiicient to have much effect. For instance, take Winter blast... if the average campaign damage is in the 12-15 DC range, how much effect will a 9 DC attack have on typical defenses? How many opponents will not have an attack that will easily remove a weak entangle? I personally would rather have a variety of campaign average or better (12-15 DC) attacks that each do one thing well. 2) A couple things to consider are (a) how to handle an opponent that doesn't seem to be much affected by your regular attacks, and ( how to handle large groups of weaker enemies. Your snake bite seems to be designed with the former situation in mind, but I don't see anything that allows the latter. OTOH, you can partially offset that with spreading an EB for area, if you have a high enough DC attack that you can afford the loss of DC, assuming the special effects allow it. (Can you spread a bear charge across multiple hexes? If you can't, then the beam limitation (-1/4) might be appropriate. What about bouncing?) You can also decide that you will rely on your team-mates to handle mass combat situations if you prefer. 3) Most of your attacks are high-end cost attacks; even your DI requires paying END for the DI in addition to paying END for the STR when you attack. This is perhaps acceptable in a brawl with a smallish number of strong opponents, but probably won't work in a protracted battle. You might consider having at least one attack to fall back on that you can use for a full turn without exceeding the amount you can recover at the end of the turn; e.g. you might buy a slightly weaker Body of Stone with 0 END cost instead of 1/4 END cost, and buy 1/2 END cost on all your strength instead of just the DI strength. Incidentally, Aid doesn't cost END to use. I'm not certain but I don't think Healing does either.
  23. FREd is the Fifth Revised Edition rules, i.e. the main rulebook.
  24. Quick note for you, ch0wyunf47, regarding activation... according to FREd p.181, activation applies on every turn a constant power is in effect. To better simulate what you are trying to achieve, you should probably use RSR instead. Once a constant/persistent power is activated using a skill roll, it remains activated with no further skill rolls required. If it were me, I'd take some side effects to go along with that activation/RSR... but that's just me.
  25. Ok. Multiple attack options is not a problem, I just wanted to know how strong to make them. Defenses will vary depending on circumstance but I doubt you'll have much problem with them (especially since I'm giving up 150 points to everyone else...) I'll send you a 1st installment on the character tonight.
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