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Martin2

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Everything posted by Martin2

  1. Re: Images vs. Shape Shift or something else Well looking through the images examples in 6th it does not give any examples that fit the disguising a large creature as a smaller one by the use of magic or something similar. But I found another shape shift example: Super Disguise - Shape shift (Sight group and Touch group); any humanoid form) Imitation, reduced endurance (0 END) OIF (make up and disguise supplies), Requires a roll, extra time etc. So another example of a shape shift being used to alter the appearance without the effect of specific shape shifting itself (just a bit of skill with the false beards and make up etc, obviously not suitable for your task but slap on magic SFF and tweak the limitations you have a disguise a large humanoid spell). But then you want to use the Images power don't you .
  2. Re: Images vs. Shape Shift or something else Example 6th Champions Power book (would also be valid for previous edns) Illusion powers section. Illusionary Disguise Shapeshift (sight group, any humanoid form) instant change, Imitation. Total cost 28 "The character covers himself in a skintight illusion that makes him look like someone else. His voice remains the same, he feels the same to the touch, and he appears the same in a radar profile - but to visual inspection, hes a different person altogether" Slap on usable by other, limit to say one image etc and I do not see why this can not be used to make a person look slightly smaller then they are (but still big) and look a bit more human etc. Just another example of ignore the description of base power and fit what it does to your SFX.
  3. Re: Point Caps: Why are limitations inferior to advantages? In my case it would depend on the limitations. It would have to be bought outside any MP or VPP so cost the actual real cost. If it was a one shot wonder, possibly. As other people say for a attacks it is better to limit the AP for game balance.
  4. Re: "Realistic" gun damage Some people will give you lots of gun stats relating to real world situations and other will give you games stats relating to other game systems. Some will give you numbers like this gun has a % death rate for hitting a center body / head / arm but then it will all the relate to your "average" body and "average" resistant protection (if any) of your average person. This will all change from game to game. Simple thing would be to take book values and increase or decrease every gun by active points X to the level you would want (you could have different X factor for black powder, modern, thrown, bow etc). Or just don't have any name that relates to a real world weapon and give them the numbers you want. What most players do normally when they have access to enough money is pick the best RKA, specific advantage for specific situation for HKA, RKA etc. Less will pick it for coolness etc value over a reduced active point cost or no advantage etc. Hero is the game where you have very few limits .
  5. Re: Champions Quick Reference Tables for a 6th GM screen Thanks for the link. They are in Landscape and the shield I am getting is portrait. Lanscape fits more in horizontally so for reference while playing, but to read it on the screen you would have to read it side ways, which would be a possibility. Have these been done in portrait?
  6. I have scanned the 6th GM screen forums and have found a link for the cool GM screen. http://www.hammerdog.com/twgs/index.html But I could not easily find links to the tables to fill it. Does anyone have any links to summary tables for various rules for Heroes 6th focused mainly on super heroic and Champions? This will save me making my own. Thanks in advance.
  7. Re: Spider powers activate! Well if the SFX is a web connected by a line that the Spider reels out behind it with anchors of several points like a real spider it would be a clairsentience touch to acertain range with limitations of only the web it is attached to and not if it is cut. But then cuting the line would give a short "touch" clairsentience at the point of cutting which may be missed. But then you could also trip over the line and set it off!
  8. Re: What is the strangest super power you have allowed from a SFX? Cool idea. I may have to steal that for a villain but possibly something that looks a bit more frightening then a frog
  9. With Hero you can build anything and have strange powers that gives a game effects from any SFX. Players will try and get any game effect from their super power effect. Some will really try for a certain game effect and really push the believability of a super power effect. Has anyone got any good examples of a power effect that you would not normally expect from that power but they explained it so well you allowed it? Also what is the most weirdest example that you would never allow but thought it was very original?
  10. Re: Flash attack that affects self as well as target. If its a Blast with a linked Flash that only effects the target of the Blast yes. But if you are always wearing your goggles how much of a limitation to the power is it? That would be the easiest build if it does not effect anyone standing next to you. I do not see why not. If its outside of the MP it will cost more. Adding it to the MP will either limit the AP of the blast or you may convince the GM to add more to the MP only for the flash if its only say a few dice.
  11. Re: Blip final version As I said my suggested builds were for my games. A starting teleporter could start out with a damage shield and it removed and turned into full PD / ED with experience and character development. My teleporter has a VPP and if he wanted to go all defencive I would allow him some PD / ED but with damage shield. My comments about writers not picking this sort of teleport shield before it is not in the 6th Champions Powers (there is for a ranged one) and I have scanned the teleporting characters in the 6th Champions book and 6th Champion campaign and 5th CKC's and have not seen this high PD / ED defence. The famous ones are I think Tackyon (do not have my books) who is just super tough and Cheshire Cat who I think has combat luck. If there are I must have missed them or they are in other books. Yes anything can be built from any special effect. But to stop over lapping to much with other special effects I prefer to have my teleporters fast, hard to hit and with lots of gimicks. Well this is how my player wants to play it (I had to talk him in to taking an attack power!). I do not see teleporters as secondary bricks. But anyone else can if they would like to.
  12. Re: Blip final version Sorry I am now totally confused now. You agreeing with what I said but telling me I am wrong??? My theory of a teleport shield is you teleport the damaging aspect away. Bullet hitting teleport shield BANG its force and mass gets teleported away to another point away from the target (or in pieces) (up to the PD of the shield any thing that is over gets through onto target). This is easy for ranged as destroying the ranged bit has no effect on the firer (unless it is recoverable charges and I would deal with that as it happens). Hitting someone with a fist or a club. BANG bits of fist or club gets teleported away. But in Hero that does not happen as it is attached to the person / is held by the person so cannot. So either we say energy is only teleported away and I am not happy with that. Someother people may be happy with that and no one has come forward with an official hero or villain build like that so most of the writers for HERO do not think of teleport shield without a side effect. So the logical thing is to have damage shield to inflict damage to simulate bits of hands flying off or breaking the club etc. His GM may be happy with the HTH PD / ED HTH SFX with it and so are you. But teleporters tend to be harder to hit not increased PD / ED from HTH teleporting shields. They may get it from other things but not a teleport HTH away power. My balance for punching a teleport shield is it has a damage shield connected to it. Therefore you punch the teleport shield BANG hitter takes XD6 killing damage reduced by resistant PD (possibly with armour piercing or NND or penetration etc) and then the PD on target takes effect. I am saying this teleport shield should have damage shield linked for HTH. And a similar effects should be done with fire shield. But other GM's do not have to. This build seems to be "I want this power effect and I want the SFX to be teleport" but the teleport SFX is not the logical effect to mimic those powers for HTH. I like my games to have logic behind the powers. Obviously other GM's are more flexible but that is their choice in their game. He wanted comments on this build I am putting over my thoughts to go with your thoughts on other aspects of the build. If this was my player I would say this teleport shield is not logical to teleport HTH. To make it more logical you will have to add damage shield so adding costs. Or you can think of another way to get your PD / ED and see if you can get it cheaper etc. But these are for a more logical scientific super hero game and may not be suitable in more flexible games.
  13. Re: Blip final version True Fire some times has damage shield included that is why I suggested this for the teleport shield. It is just that from the teleport SFX is that it teleports things away so stopping the damage. Ok for ranged attacks as you just teleport the energy along with what ever delivered it (bullet, energy bolt etc) and and that will include fists for HTH attacks which would inflict damage that could be simulated by a damage shield. So attackers with no resistant protection would get hurt. But I would link the damage shield and protection together to limit it to the game AP limit. It would not be as effective a power as force field or straight forward armour (in my mind). But that is my thought for my games. Most teleport builds I have seen do not have this sort of power. If some builds had this in regular I would change my mind more easily .
  14. Re: Blip final version I am fine with the science behind the attack. It is the SFX I am bothered about. You ignore the object that is hitting the target and only transfer the energy. To me this is not the effect of teleport. I think teleport should be used for other effects. To me its the effect of a force field with the SFX of a teleport. In my mind for the SFX it would also have to have damage shield effect as well as part of the object hitting it would also be teleported away. So in my mind it would have to also have a damage shield effect included. A punch would hurt if you hit this sort of defence. This may be used against ranged attacks but as I said this would be a damage shield effect on hand to hand attacks. I have not seen a similar build before in a published form. If it is been done before I will have to look at the build. It may just be me. Has anyone else built a teleporter with this sort of defence? I have found a power in the champions power book but this was 20PD 10ED only versus ranged attacks so not against melee attacks.
  15. Re: Blip final version Having a teleporting player I am uncomfortable with the use of teleport as the SFX of PD and ED (and power defence). The SFX being someone punches this person and the force from the blow is teleported away? To do that it would act more like a damage shield in my mind. Ranged attacks with reflection and deflection I have no problem with. Increased DCV from teleport no problem. Increased PD and ED from teleport would not be allowed in my game. Possibly PD / ED from 1 or 2 combat luck or equipment yes but not from teleport. It is like you are trying to fit powers to your SFX and want a certain level PD /ED and this is how you have chosen it to be. But other GM's will have different ideas for allowed teleporting powers.
  16. Re: Wolverine 6th edition I have read a few Wolverine comics that seem to indicate that he was killed and then he came back from the dead. One was when he was actually gave up to Dugan from Shield who shot him multiple times in the head to "restrain" him and he came round strapped to a heart monitor that restarted when his regeneration "reebooted". As regeneration does not work when you are dead so I would think he would have low regeneration connected to resurrection but with a time delay.
  17. Re: VPP Change I have a new VPP for one of my players for a supers game. What I am going to do is get the player to predefine all his popular powers. These powers have to be approved by myself in advance and will be precosted. He has the "COSMIC" power so he can instantly change between these approved powers and does not have to make a skill roll. If he wants to make powers on the fly I am going to make him roll a power roll to "invent" new powers, even though he does not have to on his other approved powers. If I think the power is too different from his current list of powers and is not allowed and he passes the skill roll I will say he can not have the power and explain why, or produce a lesser effect that is within his SFX. I am also thinking of not having the first use of the power at the maximum active cost even if he want it to be (unless its a power that need to save the character / party on that instance etc). This is to show his lack of experience with his new power etc. But I have the advantage that the player does not know the rules so may not know if the power was not at maximum power or not. He is also not a min / max player so most of his extra powers will most probably be for flavour and not to unballance the game. Well I hope not . So this keeps the VPP as an important tool for the player but is also something that needs planning on the side of the player or he will not get every power he / she wants. You also have the frame work to say your power worked but as you have not planned this or practiced with this power the effect is not as good as you would like. If you practice and the active point effect will go up and will appear on their power list as a permanent power and will be the same as the rest of the powers on their character sheet.
  18. Re: Mutant Inventor with Technopathy Too true. Some of us have seen a thread going through these many character creation threads. The aim of these threads are to assist a person to achieve their end goal. True these threads are spinning off useful ideas for a lot of people are achieving things for various reasons. But the author of these many threads is not really achieving his main goal of creating a hero character for a game he is about to play in (as stated in may of his threads so he appears to be creating multiple characters for multiple games for several months now). A lot of people would like to see one of his characters completed and approved by his GM for his game and for him to be playing it and having lots of fun with it. If the author just keeps starting new threads or going back to old ones with a new spin what has happened to all advice that a lot of people have contributed to? This advice seems to have been ignored as it has not achieved a playable character but has got monster powers for several monster characters with very colourful back stories. I will admit he has a very good imagination for describing monsters and mithic characters. But monsters do not make good hero characters in super hero games. Will a character ever get to be played in a game or do we just go around and around contributing to a pointless exercise?
  19. Re: Magical Created Supersolider If you are serious about creating a hero character for a game you should concentrate on building one character so only post on one of your threads not everyone you posted since you joined this web site. You should build that character and show that character to the GM and players in that group, as currently you seem to just want to talk about monsters and build more monsters. We can advise you all we can but only your GM can tell you what is right for his campaign.
  20. Re: Magical Created Supersolider So you are building the villain that is in the background of your character you are building that killed the family ? Why? Sorry but I think you are just coming up with an excuse to talk about monsters again!!
  21. Re: Can be used as... Spot on Game balance guys.
  22. Re: VPP Frequency? I think giving comic book characters with 50 years+ experience is a bad example for players to use for what they can do with their powers. Most comic book characters do have a VPP as a writer can bring in new power every comic. Spidey is a good (so bad example) he is a scientist and the ideal candidate for a VPP for his web shooters as the writters can come up with the flash attack, extra ED versus damage shield etc. If you have a Spiderman clone (and not in deed Spiderman) how much investment should you allow if they have only just invested 20 points on swinging and 60 points on entangle and then they say "well its exactly the same as Spidermans web shooter so I want flash sight / hearing which he used in comic number xx, extra Ed versus damage shield in comic xy etc so can I use a power roll to simulate it?". When the original Spiderman is a VPP powered by comic power.
  23. Re: Can be used as... Well I have suggested transform as the game mechanics for some of his teleport SFX (equipment into its separate parts, screws from casings etc). Which I think is a logical step for his powers. His teleport SFX is sort of a extradimensional movement but I am not heading it down that route for staying in other dimensions. He also has brought up time powers (basically Hiro from Heroes) but in his original concept he had no mention of getting his powers from time control so I have stopped that. Why does Sean have these thoughts as well?
  24. Re: Can be used as... I havent read the whole thread so your example probably has been covered by previous examples (and possibly myself!) so I am probably jumping in with old news but I have this sort of things with my players. Simply I say to my group is that you have to put in a limits to a power. In theory you could lift a car and transport it with you team mates but not yourself that is valid. But you can not transport yourself and your your team in a flying car as that is not covered by the basic Telekenesis. Its like why can not a Telekenetic fly with basic Telekenesis? All logical, you just apply a force and instead of moving an object you move yourself. Similar sort of thing with the car. It is because that adds a level of power to Teleknesis that not all players want from their SFX. Some may not want a flying telekenetic. If it was compulsory that all Telekenetic could fly with extra strength to carry people I think the cost per strength in Telekenetic should go up to say 2 or 3 points per strength to have "flying" but how fast would you fly (same flight as strength???). But then a non flying Telekenetic would then say it is so expensive! I have a non flying Telekenetic in my game (he also has ranged killing attack but this involves directly "throwing" sharp things from himself to a target in a MP slot and not a "free" strength conversion instead of a blast attack). I think it is a lot better to build a MP or VPP with all the extras you need. Slots = Telekenesis Flight own use Flight + additional strength to pick up a car and team + NCM for reasonable speed etc. RKA indirect + others to simulate telekenetic blade KA etc By the way Sean I think I may have found your twin brother who is currently playing in my game and he comes up with similar very logical Teleport power effects but I keep telling him "yes you can do this with teleport but you really need to add another slot to your MP to do it!".
  25. Re: Killiing a lot of zombies from a safe position. I am sure I posted to this already. It must have got miss posted. OK here it is again: Which one is that one. Do you mean the last episode of season 2? The one which is to run in the UK next week . I have just watched the one before last (I think) where two main characters died and the end of episode trailer for the next one you see a swarm of undead moving towards the house . So I can tell you what I would do next week. I am still not sure if they will get to season 3 (do not tell me ). With a TV series it spreads it out and there is no need to have the constant action of a film. So this is a good example of a RPG based end of world zombie game. Possibly a little slow for some players. Grim and with a world of zombies do you have enough ammo?
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