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Christopher

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Everything posted by Christopher

  1. Re: Odd Damage Reduction Rule Okay. I gues then it was just balancing or that it could better mimick "rubber" guy types (bounce of clubs, but easily cut) that way.
  2. Re: Obviousness of Telekinesis The gun example get's even used in the rules. I read it that few people can se the bullet, but the power use itself is extremely loud (compared to a energy-blast).
  3. Re: Superhuman women less attractive in 6th Edition? Aren't Characteristics Contest rolled exactly like Skills? In the chase of STR I think you make a "normal damage roll" and count the body (something like that is under grab and afaik entangle). Also, Charm results don't say anything about atractiveness. Would you give Wonder Woman from JL(U)a good charm? I don't think she's good at it despite being good looking.
  4. Re: Odd Damage Reduction Rule Resistant DR works against Killing Attacks. Every Attack DR works against gets it's BODY and STUN after Defenses Reduced by the amout bought. So I don't see where it does not aply against Killing Stun.
  5. Re: Superpowers and Ethics Don't you forget the "No Absolutes" rule here? (6E 11 and 133) About the undetecability: Normal Mental Powers are undetectable. Except for Mental Awarenewss. Wich is build as...a "Detect Mental Powers [3 Character Points]". So you can be certain that there is some way to track it to you. They have done it in Star Trek DS 9 against Luck-Modification devices. So some thinkerer/gadgeteer should be able to detect or legally solid prove the way your powers works. If it wasn't about the fact that the power is somehow linked to you, the archangel would have to use clairsentience on you. Wich in turn, would be detectable. About the skills for Super Int: There is always the option to buy characteristics based skills with a flat 9- (11- for background skills) Starting Value. (SKILL COST STRUCTURES, 6E1 54). Or you can buy parts of your int Limited, or simply say you only start with 15- In all applicable skills, regardless of what you would be entiteled to).
  6. Re: Obviousness of Telekinesis Just found something interesting: Mental Powers get IPE automatically (6E 126), even if they are attack powers. Of course, the downside is that you make them a "full" mental power, inlcuding that Mental Defenses aply. And they can be detected by Mental Awareness. Your normal attack becomes OMCV vs DMCV (but it a +0 advantage to make it a OCV vs. DCV again).
  7. Re: Obviousness of Telekinesis Like I said, only psychokinesis may be visibile to Mental Awareness, because it is considered a "Mental" Power. One of the chases where you transform some non-mental power into mental power. About visibile: Think of if as a Star Trek Style Tractor beam. They are build with Telekinesis.
  8. Re: Obviousness of Telekinesis Actually it doesn't needs to be detectable by mental. That is only true for Psychokinesis (wich you take when you want to use your OMCV vs. DCV). Normal Telekinesis is as detecable as a blast. So perhaps a +3/4 to make it invisible for sight/hearing, but obvious for radio (radio perception is less common thus being of lesser worth to switch).
  9. Re: Superman 350 Points with VPP I am not certain where it was, but somewhere they even made the example that "common knowledge" can make a certain weakness more common than you think at first. I think it was with werewolfs or vampires, but perhaps under the Vulnerability-Complication. In the end it just says how often you want to have the weakness used against the character, so when you take a high for something uncommon everyone might know and exploit it (thus it becomes "common" in the campaign).
  10. Re: Superhuman women less attractive in 6th Edition? Well that allone may be worth it. About the male vs. male contest: Isn't that what certain forms of "Romantical Rivalry"-Complication are for?
  11. Re: How To Delay Effect There is an always on version of Growth, Density increase and Shrinking: The Templates near the end of 6E1. I used them in my character. Considering that afaik each of the powers normally cost endurcane (in 6E) and that you get some complications as part of the deal, it's actually cheaper and easier. (Edit: an you can still buy any of the others starting from there). For the bomb example: take a look at trigger. That seems to be the new Delayed effect and there are at least 4 mentionings of Bombs and other explosives. Depending on special affects perhaps with expendeble Foci or (recoverable) Charges.
  12. Re: 6th Edition Brick Okay, the skills are still missing but I actualized the powers. I have also thought about skills, talents and perks. Considering that she has the bulk of her Points in Power/Characterstics I think I should just try to do the best with the reamining 57 Points (after all, this is just a usual Characterstics/Power focused Build right out of the book). I also added alternative Complications (either to switch, or for high complication games) and alternate building blocks/possible improvement ways. Landslide: 25/60 STR +15 13 DEX +6 20/30 CON +10 13 INT +3 10 EGO 13 PRE +3 7 OC +20 7 DCV +20 3 OCMV 3 DCMV 5 SPEED 30 7 PD 5 7 ED 5 15/24 REC 11 50 END 6 13 BODY 3 60 STUN 20 15 Running 3 4 Leaping 0 0 Swimming -2 (sinks like a stone....) 158 Defenses will come in one of theses configurations: 7 Normal + 3 Resistant 7 Normal + 18 Resistant (5 of wich cost endurance); 7 Normal + 8 Resistant, -6 Damage Negation (including the 5 wich cost endurance) Constant Powers (survivalist, silicon based Physiology): 4 Knock Resistance -4m (Heavy Template) 2 LS, Extended Breathing: 1 End/Minute 1 LS, Diminished Eating: once per week 1 LS, High Pressure 2 LS, High Radiation 2 LS, Intense Heat 1 LS, Longelvity: doubled Lifespan 10 LS, Immunity: To all terestrial Diseases and Poisons 8 Regeneration (1/Hour; 8 AP) 9 "Tough Skin" 3 rPD/rED, 9 AP 10 Power Defense Total: 50 Limited Powers (all unified -1/4; maybe "personal limitation", see Notes): 8 +10 CON (10 AP), Unified(-1/4) 7 +9 Recovery (9 AP), Unified(-1/4) 23 Increased Regeneration (adds to normal; Total of 2/Turn w/ Regrow Limbs or 37 AP;effective 29 AP), Unified(-1/4) 8 Steadfast: Knockback Resistance -10m (for a total of 14m), Unified(-1/4) Total w/o Limitation: 46 64 80-Points multipower Reservere, all Slot Unified(-1/4): 6v +35 STR, 35 AP, Unified(-1/4), 28 RC 7v Superspeed Run (+45m = 60m, 2x Noncombat), 45 AP, Unified(-1/4), 36 RC 1v Strong Leap (+16m = 20m, 2x Noncombat) 8 AP, Unified(-1/4), 6 RC 5f Just like a walk in the rain DC -6/-6 (60 AP), Unified(-1/4), 48 RC 5v Impenetrable Body: 10 PD/10 ED, Resistant (+1/2) 30 AP, Unified(-1/4), 24 RC 1f Subconcious magical shielding: 5 PD/5 ED, Resistant (+1/2), 15 AP, Cost Endurance to Activate(-1/4), Unified(-1/4), 10 RC (mostly as a NND protection) Total Cost for Multipower: 89 Current Total Costs: 343 75 Disadvantages: 10 Phys Compl., Weighty 20 Code vs. Killing, Common, Total 25 The Gang (DNCP, Normal, Frequently, Group of four People) Note: A small gang she prevented from bullying people. Are after her to "even the score" but don't have the means to do her any harm. Oblivious to danger and so they need to be saved whenever they pop up... 15 Polarizing Presence (Distinctive Features, Concealable, Always Noticd Major Reaction, Easy Detection) Note: A little bit like the "gorgeous" example, but is not based on atractiveness but simply her presence (unless se sucessfully disguises). Stops if Magical Powers are drained/affected by Power Limitations since it is somehow based on them. 5 Public No-Name ID (Infrequently, Minor) Note: She can not hide her ID effectively, but is also new to this side of the world and is thus considere "mostly unknown". Alternative/Aditional Disadvantages: Heat body: +x to Heat-Perception and detectable by touch on hth-range. Note: If used it could be the reason for any cold weakness. Her body needs a lot of heat and is lousy at containing it once temperatures/pressure drop under a certain point. Disruptive Magical Bodyfield Note: Her body rejects both external clothing and technology. Normal clothing and items get disolved/destroyed within hours. Super-level within one day (you can lend her your VPP-bought LS parts, but don't expect them back...). This effective limits her to the self-created clothing and also the way she could overcome her weaknesses with equipment. "Living in a world made of card stock": Psych Lim (Strong, Very Common). Can only use 30 STR free. When wants to use more against living target, she must make an EGO-6 roll and can only use 30 + 5/1 Point she made the roll. May need a little better EGO. Note: Effectively she must make a EGO+0 Roll in order to use her full STR against anything her Code vs. Killing aplies to, with a more organic result for partial failure Dangerous Powers: Social; Due to limited controll over her powers, she has great reservation at having contact with people not able to take an unconcious use of her STR (when your STR is increased 4-6 times, you might not have full controll; especially in times of high emotions). Hunted: Whoever is interested in Mutant powers (Viper?) Night-blindness: Suffer Perception Malus in in Darkness "My Life sucks". Psychological Complication, Slight depression, rather frequent Note: When your entire lifeplanning gets thrown over, men suddenly have problems to really listen to you/women hate you (Polarizing Presence), you can't start relationsships with normals for fear of "breaking" them (literally), your entire Sense of Taste/Smell gets reconfigured, alcohol stops affecting you (and tastes bad), you have to fear any cold breeze, you can't use an mp3-player while jogging anymore and some wierdos start hunting you for your genecode - you might not be very happy with your live (the list is not complete, since every power can have annoying side effects). Possible development paths (or alternative building blocks): - More Defenses - More STR - better Combat Capabilites (CSL, Martial Arts) - The Power to create short lived thrown or melee weapons from pheonix metal (simple blast, HTH); Limited Power - Flame/heat powers, especially blast. - Transforming the Polarizing Presence into a controllable Striking Apereance or MC, AOE "you really like me" power (only out of combat and she doesn't likes using it). Lockout towards her defensses (and other powers with such a lockout) - Empowered Presence (MP-Slot): Allows her to bump up her presence. Lockout towards her defensses (and other powers with such a lockout) - Shielded Mind (MP-Slot): Strong EGO and Mental defenses (we do have Menton on the loose). Lockout towards her defensses (and other powers with such a lockout) - "Tastes Like Chalk": A sense of taste that is fully discriminatory or even analyzing. Maybe limited to Minerals/non frozen solid matter. Luckily, she has the LS: All Poisons and Diseases - Tremorsense, pasive, Targetting, Based on Touch - Megascaled Tremorsense, Limited Power - some speed based powers like autofire-punch or "speeded-sidestep" dodge; Limited Powers
  13. Re: 6th Edition Brick Like I said, up to 10 with CSL's. How you align those three points is up to you.
  14. Re: Obviousness of Telekinesis +1. 6E1 338. Under "OBVIOUS POWERS" Even with example
  15. Re: Superman 350 Points with VPP Hyperman used the same aproach with his 6E 400-pt Superman. The problem with Supers that long around is, that they just get shown using to many different powers along thier career. In the "Adventures Lois & Clark" series, Superman was able to become intangible for a short time by "hyper-vibrating" his body, thus countering the elemental binding powers. Just one example of a "Knight-Rider-Buff" or Power you never use again.
  16. Re: Obviousness of Telekinesis Already found out and already said it was uninformerd garbage:
  17. Re: 6th Edition Brick I would not go so far. It may simply be their way of playing, that makes DCV 7 useless. In my target campaign nobody has a DCV weaker than 5, and nobody an OCV/DCV+CSL higher than 10.
  18. Re: Obviousness of Telekinesis I did. Not within the rules, without buying IPE. The entire point of obvious is that normal people can perceive the use of the power. If you don't want that, buy IPE. If that's to expensive, no can do.
  19. Re: Obviousness of Telekinesis You want a power that is invisible, without paying for it? Not within the rules. The only way to make it invisible to Sight/Heraing for free, would be to make it visible to equally common senses, thus defeating the point.
  20. Re: Obviousness of Telekinesis Sorry, misinterpreted the gun example.
  21. Re: Obviousness of Telekinesis Actually I think, that is what normal Telekinesis does already. That TK is Pervievable while in Use, may simply mean that you see and hear the floating object normaly and that anybody can see that the user is concentarting. The fact that Telekinesis is inherently indirect can actually mean that it has no percievable connection("path" for indirect) betwenn user and target.
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