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Dr Divago

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  1. Hi all so far i'm using Champions 5 ed, but now i'm upgrading to 6 ed so i'm willing to buy Champions 6 ed from Store. Unlickily, it seems out of stock... does anyone knows if/when will be available? even Martial Artist and another one (maybe APG2?) are out of stock... there are possibilites they will be in stock again in few weeks? (luckily for just-before-chrismtas or next year's first week) just to know if i must search for another christmas present or i should wait just few more weeks ty all!
  2. Re: how to block a teleporter the problem is not the fighting; i don't whant them fight but the focus of the adventure is something like run and chase, and a teleport could be a little unbalancing for this...
  3. Re: how to block a teleporter YEAH!!!! This is correct except that the "child" is a 15-20 year old eco-terrorist; i'd say he got some super powers but he does'nt know, he can't control and of course it's very dangerous (so they need PC's squad to escort him, simple police is'nt enough) well, this give me some ideas: maybe the parents just are using something to prevent long distance teleport, like some sort of gravity suppression field? so the actually CAN teleport but not too far away from this suppression field generator...
  4. Re: how to block a teleporter yeah sorry, i'm not a native english speaker and sometime i writ something wrong prisoner is 15-20 year old eco-terrorist; their parents are the supervillain (fighting one each other to "take" their children) ok the squad is - a telekynetics; most powers from TK special effect (ie psychokinesis, thorw-object blasts, tk-force-wall and a limited flying UOO with special effect "i lift an object and everybody stand on it") - a speedster; ok he got superultrarun (flying only in contact with horizontal surface) and high speed. he got also martial arts - a criokynetic, i mean he can manipulate ice: create ice wall, entangle in ice block and of course decrease environment temperature (mostly CE with some CE-related effect like ice sheet). He can also transform his body in water (desolidification) the teleporter got also a cyber eye with a laser and some nice hud funciont (like clock alarm, barcode scanner and targeting crosshair)
  5. Re: how to block a teleporter mmmhhh... ok... sorry for my bad grammar, i did an error: the prisoner is 15-20 years old. (and a young but very smart eco-terrorist) this could be even worse: he does'nt _want_ to teleport so they need to persuade him; coercing does'nt work (ok i agree... oh, i changed my mind and you just teleported away without me... ) the teleporter got also a UAA teleport but it's short ranged (very short ranged) unlickily, they can actually teleport an unconscious victim so they can just beat him until unconscious then teleport away... or i'm wrong?
  6. Hi all i got a little problem with an adventure i'm planning the story is relly simple: they (the PC) must escort a prisoner (a 20-year old guy) to another country. During the voyage, the plane they are using to bring the prisoner (a standard C-130) hit a storm, and they crash on the alps. Then they will need to - bring the prisoner to jail - discover what _really_ made the plane crash they will suddenly found themselves stuck between the "fight" of two powerful villains, the parents of the guy, fighting to take bake the children. (first idea is parents are Gravitar and Menton, but probably i'll change something so they will be only similar to Gravitar and Menton... maybe even less powerful) PC are low power superhero (310 points in 6E), they where normal guy then discovered powers and now are working on a secret gevernment agency, in a world where supers are really rare (and mass media does'nt know about it). So there is no way they could fight back the parents and best things they can do is run and protect the children now the problem is: a PC is a teleporter: she can teleport up to 4 people to fixed location or just up to 24km. She can really change the course of the story, ie teleporting the children away. How can i avoid this? first idea i got is: the children has a single powerful power: he can absorb the energy of power used on him and then release like a powerful blast. So if he's teleported, he explode hitting the PC and everything around [but how can i do it? absorb then a powerful blast linked to absorbtion?] then it came in mind, this could be a BAD GM'ing tool to avoid a player ruin an adventure... wht do you think? thx for helping and sorry for bad spelling x.x
  7. Re: STR Feats TY to all i was arguing about "push open a door", not smash through (the latter implies doing damage) i mean: if a door is stuck, you need to push the door to open it; same if it's locked smash open the door is creating an hole punch sized (or more if your name is Adam Jensen) but it's an hole. Something you need to crouch inside, to smash open with more attacks and like i'm thinking about pushing the door, just pushing: if i can lift a car can i open a door stuck or helded? or telekynetically pulling to "rip off" the door from hinges? or i need just to do damage and smash through? for instance: an external wooden door is PD 4 and BODY 3. This means with STR 20 and average roll i can't smash through; with STR 25 and average roll i need 3 phase to smash through (and doing an hole roughly man sized) but with STR 25 i can lift a 800 kg, way more than the weight of the door plus hinges; so if i tk pull the door to open... i need to smash through hitting with tk fist? but given enough time, just pushing or pulling would rip open the door: it's just a wooden door pulled by 800 kg str! i whould thing on something like roll every turn, add the normal damage body, and when this is over PD+BODY the door open/smash, but seems to much "bending the rules". Or i can just roll for damage and special effect is "you slowly pull the door until it's opened"... but then why i should pull the door and not smash open it with a powerful attack? new topic: if more then one PC try open a door, move an object, and like (assumint the object is big enough for two-three-more PC to pull) should i add their STR for lifting purpose? or add their lifting value? if they are in a contested STR roll (like keep an airlock door open by pushing together the doors) they need add the Normal Damage BODY from STR roll? or add their lifting and calculate STR equivalent?
  8. Hi i always wonder how can i made a Strenght Feat on 6E1 43 i found STR table who let me know how much i can lift; i can assume i need no roll to lift this but as a GM i could ask for a roll to lift this 3,2 ton veichle but what if i need more strenght feat like: a) a str vs str comparison, like in the "arm wrestling"? as a GMI i can assume a STR roll for both side and count normal damage body (like a limited form of grab) open a door; maybe i use my telekynesis to smash open a door(i assume you don't punch the door but just pull or push until joint crashes) as a GM thought a quick rule: roll for STR, count normal damage BODY and compare it with PD+BODY of the door. for a robust door i could let "add" the normal damage body rolled over the time, maybe 1 roll every turn or add only the ones who do more than a fixed value (more than half PD for instance) this assume, if i can lift a 3 ton car i can also open a 300 kg door just pushing it c) keep a door/trapdoor open for instance, block a trapdoor with my body to let someone else pass under my legs, or keep open the emergency door of a building with my wide hands to let people pass i can think about assigning a STR value to the door/trapdoor and then made player get a STR vs STR comparison like in (a) or to keep dice rolling low, i can also assign a fixed value to the door/trapdoor what do you think? there is an "official" rule i don't remember/don't know, in 6E manuals?
  9. Re: Need some ideas for powers in a cyber eye... Yeah it's CSL but i can still use attack while flashed (just i'm at 0 OCV). Ok, using CSL will be pointless 'cause i will be at 0 OCV but i can made a PER roll to find a target and still be at 1/2 OCV ok i'll remove it ok but you can still see whatever you recorded while in darkness BUT you can't if you are flashed (by some types of flash)
  10. Re: advice on power advantage A PC of my group has abilities to create ice wall (barrier); i gave him "Power Use" skill to create more complex form. he still cannot create other power's function; ie an ice fountain is still an ice block with stated BODY and an ice spiky fence is not causing any damage. plus, what he create is ice, hard as concrete wall but still ice, so freezing cold while touching it, icy white etc but he can use it form more complex forms using a skill roll (power use, still) i can determine difficulties in creation: creating a flat-side-pyramid is way more easy then creating an ice statue...
  11. Re: Need some ideas for powers in a cyber eye... cool thanks guys! lot of ideas!! now i did it: i give her some cool and not-so-limited utility gadget with HUD: HUD 1) Rangefinder: Detect range of objects 12- (Sight Group) (3 Active Points); Restrainable (Only by means other than Grabs and Entangles; left eye; -1/4), Unified Power (All HUD Powers; -1/4) 2) Targeting System: +2 with Cybernetic Eye Lasers (6 Active Points); Restrainable (Only by means other than Grabs and Entangles; left eye; -1/4), Affected by Most Sight Group Flash (-1/4), Unified Power (-1/4) 3) Clock: Detect Time 12- (Unusual Group), Sense (5 Active Points); Restrainable (Only by means other than Grabs and Entangles; left eye; -1/4), Unified Power (All HUD Powers; -1/4), Affected by Most Sight Group Flash (-1/4) 4) Visual Alarm: Sight Group Images, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +1/4) (12 Active Points); Only to Create Visual Reminder (-1), Self Only (-1/2), Unified Power (All HUD Powers; -1/4), Linked (Clock; Greater Power is Constant or in use most or all of the time; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -0) 5) Compass: Detect Direction 12- (Unusual Group), Sense (5 Active Points); Restrainable (Only by means other than Grabs and Entangles; left eye; -1/4), Unified Power (All HUD Powers; -1/4), Affected by Most Sight Group Flash (-1/4) 6) Video Recorder: Eidetic Memory (5 Active Points); Only to Recall Up to 30 min of Previously Recorded Visual Images (-1/2), Restrainable (Only by means other than Grabs and Entangles; left eye; -1/4), Unified Power (-1/4), Affected by Most Sight Group Flash (-1/4) 7) Barcode Scanner: Cryptography 14- (7 Active Points); Only to Decode Barcode and Similar Code (-1), Affected by Sight Group Flashes and Darkness (-1/2), Restrainable (Only by means other than Grabs and Entangles; left eye; -1/4), Unified Power (-1/4) the "Affected by Most Sight Group Flashes" is because those powers are affected by flash (if she can't see 'cause is flashed, she can't read the time on hud). BUT she's not affected by most Darkness (in the darkness you can read time on hud... just you can't read anything else ) not every power got the limitation: rangefinder is completely sight group (if you can't see the target you can't point it to see the range), and alarm is linked to clock so if you can't see the clock you can't see the alarm too. Barcode scanner's limitation is -1/2, 'cause you need also to see the target limitation value is derivated by the "Affected as well as another sense" limitation btw, TY for the help!!
  12. Re: Need some ideas for powers in a cyber eye... i got a lot of cp2020 sourcebook (indee it was first rpg i did the GM... :_) how many memories...) and so i got also a lot of chromebook related stuff i was just wondering what you would give to a player; i mean, something more hero system-related (most of the think on chromebook are just fancy stuff or things with too little use for a super hero campaign)
  13. Re: Health Status Bar oh yeah. it's not a GUI but a HUD her other powers tied to the cyber eye are a flashbulb and two laser (one "standard" rka with los, and the other one a cutter rka 1 with 4x penetrating and constant) she got also teleport powers, completely unrelated to the cyber eye of course, a complete knowledge of her health status could also give some "bonus" ie knowing how to adjust her teleport field aura (aka RP with sfx "a teleport field who can tp away enemies' attacks and/or partial teleport you out of damage") or like
  14. Hi all in my low power superhero campaign, a PC got a cybernetic eye; now they will facing an upgrade (thanks to conversion from 5ER to 6E) so i'm thinking about "unlocking" some software on the eye until now she got: x-ray vision (penetrative w normal sight) microvision (microscopic w normal sight) light multipower with lightbulb, laser (rka with los) and laser cutter (rka 1 penetrative x4 continuous) what also can i give her? first idea was a virtual GUI with health status like on videogame, but i got no idea on what effect could have second idea is some enhanced perception, like infrared or just a plain enhanced perception. or a flash defense (but it's only one eye, so other one would still be blinded) other ideas? a clairsentience power (only to see throughout special build cameras)? a radar+homing beacon (detect location of special locator, plus a bunch of special gps locator)? a gps (detect exact location)? a special link to satellites (clairsentience)? she got also teleport powers so something she can use with their teleport powers? it's a low powered superhero (300 point in 6E) and they are in a world where supers are not publically known; they work for a government secret agency so they could effectively afford to some benefit (like tapping into satellites) ty for your help
  15. Hi all i got an idea for a power i wish to give to a PC she's got a cyber eyes so one idea is a GUI like the one on videogame; this could show health status, i mean some indicator (a bar, a counter, an animated gif of an hearth and some ECG and other medical info, etc.) the problem is: how can i build it? for this is important understand what's the effect of knowing your exact health status... and i got no idea x.x so what did you suggst? life support? more stun? just a detect health status (useless but nice)? ty for help ps: campaign is low power superhero in a world where there is no supers... at least not publically...
  16. Hi in 6E1 173 (under Barrier description) there is One-Way Transparent advantage; so i can build a barrier that's totally transparent for some attacks. let's state i made the barrier transparent to all attack from my multipower. now, inside the multipower i got also some no range attacks (2 entangle and 1 blast no range); the barrier is only 1/2m thick if i'm close to one side of the barrier (ie touching the barrier) and on the other side of the barrier there is a target close to the barrier (touching it or "not touching it but still so close i could attack him at no range if barrier would not present") can i use those no-range powers to attack this target to the other side of the barrier? second question (linked to first one) in the multipower i got a "javelin" power (HA); this hand attack is linked to a Stretching 1m; can i use it to attack targets on the other side of the barrier? stretching will permits me to attack someone at 1m and barrier is only 1/2m thick third question (linked to second one) this HA has a Time Limit and Physical Manifestation so the GM states i can throw it using the normal Throwning Rules (6E2 80+) i can throw it through the barrier? ty for your help
  17. Re: How do you introduce players to champions? In the fantasy game i started some years ago, we did method 3 i was telling them "hey, i can build your char and then explain" but they all insisted "no i whant to kno how can i build my chars and build it myself". then we started a game session to build the characthers. Previously i forwarded them with emails and documents explaining how system works (basics rules), and basis of characther creation. Then we spent a second game session. Then a third one. And a fourth one. Even because they got, really deep inside their hearth, a munchkineous soul, and they had to know every little secret of the system before building the PC. Of course, was fantasy: so power creation system was unnecessary; i did some spell for the wizard and priest, and they used them blindly with no question Then we started playing, and i gave them possibilities to change something about the PC after the end of the first adventure. After 2-3 years of playing, they still DON'T know about power creation, still miss something important like "if i add 4 CSL to the damage, how much damage i get?" and "what's a DC?". Just one of them (the wizard) start asking me question about power (spell) creation rule, i explained them in the basics (and that's not difficult, just a little math) and he understood. Obviously, he does'nt know power effect so we need to build spells together. As a side note: i always been glad to borrow them core rule book and/or basic rule book. But noone ever read them because "it's too big" and "it's in english! there is not a translated version?" When i started with a superheroic campaign i gone for method 1; i created their "normal" char sheets and their "super" char sheets; they started for first game session with normal sheet (ie without any superpower nor super stats) and started playing (and understanding the game) with normal simple guy. Everytime they discovered a new power, i gave them a note with a description of their power and game stats. After first adventure they got a full sheet with powers. After few game session, they got a "buff" of +25 points; they gave me a description of what they got and i did the build After "first season" (first story arc) they got another "buff" of +25 points, and this time they build their power. Of course noone know power creation rules, so we did together: one by one they told me exactly what they whant and i did the math. One of them is actually GMing a 6E fantasy campaign (and also write on this forum) so he got no problem and did the build by himself (he also pointed on me an uncorrect building when i put naked advantage inside a multipower u.u ) the other ones, still got no intention on reading the books; but mostly because they are mostly not interested in "how this work by the rule" so ok they will agree to build them by the rule but it's me who's interested in rule building so it's me who build the power. But i point them "if you whant, you can read the book and make the power by yourself"
  18. Re: Questions about the Champions 6E core rules book i stayed on 5er for same reason, and mostly 'cause my ongoing campaign are with 5ER BUT i 'm about to start playing in 6E, my flatmate got 6E and i admit it's better than 5ER for some reasons PLUS i already got some books (i can borrow it from my flatmate u.u ) so i'm SERIOUSLy thinking about buying champions and convert over to 6E...
  19. Re: Conversion to 6ED ty for your reply i know i don't "need" champions to play superheroic game; i also got 5E champions, so most of the "philosophical discussion" i think is the same. BUT buying champions is not a problem; i will not buy the rulebook (for the moment) 'cause i can borrow them from my friend and buying only champions genre book is not a problem; plus, i was planning on buying it anyway u.u my concern is about the three villains books. plus the power collection book. plus every other book i could use. my campaign is for 300 points (ok is 150+100 in 5E but in 6E i think will be around 300 points), and today i can't use villains as it is in the 5E books but i need to "re-arrange them", reducing some powers, changing background history or like, so i sure will have to spend time adapting them from book entry to my campaign world. And if i need to adapt them, i can always convert them from 5E to 6E so the problem is: do i "need" the villain books? or i can just use the old 5E villains and adapt them to 6E? it would be easy or too complicated? ty again for the help
  20. Re: Questions about the Champions 6E core rules book i'm sorry you bought Champions wishing a complete superhero game, and you found it's just a supplement. I know, it could be a great disappointment... long time ago, i was disappointed too i had to buy a lot of books to play the game as i liked. Then, years later, i found in the long run is way cheaper then other games. Let me explain this you know, Hero system is not "a simple" game, it's a "toolikt", a set of rules, advices, concept and like to create your own game. Most of the game give you a single corebook, with rules to run a single predefined game, and you can't change it. Then, you need to buy several books detailing different part of the campaign world, equipment, bestiary, and like. And then, you end up buying dozen of books just to play this pre-defined game. and if you whant to change setting? you end up with buying a completely new set of core rulebook, settings, equipment, and like Hero system is a generic game system, a toolkit (as i said before) to create your own game. As a toolkit, is full of rules, and pointing all exceptions, and giving you all the instruments. Where "normal" game give you 5 pages of weapons and armors, hero give you 20 page of rule about creating weapons and armors, then some example to use; where other game give you 20 page of spells and powers, hero give you a complete 400 page book to let you create every single spell or power you like. Because of this, Hero systems books tend to be very big, and thus also expensive. You can play the game just with the 2 core rulebook; even better, you can buy only the Hero System Basics. I don't have the Hero System Basics (for 6 Edition) but i got the basics for 5 Edition and it was all but a "watered version". Ok was not really complete, but way more complete than most of the rpg i got (and trust me, i got a LOT of RPG... even more than comics and videogame x.x ) You already bought Champions; you just need the basics or the 2 core rulebook to play every superheroic settings you want. Today you can use to start a game with classical superhero (you know, the ones in the comic books). Tomorrow you can create a game where normal people discover superpowers. The day after, a game where supers are normalities and are traveling into the stars to help alien civilization. and if next month you want to play a fantasy game, you don't need to buy a complete new ruleset; you only need the same two core rulebook (or the hero basics). In the long run, it's way less expensive than buying ten different ruleset to play different game. So, in conclusion, i understand you are disappointed and also a bit pissed about it; but maybe it's fate, maybe this could be the occasion to discover a completely new game system. Plus, people on this forum are mostly nice people and they could give you some help if you ask in the right section and creator of the game Steven S Long himself replies to question about rules issue (and this is veeeeeeery rare thing). So, my advice is give the game a try. I did it some years ago, and never had to regret about! PS: i'm not from an english speaking country, plus is almost 3 am here and i'm a bit sleepy, so i apologize if i write something awful and full of orthography errors x.x
  21. Re: Normal Damage Weapons used at Range mmmhhh i'm not a veteran player; i started playing superheroic last year and a running fantasy campaign is think no more than 2 years long (we stop every six month to play another game, then another game again, then coming back to hero) but i found this not really complicated - 2 csl add +1 DC - martial arte add +x DC where x is the number written on the maneuver - max doubling damage only the STR has special rule, and this one is simplified in 6E using a table instead of a math formula (i got really no problem with math formulas, even 'cause HD does all the calculation!) ok, 6E is simpler... but really don't see this overwhelming complication on 5ER... btw, still the problem is unsolved: HA get the limitations while HKA not, and HKA can be ranged via a simple advantage while HA not... why there is this xenophobia vs HA? u.u
  22. Hi all i'm planning on converting my low-pow 5ER superheroic campaign into 6E aside from some consideration i'm making (if players agree to conversion, if the problems that whould arise would be less than advantage of 6E vs 5ER, etc) i'm also wondering about wich books i would need i already have 6E1 and 6E2 (ok it's not "mine" but from my flatmate who also is a player in the campaign, but think he would agree to borrow them ) he got also some pdf books but i don't remember exactly what (maybe apg? maybe bestiary? sure he got nothing from champions series) in 5ER i got CKC and some other books (like UNTIL database 1 and 2) to help me so my question are: 1) what books i will need for a low powered superheroic campaign, apart from Champions 6E? i play in a custom made settings so really don't need ancy setting books 2) assuming i can't use CKC (or 6E equivalent) "as it is" but i need to tone down and adapt to the setting, i can easily convert monsters/enemies from CKC to 6E or i really need the triple "villains books" 3) did you think converting a spoonfull of PC and NPC from 5E to 6E is too tiring and many problem will arise, or it would be very quick and easy so we will almost don't see the difference (safe from some neat advantage)? thank you for your advices ps: i posted a similar post in a wrong section some days ago; today i figured out it was in a wrong section so i re-posted here i apologize for the double post...
  23. Re: Normal Damage Weapons used at Range the whole things was around a power concept he (or she or it) create a "weapon" made of "energy" (ice, lightning, fruit jelly, whatever) and use it to smash bad guys plus, can throw it like a ranged weapon, in similar manner to a throwing knife or hatchet but normal so far seems you can't use hand attack this way, and to be honest it sounds really strange to me so far, for my player i gave Lingering (Time Limit in 6E) and Physical Manifestation to HA; so for 1 turn weapon is fully physical and he can throw it main problem is if i buy a +8d6 HA with 10 STR, i do 10d6 in hth and still 2d6 while throwing (it's based on my 10 points of STR); at the moment is not really a problem 'cause he got only a +1d6 HA and never use it, so in the future i can advise him to go for the "hand attack + blast, unified powers" option it just... looks a really strange thing, you can buy a killing attack hand to hand with "ranged" advantage and you can't do the same for normal damage...
  24. Re: Normal Damage Weapons used at Range Dunno, but in 5E and 5ER is exactly the same rule and the "very complex rules for adding damage" is pretty similar: only that in 5E you add to do some math (like addiction and subtraction) while in 6E there is an easy-to-read table differencies between HA and HKA are also the "hand attack only": HA has same active cost than Blast, with a mandatory -1/4 limitations; HKA is same cost of RKA without any mandatory limitation this looks like a very old structure, maybe 4th or 3rd edition, but i'm too new to say it... maybe there is a consideration about keeping killing attacks more expensive
  25. Re: Normal Damage Weapons used at Range mmmhhh ok the rule is pretty clear so is not a "rule question"; btw i dunno why i can just add an advantage to a HKA and i can't on a HA so far i can solve this in three way: 1) i can use blast to create a normal damage attack at range BUT blast is not hand to hand; i can use blast at point blank but: - can be reflected by a reflection (not sure if reflection can reflect hth attack in 6E) - can be blocked only if GM permits you (blocking ranged attack is something you can do only if GM permits it, 6E2 59; actually, i'm planning on NOT permitting block ranged attack unless you buy deflection, like it was in the 5ER) - does not add normal STR damage 2) The more "realistic" way to use a normal damage weapon at range is using throw maneuver on it (6E1 231 and 6E2 80-83) but again there is two big problems - i dont' add STR to thrown weapon damage - an HA is not a weapon, so i can't throw it unless i focus it/give physical manifestation (technically, got no PD and no BODY so max damage is 0 DC) 3) i can buy two different powers (ranged and hth, maybe with union) so, let's go creation Icee is manifestation of pure "frost essence"; she can use her ice power to create a shard of pure ice. She can use this shard like a baton to smash here and there or she can throw them like a javelin. She got STR 15 option 1: blast attack Ice Shard - blast: Blast 3d6 (15 Active Points); Range Based On STR (-1/4) 12 points 1 END she does 3d6 at point blank (aka hth attack) she does 3d6 normal damage (3DC) at up top 24m (12 with a standing throw) attack can't be blocked (unless GM allows it (1) or buy a deflection) even at point blank attack can be reflected option 2: hand attack Ice Shard - hand attack: HA +3d6 (15 Active Points); Hand-To-Hand Attack (-1/4) 12 points 1 END she does 6d6 (6DC) at point blank (aka hth attack) she does 3d6 (3DC) at up to 24m (12m with a standing throw) IF GM allows it (2) attack can be blocked normally at hth; follow normal ruling for ranged attacks while at range attack can't be reflected at hth range; follow normal rules while at range option 3: two different unified powers Ice Shard - unfied powers 1) Ice Shard - blast: Blast 3d6 (15 Active Points); Lockout (can't use hand to hand version of Ice Shard while attacking at range; -1/2), Range Based On STR (-1/4), Unified Power (all Ice Shard powers; -1/4) [7 points, 1 END] 2) Ice Shard - hand attack: HA +3d6 (15 Active Points); Lockout (can't use ranged version of Ice Shard while attacking hand to hand; -1/2), Hand-To-Hand Attack (-1/4), Unified Power (all Ice Shard powers; -1/4) [7 points, 1 END] 14 points 1 END each use she does 6d6 (6DC) at point blank. she does 3d6 (3DC) at up to 24m of running throw (12m standing throw) and no rule breaking issue as with previous version (see also note (2)) attack can be blocked normally at hth; follow normal ruling for ranged attacks while at range attack can't be reflected at hth range; follow normal rules while at range can't use multiple attack to attack both hth and ranged version same phase cost a little more (around 15% more); cost rise to 20 point (66% more) if i can't use lockout option 3 beta 2: multipowered Ice Shard [Multipower] Ice Shard: Multipower, 15-point reserve 1f 1) Ice Shard - blast: Blast 3d6 (15 Active Points); Range Based On STR (-1/4) [1 END] 1f 2) Ice Shard - hand attack: HA +3d6 (15 Active Points); Hand-To-Hand Attack (-1/4) [1 END] 17 points 1 END each use same as option 3 but with more total cost option 4: killing ice shard Ice Shard - killing: HKA 1/2d6 (1d6+1 w/STR), Range Based On STR (+1/4) (12 Active Points) 12 points 1 END she does 1d6+1 (4DC) hand to hand she does 1d6+1 (4DC) at range follow normal rule for both hand to hand and ranged attack and it's way more simpler than building a multipower or two unified powers Notes: (1) 6E2 59 clearly states "if GM permits...". i really don't like the idea of blocking ranged attacks without proper powers. maybe i should start a thread about it... (2) i really doubt i would permit to throw a HA without some proper Focus, Physical Manifestation or Lingering advantage
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