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Dr Divago

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Everything posted by Dr Divago

  1. Hi in 6E1 231 for HtH attacks says you cannot use "Ranged" modifier this char has the power to create an ice javelin (normal hand to hand attack) who can be also thrown. Similarly to weapon made in FH6 191, he added "ranged based on STR" to hth attack BUT 6E1 states you can use it on HKA, not in HA (ie you can for killing not for normal damage attacks) so... it's legal to build HA with Ranged advantage (like used in FH6 for throwning knives)? or, if not legal, how can i build an HA who can be used at range? ty for reply
  2. Hi all in my 5E low-powered superhero campaign, a PC got the ability to create ice block both to form barrier and to entangle enemies (both are use of Entangle in 5E) he also bought Power Use with the power to create complex "sculpture"; he never used it to anything really useful (he could create a wall with ornate battlements, or just a little item like an ice bed, a sedan chair or a walking crane, an ornate sculpture etc (but sometime it requires times and several rolls) i always thought that if i can build a wall 2m high and 10m long i can also create a little block of ice, and then sculpt it with power use skill roll if i will upgrade to 6E (still thinking about it), Entangle and Barrier will be splitted in 2 different powers. So i'll need to force him to buy Power Use for only one of them or he could use it for both? he could still use it to create little not-really-useful items? second question: he could use Power Use skill to form a crowbar to open a door, or a jack to lift a car/pile of debris to free someone from inside it? and if in 6E wich powers he need to use to create this useful piece of ice? Entangle or Barrier? (i'm asking this 'cause in an adventure i'm planning he could use it to help some injured innocents civilians, and i whant to know if he could or not to build the situation according to his capabilities) ty for you help as usual
  3. Dr Divago

    Going 6E

    Hi all i run a low-powered superhero with 5ER campaign since few years (little more than one). Now i'm (almost) starting to play a 6E fantasy campaign (as a player!) and i'm starting thinking about converting campaign into 6E (just thinking, i need also to ask the players, of course) I use a custom made low powered settings (similar to first seasons Heroes or Misfits series) so i don't need CU and other settings-related books BUT i use Conquerors Killers and Crook whenever i need an npc (most of the time adjusting his power level to the setting) or UNTIL Database for suggestions, ideas and whenever i need a power to throw in AND THEN in the future i will not exclude the idea of a more "standard" Superheroic game, maybe a DC:TAS (or DC: Powers) campaign so... what book i need to buy? Champions, is a must ok. then? CKC is now divided into 3 different books; so i could need to buy all three BUT i can however convert them from 5ER (i'll need to adjust them to the campaign low powered tone, and i got HD to help me, so i really can afford this problem at the moment) UNTIL Database is now Champions Powers. But i'll need it too? i almost never use powers directly from UNTIL Db, i hust borrows the ideas and the make my own power; and i can still steal ideas from it, just adapt to 6E DC:TAS is only for 5 edition. But again, mainly is a book of "ideas" and "concepts" and i can use it and convert to 6E the few things i use, adapting to my campaign other books i will need? for 5E i got almost everything from UMA to UMV, Equipment Guide, Combat Handbooks, Bestiary, CKC and Fantasy Bestiary (both Asian Mosnters and MMM) plus of course FH and settings, Grimoires, DC, SH ecc. for 6E i got... well... 6E1, 6E2, Bestiary and FH i borrow from my flatmate x.x (he got also some PDF but don't remember what... APG maybe?) so i will need to buy someting, like combat and adventuring or martial arts or equipment guide? ty for your help PS: as a side note i got also a several years long running campaign in Turakian Age; at the moment is "paused" for several months, maybe one year. Btw, i'm not planning on converting it to 6E, even 'cause i know my player and they surely will be against upgrading to 6E. So i sure will be forced to keep an eye to both systems, 5ER and 6E...
  4. Re: Starting points in my 5e campaign they started with 100+100 and then gained another 25 point bonus two times (one after first adventure, one at the end of first season) for a total of 250 point in a 6e campaign it would be 300 points (low-powered superhero)
  5. Hi i got a little misunderstanding about Time Limit and UOO: what happens if i put Time Limit (6E1 346) on a spell with UOO? as for Time Limit, i cast the spell/use the power, then it runs out by his own for a fixed time then i could cast again (use again) on another target but UOO states only one recipient could use the power (unless i double the recipient, as in 6E1 355, and that's not the case) so i can use the power on different Recipient (casting the spell one time for each use and counting time limit for each one spell) or the power is "locked" until time limit passed? and what if this spell is inside a Multipower? 6E1 357 states i can switch to another power in multipower while UOO power is in effect without "shutting off" it. I can also cast again the UOO on a second (third, fourth, etc) recipient? and what with Time Limit? ty for answers
  6. Re: Transform to add Advantage/Limitation yes... ok it's for a fantasy heroic settings so weapons are built as equipment (ie: breakable foci, real weapon, and no point paid for) do you mean, without increasing BODY of the weapon? so i need just to transform 2xBODW (where BODW = BODY of the weapon)? So it's enough to roll 2xBODW? duration is really short; i suggested 1 minute for point rolled in trasform (so it's something like 10 minutes or so far) we could adjust it with the GM but probably less than 1 hour That's ok, in this campaign almost all focus are breakable (even magical items; maybe only artifacts are unbreakable) interesting i need to see if this is better or worse, point-wise (and logic-wise)
  7. Hi all i need a spell to add Armour Piercing to any weapons (up to 56 AP) i cannot use naked advantage ('cause spells are into multipowers and GM forbid using naked advantage into multipower) so i can create this spell only by using transform looking at 6E1 303+ i see i need to use Major Transform my question is: to transform a weapon into weapon with Armour Piercing i need to roll 2xBODY of the weapon or i need to add also +1 BODY / 5 point of advantage? and if i whant to create another spell: Bend Blades who bend enemy's weapon and reduce 4DC from it, i need just to roll 2xBODY?
  8. Re: Spell of Deflection mmmhhhh maybe i need to stop posting on the forum in late hours at night x_x my post was not really clear so i apologise my first concern is about putting deflection in a multipower or vpp, and using it with limitation like requires a roll and extra time full phase if i put the power with extra time can i still use it to block attacks? or i can't 'cause full phase so i can't declare the "block" maneuver? (and i can't use it in the next phase 'cause is instant so in the next phase is gone) also, adding constant/time limit will permit me to cast in one phase then use it in next segment (and also in the next one and again and again until i pay END or time limit elapse)? or adding constant/time limit will give me no real bonus?
  9. hi all i got a little problem with building spells who give me deflection this power is "instant"; it means i activate the power (zero phase) and declare a block and so i can block a ranged attack. now i whant to build a spell; this is a magic shield, a floating glowing disc of pure magical energy that deflect missiles incoming at me spells need to have requires a roll (skill roll), extra time (full phase) and OAF. my logic says me i would add constant/time limit, 'cause the magic shield is lingering in front of me deflection constant/time limited is always active and i can use without declaring block? or just aborting to block like i could do with melee block? or i need to declare block and lose my phase to use it so making it constant is plain useless? and in this case, if extra time (full phase) i can cast spell AND declare block (aka using the instant deflection spell)? similar question arise even for reflection spell, that's pretty similar ty for helping, as usual
  10. Re: Scanning for Suitable Targets ty all for quick reply so far, this is a comparison: mind scan version Fiutare il Bersaglio: Mind Scan 10d6 (50 Active Points); Character Cannot Attack Through Link (-1 1/2), Mandatory Effect EGO +20 (Must be Undetectable; -1/2) Real: 17; END: 5 detect minds version Fiutare il Bersaglio: Detect Minds 11- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees) (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) Real: 16 END: 2 cost is (roughly) the same i suppose detect minds version is better i got no "sense" modifier 'cause i like the idea she has to concentrate a little (half phase like using a detect not sense) and activate it with END to use it (wait... i need to put also "not persistent" right?) i got no analyze 'cause she got not a clear reading (ok she can says who got low ego and who got high ego but really not how much value and with so many detail analyze give); i gave her also a "concentration" but i removed: making it not-a-sense it's enough...
  11. Hi all quick question a villain has a power who let him drain the "thoughts" of targets; basically he feed on other memories and like so far, he got a system to "scan" an area searching for "suitable targets": ie people with low ego, or without mental defenses, or who "look tasty" to him my first thought come to Mind Scan (6E1 261) but Mind Scan specifically sais "scan for a specific target" so looks unsuitable. However, it says also you can "look for a specific type of mind" (6E1 262) so, question is: i could/need to use Mind Link or i need to build a Detect Suitable Minds sense for it?
  12. Re: Detect Power (improved) a question linked to this one: what would he see? i mean: ok he got a "detect bio-energetic field" where "bio-energetic field" is a distinctive feature all metahumans got and he got also discriminatory (and planning on getting analyze) so i know what he will see using this device; the problem is he would like a _numerical value_ of target powers he said me "it's not necessary is a game stats; you can also invent a numerical value just for fun" however, it's way more easy to just give a value calculated from game stats, than invent one "ex-novo" so the problem become... what value he should detect? possible ideas is: - AP of most powerful power - Real Cost of most powerful power - X (or offensive x) - a totally new value calculated (for instance) from AP of most powerful attack, times speed, times most powerful defense... ofc, only powers who are detected is calculated; so powers with a focus, from a different origin, conditional power active only in rare occasions, and effect of power originated from someone else are not detected difference from discriminatory and analyze is with discriminatory he would get only "average" value; ie only value of most powerful power. With analyze he would get a more precise range of information, ie value of most powerful attack, most powerful defense, most powerful support/movement power, then number of attack power and defense power, and value of most powerful superhuman charactheristics...
  13. Re: Remote Controllled Veichle (and suggestion) so you mean buy autopilot for bike, then buy bike as follower?
  14. Re: Remote Controllled Veichle (and suggestion) Hi all again this one is the modified Scarlet i made; she become a technology control metahumans, she gain also some powers she could use while driving (like extra DCV, bonus to PD/ED equal to veichle's DEF and also PRE Attack Bonus is only while driving) i added her veichle and IA i made autopilot as an IA and bought as a follower, so i can give her a summon and/or a mind control (in 5er i'm using there is no Possession x.x ) what do you think of it?
  15. Re: Remote Controllled Veichle (and suggestion) in this case, i need to add IA to the veichle or build it like a characther? or i could just state "summon - must travel under it's own power" and then just explain (special effect) it's traveling using an on board computer?
  16. Re: Detect Power (improved) right! that's the name! btw, is not a dbz campaign so no chi power group (i need to put them inside radio or sight or whatever group). no increased arc of perception (it's just frontal). if i need to build it like a not-simulated sense i sure will not add sense (adding sense then non persistent and extra time it's a bit contraddictory ) btw are you sure i can't use simulated sense??? in Conquerors, Killers and Crooks everyone who got special sense by use of technology (nightvisor, infrared visor, ultraviolet visor, ultrasonic hearing, radar, sonar, whatever-you-whant-me-to-see-through-goggles, etc) use a) simulated sense rule OIF
  17. Re: Detect Power (improved) D'OOOOOOHHHHHHHHHHHH!!!!!!!!!!!!!!!!! i know it was too cheap x.x and what for an eyesight scanner? i mean a single goggle like the one in dragonball z? (i really don't remember the english name x.x ) i'm pretty sure most of "ultra tech goggles" in many CKC chars are built using simulated sense group...
  18. Re: Detect Power (improved) cool this thread is getting more interesting as for range, by rule of simulated sense group, i got it into sight group so got range and targeting and sense for free (but of course it's flashed by flash to sight and darkness to sight) as for detecting exact power, it's not the problem: information i what give to him is max active point of most powerful power (or offensive x, or higher between offensive and defensive x, i need to decide). so it's not really "giving them the sheet" (i imagine "hey this one got a 50 point power! it's very powerful!" he has life support total. "nah this one it's not very offensive, just a 30 point power"; he has a 30 point cosmic vpp plus 4 multipower less than 30 point) as for unbalancing 'cause villain can discover who is metahuman, that's THEIR problem: the metahuman detector is an object one PC is researching and building, to give them to a human-only paramilitary squad of the secret government agency where they work. now, at the moment "normals" does'nt know about metahuman: they only exist on comics and film (and videogame and...). But in the future, is auspicable (and i'm the master so i say "surely will be") normals will discover about metahumans. And then what if "mutant histeria" comes into play? What if police and military and other groups will hunt metahumans down? they sure will got special advantage thanks to this metahuman detector. and of course, they ALL will be glad to this PC and i will laugh at his face when someone will say "@#£$% this Sadoveanu guy who invented this @#£$% thing!" (Sadveanu is his name) u.u
  19. Re: Detect Power (improved)
  20. Hi all this is more a little an "how to improve" than a "how to build" in my campaign, (most) powers come from a single big category of special effect: orgonic aura (aka bio-energetic field or kirliann aura) metahumans got this bio energetic field around them; tk is just this field extending around distant objects; pyrokinesys is this field burning air; cryokinesys is this aura blocking molecule (thus freezing) etc. a player built a "aura-meter", a simple device to detect the aura. apart from disads, power is fairly simple: Detect Bio-Energetic Auras (5 points) now he whant a broad range of information: 1) he whant a "meter", aka to say "this guy got an aura lvl 200, this one an aura lvl 150 and this one... OMG IT'S OVER 9 THOUSAAAAAND!!!" (yes it's very close to dragonball z's) 2) he whant something who could say them "this is pyrokinesys" "this one is telepath" "this one... it's strange... maybe he can alter space-time continuum" point 1 is fairly simple: discriminatory give a good advantage (ok this one is around 200, this one is over 1000) adding analyze he could also state "this one got a single offensive power with 50 AP" "this one got a lot of attack power with no more than 20 AP but got a defensive power with more than 50 AP!!" for point 2... it's included into analyze, or he need to "increase" detect range categories, so he will be 10 base point (plus adders, advantages and limitations)?
  21. Re: Remote Controllled Veichle (and suggestion)
  22. Re: TK Grab and other Attacks ok... i thank you all about it but this still seems little complicated for me... ok, if target is moving i need to slow it down (using the slowing things optional rules from 6E2 25 or Combat Handbook 26) but really don't see why if i get flying without restrainable you could block me without being yourself hindered (i mean: the one with tk could grab one people and still move, act with full dcv, and like... PLUS if you whant to root me in place use entangle, not tk!) as for gestures: if tk need gestures not throughout (i mean only to activate) - i can use any numbers of tk in a given phase, as for sweep/multiple attack (a single action with -2 to every target past first) then in later phases i could use tk again 'cause gestures is only to activate, so i don't need to keep gesturing - i can use only 2 tk in a phase, 'cause i got only 2 hands still, in later phases i could use tk again - i can use only one tk in a given phase, no matter how much hands it requires, but i need at least one hand free btw, i also asked some question in rules question forum, just to hear what Steven says about it
  23. Re: Remote Controllled Veichle (and suggestion) Eh... that's some question i did'nt think about it previously u.u nope just traveling to her or from/to scarletcave (or wherever she hide the bike) to her i don't see why she could not
  24. Hi this things about TK and Grab is driving me crazy x.x so i hope you could help me. in 6E1 294 it says TK Grab use all Grab rules (the one in 6E2 62 and following) save for some differencies one of that are the grabber (the one who used TK to grab other) does'nt need to move close to the grabbed (the target), got no DCV/OCV penalities and can freely move while keeping his hold now i'm wondering: what happen to the grabbed and his movement? a) he too can freely move? he can use only movement modes that are not hindered by the grab? (ie can use a rocket pack (flight) but he can't flap his wings (still flight but with restrainable limitation)), or c) he's blocked and could use his movements to add STR (like for normal grabbed moving target, 6E2 63 and 64)? "c" option looks to me way too powerful; it's like an entangle (more, at the moment, 'cause he need a STR vs STR action to free while entangled char could break free with an attack, or be freed by a mate) while the "a" and "b" option looks to me rendering TK grab too less useable house rule i used so far was reducing "move" by tk from movement mode, as if grabbed whould keep moving and grabber just move it back but what's the "official" rule?
  25. Re: TK Grab and other Attacks Ok of course if TK is "gestures" you can only use two of them (one for each hand), right? and if TK is in a multipower with something else (ie a Blast) and you use this other power, you automatically drop the grabbed guys...?
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