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Whippersnapper

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  1. Re: 1000 Star HERO Weapons Quantum Matter Overlay Projector Power Build: 3d6 RKA, NND Does Body (blocked by energy fields)(+2), Indirect (+1/2), No Range Modifier (+1/2) Transdimensional (+1/2) Affects Desolid (+1/4) 30 Charges (+1/4) Limitations OAF Bulky (-1 1/2), 14 or less activation roll, Jammed (-1/4), Does no KnockBack (-1/4) Full Phase, Delayed Phase, (-3/4), Cannot be used with Rapid Fire (-1/4) Real Cost: 225 Active, 56 Real (may be reduced if Hyperspace as another dimension and source for Desolid are irrelevant to the setting) Weight: 26 Kg Weapon Familiarity: Exotic- doesn't require standard gun skills to use, as its not really even a gun Description: The Q.M.O.P, colloquially referred to as the "Telefragger," is what happens when a micro-hyperspace teleportation matrix is equipped with a magazine of explosive slugs, a computerized rangefinding targeting array, and a complete disregard for the ethical application of science. Rather than rely on outdated concepts like "penetrating armor" or "crossing distances," the Telefragger skips those unnecessary steps and teleports explosive rounds directly into the innards of its targets, ignoring conventional defenses like armor, or even cover. The teleportation matrix utilizes miniature wormholes that warp the projectiles through hyperspace, allowing it to engage ships traveling through hyperspace, and there are rumors that it was initially developed to deal with some form of undisclosed interdimensional threat. Nowadays, these rather rare weapons can be anti-armor weaponry used to destroy the innards of vehicles or power-armored troops, or extremely deadly sniper weapons that can ignore intervening barriers and strike with inhuman accuracy at any distance, though without exact target coordinates, the weapon will be firing blind and be practically useless. The Telefragger is not a subtle weapon- though the bullets do not interact with real space, hyperspace overlay causes minor distortions in light and gravity as the projectile "travels," which, coupled with the sudden explosive discharge from within the target, make it clear that violence is occurring. The weapon is not entirely irresistible, however. Even the feeblest form of energy shielding around the target will interfere with the intricate hyperdimensional targeting calculations, causing the projectile to miss 100% of the time, often not even emerging from hyperspace. Additionally, the Q.M.O.P remains in the prototype stage, and is a huge, finicky device that has a decent chance of teleporting its own components into hyperspace, causing constant malfunctions that necessitate complex repairs.
  2. Re: For whom the (dinner) bell tolls... Kid Dragon, a spoiled yakuza princess whose breath ignites when she gets excited, has an internal body temperature of one hundred degrees... Celsius. She likes the taste of raw meat, and hey! It cooks itself on the way down! Additionally, she has the amazing ability to make scrambled eggs by swishing a raw egg around in her mouth, or simply popping the whole thing in and boiling it in its shell. Heat Special Effects > PS:Cooking! (for lazy people, anyway)
  3. Re: Is it Flash or is it me? Oh my. I suppose I should check post dates before recklessly responding to threads. Thank you for bringing that feature to my attention!
  4. Re: Is it Flash or is it me? I saw some people mentioning that constant cost twice as much as persistent... I don't have my 6e book on me, but wasn't the cost of Constant changed to +1/2?
  5. Although the book states that a Damage Shield will only inflict damage once per attack roll (Presumably to prevent abuse from an Autofire Damage Shield that can hit with dozens of shots automatically), if the Damage Shield was NOT an automatic hit, would it be appropriate to allow an Autofire Damage Shield to deal multiple hits if it was subject to the usual limitations of requiring an regular "To hit" roll? The concept in question is a Martial Artist who responds with an instantaneous flurry of blows whenever he is hit. Will requiring a "To Hit" roll for the damage shield be sufficient to prevent abuse, or will the potential damage of this attack likely be an imbalanced threat against melee based opponents?
  6. I'm not sure how y'all feel about HAPs, but I personally think they're pretty neat- They encourage cinematic drama, but have solid mechanical structure to their useage- two great things about HERO that taste great together! I'm planning on implementing them into my next campaign, but I feel like having a predefined amount at the beginning of each session or whatever is fairly bland, so I had an idea... They rather remind me of Fate Points (From FATE), and I was thinking that the players could earn HAPs in the same way that they are earned in FATE- by roleplaying their character, or more specifically, acting in accordance with aspects of the character that complicate his life... like, well, his Complications. Example: The guy with Enraged might make his roll to stay under control- but then I, the GM, could slide a Poker chip(what I plan on using to represent the points) across the table and say "Maybe your character loses his cool after all... whaddya say, Champ?" He CAN turn me down, but he's also turning down a chance to do something amazing with that point later on. I'm slightly worried that this will lessen the impact of Complications, but I hope making Complications into a mixed blessing might make the players more willing to roleplay their faults, and not just their strengths. In addition to any thoughts on my proposed idea, I'd also love to hear any stories of HAPs being used to good effect in a campaign.
  7. Re: Voice-Deactivation Thanks, it's always nice to see a concrete example of "Limited Power." I never know whether or not I'm being flexible with it, or just throwing the rules out the window for a -1/2!
  8. Re: What have your experiences been with a Teleportation as an attack? I actually have a low-level character who can teleport friends, enemies, and/or inanimate objects 4 hexes. He can also go Desolid, but since he has no attacks, he basically just distracts and disrupts the enemy while his friends move to flank. I probably could do the "Teleport up and let fall" trick without it being unbalanced, but my character is borderline pacifistic, so I've instead just been drawing enemy gunfire and defusing hostage situations. Also, my character didn't have any points left for defense, so I don't dare try teleporting offensively if it would mean I'd have to drop my Desolid!
  9. I was recently attempting to build a "Silence" effect that prevented the target from making any vocalizations(Example was a special Throat-Punch for a ninja-type character, but a spell that sealed the lips of the target shut had been a subject of dissension a few years back) but I couldn't come up with a satisfactory method of doing this. Darkness shut down everything sound related, whether incoming or outgoing from the target, Flash only shut down hearing, and transform was hideously expensive for such a relatively minor effect. I figured the best way to do this would be a Drain, but that would require there to be a "Everyman Power" of Voice for the drain to target. I figured Voice would be described as some sort of Images, and figured that 15-20 Active points was an appropriate amount, considering how much the disadvantage "Mute" is worth. However, it still felt clunky to have a 5d6 Drain tacked on to a punch just to temporarily silence someone, and I also began wondering how to build an entangle which also gagged the target. Does anyone have any ideas? I'm considering just handwaving Flash for simplicities sake, but it feels like I'm cheating the system.
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