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KnightShade

HERO Member
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  1. Drain 2d6 COM, -1 OAF (stick) Good for presence attacks?
  2. A library might be nice. Especially for those times when there's a puzzle the PC's just can't solve, they can go look for answers there.
  3. I'm pretty sure I remember reading somewhere that you can do a move through with a weapon, I just can't find it anywhere. If someone could clear this up for me, I'd greatly appreciate it. The main question I had was (if they are allowed), how the damage is figured with an HKA. Say you have 50STR and a 2d6 HKA, the max damage you should be able to do it 4d6 KA, but does that increase with the momentum from a move through? Any insight would be greatly appreciated.
  4. Good idea: Bringing food for all the players Bad idea: Bringing food for all the players except the guy that bought life support: does not eat.
  5. I think there are always things that can be done to avoid that. Cops/UNTIL/Intergalactic police/etc. can suddenly show up and tell everyone to freeze right as the character is about to make the killing blow. If the character decides to go ahead anyway, then maybe make them make an ego roll (with modifiers). If they're adamant about killing someone, then make them face consequences. Not all consequences mean being imprisoned, and being imprisoned doesn't mean you necessarily just sit there. In the the thread about a character that tore the head off a demon and realized it was a teenage kid, I really liked someone's suggestion to have enemies kidnap the character out of the jail, and make it look like the guy just escaped. There are still a multitude of things that can be done, even if the PCs don't follow the story the way you had planned.
  6. I'm still convinced they were constructs, but as for that last part, the abilities are necessarily being designed that way because they're powerful, they're being designed that way because it fits the concept.
  7. There are ways to avoid that without nerfing abilities you don't like. If everyone is based on say, 250 points, you're going to get people designing 150 point attacks because they won't have points left over enough to be effective. Assuming everything is fitting to concept, as long as everyone is based on the same number of points, they will, more or less be balanced. That's the foundation of the Hero system, that 50 points spent in one place is equivalent to 50 points spent on somethign else. The GM has control of the world they live in, but if you take the only control the players have (character creation), then you might as well play something else. The GM has control over the environment and over the NPCs. Play to the character's disads, whether that means kidnapping their DNPCs, or forcing them into a situation where the powers they bought aren't effective (maybe they have to solve a puzzle instead of killing the bad guy). The main problem is you're trying to balance something that's already balanced. Sure, it can be abused, and abuse should be stopped, but trying to make new rules to keep abuse from being possible limit everyone else. Cars can be abused, but we don't just take all the cars away from everyone, we just punish abuse of it. I say until a character abuses a power (or designs a power specifically for abuse, like 1 gazillion nonrecoverable charges, etc.) let them use it, with the knowledge that abuse will be punished. If a character with FW uses it too much on one character, and splatters him with one hit, people will notice. Cops will arrest the character because he used way too much force, the villains cohorts will all gang-rape the character, etc. Be creative. Creative answers that stop things are better than the non-creative "GM says no." The point it to have fun. Have fun with it.
  8. ok, the character is basically a nightcrawler-esque character with a powered suit based off a pair of gloves. The gloves increase his innate abilities, and the x2 KB attack was described as being the energy pool of the gloves increases the momentum of the fist, as well as translating into the target, throwing them back further. It's not able to be used when I'm using that energy for other things, and he can't do it without the suit.
  9. All this discussion seems to be turning it more into armor piercing with more restrictions, but the concept is still being missed. Other than find weakness, I can't find a way in the game to construct a power that accurately describes what find weakness does. How else could you describe watching your opponent to see that there's a soft spot under his arm that's exposed every tmie they swing, or that hinge in they're armor that looks rusty. What other power (regardless of what it's mechanics are) simulates that type of behavior? I can't think of anything. It's not just limiting an overpowering feature, it's removing a concept from the game. I would suggest just having find weakness apply to OCV (not quite as accurate, but good enough) but being able to at points and points to OCV is can be far more unbalancing than halving damage.
  10. Sounds to me like you more have a problem with naked power advantages than with this one in particular. Any naked power ad will put an attack over 50 AP if that's what the camplaint is about. If it were me, I'd look at the end results (see above post) otherwise, just don't allow naked power ads.
  11. Knocking targets into the ground only does 1d6 for 2: of KB
  12. Doesn't really seem like he's just trying to get around the limit, if nothing else, simply because he's doing it on a KB advantage. If he bought a NND naked power advantage and applied it to a 50 active point attack, yeah, that'd be too much, but the way the damage gets applied, it functions more like a multiple attack than a single ultra powerful attack. Multiple attacks roll their damage seperately (one attack roll), apply their defenses seperately, and you don't add the damage to determine if they're stunned. I'd just look at the damage that will be taken from the KB and see if that fits. Average of 10 body on a 50 AP attack roll, doubles to 20 body, average roll of 7 on KB, 13d6 resulting in 6 1/2 dice of damage hitting the ground. Just don't put walls with tons of defense around him, hehe.
  13. FW just always seemed to me like the way I would enter a fight. Study the opponent and learn what you can before attacking rather than just running in with guns blazing. It seems to be the only thing that accurately describes that type of strategy. The character I had that was using it, wasn't abusing it as far as I was concerned. It was 6 against 15, and the enemies were based on close to 300 points, while we were still around 270. I wasn't even doing any damage with my RKA until I started using that. I can see the potential for abuse (like taking PD/ED down to 1 all the time), but I can't see a good substitute for taking the time to study the opponent.
  14. As far as the character I was playing goes, he basically had the mutant power to manipulate quantum mechanics. Without going into too much detal, I have an article in an old Scientific American about being able to take a measurement without interaction (the whole Schroedinger's cat thing). The reason the no range modifier was there was because I was describing it, basically he was manipulating quantum particles to give him information without interacting with them, making the distance they are from him irrelevant. Someone mentioned it being a Talent in 5e, but it's not, it's a power now. The average SPD for that game was about 5, although there were a couple 4s and a 6. I was the only 7. My new character I'm designing has FW, but doesn't have that advantage, but everyone still seems to think it's annoying.
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