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Pastymage

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  1. Re: Character: Blythe Spirit (6e) Version 1.2 - tweaked a bit based on lessons learned in the Sanura/Tisiphone thread. [ATTACH=CONFIG]38941[/ATTACH][ATTACH=CONFIG]38942[/ATTACH]
  2. Re: Character: Sanura/Tisiphone (6e) Just to clarify, that zip has 1.3 for both forms, even though it's just named "Sanura".
  3. Re: Character: Sanura/Tisiphone (6e) [ATTACH]38934[/ATTACH] Ok, here's v. 1.3 with all that stuff fixed on Sanura (and mirrored on Tisiphone). Why won't the board take unzipped rtf's?
  4. Re: Character: Sanura/Tisiphone (6e) Yeah. This bit on 301 seems to cover it: "Characters cannot buy Fixed and Floating Fixed Locations in Power Frameworks. They must be bought separately from Teleportation itself. They can be bought with Power Modifiers, if appropriate. If a character has multiple forms of Teleportation, his Fixed and Floating Fixed Locations work with all of them." Which reads to me that you just buy each location as a separate "power" - the "plus" in the Escape Clause example just clarifies that it's separate.
  5. Re: Character: Sanura/Tisiphone (6e) Ok, I found this in a FAQ - "He can apply that Advantage if he wants to, but he’s not required to. Typically, if a character opened a Gate onto a hazardous area, he’d see that, shut it down, and try again. So, he’s wasted a Phase. If you add Safe Blind Teleport, it automatically shifts the opening of the gate to the nearest area large enough to hold it (though, as the text notes, that doesn’t necessarily mean the nearest safe area)." And yes, stuff under pressure (natural or otherwise) flows through a gate: "If a character creates a Teleportation Gate in a body of water, how quickly does the water flow through the Gate? At the rate of the character’s weight limit per Phase. The GM may, if he wishes, apportion the total per Turn equally over 12 Segments."
  6. Re: Character: Sanura/Tisiphone (6e) Okay, let's take a look at the Cat Form: Cautious: That would mean she always acts last in any phase. I would at least let the free 10 Points count normally, but only limit what you add on top of that. But maybe Agility Skill Levels are more what you are after here? I'm not really sure. I didn't understand why DEX costs double, read a couple of threads about it and the consensus seemed to be "because of initiative" - I don't care if I go last in a phase, so I'm happy to sell that part back. Not buying the DEX in the first place and using Agility SL's seems to be similar in cost (except that SL's can only be used on one skill per phase if I understand it correctly), but thematically I'm not sure what that means. Does a cat just have a high dex, or lots of "practice at being a cat in general"? Put another way, why have I spent points on individual skills at all? I have 5 dex-based (why is it called Agility in the skill descriptions and Dex everywhere else, btw?) skills with a +2 each, for 20 extra points. If I changed them all to base skills, then raised my dex 10 points (cost 20), I'd get the same benefit, plus 10 more points of Initiative "for free". Argh. Being a cat should not be this hard. I don't have that one, but someone who made a familiar based on that did it similarly: 5 Claws: HKA 1 point - END=1 So it is! By "full Defense Maneuver" do you mean DM IV? She does have that. Mind-Fingers: Telekinesis already cost endurance and as constant power it cost's this endurenca to maintain already. True enough...not sure what I was thinking there, maybe it was left over from trying to build it a different way. The "realms of sorcery" are the presumptive home-dimension(s) of Ashtaka - it's there so that she can at least know specifically what's happened, even if she can't get there without help. The limitation is because "Single Thing" on detect doesn't seem to imply "unique object", but just very limited class of object (the relevant examples on p 210 are "denebians" or "gold"). Witchgate under Ley-dancing has megascale and safe blind (though it's a gate, so not sure if it actually needs the latter - you could just look through the gate to see if it's safe, right?). Are you saying I need to add those advantages to the fixed location itself also? On 301 it says they can be bought with "power modifiers if appropriate", but doesn't elaborate or give examples. No, this is for actual bamfing around. Did you mean the "Safe Landing" spell on Tisiphone? Not sure, honestly. I think for both of the safe advantages, I was just being cautious/paranoid - I don't like travel powers to not work. But also, since it's a gate, like safe blind, I'm not sure that's even necessary. Does "safe" for a gate mean that the environments don't cross, and if you don't have it, they do (like water pouring through, or air pouring out into vacuum)? Or if safe is actually irrelevant for gates (since in the desc it's just about avoiding co-occupying matter when you bamf), what *does* happen with pressure differentials? Since people can attack through both sides of a gate, that *implies* that water or air or whatever would flow wherever was appropriate, but I can think of a lot of shenanigans based on that (putting out fires, trivially irrigating deserts, dumping lava on people).
  7. Re: Character: Sanura/Tisiphone (6e) The spoiler blocks seem to have borked the formatting somewhat, RTF's attached for v 1.2. (images updated with anklety-goodness) [ATTACH=CONFIG]38912[/ATTACH][ATTACH]38913[/ATTACH][ATTACH=CONFIG]38914[/ATTACH]
  8. Re: Character: Sanura/Tisiphone (6e) Ok, made a bunch of tweaks...took out the self-rez-regen, raised a few stats to more level-appropriate values, adjusted the spells to fit into the proper ranges (and lowered the VPP to match). Also took some abilities *out* of the Stone of Destiny (notably the teleport) and added a couple others, so even with it taken away, Sanura would have at least a *shot* at getting it back, even by herself if necessary. Took reversion off of the multiform also and just added an accidental change complication to Tisiphone for going unconscious. As far as Combat Luck goes, I'm ok with the limitations on that I think (and I put a modified Danger Sense back in to mitigate that a little), as it really does fit the character. Had an odd idea about No Relative Velocity + Gate for teleport, and turned it into a spell (Safe Landing)...does that actually work? Sanura (v 1.2): Tisiphone (v 1.2):
  9. Re: Character: Sanura/Tisiphone (6e) *nod* I think I understood that right...80 is so she might have 2 or 3 spells up at the same time. The 125 is mainly because the resurrect spell is big (the only other one above 80 are the claws at 90, that you already said are too big). That could easily be made 75 instead by making it 5d6, but I'm unclear on what the dice mean exactly when it's rez only. Does that mean if someone is dead at -18 and I only roll a 12 on the 5d6, nothing happens? Or they do rez, but they're at -6 and bleeding to death again? Or if you do rez only, it should be bought at 1d6, because the dice are irrelevant, it always brings them back up to 1 BODY regardless? It's weird, because you only die when you're negative twice your body, so that seems to make it much harder to rez very tough characters, who may be at -60 or something ridiculous? Does a rez-only healing apply to the same once-per-day limitation as normal healing? So a rez is too small and you're at -6 (or -45), I can't do anything else to help? It seems more straightforward to do regen with Usable By Other: Reweave Fate's Tapestry: Regeneration (1 BODY per Turn), Can Heal Limbs, Resurrection, Usable By Other (+1/4) (51 Active Points); Resurrection Only (-2), Gestures, Requires Gestures throughout (Requires both hands; -1), Incantations (Requires Incantations throughout; -1/2), Slippery Fate: 1 Recoverable Continuing Charge lasting 20 Minutes which Recovers every 1 Week (-1/2), OIF Unbreakable (Stone of Destiny; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Limited Power Power loses less than a fourth of its effectiveness (Only works if begun within 5 minutes of death; -0) Would that cover all the issues, because it always works up to an acceptable level (if not interrupted), it just takes longer the more BODY they have? The way I read it, you don't need another attack roll for a constant attack power. So, it's a beam, and once you hit, you've established a "lock on", and can keep pumping away with it (and paying END) until it's blocked or interrupted somehow (or you decide to stop, possibly from running out of END). Is that right?
  10. Re: Character: Sanura/Tisiphone (6e) I did read this thread: http://www.herogames.com/forums/showthread.php/84059-Presence-or-do-your-heroes-and-villains-look-like-dorks/page2 which seemed to suggest that 10 wasn't out of the question for someone who isn't visually impressive, but also that defensive PRE is worth having. What would you guys call reasonable values? 15? 20? How high does defensive PRE need to be? If PRE is actually going to be used frequently, is the "Skittish" complication pointless because it'll happen mechanically from PRE attacks? I did note that, but I figured I'd play it safe on the whole GM permission thing by just keeping them basically the same between the forms. As for them being low - I figured if the defensive stats/powers were good enough (are they?) that BODY/STUN can just float, and not being very tough when she *does* get damaged seemed to make sense. But then I've never played the system, so you know better than I. What would happen, exactly? Yeah, the trigger on regen was just so it *only* worked after death rather than all the time, and then the continuing charge so it stopped once it's "done". What problems do regen charges cause? It seems like doing it with Healing might actually be cheaper, so I had assumed that was wrong.
  11. Re: Character: Sanura/Tisiphone (6e) Heh, depends on the cat, and the use, I suppose. Of our three cats, I'd say one has 5, another 7 and the third 5 (but 20 for fear attacks only, 1 charge, recovers yearly). Of course, they're all naturally immune to command-type PRE attacks, but that's as much due to stupidity and language issues as the strength of their contempt.
  12. Re: Character: Sanura/Tisiphone (6e) Cool, thanks! I like the smelling guilt thing...might switch that in somehow. And I somehow totally overlooked enhanced smell for the basic cat package. Argh.
  13. Re: Character: Sanura/Tisiphone (6e) Thanks!
  14. Re: Character: Sanura/Tisiphone (6e) Ok, took out the inherent stuff that shouldn't be, tweaked down the multiform-avoidable complications, changed the speech thing to a 0-point notation. Sanura had some extra points after that, so I added a magic sense (Wyrdsight). Also fixed Tisiphone's OCV (a spell was adding to the total), and added modified skill rolls everywhere relevant. Sanura v 1.1: Tisiphone v 1.1:
  15. Re: Character: Sanura/Tisiphone (6e) Ok, and I can just say the speech just sort of "happens" without actual vocal activity (but subject to the same limitations), as a special effect, even without it being a formally defined power? Hmm, good call. Fortunately, I went way over the matching complications anyway.
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