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Mister E

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Everything posted by Mister E

  1. Extra Speed w/ Physical Manifestation (ice clone).
  2. I have seen the "Jumping Blast" chain lightning effect done before w/ the Explosion Advantage.
  3. Ah so! Takes No Damage From Attacks (covers the kitchen sink & all agruments; +2) I might make adding Can Be Dispelled mandotory to the "unbreakable" Entangle to make the low active pt builds less attractive. What are some other good escape clauses?
  4. Affects Projections (+1/4) is equivalent to Affects Desolidified (affects only a single defined special effect of Desolidification; +1/4). Affects Desolidified (affects all SFX of Desolidification; +1/2) ought to cover Projections as a variant form of Desolidification.
  5. Actually that is exactly what I intended w/ the above Reduces STR (0% STR; +2) house rule. "Break-Time": Entangle 1 BODY, Affects Desolid (all SFX [except Inherent]; +1/2), Cannot Be Escaped W/ Teleport (taken twice to counter AP Teleport; +1/2), Takes No Damage From Attacks (spend 1 Full Phase to remove Entangle entirely by taking a Recovery*; +1), Reduces STR (0% STR; +2)(50 active pts); Entangle Has 1 Body (-1/2), No Defense (-1 1/2). Total cost: 17 pts. *Anyone can spend a Full Phase (not just the victim) taking a Recovery to remove "Break-Time" but they must remain next to the victim for the Full Phase. Does not work on forms of Desolid that are Inherent. Double AP Teleport required to escape.
  6. APGII 27 Entangles That Diminish STR: Reduces STR (victims can only apply 75% [50%][25%] of their STR; +1/4 [+1/2][+1]) "This Advantage is most effective when applied to Entangle w/ the +1 form of Takes No Damage From Attacks, but can be bought for any Entangle. This is a "Caution Sign" ability." House rule: Reduces STR (0% STR; +2).
  7. This is basically the same advantage taken twice. Both of those Advantages are for making Entangles transparent to damage so that the Entangled characters can be attacked w/o damaging the Entangles. In both cases the Entangles can be specifically targeted at -3 OCV so that the damage affects the Entangles & the Entangled characters normally. Neither actually stops or restricts the way Entangled characters break themselves free. Lo!
  8. Entangled characters do not have to make Attack Rolls to hit or damage the Entangle restraining them. Desolid characters w/ similar SFX can automatically affect each other normally.
  9. An Affects Desolid Entangle can hit Desolid characters & cannot be escaped w/ Desolid. That is the benefit of an Affects Desolid Entangle. There is no rule that Desolid characters lacking Affects Physical World STR are incapable of breaking free of Affects Desolid Entangles. Entangles work on STR. Affects Desolid Entangles are capable of working on the STR of Desolid characters. "Ghost Trap": Entangle 1 BODY, Affects Desolid (all SFX; +1/2)(15 active pts); No Defense (Only BODY; -1 1/2), Entangle Has 1 BODY (-1/2), AVAD "All Or Nothing" NND ("defense" is Affects Physical World; -1/2). Total cost: 4 pts.
  10. 6E1 131 "Only Powers and related abilities can be used Casually; a character cannot, for example, perform a Casual Haymaker, Casual Martial Strike, or Casual Block." 6E1 132 "But [the GM] should never allow a character to Casually use a Power to attack or harm another character, or to reduce the Knockback or other negative effects [the character] suffers from most attacks." Right. In the absence of a Casual Block in the rules I deemed mere DCV to be a viable substitute. Take shields for instance. True. Subtle.
  11. DVC is all good. Casual uses of powers cannot be used to lesson damage. Blocking cancels damage.
  12. Characters take damage & bounce back to their feet using Position Shift. Breakfall does indeed have a chance to resist the damage. I think Breakfall covers this. A Block would stop the damage but Casual Blocks are verboten.
  13. Sure. Thanks. Made the change. Very nice.
  14. [edit]: "De-Spirit": 60 PRE, Attacks Against Alternate Characteristic (EGO rather than PRE; +1/4)(75 active pts); Only For PRE Attacks (-1/2). Total cost: 50 pts.
  15. Attacks accumulated take effect when time resumes. Limiting the area to only a single target makes Time Stop a cosmic coup de grace machine. The victim of the single target Time Stop does not hurt others by being touched e.g. using a "frozen" damage shield.
  16. APGII 39 "Freeze!": Time Stop (200 active pts); Limited Area (single target; -2). Total cost: 67 pts.
  17. APG 57 Attacks Against [Alternate Characteristic] DEX rather than STR for Entangle: DEX on average is much lower than STR so I would place it at (+1/2). The Entangle is "unbreakable" but can be "wiggled out of". DEX provides damage dice for escaping the Entangle as STR otherwise would but the SFX is agility/contortion-based instead.
  18. 6E1 206 Double Endurance Cost (-1/2) on a power running off of an END Reserve costs the full END from both the character & the reserve. Otherwise the power does not work. So an END Reserve ought to just have 6 END w/ 6 REC in order to artificially limit a 12d6 Blast to once per Turn. & also 6 END comes off the character as per usual. An END Reserve has the tactical advantage over Limited Power (Delayed Use) of allowing use of the power right after post 12 recovery rather than having to actually wait 12 Segments.
  19. Limited Power (Delayed Use "cooldown" 1 Turn; -1/2). APG 144
  20. in the sense that they are largely free to attack & not be attacked back for some particular reason
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