Jump to content

Mister E

HERO Member
  • Posts

    4,013
  • Joined

  • Last visited

  • Days Won

    6

Posts posted by Mister E

  1. Clarified above - my approach would not make it a lot more expensive, though. Total of +2 rather than +3 to remove all standard escape mechanics.

    Ah so!

     

    Takes No Damage From Attacks (covers the kitchen sink & all agruments; +2)

     

    Your example power makes my point exactly - 60 points for a 6d6, 6 DEF standard Entangle seems a waste if I can buy this (with, perhaps, a different escape clause) instead for only 17 points.

    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?

  2. I could be a little more generous than Mister E and suggest that, for a +2 advantage, the victim cannot even apply his own STR (EGO) - only the "magic bullet" can break him out.

    Actually that is exactly what I intended w/ the above Reduces STR (0% STR; +2) house rule. :)

     

    Why would I not put that advantage (or the combination) on a 1d6 Entangle which is Limited to 1 BOD?

    "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.

  3. WELL DUH! How did I miss this? Only noticed due to discussion on another thread, but what about "takes no damage from attacks".

     

    At the +1 level, "takes no damage from attacks" means "an Entangle cannot be attacked, damaged, or affected by outside attackers at all — only the victim can break free, and he can only apply his STR (or EGO, for Mental Paralysis Entangles) to break out." A reasonably common and obvious means of removing the entangle is also required. Examples noted are antidotes to a paralytic poison, counterspells for a "hold person" type spell, etc. This is referred to as a "caution sign" power, in some cases even a "stop sign".

     

    Now, slap on a +1/4 "takes no damage from attacks" and make it also immune to physical attacks (now STR doesn't cut it either).

     

    Big Stop Sign, but we all knew that. Our Heros now need to find and apply the means by which the entangle can be removed.

    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.

     

    I'd be interested in whether this suits the OP's requirements, though. If we knew what he was looking for, it would be easier to assess how to find it.

    Lo!

  4. 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.

  5. You have a book reference for that rule?

    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."

     

    My first thoughts are that Block is not a Power, it is a Maneuver.

     

    Right.

     

    There is no such thing as a Casual Block which is why I was a bit confused when you said they are not allowed and then defined them as DCV.

    In the absence of a Casual Block in the rules I deemed mere DCV to be a viable substitute.

     

    Take shields for instance.

     

    While not negating Damage, Casual use of a Characteristic or Power can be used to lessen the Effect of attacks such as Entangles or Grabs.

     

    True.

     

    Most Defensive Powers are either active or not when you take Damage so a Casual use doesn't really make much sense, but I could see Casual use of an Attack Power negating Damage/Effects in the right circumstance (like a setting that allows Powers of opposing SFX to cancel each other out).

    Subtle.

  6. Anyway, a long way off spicing up that Mentalist - although some extra PRE as he always subtly manipulated other minds around him would be a reasonable purchase.

    [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.

  7. I don't have it in my head right now, but I am pretty sure time stop also prevented the affect area/target from being affected negatively in any way.

    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.

  8. Unbreakable? Sure - you would build it with DEF and BOD, and define the escape as wriggling out, rather than breaking it.

    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.

  9. 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.

  10. This is an excerpt from The Hitchhiker's Guide to the Galaxy.

     

    How To Fly

    © by Douglas Adams

     

     

     

    There is an art, it says, or rather, a knack to flying. The knack lies in learning how to throw yourself at the ground and miss. Pick a nice day, [The Hitchhiker's Guide to the Galaxy] suggests, and try it.

     

    The first part is easy. All it requires is simply the ability to throw yourself forward with all your weight, and the willingness not to mind that it's going to hurt.

     

    That is, it's going to hurt if you fail to miss the ground. Most people fail to miss the ground, and if they are really trying properly, the likelihood is that they will fail to miss it fairly hard.

     

    Clearly, it is the second part, the missing, which presents the difficulties.

     

    One problem is that you have to miss the ground accidentally. It's no good deliberately intending to miss the ground because you won't. You have to have your attention suddenly distracted by something else when you're halfway there, so that you are no longer thinking about falling, or about the ground, or about how much it's going to hurt if you fail to miss it.

     

    It is notoriously difficult to prize your attention away from these three things during the split second you have at your disposal. Hence most people's failure, and their eventual disillusionment with this exhilarating and spectacular sport.

     

    If, however, you are lucky enough to have your attention momentarily distracted at the crucial moment by, say, a gorgeous pair of legs (tentacles, pseudopodia, according to phyllum and/or personal inclination) or a bomb going off in your vicinty, or by suddenly spotting an extremely rare species of beetle crawling along a nearby twig, then in your astonishment you will miss the ground completely and remain bobbing just a few inches above it in what might seem to be a slightly foolish manner.

     

    This is a moment for superb and delicate concentration. Bob and float, float and bob. Ignore all consideration of your own weight simply let yourself waft higher. Do not listen to what anybody says to you at this point because they are unlikely to say anything helpful. They are most likely to say something along the lines of "Good God, you can't possibly be flying!" It is vitally important not to believe them or they will suddenly be right.

     

    Waft higher and higher. Try a few swoops, gentle ones at first, then drift above the treetops breathing regularly.

     

    DO NOT WAVE AT ANYBODY.

     

    When you have done this a few times you will find the moment of distraction rapidly easier and easier to achieve.

     

    You will then learn all sorts of things about how to control your flight, your speed, your maneuverability, and the trick usually lies in not thinking too hard about whatever you want to do, but just allowing it to happen as if it were going to anyway.

     

    You will also learn about how to land properly, which is something you will almost certainly screw up, and screw up badly, on your first attempt.

     

    There are private clubs you can join which help you achieve the all-important moment of distraction. They hire people with surprising bodies or opinions to leap out from behind bushes and exhibit and/or explain them at the critical moments. Few genuine hitchhikers will be able to afford to join these clubs, but some may be able to get temporary employment at them.

  11. Non-Targets can attack w/o reprisal:

    1) (Sniper) an invisible weapon master w/ invisible power FX

    2) (Brain Mole) a tunneling mind-scanner

    3) (Poltergeist) a desolid w/ affects real world

    4) (Submarine) an X-D mover w/ trans-D

     

    Squishy: not a brick. A simple straightforward build. Tactics w/ no surprises. Non-threatening.

     

    Crunchy: a brick. A complex out-side-the-box build. Surprising tactics. A threat if not taken seriously.

  12. Wouldn't the 10 CP Absorbed only convert to 5 BODY, giving the character a total of 10 BODY (instead of 15) after the absorption since BODY counts as a Defense Power (6E1 pg. 141) or am I missing something?

    Yes.

     

    The effect of Adjustment Powers on "defensive abilities" is halved.

     

    This counts for any Defensive Powers, CON, DCV, DMCV, PD, ED, REC, END, STUN & BODY.

  13. Okay, so make it

     

     

    (Total: 90 Active Cost, 90 Real Cost) Teleportation 60m, {Custom Advantage That Can't Be Called No Gravity Penalty Even If It's Specifically To Eliminate One of the Major Penalties of Gravity] (+1/2) (90 Active Points) (Real Cost: 90)

     

    Lucius Alexander

     

    The palindromedary says you can always teleport, but you can't tell it much.

    Safe Aerial Teleportation is basically adding Hovering to Teleportation.

     

    At (+1/2) it would equal both Safe Blind Teleport & Usable [As Second Mode Of Movement] combined.

×
×
  • Create New...