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Mister E

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Everything posted by Mister E

  1. 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.
  2. 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.
  3. 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.
  4. Teleportation 60m. 60 pts. Usable As Flight 60m for Teleportation 60m (15 active pts); Hover Only (-1). 7 pts. No Hover Only for Usable As Flight 60m for Teleportation 60m (8 active pts); Requires An EGO Roll (-1 per 5 active pts; -1). 4 pts. Stabilizers: Flight 1m, Persistent (+1/4). 1 pt. Gravity Snorkle: LS: Safe Environment (All Terrestrial Falling)(5 active pts); OAF (-1). 2 pts.
  5. Teleportation w/ Levity Sickness: Teleportation 60m (60 active pts); Side Effect (character always suffers 6 pts of Telekinetic STR from Change Environment that over-compensates for Earth's normal gravity by 1 STR too much causing the character to drift upwards a bit dangerously IMO; -1/2). Total cost: 40 pts.
  6. Levity Side-Effect: Change Environment (5 Points of Telekinetic STR to counter normal Earth gravity), Persistent (+1/4), Reduced END (0 END; +1/2), Trigger (teleports into the air, no time, auto reset; +1)(69 active pts); Time Limit (Extra Phase; -3). Total cost: 17 pts.
  7. Safe Aerial Teleport: Desolidification, Trigger (teleporting into the air, no time, auto reset; +1), Reduced End (0 END; +1/2), Persistent (+1/4)(110 active pts); Time Limit (Extra Phase; -3), Only To Protect Against Gravity (-1). Total cost: 22 pts.
  8. Teleport 60m, Usable As Flight 60m (+1/4). 75 pts. Psych Comp: Can Only Hover & Resist KB w/ Flight (Common, Total): 20 pts.
  9. Suspension Of Disbelief: Telekinesis (10 STR) (15 active pts); No Range (-1/2), Only Works On Self (-1), Affects Whole Object (Only To Stay Up In The Air; -1). Total cost: 4 pts. Once aloft the character can use an attack action & spend 1 END to stay there. While suspended the character is unable to move in any way. If used to catch the character while falling subtract 2d6 (1d6 per 5 STR) from the sudden stop damage.
  10. This is really neato. & tricky. An END Reserve w/ lots of REC. Sense High Speed Incoming Objects w/ Targeting PLUS Missile Deflection w/ Trigger (no time/auto reset). Resistant PD. No ED. (APG 62) Damage-Based Endurance Cost: For a -1/2 Limitation the Defense Power costs its Active Points divided by 10 to activate. It costs no END to maintain (unless it takes the Costs Endurance [to maintain] Limitation). However any time the defense is hit by any damage it protects against the character pays 1 END for every 5 points of STUN damage (or fraction thereof). For a -1/4 Limitation decrease the END cost to 1 END for every 10 points of damage (or fraction thereof). If the character ever has no END to spend (or STUN if out of END) the Defense Power has no effect. Ablative Resistant PD & ED. Note the ablative armor is inside the "shield". Thus it ought not be ablated if an attack does not get through the "shield". BODY & CON w/ OIF. Life Supports w/ OIF. Sense Rents In Fabric. Both Heal Ablative Defenses & either Paramedics w/ Trigger (no time/auto reset) or Does Not Bleed w/ OIF. REC w/ OIF. Regeneration for the BODY of the suit. Having an actual Computer built into the suit would be cool.
  11. Mister Long how does having not played The Harbinger of Justice in a Dark Champions campaign after so many years make you feel?
  12. Lovely! (160/8)-10 = 10 pt: 1d6-1 HKA The Standard Effect of 1d6-1 for BODY is 1. Why the Does BODY? Won't it do BODY w/o it?
  13. Fast draw (3 pts) Sleight Of Hand (3pts) False Vampire Teeth (uppers): 1/2d6 HKA, Penetrating (+1/2), 0 END (+1/2)(20 active pts); No STR Bonus (-1/2), No Knockback (-0), OIF (-1/2), Lockout (Winning Smile; -1/2), Beam (-1/4), Reduced Penetration (2× +1 pip HKA Penetrating; -1/4). (7 character pts) No Knockback is for no points as there is no way the attack would ever do Knockback. False Vampire Teeth II (lowers): (+5 character pts for twice as many of a particular piece of equipment.) Winning Smile: Striking Appearance +2/+2d6 vs. all characters (6 active pts); Lockout (False Vampire Teeth; -1/2). (4 character pts) "Chomp-chomp!"
  14. Vampiric Martial Arts Maneuvers: 1) Vampiric Choke Hold (5 pts) -1 OCV/+0 DCV; Grab One Limb; 2d6 NND(2*) 2) Vampiric Killing Strike (5 pts) -1 OCV/+0 DCV; HKA 1/2D6 +STR damage 10 pts worth is the minimum for buying Martial Arts. Vampire Bite: Does BODY (+1) for 2d6 NND(6**) Vampiric Choke Hold Maneuver ((25 STR Grab [25-5], 6 DC attack [+30], One Limb [-5], -1 OCV [-5])=(40 active pts)); No Knockback (-1/4), Unified Power (Drink Blood; -1/4), Beam (-1/4). 4 Endurance. (23 character pts) Vampire Bite is a Power Advantage for a Martial Arts Maneuver w/ Limitations (UMA 104, 5th). Drink Blood: Simplified Healing 2d6, Trigger (when character uses Vampire Bite, activating Trigger takes no time, Trigger resets automatically; +1)(40 active pts); Linked (Vampire Bite; -1/2), Unified Power (Vampire Bite; -1/4), Only Heal Self (-1). 4 Endurance. (14 character pts) One 2d6 effect roll works for both the Does BODY NND(6**) attack & the Simplified Healing. Neck-Seeking: Penalty Skill Levels: +9 OCV vs. Hit Locations w/ Vampiric Killing Strike Maneuver. (9 character pts) Special Hit Location (APG 173): Neck/Throat*** (-9 To Hit) STUNx x5 N STUN x1 BODYx x2 *NND(2): Rigid resistant PD on the neck or not having to breath. Note the Vampiric Choke Hold automatically targets the Neck/Throat*** w/o rolling for Hit Locations. **NND(6): PD Force Field or Power Defense. Note the change in NND when Vampire Bite is added to Vampiric Choke Hold. This simulates a mystical negative energy attack. *** a hit to the throat usually causes loss of voice or similar problems in addition to any other damage it causes. "Blaw!"
  15. Cook Ting was cutting up an ox for Lord Wen-hui. As every touch of his hand, every heave of his shoulder, every move of his feet, every thrust of his knee — zip! zoop! He slithered the knife along with a zing, and all was in perfect rhythm, as though he were performing the dance of the Mulberry Grove or keeping time to the Ching-shou music. “Ah, this is marvelous!” said Lord Wen-hui. “Imagine skill reaching such heights!” Cook Ting laid down his knife and replied, “What I care about is the Way, which goes beyond skill. When I first began cutting up oxen, all I could see was the ox itself. After three years I no longer saw the whole ox. And now — now I go at it by spirit and don’t look with my eyes. Perception and understanding have come to a stop and spirit moves where it wants. I go along with the natural makeup, strike in the big hollows, guide the knife through the big openings, and following things as they are. So I never touch the smallest ligament or tendon, much less a main joint. “A good cook changes his knife once a year — because he cuts. A mediocre cook changes his knife once a month — because he hacks. I’ve had this knife of mine for nineteen years and I’ve cut up thousands of oxen with it, and yet the blade is as good as though it had just come from the grindstone. There are spaces between the joints, and the blade of the knife has really no thickness. If you insert what has no thickness into such spaces, then there’s plenty of room — more than enough for the blade to play about it. That’s why after nineteen years the blade of my knife is still as good as when it first came from the grindstone. “However, whenever I come to a complicated place, I size up the difficulties, tell myself to watch out and be careful, keep my eyes on what I’m doing, work very slowly, and move the knife with the greatest subtlety, until — flop! the whole thing comes apart like a clod of earth crumbling to the ground. I stand there holding the knife and look all around me, completely satisfied and reluctant to move on, and then I wipe off the knife and put it away.” “Excellent!” said Lord Wen-hui. “I have heard the words of Cook Ting and learned how to care for life!” Translated by Burton Watson (Chuang Tzu: The Basic Writings, 1964)
  16. Increased Damage Differentiation (APG 56) sets the cost of 1d6-1 killing damage at 12 (rather than 10). w/ IDD the 1d6-1 (2.4 DC) dagger only needs 3 STR over the 6 one-handed (3 two-handed) STR min in order to get to 3 DC (1d6 killing damage). STR min break-points for IDD dagger: 1h (2h) ---- ------- 6 (3**) dagger 1d6-1 (2.4 DC) 9 (6**) dagger 1d6 14 (11**) dagger 1d6+1 19 (16**) dagger 1 1/2d6 (5 DC) [breaks] 21 (18**) dagger 2d6-1 (5.4 DC) [breaks] 24 (21**) dagger 2d6 (6 DC) [breaks] ** only small hands can two-hand a dagger most cases.
  17. Melee weapons in order of how much STR is needed to do 6 DCs: One-handed is the first number. Two-handed is in (parentheses). 1h (2h) weapon at 6 DC ---- ------ -------------- 15 (13) battle axe 16 (13) pick [1d6+1 AP] 17 (14) polearm 17 (14) spear 20 (17) great sword 20 (17) club 20 (17) mace 20 (18) of dubious origin sword 21 (18) hand axe 22 (19) long sword 23 (20) quarterstaff 23 (20) police baton 23 (20) hammer [1 1/2d6, +1 STUNx] 24 (sm 21) IDD dagger [breaks*] 25 (22) short sword *Real Weapon "If added damage more than doubles its base DC it also takes the full damage it does to the target (likely breaking it)."
  18. Two-handing a long sword reduces the STR min from 12 to 9. So two-handing a long sword w/ a STR of 17 (8 over 9) would add 2 DCs (8 is enough)?
  19. Nerve Strike Impairing & Disabling w/ STUN damage is a signifant advantage.
  20. APGII p29 HKA has a GM option to change the standard characteristic used to add damage (i.e. STR) to another characteristic (e.g. END for a ki attack). This is free. Multiple Characteritics is a new Advantage. With it for +1/4 a HKA can have a choice of either of two characteristics to add damage to it. Why not use this concept for Nerve Strike? It specifically forbids the adding of damage w/ STR. Is that reason enough not to add damage w/ another characteristic?
  21. "Life-Binding": Mind Link, (to the mind of Mister E; 5 pts), Psychic Bond (+5 pts), Usable As Attack (+1 1/4)(22 active pts); Feedback (channels STUN & BODY; -2), Only With Others Who Have Mind Link (-1). Total cost: 5 character points. Forces the receiver to establish a semi-permanent Mind Link w/ the mind of Mister E (who is always willing). This Feedback bends the rule that UAA power lims can only affect the granter. Line Of Sight must be maintained.
  22. Mama said, "Spock you out!" What about this maneuver element from the UMA 5e: +1 point to do +(v/5)d6 extra damage."A maneuver may have both NND DMG & v/5, where each 5" of relative movement translates into +1/2d6 NND DMG. The added damage cannot more than double the base damage; if the maneuver normally does 2d6 NND, then extra damage from the +v/5 Element cannot boost the maneuver up to more than 4d6 NND, no matter how fast the characters are going." Clock!
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