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Posts posted by Mister E
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There is but one cover of Rocket Man. And it is this
Family guy, Stewie - Rocket man:
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The suspense is killing me
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I stand corrected about the sell back. On the other hand, the GM could also say the points are in something else. In the example in 6e1 p.60 that they give, yes, a person may not know how to drive, but by their explanation, wouldn't they know the mass transit system of that city (KS:mass transit system of city 8-) instead?
Area Knowledge should cover that & is already an Everyman Skill.
Still need to buy back whatever is sold off if you want it sometime in the future.
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Why would you do that when you can get the same effect so much cheaper?
Lucius Alexander
The palindromedary asks, why pay more?
Just making comparisons.
Allowing STR Min to let STR add damage to any Power is a GM call.
It does not usually add to RKA or Blast e.g.
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Another option: +60 STR (Only For Casual STR; ?)
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Cause in the real world, being agile doesn't make you faster unless you have to dodge around stuff, but if you pick up an axe, the stronger you are, the harder you hit. Am I missing something here, was that meant to be sarcastic?
I would be more inclined to find a way to make STR add to Running before DEX. Running the muscle powered Movement.
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Tireless Strength: (Total: 45 Active Cost, 45 Real Cost) +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points) (Real Cost: 45)
Lucius Alexander
The palindromedary fails to see the point
STR allows for more END to be spent to increase the ap of HKA.
If other characteristics were used, they would not cost END unless made to do so w/ Limitations.
This is not a gross difference but it does add up to something.
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Right. And using the mechanics (but not special effects) of Telekinesis frees you from the DCV penalty.
Lucius Alexander
And the palindromedary says that matching the Telekinetic STR to the STR minimum means you basically get your standard STR.
For a character w/ 60 STR & 60 Telekinetic STR for grappling w/o a DCV penalty, I would use this:
"Defensive Grappling": Telekinesis (60 STR)(90), Zero END (+1/2)(135 ap); STR Min (60 STR; -1), No Range (-1/4), Only For Grabs (-1/2), Required Hands (1.5 Hands; -1/4). (45 cp)
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[Optionally]: +10 DCV (50 ap); Only For Grabs (-1). (25 cp)
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STR costs END to use.
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Master Grappler: (Total: 24 Active Cost, 12 Real Cost) Telekinesis (4 STR), Fine Manipulation, Reduced Endurance (0 END; +1/2) (24 Active Points); No Range (-1/2), STR Minimum 4 (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 12)
Note: Character does not suffer half DCV when grabbing or holding on. Use full STR with two hands or STR -5 with one.
Because adding STR Minimum means you get to add STR. Right?
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W/ Feedback (-1) the entangler takes the same amount of damage as the Entangle minus the Entangle's defenses (which are resistant) minus again the entangler's defenses.
As much as it is the same, the damage the Entangle receives is not exactly mirrored by the entangler's Feedback damage.
It is less the entangler's defenses.
To match the Feedback damage to the damage to the Entangle, the entangler's defenses would have to be reduced to zero.
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“Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed.” ~G.K. Chesterton
Great quote! I looked it up.
The actual G.K. Chesterton quote is:
"Fairy tales do not give the child his first idea of bogey. What fairy tales give the child is his first clear idea of the possible defeat of bogey. The baby has known the dragon intimately ever since he had an imagination. What the fairy tale provides for him is a St. George to kill the dragon."
"Fairy tales are more than true – not because they tell us dragons exist, but because they tell us dragons can be beaten" is a paraphrase of the original quote.
It's earliest known attribution of the quote is by Neil Gaiman in Coraline.
Gaiman credits it to G.K. Chesterton.
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The joke aside, I don't recall reading that. Still, I can't see a dull butterknife (1 pip KA) damaging any tank regardless of who threw it, Hulk included.
6E1 p.379
"A character must define one way in which other characters can destroy or unmake an Unbreakable Focus. This is usually connected with the Focus’s origin in some way. For instance, many magical Foci are considered Unbreakable, but the person or being who made the Focus could probably destroy it. The GM should be careful with an Unbreakable Focus; if he destroys it, the character should have some way (a quest, perhaps?) to remake it. Of course, Unbreakable Foci can always be stolen, even if they can’t be destroyed"
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Entangle is nowhere near as limiting as grabbing someone is... so if I was playing Rubber Johnny I'd want an entangle, with feed back, in my write-up somewhere.
Rubber Johnny by Chris Cunningham & Aphex Twin:
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I'd just use Grab.
Lucius Alexander
The palindromedary says that's the maneuver, not the villain group
+50 STR (50 ap); Only To Grab (-1/2). (33 cp)
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"Pure Soul": Invisibility To Detect Soul Corruption (Nontargeting; 10), Persistant (+1/4), Inherent (+1/4), Zero END (+1/2)(20 ap); Always On (-1/2). (13 cp)
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"Owns A Mobile Device": No Everyman Conversation Skill. (1 sellback cp)
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Except you can't sell back everyman skills. Since they cost 0 points, they give back 0 points. They also do not give a discount to buying the full skill. A paramedics 8- everyman skill does not make buying the full skill cost 2 points.
6E1 p.60
"In some cases, a character may not know all the Everyman Skills he should — for example, a modern-day character who’s spent all his life in a big city with easily accessed mass transportation may never learn how to drive a car. If so, he may sell back any Everyman Skills he doesn’t know for 1 point each."
Also, if a character does sell back Everyman Skills, in the future he/she has to buy them back to advance normally.
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Actually I have a solution for that. You roll 2d6 and go to the Hero listed. Then you roll 2d6 again using that hero as the starting point. That should randomize the rolls enough.
Oh, yeah! That's awesome
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"Meta-Immune System I": VPP, 30 Pool + 90 Control Cost; Requires A CON Roll (-1 to roll per 10 ap; +0),Character Has No Choice How Or When Power Changes (Power Changes When Hit With An Attack To The Power Attacked With; -1), No Conscious Control (Character Cannot Activate Power Nor Control How Power Is Used; -2). (41 cp)
"Meta-Immune System II": Personal Immunity To 90 ap Power In "Meta-Immunity I" VPP (-1/4). (18 cp)
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The VPP can mimic any Power one Power at a time after first contact with Power if successful with a CON Roll.
The mimicked power cannot be consciously used in any way other than as a component of the naked/independent Personal Immunity advantage.
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GUARDIANS Trailer (2017) Russian Superhero Movie:
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In accordance w/ prophecy.
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Generic Superhero Generator
Superhero Type - Roll 2d6
Brick (2)
Energy Projector (3)
Gadgeteer (4)
Martial Artist (5)
Mentalist (6)
Metamorph (7)*
Mystic (8)
Patriot (9)
Powered Armor (10)
Speedster (11)
Weapons Master (12)
*Metamorph Type - Roll 1d6
Density Increase (1)
Growth (2)
Multiform (3)**
Shape Shift (4)
Shrinking (5)
Stretching (6)
1d6 random tables are even odds but 2d6 tables have a bell curve.
e.g. rolling a 1-1 is the only way to get a Brick (2), but a 1-5 2-4 3-3 4-2 or 5-1 gives a Mentalist (6).
This makes Mentalists that much more common than Bricks.
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Selling back Everyman Skills for 1 pt each adds 13-14 cp.
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Danger Sense?
How would you cause an eclipse?
in HERO System Discussion
Posted
Limit a Power w/ "Only During An Eclipse" & set the condition circumstance to (rarely if ever limited; -0).
Thus usually there is an eclipse.