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Braum

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About Braum

  • Birthday 06/04/1962

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  1. I kind of like that, Fenixcrest. I wanted to add the ability for my character to recoup power (at a greatly reduced rate) by visiting holy ground or another highly active source of mystic/psychic energy. If I build the base as you've described, and build the character's Endurance Reserve with a very low REC and the limitation only when touching the base this works well.
  2. *Just in case my earlier posts were unclear, the GL ring and Lantern battery were just close examples of the effect I was shooting for. I was actually talking about a unique character which has an amulet type device as a rechargable OIF that could only be recharged through contact with a device (immobile or bulky OAF) which is attached to the AI of their base. This seems like the best way to go for my particular application. . . . I wonder what the hero would do if he went to recharge his power device and the AI said no? Which would work best for the END transfer; Aid, only usable on other, only to recharge amulet. Maybe just give the base an Endurance battery and give Transfer to the character with the limitations of OIF (the amulet) and only END from the Base's Endurance Reserve. ? Enter excellent creative suggestion here.
  3. I would see my version of the OIF lasting until used instead of the 24 hour option (fits my particular character concept better). . . . So, the lantern battery would just be the OAF of an Endurance Reserve which is only used to recharge a second Endurance Reserve which has the ring as an OIF and the limitation only recharges when touching the lantern battery.. I like that for the typical GL ring/lantern battery effect, but . . . IF the "lantern battery" in this case is actually a function of a base's AI or a piece of equipment attached to a base, would it be satisfactory to just make the Endurance Reserve one of the AI's powers with the limitation only to recharge ring and list the AI as the Immobile OAF of the ring's Endurance reserve . . . Or, since the Lantern Endurance Reserve is actually part of an independent AI/base, not part of the character themself, does the AI/Base need a separate mechanism such as Aid or at least a usuable on others advantage on its Endurance Reserve?
  4. I'm trying to build something similar to the GL power ring/ lantern battery effect. It would seem to me that the HS5E solution to this would be that the power ring (or soul gem in this case) has an Endurance Reserve with the limitation only recovers when in contact with lantern battery. Any suggestions on the lantern battery half of the equation? Is it just a big Endurance Reserve that automatically grants END to the ring or does it need a mechanism to do so . . . say for example Aid with all the appropriate bells and whistles added? My version of the battery would actually be a function of a base's AI, so it is a little higher end than GL's EverReady.
  5. If a PC wants his/her own Fortress of Bats or Solitude Cave, they pay the points, they design the thing, and the GM holds the mighty veto mallet . . . sounds like the best way to approach that point IMHO. I have no problem with the way HS5E handles the contribution split between members for a team HQ either. I guess my main point of concern is the separation between what is associated with my Mr. Moneybag PC's heroic persona and his alter-ego, and the vicarious mooching that his teammates do through this arrangement. Technically, Stark Inc. is not Avenger property nor does the JLA claim ownership of Wayne Industries, but both groups benefit greatly from their association with these firms. It would seem that handling GL's authorized use of WayneTech resources or Captain America's borrowing access to Stark's research facilities is best addressed as a fringe benefit or contact, but . . . What is the best way for you to charge Batman or Ironman for their access to the companies that their alter-egos run?
  6. I'm going through the mind-boggling process of figuring out who pays for what and how it is charged? Say for example, I have a Tony Stark-esque character on my team. He is the CEO and primary stock holder of a major techno corporation with deep pockets, and the Hero team has almost unlimited access to corporation resources. The team has an independent headquarters on the grounds of one of the larger corporate installations, and several members have their own sanctum sanctorum elsewhere. I would assume that each member pays for their own private base, and that each would pay a portion of the cost of the team HQ, but . . . Do I handle the team member's access to the corporation's resources using the fringe benefit rules? Does the team member who is the big cheese of the corporation also gain his/her access via the fringe benefit rules, or does he have to pay for the actual company facilities as if it/they were a base? If you allow a PC to be a reserve or associate team member with limited access to base/team resources, is it appropriate to only charge them the fringe benefit cost but waive the contribution to base cost.
  7. Outstanding resource . . . that was just the thing I was looking for. Thanks!
  8. INTERCHANGE Version1.1 I noticed a couple problems with my earier power structure so here is a revised version . . . INTERCHANGE Extra-Dimensional Movement: (20) Adders Increased weight: 2x normal human mass. (+5) . . . Because whichever member of the duo is using their copy of INTERCHANGE is moving both of them. Transport to any location in any dimension: (+20) BASE COST = (45) Advantages Uncontrolled: (+1/2) *DELETED* . . . upon reflection, I believe END only to activate makes this an INSTANT power and therefore removes the need for this advantage Affects desolidified: (+1/4) . . . the heroic half of the interchange in my current application of the power has Desolidification so this seemed like an advantage worth investing in. Difficult to dispel: (+1\4) . . . this also seems like a worthwhile investment. . . . I left this for the moment, but I don't believe an INSTANT power can be affected by Dispel either, can it? END only to activate: (+1\4) . . . if this advantage is allowed by the GM, this seems to be the usual value listed. ACTIVE COST = (79) Limitations Multiple foci: (OIF) (-1/2) . . . each character has an unbreakable, personal OIF. In my current application of the power, a third, "target point" (IIF/immobile/durable) must also be in good working order for the power to work. Gestures: One-handed gesture required to activate power (-1/4) Limited power:Only to switch with one specific character who is picked at time of purchase (-1/4 to -2) . . . In my current application of the power, I also added a.) either character or interchange partner must be on the Astral plain, b.) the being traveling to the Astral plain always arrives at the "target point," and c.) always fails if both beings are on the Astral plain simultaneously. I gave this combination a total value of (-1) . . . I'm toying with the idea of either adding the Usable on others advantage for +1\4, dealing with the "swap" as a -0 side effect (it could either be an advantage or limitation), or leaving it as is; due to having already making that part of the -1 limitation and also paying the +5 adder for the limited mass. REAL COST = (29)
  9. Is there an ultimate skills and talents list posted out there anywhere? I mean something similar to the ulimate limitations list, that would catalog the various SS, KS, and PS that people have come up with.
  10. Sorry, that's what I meant. The Psychic bond described in Mind Link . . . with a few limitations based on the character contept.
  11. This is not the point of the character(s) that I'm currently attempting to depict through this power. The mild mannered normal half of the duo normally inhabits Earth and shares a physic bond with a powerful, extra-dimensional being. When the need to "get heroic" arises, our normal uses his focus to swap with the hero whose normal habitat is on the Astral plain. Each can interact telepathically with the other, and it is possible for them to exist in the same dimension at the same time . . . they would just need to find another way to get there. OK, here is my most recent version of the power . . . INTERCHANGE Extra-Dimensional Movement: (20) Adders Increased weight: 2x normal human mass. (+5) . . . Because whichever member of the duo is using their copy of INTERCHANGE is moving both of them. Transport to any location in any dimension: (+20) BASE COST = (45) Advantages Uncontrolled: (+1/2) Affects desolidified: (+1/4) . . . the heroic half of the interchange in my current application of the power has Desolidification so this seemed like an advantage worth investing in. Difficult to dispel: (+1\4) . . . this also seems like a worthwhile investment. END only to activate: (+1\4) . . . if this advantage is allowed by the GM, this seems to be the usual value listed. ACTIVE COST = (101) Limitations Multiple foci: (OIF) (-1/2) . . . each character has an unbreakable, personal OIF. In my current application of the power, a third, "target point" (IIF/immobile/durable) must also be in good working order for the power to work. Gestures: One-handed gesture required to activate power (-1/4) Limited power:Only to switch with one specific character who is picked at time of purchase (-1/4 to -2) . . . In my current application of the power, I also added a.) either character or interchange partner must be on the Astral plain, b.) the being traveling to the Astral plain always arrives at the "target point," and c.) always fails if both beings are on the Astral plain simultaneously. I gave this combination a total value of (-1) REAL COST = (37) The psychic link will be bought as a version of limited Telepathy. I also plan on having each half of the duo to also take a percentage of any damage the other takes from certain mental and/or an EGO attack, so . . . The characters CAN interact and affect each other with powers."
  12. Actually, I think that it may have just gotten too costly in the EDM version because I tried to add too many bells and whistles to it. I know I did the 2x normal human mass adder to simulate moving both characters. I gave each of them the power, thus allowing either to initiate the interchange. I even tried one version of the power with one buying the power and granting it to the second via "useable by other" advantage . . . but then you have to do a workaround for the LOS rule, and add Transdimensional, etc. I think I will start over with EDM and try to keep it more streamlined.
  13. That sounds like a pretty good approach to me, badger3k. EDM was how I initially tried to build it . . . First time, I made both buy EDM and did my best to whittle the cost through limitations. Then I worked with different ways of combining the character's points, then applying the various adjustments and having them split the final cost 50/50. I also did a similar work-up using Summon instead of EDM. Neither approach seemed to really work well. I had planned on having them each earn XP separately. For the specific application of this power that I have in mind, I added an Endurance Reserve with the limited recovery (only from mystic power source) and slow recovery limitations, just to avoid the potential for abuse of the power . . . and to lower the cost of course.
  14. Multiform seems to me to be about one being altering his/her form, abilities, personality, etc.. . .as in the werewolf example. It also ties any damage taken to all forms of the character. Also, I don't think it addresses the ability of the individual forms to interact with their environments simultaneously. For example, Captain Marvel battling the evil Nitro here on Earth while Rick Jones tries to evade the diabolical denizens of the negative dimension. I'm shooting for a power that truly addresses the fact that these are two unique individuals, with their own minds and bodies, who have been somehow linked together. With the proper use of limitations and a little imagination, there is even the possibility for a rare adventure where they can actually wind up in the same place at once or loose the link and have to find a way to reestablish it.
  15. Sorry about posting in the wrong spot. . . . That's what happens when you spend more hours looking at a monitor than sleeping. Duplication seems like it might be workable. I had messed with modified versions of Summon and EDM but they didn't quite fill the bill. The biggest stumbling block I keep running into is making the ability (or possibly curse, depending on your point of view) affordable for both the linked characters. Usually, this type of linking seems to involve someone who may, at best, be a Competent Normal character who is linked to someone who may well reach Cosmically Powerful level. Having a Captain Marvel (possibly a 700+character) cough up the Character Points to buy EDM, Summon, and/or Duplication so he can bring a Rick Jones (maybe 100 point range) is a snap . . . Figuring out how your 100 pointer can work this in reverse is a real problem. Duplication also adds the question, which character is the "original character?" It would also seem that the traditional comic genre setup for this situation involves a mere human being linked to a Superhuman. If you strictly adhere to the rules, that would seem to make the cheaper normal the "original character." If our normal weighs in at 100 points, and his alter-ego a whopping 600 . . . he would have to pay a 500 point penalty in addition to the normal costs of the power. 100 - 500 = just don't work.
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