Jump to content

Black Rose

HERO Member
  • Content Count

  • Joined

  • Last visited

About Black Rose

  • Rank
    Cosmically Powerful Super
  • Birthday 07/09/1975

Profile Information

  • Gender
    Not Telling
  • Location
  • Occupation
    please don't ask....

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I'm trying to build a Dancing Shield; a physical object that can be snagged out of the air with difficulty (OIF) but otherwise hovers around the owner and serves as additional defense. It acts like a regular shield, but you don't have to waggle it around. There is a magic item called Soaring Shield (5e Enchanted Items 146). Game Information: Force Field (10 PD/10 ED); 0 END (+½) (30 Active Points); Activation Roll 14- (-½), OAF (-1), Incantations (-¼), Independent (-2) (total cost: 6 points) plus +4 DCV (20 Active Points); Activation Roll 14- (-½), OAF (-1), Incantations (-¼)
  2. Let me preface this by saying I know that there have been changes from 5e to 6e that make this... problematic. Also that I find using Drain to penalize Characteristics and such to be clunky. I'm trying to write up a "curse"-type power build. Do any of you have a more elegant way of doing "I subtract 3 from that score right there", where "that score" might be Charm, or Stealth, or heck, all PRE rolls or even all Characteristic or skill rolls? I'm starting to lean towards Change Environment, Long-Lasting, possibly with Usable As Attack. I understand how Transform might work, but it
  3. In this case, fluff isn't relevant, but it's a spell that "awakens a[n] [object]’s spirit, granting it awareness and sapience." I know the usual way to do this would be Summon, with a Focus of "this thing here". But this isn't meant to be temporary; it's a permanent change. So, now I'm thinking Transform? Should it be Severe or Major? Anyone have thoughts? Edit: just realized that someone might suggest Followers. While I could see that as part of a character's build, in this case I'm looking for a power build to do it from scratch, and I don't think Followers really does that.
  4. This is my preferred way to do it. I generally like to have a "set" mount of stat augmentation - "with this draught, I gain the strength of five men! (+12 STR)" rather than "with this draught, I might get the strength of five men (Aid STR 2d6), or two. Not sure really. Maybe its a placebo effect?" In my own ideal HERO System, Aid would be used to either boost a variety of things, or grant low-level powers to people. I really like UBO, but it can get tedious, and is one of the many reasons I think magic systems should frequently use VPPs with multiple heavily-limited Control Costs..
  5. I could see a sliding amount - maybe 3 points of Piercing, possibly as much as 5 in a high-powered campaign. For me, this is one of the few builds in the APG that I think is poorly done. If the power is small, Piercing is too expensive; but if it’s big, Piercing is too weak. All my opinion, and YMMV.
  6. In Champions Powers, under Miscellaneous Powers, there is a “Nega Beam” which is (I believe) intended to simulate Darkseid’s attack. It is hideously expensive, being a Summon for a 1,000+ point construct. But it does home in on its target.
  7. Looks like I was unclear again. This is a recurring flaw of mine; comes of overthinking how I'm going to write the post up. I'll use a defensive effect as an example: Low Level = 15-20 AP; you could have 25% rDR, Resistant Protection 6 PD/4 ED, or DN (-3 DCs). Middle Level = 30-40 AP; looking at 50% rDR (or 25% rPD & 25% r ED), or Resistant Protection 8 PD/8 ED Protects Carried Items, or DN (-6 DCs). The Specific Focus would fit the "theme" of protection; it might be a shield-shaped brooch, or a charm bracelet, or a dreamcatcher made of rather more durable materials t
  8. In this magic system , spells can be "broken down" into three general categories -- Low Level, Middle Level, and High Level. The parameters vary based on the power level of the caster themselves; what counts as a Low Level spell for a Master may well be a High Level spell for an Apprentice. Basic Idea Breakdown: All spells require an OAF Personal Focus -- fairly straightforward concept, could be a staff, or wand, or big ol' Eye Of Agamotto-looking pendant. Spells that are Middle Level and higher require what I call a Specific Focus, which are needed to cast that sp
  9. I'll have to look into those. I didn't know that about the Elephant Man, As far as genre, think cinematic Very Powerful Heroic/Low Powered Superheroic. There might be things (power armor, magic devices, esper powers... actually, that's it, really) that grant the effect of someone having STR 45, but an actual human simply can't contain that kind of power. They'd tear themselves apart. Like, imagine if the Spartans had been ale to continue their "we're gonna turn ourselves unto perfect warriors, and have slaves deal with all that other stuff, like raising crops" plan for another 2,50
  10. I've been trying to figure out how best to convey this idea, so here goes. Lets say that, over the course of the last 5,000 years -- some starting at the very beginning, and others coming in later -- various groups have attempted to create "perfect humans". In this case, "perfect" means "better than normal people". The methods used vary, but in the end they boil down to Breeding and Training. For Training, there are virtually unlimited options, and I would make extensive use of 5e Pulp HERO and Dark Champions Super-Skills, as well as some of the special abilities from 6
  11. The description lists magic items that were in Wondrous Treasures 2. What's in this one? I'm assuming Daggers, Bows and Crossbows, Helms, Shields, and Armor. Possibly Swords. Am I right? I'm thinking of picking this up, but I have all those except for Bows and Crossbows, and I can always spend the money on another book.
  12. No to the living guy in a coma. I'm aiming for a dead body, but where the decay doesn't really matter. Let's say Returno Lass can come back to life after one full season has passed. She gets killed in the wilderness near the beginning of summer, so has to wait through the rest of summer and all of autumn; call it 5 months. In that time, she decays, bugs and bacteria eat her soft bits, some animals eat the meat off of her. By the first day of winter, there's not much left. But then she comes back to life and is as good as new, or at least she's not scattered bones across several acres of scrub
  13. When I first read this, I thought, "damn, I didn't get my point across." But then I reread it, and I see I did get my point across. This is a weird, but entirely effective way to produce the effect of "I died, but came back to life after a given (fairly long) period of time". Which is exactly what I wanted. It's not so much the Regen frequency I'm concerned about (and yeah, 5th Ed'? Worst. Regen. Ever.) as wanting the character to stay dead for a while, then come back to life, but the amount of time isn't exactly related to how much damage they took.
  14. Trying to figure out how to get this effect right. Let me say first that I know I could use Healing, but I really didn't like Fifth Edition's Regeneration build. This pulls from Champions Powers, specifically Immortality Syndrome (pg. 379). I want the character to be able to "die" (go below un-adjusted negative BODY), then Regenerate back up to 0 BODY, and then Recover from there. But I want it to take a long time before they can come back to life, even if they have fully recovered all the negative BODY damage. To reference the example from Champions Powers, Immorto (1
  15. Okay, I'm willing to admit I probably missed something basic her, but I'm asking anyway. What is the game effect of missing sleep? As in, if I created an attack that simulated the target not sleeping for a week (or whatever), what would that effect be? TIA
  • Create New...