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Schadrach

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  1. OK, here is a newer version of my gate... Teleportation 10", x262,144 Noncombat, Safe Blind Teleport (+1/4), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (394 Active Points); Extra Time (1 Hour, -3), Independent (-2), OIF Immobile (-1 1/2), Gate (-1/2) Real Cost: 49 That nets me the ability to drop just about anywhere within 3000 miles, I think. I'm keeping Safe Blind Teleport on there mainly because of the long power-up time and having to wait an hour everytime it opens into a wall seems inconvenient... It has 0 END cost because I can't see building an END reserve thatcould power the thing long enough for the team to go through. At least, not without the reserve cost 80,000 points... =p
  2. I'm playing in a HERO game presently, and our GM has the only copy of the book. I'm trying to build a teleportation gate based on what I know from memory and some notes I took during our first session on modifier values. I want to know if I'm forgetting anything obvious, and I have a question about noncombat speed multiples. Sorry for asking about this on here, but I've only got physical access ATM to the 4e book and some conversion notes. OK, here's a first draft of the base for my gate. Teleportation Portal: Teleportation 10", Usable by Others (+1/4), Safe Blind Teleport (+1/4), Area of Effect (One Hex, +1/2), Reduced Endurance (oEND, +1/2), Continuous (+1), Extra Time (1 Hour, -3), Independent (-2), OIF Immobile (-1 1/2), Gate (-1/2). This isn't the final version of the portal, I'm going to apply either noncombat multiple or megascale/increased range till it gets to what I'm willing to spend. What I'm trying to get is a big, immobile portal in a chamber with a pedestal in front of it. Some method of representing the location to travel to is placed on the pedestal, and the portal can then be opened to that location, taking 1 hour to warm up or switch locations. The portal should be two-way, and we should be able to see what's on the other size before we step through. Am I missing anything painfully obvious in building the effect?
  3. I'm playing in a HERO game presently, and our GM has the only copy of the book. I'm trying to build a teleportation gate based on what I know from memory and some notes I took during our first session on modifier values. I want to know if I'm forgetting anything obvious, and I have a question about noncombat speed multiples. Sorry for asking about this on here, but I've only got physical access ATM to the 4e book and some conversion notes. OK, here's a first draft of the base for my gate. Teleportation Portal: Teleportation 10", Usable by Others (+1/4), Safe Blind Teleport (+1/4), Area of Effect (One Hex, +1/2), Reduced Endurance (oEND, +1/2), Continuous (+1), Extra Time (1 Hour, -3), Independent (-2), OIF Immobile (-1 1/2), Gate (-1/2). This isn't the final version of the portal, I'm going to apply either noncombat multiple or megascale/increased range till it gets to what I'm willing to spend. What I'm trying to get is a big, immobile portal in a chamber with a pedestal in front of it. Some method of representing the location to travel to is placed on the pedestal, and the portal can then be opened to that location, taking 1 hour to warm up or switch locations. The portal should be two-way, and we should be able to see what's on the other size before we step through. Am I missing anything painfully obvious in building the effect? My other question deals with the possible use of a noncombat movement multiplier to build the gates range. If you have a teleporter with a noncombat multiplier of, say, x16 and a range of, for example 6", can you jump, say 18" in one jump, or would it take 3 (doing 3 jumps of 6)? What about 12"? If you don't have to go either at your combat speed or at x16 it, but can go fractions of the x16, to reach 12" or 18" in one jump, would buying a LOT of noncombat multiplier be a good way to build a long range teleportation gate?
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