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ghost-angel last won the day on June 23

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About ghost-angel

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  1. theinf8 is correct, it is 1 Point of Killing Damage, it should do the standard modifier for Killing Attacks on stun.
  2. It is 1 Point of Normal Damage (Body + Stun) that is triggered when a Target is in the CE Area Of Effect, they take the point when they first enter the area, and every time the Character who activated/controls the Change Environment has their Phase come up.
  3. I agree with those saying VPP; it's what it was designed for. With a little bit of customization to how/when powers can be "switched out"; as the default assumes you have every power imaginable and that switching is for individual powers that are 'active' in the Pool. An additional "can only choose from the list in the book" on the Framework itself at, perhaps -1/2, would restrict the player to a given Suite of Powers at a time. Then the standard limitations of how often an individual Power can be brought into the active Pool based on how you see any given Book being used (is switching out powers as simple as turning the page? probably as a 0 Phase Action, or does the character have to find the right page, and quickly read it's instructions (1/2 to Full Phase) actions...
  4. Having built several characters with MP (and one VPP) that was designed to be nothing but Naked Advantages on a base Power, it works just fine in play without any real problems. I found it no more ripe for abuse than anything else in the system.
  5. Sunday evening here, so I'm going to go with steriaca, mostly for that Hero name alone, which is amazing.
  6. It's got merit, but you're still in danger of two things I'm trying to avoid: 1) redoing the math every phase (or time the DCV changes) 2) Using information not on your characters, as a player, in front of you. As long as we keep insisting on putting DCV into the equation the Player will needs information not in front of them. That's the whole point of the Attack Roll concept: it only requires information in front you, written down on your character sheet. You roll, you add your attack modifiers to the result. You tell the GM "I hit X" - the GM compares that to the Target DCV, if X is equal to or more than the Target DCV then "You hit the Target". That is seriously the most important point I'm trying to convey: Players should only need information written down in front of them.
  7. This is absolutely correct; it's intended to essentially circumvent Limitations that prevent instant activation.
  8. Time Limit allows an Instant Power to be available for a the specified Time Period, ready to be activated as a Zero-Phase Action (Attack Actions still apply to use them offensively) during the entire period. It's generally used when the Power can't already be activated as a Zero-Phase Action, which means it really isn't applicable to a vanilla Blast Power (or almost any base Power, as just about every Power in the book defaults to only needing a Zero Phase Action to Activate). This does mean Continuing Charges with Clips & Reload time can be added to Powers with Time Limit. But I don't see them interacting the way Lucius describes based on what each Modifier actually does. There's nothing that prevents Blast from being activated without prep at any point, aside from the 1 Hour Cool Down, which isn't perpetration so much as a waiting period. Now; if you had Extra Time: 1 Hour plus Time Limit: 5 Minutes - THAT does what Lucius is trying to accomplish: there's a 1 Hour period the Power is not available and then a 5 Minute Period you can use it without the Extra Time aspect being required. Of course, Extra Time runs into the same problem as the 1 Hour To Reload aspect - it assumes nothing else is being done except that Action. Which also isn't what is being asked for. Breaking down why each of these builds isn't achieving the goal as desired based on what the Modifiers are actually doing: Extra Time: can do nothing else during the initial activation period - not a waiting period Time Limit: can activate a Power as a Zero-Phase Action for powers that already can't be activated as a Zero-Phase Action, during the Period specified - this almost does what you want, but doesn't include the cool down period; still it might be a viable option (assuming you want to take an Advantage for something that can already be done inherently) Charges, Continuing + Reload; --The Power lasts the duration, assumes it's basically a continuous power (which Time Limit is a pseudo-continuous Power in that it's available for specified length, but not always active); Continuous assumes the Power is actually Active for the entire period (addendum: using Fuel aspect means it turns on/off at will, and the Continuous Charge lasts the total time In Use, but not consecutively); -- Reload runs into the same problem Extra Time does, assuming that's the only action being taken. -- Also, the number of Charges limits how often the power can be used Period. 16 Charges means you only get 80 Minutes of Continuous Use per Day/Session. Which is actually less than you can fit into a 24 Day assuming basically 22 hours of waiting and 110 Minutes of use... (plus 10 minutes left over to maintain the weapon and complete a 24 hour cycle...) -- Charges means the Power isn't using Endurance, not sure that's a feature or a bug in the desired end result. [I hate that Charges mess with Endurance] None of these really interact as described/desired in my opinion. What the system really needs is a full fledged out Cooldown Limitation with a "how long a power can be ready for use" and "how long between ready states" aspects; Default being Ready For Use/Used for 1 Phase; Must Wait 1 Phase To Use Again (usable every other Phase for, I dunno, -1/4); and start stepping up and down the time charts. +1/4 for Use Time going up the chart (can be Activated any time for 1 Turn +1/4, 1 Minute +1/2, etc); and Must Wait 1 Turn -1/4, 1 Minute -1/2). If a Power can be Activated and must wait 5 Minutes between uses that would math out to a -1 Power. (start at -1/4 Base, -3/4 for stepping down Cooldown from 1 Phase to 5 Minutes) So, a Power can be used for 5 Minutes, and has a 1 Hour Cooldown: Base: -1/4; 5 Minutes Of Ready State (+3/4, total of +1/2 Advantage so far); Cooldown of 1 Hour (-1; total of -1/2 Limitation); Eh, that's gonna be a weird Limitation, I'd have to sit down and play with it some to really determine what's a good way to build it out; This post got long, so I'm going to end my thoughts here; only last point to make is that 5 Minutes of Use is effectively unlimited use for a single fight with no limitations; and this only becomes a limiting power for prolonged encounters and/or multiple encounters in a short period.
  9. Change Environment affects an area, not a Target; but technically yes, the Attacking Character would have to be In The CE Area to be affected; As a GM I would easily be inclined to say this affects things coming into the Area Affected (like missile attacks) as it does characters acting in the area itself.
  10. I wouldn't worry about what the GM can do; a good and fair GM won't just fiat their way around interesting things. Creating a localized wind field to deflect incoming missile attacks is a really cool idea and effect.
  11. Change Environment; There's a 3 point "-1 Range Modifier, or some other Combat Penalty"; So if the GM agrees a "-1 OCV" or "+1 DCV Of Hex" is an appropriate use of this CE Adder, I recommend that. It's clean and does what you want it to.
  12. Here's another idea of how to get this interaction without weird Limitation Rules interactions; Endurance Reserve; 5 Minute Continuous Charge Blast; uses END Reserve, Limited Power: Cannot be used for an hour after the END Reserves Charge runs out of time. Probably the cleanest build I can think of without wondering how Delayed Use, Charges, End Reserves, Linked, or Unified Powers work together. Don't be afraid to work with the GM to create Custom Limitations to get a more precision execution of your vision into the game. That's what "Limited Power" Limitation is for.
  13. If the important part is you can't use the Power for an hour after it's used then just add a Custom Limitation "Can only be used for 5 Minutes, then Cannot be used for 1 Hour after That Period" -1 or 1 1/2, whatever the GM feels is appropriate. It's really that simple.
  14. Playing in a low powered super-cop game; Player1: When he takes off his helmet he is all grim and sweaty. Player2: Not sweaty, glowing. Player3: What, is he pregnant? Player4: Pregnant with RAGE!! Player1 is affectionately called "judge dredd", in character, by his fellow rookies (a pair of necromancers (twins), a guy with odd sensory powers, and a former CIA agent). Mostly, he's called judge dredd by the necromancers, who are very bad at keeping up the goth-necromancer image.
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