Jump to content

ghost-angel

HERO Member
  • Content Count

    27,291
  • Joined

  • Last visited

  • Days Won

    9

ghost-angel last won the day on June 23 2019

ghost-angel had the most liked content!

About ghost-angel

  • Rank
    Reviewed And Indexed
  • Birthday 11/25/1976

Contact Methods

  • Website URL
    http://www.cellularsmoke.net

Profile Information

  • Gender
    Male
  • Location
    Denver, CO
  • Interests
    Music. All the music.
  • Biography
    Godlike
  • Occupation
    Tech Support

Recent Profile Visitors

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

  1. Characteristic generally fall under AP Guidelines (STR for instance, as it directly effects Damage Classes, generally falls into this category). There is nothing that explicitly states Characteristics fall under Active Point Guidelines, as there are usually a separate set of Characteristic Guidelines that are laid out with any other guidelines. A best practice is set the following three Guidelines for a campaign: Characteristic Ranges (included defense ranges, and CV ranges after all bonuses are accounted for) Active Points Damage Classes not
  2. Make them feel uncomfortable, unwelcome, and a little dread - find some Merzbow to play: https://merzbow.bandcamp.com
  3. I'd like to start by stating how completely weird it is for suits to have belly buttons, and it verges on creepy when you realize it's just the women's suits. Omni; She was just a normal teenager in the year 2243, well until her powers manifested. And what a doozy that set of powers was. She could channel past lives into new physical bodies. Each past life a superhero in their own right. Sometimes the change was weird, like Andrew, the telepath, could only be channeled as his 10 year old self. She gets flashes of their lives when she shifts, past heroic deeds, successes and failure
  4. Describe the attack without using mechanical terms, it might help get the best build-to-vision; It sounds like as the Hammer is used in combat, if it isn't getting past armor it's flames burn brighter and hotter, dealing more damage to try and break whatever barrier it is set against; also, it hurts to touch it while this effect is in place. Sounds like Aid to the Hammers fire damage & damage shield., triggered when it hits something, with cumulative effects as it's used more. And a Damage Shield, only on the hammer. It's not inexpensive, but it is cool.
  5. Nothing has really changed on how Absorption works from 4th through 6th Editions; they all literally begin with the same opening sentence... So what's changed that's stopping you from using it? (I mean, except for the fact that Absorption is designed for incoming attacks, not outgoing as you're describing...)
  6. It's a Plot Point; Build the Lions (or if you're going for the other series the various ships), build Voltron, use Vehicle Rules, hand wave the combining as Cool Stuff That Happens; Give the players different roles in Voltron like you would any Starship style combat.
  7. theinf8 is correct, it is 1 Point of Killing Damage, it should do the standard modifier for Killing Attacks on stun.
  8. 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.
  9. 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 switc
  10. 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.
  11. Sunday evening here, so I'm going to go with steriaca, mostly for that Hero name alone, which is amazing.
  12. 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
  13. This is absolutely correct; it's intended to essentially circumvent Limitations that prevent instant activation.
  14. 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.
×
×
  • Create New...