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ghost-angel

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Everything posted by ghost-angel

  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 all Advantages are damage related, which is where separating DCs and APs comes in handy; a game may set Active Points at 80 but Damage Classes at only 12.
  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 failures. These flashes have given her experience far beyond her years in the continuing battle against Mechanon...
  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 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...
  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 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.
  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. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. If you define the Blast as using Endurance Reserve END, then if the Endurance Reserve is turned off, depleted, or otherwise disabled then the Blast will also be unusable. You cannot freely change the source of Endurance of a Power, so that aspect is already built into the concept by using an Endurance Reserve at all. But; if you need two powers tied closely together that will be the Unified Limitation; but that has the additional issue that if the Blast is Drained then the END Reserve is also Drained.
  22. If you want an Endurance Reserve that's around for a finite amount of time (as opposed to just how long it takes to use the END in it); Add Continuing Charges to the Endurance Reserve; Delayed Use just means it will take an hour to turn on, not an hour of use. You don't need to Link the blast to the Endurance Reserve; when you buy a power you define which Endurance it uses (Personal or Reserve) and to use both requires an Advantage. If you want the weapon to have a cool down period, build that into the weapon side "Can only be used once every X Minutes"
  23. I would define Character Development is the change in the characters story over several role playing sessions; while small shifts in development happen in single sessions full Character Development Arcs play out over the long term. Role Play just being in character. I expect that at a con-game. Otherwise it's just rollplay and while I can play monopoly, it's boring.
  24. I would love to this would have been the case; but during the lifespan of DOJ as custodians of Hero, any book that didn't say "Champions" on the front generally sold very very poorly. The buying public made it clear: non-superhero Hero stuff was not going to sell. Which is part of why I will never again support a book with the words "Champions" on it. Other failed to support my favorite genre, I won't support theirs.
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