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oldstar

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  1. In Skullrak's post, he stated: 2. Since every 1 Character Point on STUN equals 2 points of STUN the amount of STUN lost increases to 10. 3. Power Defense is applied to the Drain in this case 10 STUN still happens. Does Power Defense apply before the effect is calculated? In this example, a Drain of 5 versus a Power Defense of 3 would allow 2 points of the Drain to go through? Then the effect would be doubled (then halved since STUN is considered defensive). That would result in 2 points of STUN being lost?
  2. If I want to have a martial strike affect desolidified characters, do I need to buy the advantage for the martial artist's STR as well? If the martial artist uses weapons in addition to bare hands, does that make a difference in buying the advantage?
  3. Re: Oddest (yet maybe the simplest) question of the day... I'm still tripping up on that. Luckily, everyone that I know does the same so that we just translate it without thinking
  4. I'm trying to build a special effect for a brick-layer using Barrier with the Autofire advantage. The intent is to allow her to wall in areas. Assuming that is allowed by the rules & GM, would I roll against DCV 3 for each additional target hex (with the standard Autofire penalties) in order to build a larger wall from individual barriers?
  5. I am trying to understand the 2 point CSL. The book says that it can only be used for one attack. If the character has a blast with selective area of effect, can I buy the 2 point CSL for the "selective" part of the attack (not to hit the hex, but to hit targets in the area of effect)? If I can, does the OCV bonus apply against all targets or just the first?
  6. I'm trying to write up a guy who has a very malleable body. One of the things he can do is stretch his body out in a thin sheet to protect others. Does it make sense to give him Barrier with Feedback + Configurable + Opaque + Nonresistant + No Range + Costs END to maintain + Concentration 0 DCV? If the Barrier is destroyed, the game effect is that the pain is too much and he has to un-stretch?
  7. Re: John Smith from Last Man Standing Good suggestion. The book uses two rings as an example. 12d6 if they're together, 6d6 by themselves. Can I buy a limitation like that just on the Autofire advantage?
  8. Re: John Smith from Last Man Standing Okay, dropping the word "restrainable." Maybe I should look at this a different way and say that the OAF is the pair of pistols? Especially since he's rarely firing just one. How would that work when someone grabs one of the pair, though? Someone grabs his left arm, he should still be able to squeeze off three shots with the right. * 2d6k Autofire x3 (one hand, charges (clips of 8)) * 2d6k Autofire x5 (two hands, charges (clips of 16)) But I thought the rules don't allow buying the same power twice in a multipower?
  9. Re: John Smith from Last Man Standing It's 6th edition and we're not using the equipment rules, we're paying points for everything. I've looked at Subrook's site. It's really nice - and a great way to lose a few hours surfing I liked the idea of Area of Effect to cover the quick burst. Maybe I should look at this a different way and say that the OAF is the pair of pistols? Especially since he's rarely firing just one. How would that work with restrainable, though? Someone grabs his left arm, he should still be able to squeeze off three shots with the right. * 2d6k Autofire x3 (one hand, charges (clips of 8)) * 2d6k Autofire x5 (two hands, charges (clips of 16)) But I thought the rules don't allow buying the same power twice in a multipower?
  10. I'm trying to figure out Smith and his guns from the movie Last Man Standing and how to build the attacks. The GM wants attacks capped at 70 active points. For the update from the 30's to the present, the guns will still be based on the full frame 1911 Colt. It would have tritium dots (to help reduce penalties from firing in the dark), ambidextrous magazine releases and flat black finish. No laser sights or stuff like that. In the first gunfight, the bullets seem to cause a terrific amount of knockback. The gangster is knocked backwards 5 or 6 meters, out into the middle of the street. In that fight, the bullets go through a pane of glass when Smith shoots into the office, but they don't penetrate the far walls (or windows) of the office. For the remaining gunfights, the bullets seem to never cause knockback. Knockdown, but it's easy enough to say that's from the damage, not from knockback. In most of the fights, the bad guys seem to be incapacitated after being hit once and dead after being hit twice. I think that means that most of the clips are firing 2d6 bullets. When he does single fire, he's much more deadly. I'd like to do that buy using a "higher powered bullet" than with targeting specific body areas. At one point, he's cleaning and reloading and it shows that he has more than a couple of dozen clips. Generally speaking, a bullet would be a beam attack, not something that he could spread or push. I started with a 70 point MP with the following common limitations: * OAF (Handgun) -1 * Restrainable -0.5 * Unified Power (Bullets) -0.25 * Full Power Only/Can't Be Pushed -0.25 First slot has the increased knockback: * Ranged 2d6k - Double Knockback +0.5, 8 clips of 6 charges -0 Second the more powerful bullets: * Ranged 4d6k - 2 clips of 6 charges -0.5 What I'm having trouble getting my mind around is his rate of fire and how to handle two pistols. Neither of the pistols are full auto-fire, so he's squeezing a trigger for each round. But he's capable of firing off three rounds with each pistol for every one of the gangsters. With both pistols, he's pushing six shots. Autofire x5 requiring multiple foci? Would that allow each gun's clip to be tracked separately? I'd give him some skill levels with the autofire and probably spray fire, too. Would he need a skill to do a speed-reload of clips?
  11. Re: What do I need to play Champions? Nevermind, I just found the link.
  12. Hi. I'm coming back to Champions after a long time out and wondering what I need to get back in to the game. I've browsed the site and seen the stuff on the 6th edition. Looks to be quite the change from the 3rd edition books that I have. There are a lot of books and that's confusing me. Can someone give me a list of the books that I should get to play (and GM) a game of Champions?
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