Jump to content

Hawksmoor

HERO Member
  • Posts

    2,799
  • Joined

  • Last visited

Posts posted by Hawksmoor

  1. Re: Silver Avenger Write-up?

     

    Just FYI' date=' but your text is a bit wonky. There are words missing.[/quote']

     

    Sigh I know, that is a bug in the export file. Seems to drop the first word of a paragraph for some reason. The HD File reads just fine so I know I'm not crazy. Or more correctly that *that* is not a symptom of my madness.

     

    Hawksmoor

  2. Re: Ww 219 / Omac 4 -- Spoilers!

     

    Personally, I don't have a single problem with Wonder Woman killing Max Lord. Her mother carried a sword in the reboot JSA. Do you think she used it only to intimidate?

     

    So Wonder Woman kills sometimes...rarely...it happens.

     

    If Batman starts killing then we have a problem.

     

    Hawksmoor

  3. Re: VPP Nightmare!

     

    Personally, other than the bloodthirstiness of the PCs stated actions I can see no problems with what the character has done.

     

    You already have the in game rationale that her powers are magickally based, the fact that she used technology doesn't mean that she does not manipulate it magickally. That said the EMP should have fried her little spiderbot, it was your fault not to enforce that matter.

     

    Writting up VPP powers on the fly is not a bad thing if the character is not holding up game play. If she can cobble together a reasonable effect in time for her phase then so be it. Abuse is the AE1 HEX AP x2 Pentrating 1 PIP Killing attack MPAed with about 15 others in a VPP. (Sure you can do it autofire but you might miss!!). Abuse is not: I'll reorient my battle armor into a suspension cocoon. Using the standard decay of Cesium atoms the onboard computer will calculate the exact time to revive me. I expect to spent approximately 10,000 years asleep. Now to prevent the chance I'll be blown up or tampered with I'll shunt the whole thing into subspace by about 1.00 x10-3 angstoms. That should keep the weather calm for the voyage northward in time. BTW I'll slave a few other sarcophagi to my controls so the rest of the team can come too. UBO x4!!!! natch!

     

    VPPs are good tools but the GM has to be on board for their use.

     

    Hawksmoor

  4. Re: Walking On The Sun

     

    Where is this coming from? The game has its problems' date=' but it handles the Superhero Genre just fine... better than any other game I've checked out. Do you know of a System that handles Superheroes better than HERO?[/quote']

     

    IMO Mayfair games version of DC Heroes does a better job. One thing it has is the divorcing of Roleplaying from tactical wargaming which HERO lacks. If I hear one more player or GM complain about another Player 'gaming' the system because they are figuring out the tactical application of movement and powers....If this type of activity wasn't important so much of the rules would not be devoted *to it*!

     

     

    The "Hand-Wave" that takes place during the Desolid Invulnerablity Power' date=' is really nothing of the kind. The fact that everyone perceives the hand-wave, and it offends them, is silly, and extremely concervative in mindset. The Desolid Power is a constellation of rules, just like every other Power, and aspect of the Game System that is HERO 5ed revised. The Desolid Invulnerability Power is its own entity both apart from, and a part of, the Desolid Power in general. [/quote']

     

    It is mostly the +2 Effects Real World Advantage and the rules regarding it' applicability. And the need for Near Invulnerability and Immunity rather than the perfect application of Desolidification.

     

     

    Hawksmoor

  5. Re: New Power: Invulnerability

     

    Only in that falling unconcious is fundamentally equivalent to dying. Sure the character is not technically dead, but in D&D when a PC dies it is often off to the Clerics of god Whathisname for a quick raise dead. Is there a real difference between that and -30 STUN? Really?

     

    Hawksmoor

  6. Re: New Power: Invulnerability

     

    I think the thing I don't get about this particular iteration of the power is the fact that it is limited to BODY. I mean, the way I see it, if it can hurt you, enough of it can kill you. You are not invulnerable to fire if wading through it you keep going 'ow! ouch! ooh!' then pass out. I mean your flesh may not actually burn but it is getting to you somehow. Even if it heats you until the chemical processes no longer work, you are going to die. I can't think of a single example of a character that takes damage but just can't be killed. Some might resurrect, but then there is a power to do that. In fact you could do this type of invulnerability with resurrection, couldn't you, and probably cheaper. If you are taking BODY damage you'll be taking far more stun...

     

    This is why I think that my version Damage Mitigation is better. I grasp that is the STUN bleedthrough of attacks that makes invulnerability a moot point. I am immune to Fire guy falling unconscious while in the center of a raging inferno is a nonstarter for me.

     

    Hawksmoor

     

    BTW Repped!

  7. Re: That way lies only madness...

     

    Good point... but Running and Leaping are basic starting abilities... and I would say Flash's surface flying is a little complicated' date=' build-wise and SFX wise. Plus the red ray-beam after-images and yellow lightning bolts might qualify as visible SFX. But good point, none the less.[/quote']

     

    I will note that the flash effect is often ignored when they want him to run faster than people can percieve. Like say the Picard manuver.

     

    Mostly it is a flashy image that works real well on the comic page and that is about it.

     

    So yes I take a personal view of IPE and see it only of real consequence on attack powers. Body Effecting powers don't need it. The power in an of itself is the 'visible part.' Take Growth or Density increase. Do you have to be surrounded by a rush of wind as you displace air and a glowing nimbus of Pym particles? Or can you just Shrinking Violet-like drop to the nanoscale?

     

    I'd say that you don't have to, and that any effects you may state accompany the effect are barely worth registering. But if you do the good and the bad effects balance out. Flame on Flight lets you let others know where you are or write messages to your girlfriend in the sky. it also means that villians and DNPCs know where you are going.

     

    Hawksmoor

  8. Re: Silver Avenger Write-up?

     

    Vorsch they (Silver Avengers) are *not* agents. They are superheroes, albeit ones with substantial baggage from their employers. As to why I cost them out to be that expensive, well let us just say that the 5e toolkit allows me to make them cost that much. The skill sets alone cost a huge chunk of points if allowed. I could go the other way with a PS: Silver Avenger 14- but I'd rather not play that way.

     

    The Crimson Avenger is an NPC in the Global Guardians and if I can swing it a PC in the JLA level team. He only overshadows the 350pters. And back to my original question why have 350 pt heroes anyway?

     

    Hawksmoor

  9. Re: Silver Avenger Write-up?

     

    Anyway here is my version of a rogue SA, actually an exile from the CU.

     

    THE CRIMSON AVENGER

    Val Char Cost Roll Notes

    40 STR 30 17- Lift 6400.0kg; 8d6; [4]

    26 DEX 48 14- OCV 9 DCV 9

    33 CON 46 16-

    15 BODY 10 12-

    18 INT 8 13- PER Roll 15-

    14 EGO 8 12- ECV: 5

    20 PRE 10 13- PRE Attack: 4d6

    18 COM 4 13-

     

    16/26 PD 8 Total: 16/26 PD (0/10 rPD)

    16/26 ED 9 Total: 16/26 ED (0/10 rED)

    6 SPD 24 Phases: 2, 4, 6, 8, 10, 12

    15 REC 0

    66 END 0

    52 STUN 0 Total Characteristic Cost: 205

     

     

    Movement: Running: 9" / 18"

    Swimming: 4" / 8"

    Leaping: 12" / 24"

     

    Cost Powers END

    Martial Arts:

    Maneuver OCV DCV Notes

    4 1) Martial Block +2 +2 Block, Abort

    4 2) Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

    4 3) Martial Strike +0 +2 12d6 / 4d6 Strike

    5 4) Offensive Strike -2 +1 14d6 / 6d6 Strike

    Karate

    8 5) +2 HTH Damage Class(es)

    1 6) Weapon Element: Clubs

    56 Pulse Pistol: Multipower, 75-point reserve, all slots 4 clips of 16 Boostable Charges (+1/2) (112 Active Points); all slots OAF (-1)

    3u 1) Pulse Shot: EB 13d6 (65 Active Points); OAF (-1) 0

    3u 2) Semi-Auto Shot: EB 11d6, Autofire (3 shots; +1/4) (69 Active Points); OAF (-1) 0

    4u 3) Overload Shot: EB 15d6 (75 Active Points); OAF (-1) 0

     

    20 Utility Belt: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2)

    1u 1) Billy Club I: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 0

    1u 2) Billy Club II: Energy Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On STR (-1/4) [1 rc]

    1u 3) Mini-Camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2)

    1u 4) Mini-Recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2)

    1u 5) Smoke Pellets: Darkness to Sight Group 2" radius, 8 Continuing Charges lasting 1 Turn (removed by winds or rain) each (+0) (20 Active Points); OAF (-1), Range Based On Strength (-1/4), Limited Effect (Normal Sight Only) (-1/4) [8 cc]

    1u 6) Flash Pellets: Sight Group Flash 6d6 (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]

    1u 7) Thermite Pellets: Killing Attack - Ranged 1d6, Armor Piercing (+1/2), Area Of Effect (One Hex; +1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]

    1u 8) Sleep Gas: Energy Blast 3d6, No Normal Defense (LS: Self-Contained Breathing; +1) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]

    1u 9) Throwing Blades: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Ranged (+1/2) (15 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) [6 rc]

    1u 10) Rebreather: Life Support (Expanded Breathing: Breath Underwater), 1 Continuing Fuel Charge lasting 1 Hour (+0) (5 Active Points); OAF (-1) [1 cc]

    1u 11) Monocular: +6 versus Range Modifier for Sight Group (6 Active Points); OAF (-1) 0

     

    Crimson Armor, all slots OIF (-1/2)

    17 1) Advanced Balistex Armor: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2), Real Armor (-1/4) 0

    3 2) Lenses: IR Perception (Sight Group) (5 Active Points); OIF (-1/2) 0

    5 3) Built in transmitter: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense [very common Sense] (Hearing as well as radio ; -1/2), OIF (-1/2) 0

     

    Supersoldier training and treatments

    8 1) Iron WIll: Mental Defense (11 points total) 0

    10 2) Augmented Physiology: Power Defense (10 points) 0

    4 3) Strong Leaper: Leaping +4" (12" forward, 6" upward) 1

    6 4) Powerful Legs: Running +3" (9" total) 1

    2 5) Improved All Around Athlete: Swimming +2" (4" total) 1

    6 6) Perceptive: +2 PER with all Sense Groups 0

    10 7) Efficient Physiology: Reduced Endurance (1/2 END; +1/4) for up to 40 Active Points of STR (10 Active Points) 0

     

     

    Perks

     

     

     

    Talents

    18 Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 14-

     

     

    Skills

    3 Acrobatics 14-

    3 Breakfall 14-

    3 Combat Piloting 14-

    3 Fast Draw 14-

    3 Interrogation 13-

    3 AK: Earth 13-

    3 KS: CHECKMATE 13-

    3 KS: The Damocles Directive 13-

    3 KS: The Superheroic World 13-

    5 Rapid Attack (Ranged)

    3 TF: Common Motorized Ground Vehicles, Combat Aircraft, Large Planes, Wheeled Military Vehicles

    4 WF: Beam Weapons, Common Melee Weapons

     

    Special Forces Training

    8 1) +1 with All Combat

    3 2) Climbing 14-

    3 3) Demolitions 13-

    2 4) KS: The Military/Mercenary/Terrorist World 11-

    2 5) KS: The Agency Customs and History 11-

    2 6) KS: (Avenger) Customs and History 11-

    2 7) Navigation (Land) 13-

    2 8) PS: Member of the Agency 11-

    2 9) PS: Member of the Avengers 11-

    3 10) Stealth 14-

    8 11) Survival (Temperate/Subtropical, Tropical, Desert, Mountain) 13-

    3 12) Tactics 13-

    3 13) Tracking 13-

    2 14) TF: Parachuting, Advanced, Parachuting, Basic

    2 15) WF: Small Arms

    -10 16) Social Limitation: Civilians Just Don't Get It

     

    Former Law Enforcement Officer Package (Police)

    1 1) Combat Driving 8-

    2 2) CK: Washington DC 11-

    3 3) Criminology 13-

    2 4) KS: Criminal Law 11-

    2 5) KS: The Law Enforcement World 11-

    2 6) Paramedics 11-

    2 7) PS: Special Agent 11-

    2 8) Streetwise 11-

    -15 9) Social Limitation: Once a Cop; Always a Cop

     

    Karate Skills

    3 1) KS: Karate 13-

    10 2) +2 with HTH Combat

    -7 3)

     

     

    Total Powers & Skill Cost: 295

    Total Cost: 500

     

    350+ Disadvantages

    15 Hunted: The Damocles Directive 11- (Mo Pow, NCI, Watching)

    10 Hunted: CHECKMATE 8- (Mo Pow, NCI, Watching)

    20 Hunted: TAROT 8- (Mo Pow, NCI, Harshly Punish)

    15 Psychological Limitation: Always Goes Armed (Common, Strong)

    15 Psychological Limitation: Feels Guilt Over His Association with the Directive (Common, Strong)

    15 Psychological Limitation: Justice not Law (Common, Strong)

    15 Psychological Limitation: Overly Protective of Friends and Associates (Common, Strong)

    5 Social Limitation: Owes a Marker (for Freeing Diva and Hardcase) (Occasionally, Minor)

    5 Social Limitation: Public Identity (Occasionally, Minor)

    10 Social Limitation: Subject to Orders (Checkmate) (Occasionally, Major)

    5 Vulnerability: 1 1/2 x Effect Poisons and Toxins (Uncommon)

    20 Experience Points

     

    Total Disadvantage Points: 500

     

    Background/History: Dane Sullivan doesn’t talk about the past much anymore. After the stares wear off the inevitable questions start in. He just doesn’t want to deal with it anymore. No, he isn’t from ‘here’, he is from somewhere else. A place where he was a hero, one of the chosen few, he was a super soldier, an avenger, endowed with tremendous abilities through a series of genetic and chemical treatments. With his teammates and colleagues, he worked to promote the cause of justice and the ideals of the American constitution. Sure there were superheroes that did the same thing, roughly, some even operating under government sanction. What Dane and the other avengers did was more traditional law enforcement; they brought the villainous often outright terrorist organizations down through diligence, teamwork, and tight indictments.

    day, though, it all changed. The malefactor de jour unleashed a potent weapon that, according to the brain trust back at HQ, could tear the fabric of space and time asunder. Dane and his squad stormed the hidden redoubt in Washington DC and fought their way through minions and henchmen until they at last confronted the madman. Howling he declared they were too late as he opened the window in creation. “Avengers do not quit!” Dane promised him as he powered on despite the rush of wind and the chaos of light sound and energy that flooded the laboratory.

    thin filament ripped itself free of the portal on the edge of forever created that day; a ribbon of possibility and improbability. Seething with energy it rushed the room, consuming everything it touched. Special Agent Martins was a fresh graduate of the program; a tech boy brought out to the field for this most hazardous of missions. He was crouched low beside a bank of computers trying to override the lockout codes and close the window down. Martins did not see the approaching danger. Dane Sullivan did. Moving as quickly as his enhanced body could move him Dane thrust himself between the ribbon and the obvious tech, hurling the man to safety even as the primal forces ripped him apart.

    knew pain, then silence and for a brief instant peace before he was thrust back into the chaos of the world. Cars whizzed by him as he stood in the street. “What?” he thought as he rapidly took in his new locale: Wisconsin Avenue on a street sign, trendy street corner café there. Dane calculated the new data. “Bethesda, Maryland.” He said out loud. The creep’s device had transported him across the district. He tapped his cochlear microphone and said “SA Sullivan. I’m ok got teleported to Maryland.”

    didn’t get the response he expected as he picked his way down the street to where he knew was a Metro terminal. He repeated his call and there was still no response. “That light must have destroyed my communicator.” Dane decided. “Still, I’ve got to get back to Southeast DC, no telling what shape the team is in.” So Dane hurried. He was heading for the Metro because of the Agency’s hidden assets stored there: a hover car. That and the communications gear inside would put Dane Sullivan back in the game.

    , when Dane got to the Metro station and swiped his agency pass in the reader nothing happened. He convinced the attendant to allow him to pass. The guy was obviously in awe of the reputation agents like Dane held, that and the armored costume, so he let him past the security gate. Dane ran to the location of the vault and threw open the outer door. Inside was just an electrical closet. Dane started opening doors franticly, his inner sense telling him something was very wrong. He was ripping stucco off the wall of an inner access shaft when Metro police shouted at him.

    rushed past them, they obviously could not help him; every second he wasted his team, no the world was in jeopardy. “I must have the wrong station.” Dane decided as he ran out into the city. He commandeered a car, flashing his badge and leaving a card, he needed to get back.

    he got to the southeast DC lair of the master villain he was surprised not to see the support team in place in cordon around the hidden facility. He also did not recognize the building. Things were really starting to prickle Dane’s senses. The situation was not right.

    back to the agency headquarters didn’t help matters. The facility was simply not in its federal hill location. At a total loss Dane wandered, a hero in armored spandex, alone in a strange land. DC police found him sitting on the steps of the capitol trying to decide his next move. They took him to the station, he didn’t resist. An agency called Checkmate soon secured his release. At Checkmate his story was checked and rechecked. The answers that came back were worse than Dane could have guessed. Dane Sullivan, the agency he worked for, the people he knew, none of existed. Not on this world anyway. He was on a mirror Earth.

    he thought about his options an offer came to him from a curious source. Another top secret US government agency was looking for a metahuman with a strong law enforcement background willing to go deep undercover on a long term assignment. Checkmate vouched for him, his psychiatric advisor endorsed the idea of ‘going and doing and not moping’. Dane Sullivan became the Crimson Avenger the watchdog of the Damocles Directive.

    the Crimson Avenger, Dane traveled the world intervening in threatening situations, running herd on over a dozen of the world’s worst criminals. He lost himself in his work, finding solace by living on the edge. In time he came to bond with the members of his team, especially the last group in Phase Four.

    the preparations began to deploy Phase Five Dane was uneasy. The compliance bracelets had been shown to be defective certainly, but the safety of incorporating alien technology with the human nervous system in the new DEDLOK technology was unproven. When the Liaison triggered the unit on Diva during one of his frequent vindictive periods, it became clear to Dane that the problems were more than suspected. The technicians tried to assure him of the freak nature of the injury.

    wasn’t convinced. The Liaison hurt Astrid to prove a point he was certain. So Dane pulled strings, called in favors he wasn’t certain he held. The results were the first pardons granted in the history of the Damocles Directive: Diva and Hardcase were free. He could taste the bile in the Liaison’s mouth when the older man told him. Dane knew the man hated metahumans, especially criminal metahumans; to let two free galled him.

    took his leave, the big man wanted to see if he could make America work for him. Diva, on the other hand, stayed close to Dane. She accompanied him as he took on assignments for Checkmate and the CIA. Ranging worldwide as a freelance agent, sure the work was very similar to what he did in the Damocles Directive, but he could do it with clear conscience: no one would die because of a choice he made.

     

    Personality/Motivation: Dane still possesses the strong sense of right and wrong and belief in justice that made him a good candidate for the Agency’s supersoldier program. His sense of devotion to his friends and teammates is nearly unbreakable. Dane does not have family or friends in the standard sense. His neighbors barely recognize him; his fridge is empty and his furniture barely existent. Instead his bed is a hard bench on a C-17, his television the screen of a satellite phone. His friends are those that share his peculiar lifestyle: Dane Sullivan is a professional hero.

    harbors deep distrust for the man he refers to as the old man, the Liaison of the Damocles Directive. Mostly for his own blindly following orders; certainly Dane never did anything totally wrong under the orders of the Directive but the situation did not sit well with him after a while.

     

    Quote: Quote:

    “There are two ways we can do this. Don’t make me pick.”

    about him:

    “He allowed himself to lose perspective. If you wish to employ him in your endeavors take that under advisement.” The Liaison

     

    Powers/Tactics: On his Earth Dane Sullivan underwent a series of treatments that made him a minor metahuman: low level super-strength, durability, and speed. The abilities granted ebbed slightly after his exile to our Earth until the Damocles Directive developed a better gene therapy based on the works of Saul Neuman. As a result the Crimson Avenger can lift a van over his head, and run at speeds approaching 40 miles per hour. The Crimson Avenger is a skilled hand to hand combatant and possesses a broad knowledge base as a special government agent. Peculiarly, the Crimson Avenger has a strong, almost preternatural, danger sense. Dane dismisses it as gut feeling and enhanced senses but regardless his danger antenna has gotten him and his teams out of more scrapes than can be easily dismissed.

    the Crimson Avenger Dane wears combat armor composed of hardened ceramic plates with plenty of web belts and storage pouches. He typically carries a high powered firearm of some sort or another procured from his contacts in the Defense and Justice departments.

     

    Campaign Use: Name: The Crimson AvengerName: Dane Sullivan: American with no criminal record: Formerly with the Damocles Directive: 1.82 meters: 110 kgColor: BlueColor: Brown

     

    Appearance: Dane Sullivan is a man in his mid thirties with the build of a person that engages in regular strenuous exercise. His brown hair is flecked with grey, and his eyes are getting little crow’s feet. He generally does not dress down for any length of time. If required he selects casual attire fitting with the local mores that are comfortable, easy to move in and can conceal a hidden weapon or two.

     

    the Crimson Avenger, Dane wears a crimson costume made of ballistex with armored ceramic plates covering vital areas. His mask covers his whole face with is hair exposed. The suit has numerous pouches for ammo and equipment and holsters for his weapons.

    __________________

  10. Re: Silver Avenger Write-up?

     

    Sez you.

     

    Seriously Silver Avengers are tough because they are exactly that hybrid characters. Demibrick Martial Artists with decent (60+ point) skill sets. Add in neato equipment and they push 500 points and go up from there. Using the GGU gimmicks I got Crimson Avenger down to 500 points but he got a nasty pulse pistol capable of unleashing 16d6 Energy Blasts or 13d6 autofire. :eg: So I disagree on the low CV/DC argument.

     

    Silver Avengers are tough customers.

     

    Hawksmoor

  11. Re: That way lies only madness...

     

    Superman and the ilk including Captain Marvel and Black Adam do not have their flight bought IPE. Why? Because they shouldn't have to. Visible to three sense groups is only really important to attack powers. Everything else is Special Effects. So what if Iron Man has bootjets? He can baffle them just fine. The end result is Superman flies by force of will in opposition to gravity. Pretty darned cool huh?

     

    Hawksmoor

     

    PS: Yes IPE is overpriced and misapplied in my opnion regularly. Reserve the advantage for attack powers.

  12. Re: Silver Avenger Write-up?

     

    Viper - X is a pretty good version. Just comb through his write up and remove the parts that are obvious VIPER gadgets, and or Kevin Armstrong specific skills. I used him as a basis for the Crimson Avenger in the GGU, as long as you recognize that Silver Avengers are around 400-450 pt characters to built correctly you should have no problems.

     

    Hawksmoor

  13. Re: Walking On The Sun

     

    Concretely' date=' what expense level and functionality do you really want, then, with "Damage Mitigation"? I'm not clear, given that you imply here it doesn't cover NNDs or AP or such by default, but it is supposed to grant "near-invulnerability" of some sort, and at a cost, what, around 50 points as MitchellS infers? Are you basically looking for the equivalent of a personal Force Wall, as you imply here?[/quote']

     

    Damage Mitigation is very much like a personal force wall. In very basic mechanical principles. The power differs in that being built from the start as a persistent standard power it has options that Force Wall (and its cousin Force Field) lack. Thus it acts in some ways like an upgraded option of Armor.

     

    The cost of Damage Mitigation is effectively limited only by two things: what the GM will allow and what you as a player want to pay. Just like in regular HERO. Damage Mitigation is not absolute, like say your system or some others I have seen. This is why I brainstormed up a new name for the power. So players like Onyxclaw wouldn't seize upon invulnerability as a word and concept in ways that do not apply. Thus you get exactly what you pay for. Damage Mitigation is just one more tool in the tool kit.

     

    The power Damage Mitigation would not offer defense vs. NNDs because those are blocked by SFX and on occasion powers with an SFX. Damage Mitigation is just a game construct until applied to a character, then it could if defined correctly block some NNDs just like other defense powers could be defined as a 'Force Field' and block a given NND. The same argument holds true for other advantages.

     

    So for two examples I assume that 60CP are spent on Damage Mitigation.

     

    Firelord purchases 60AP of Damage Mitigation (DM) as 24rED only vs Heat and Flame Attacks -1. Now when attacked by any heat or flame SFX attack or condition Firelord compares the BODY dealt from the attack to his DM if the attack does not exceed his DM Firelord takes no damage from the attack. If the attack deals 25+ Body Firelord then applies the damage (both Body and STUN) to the aggregate score of his Energy Defense (ED + DM + any other applicable powers).

     

    Stonelad of the Group of Superior Buds purchases 60CP of Damage Mitigation (DM) to represent his rock-like hide when he says the name of his mentor "Granite Carson". Stonelad defines his power as 14rPD 10rED Damage Mitigation OIHID -.25. When ever Stonelad is struck by any regular attack he compares the BODY total to either the PD or ED of the Damage Mitigation. Unless the Body dealt exceeds his Damage Mitigation Stonelad takes no damage. If the attack deals more Body that Stonelad has DM then applies the damage (both Body and STUN) to the aggregate score of his defenses (PD or ED + DM (PD or ED) + any other applicable powers).

     

    Seems pretty darned balanced to me.

     

    Hawksmoor

  14. Re: New Power: Invulnerability

     

    As you know from reading the "Walking on the Sun" Thread I have an entirely different take on Invulnerability. Since taking body damage is so rare in almost all cases this option seems very limited in utility.

     

    IMO the STUN is the problem, not the Body.

     

    Hawksmoor

  15. Re: Nomad Memorial Write-up (long)

     

    I too loved Jack Monroe. That mini series was very good. Although I was younger I considered the point Jack made to Cap very profound.

     

    "I'll know when I have crossed the line when I can't see the side you are standing on."

     

    Jack told him. That made sense of the whole pre-iron age, and why the iron age just sucked. The so called heroes of the Iron Age have (had) no concept of that line in the sands of morality. Jack did.

     

    Hawksmoor

  16. Re: Walking On The Sun

     

    Ok' date=' let me put it this way then: I don't want a character to be immune to a 20 DC attack for 50 points when the established rules have him being only 75% immune for 60 points with damage reduction. That's the reason I choose my version of impervious to cost 5 points for +1 full defense. 20 DC of defense costs 100 points. That's more than the cost of damage reduction, and it should be because it's offering you more.[/quote']

     

    But it should not also cost more than Force Wall which would do the same thing for much less. 50 AP of Force Wall could erect a field that would bounce an average roll from a 20DC attack. Granted the Force Wall would entirely fall if a single pip of damage from a non covered source attacked it. Damage Mitigation does not have that drawback since it is by definition a persistent power.

     

    100 CP is too much for the utility IMO. Parity is what I am looking for as well. Yes, Damage Reduction costs more in certain applications but Damage Reduction always applies whether from NND or AVLD or Armor Piercing or what have you. Damage Mitigation is a standard power that can be avoided partially or fully by those advantages just like Armor, Force Wall or even lowly Damage Resistance would be.

     

    Immunity or Invulnerablity is part of a suite of abilities not the core schtick of most characters. Costing it too high ends up in the same place we are now. Bulletproof and Kirby's Fausta (or F-lady). Both are too limited by the point expendatures made to make them nearly invulnerable to do anything else.

     

    Hawksmoor

  17. Re: Walking On The Sun

     

    Oh and Invisible wouldn't be costed. It is just an assumed part of the power like Clininging or Armor or Flash Defense is not 'visible' per say. The SFX is there, it just doesn't *have to* jump out at you like Energy Blast or Force Field.

     

    Hawksmoor

  18. Re: Walking On The Sun

     

    So you gain 3 advantages [invisible: +1' date= 0 end: +1/2, pesistent:+1/2] in exchange for no range and self only? Sorry, but that doesn't float. There's nothing wrong with wanting to make it cheap, but that's just too cheap. Good luck with your trials though.

     

    Yet that is *exactly* what Force Field and Armor does. I wouldn't raise the costs above 3 points per 1 resistant Damage Mitigation in any case because then the costs of near invulnerability or immunity (with the right limitations applied :) ) become too high for wide spread use. I want the new power to apply to low and high powered campaigns equally. So the AP of a decent level of Damage Mitigation can't be too great.

     

    Hawksmoor

  19. Re: Walking On The Sun

     

    5 points for 2 is too cheap. That's the same cost as force wall' date=' and fw has several more drawbacks.[/quote']

     

    As I said before it is the difference between Force Field and Armor. They don't cost remotely the same for the utility. Damage Mitigation and Force Wall work similarly. Damage Mitigation costs no END, is self only, persistent, and normally invisible. Force Wall costs END, can be projected at range, is constant and visible. HERO mechanics Facts on the Ground IMO support a 2 for 5 schema.

     

    Hawksmoor

×
×
  • Create New...