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Hyper-Man

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Posts posted by Hyper-Man

  1. How would you build Yondu's arrow from Guardians from the Galaxy?

     

    Assuming we are talking about the MCU version I think we would need to decide just what the thing actually IS to begin with first.

     

    Is it a physical missile? 

    What powers its motion?

    Does it destroy solely from physical impact velocity or is there an 'energy' component to the damage it does to living beings and vehicles?

     

    It certainly seems to function like a Master Jedi using the Force to telekinetically move an active lightsaber around.

     

    :)

    HM

  2. Based on the following table from 6e2 page 66 I am considering giving John 2 Martial Damage Classes to preserve his ability to engage in various Martial Grabs AND shooting other targets (see original fight in his house from the 1st movie).   

     

    Opinions?

    Has anyone used any of these rules extensively before?

     

    GRAB AND COMBAT VALUE
    The standard CV penalties for performing a successful Grab are:

    Grabber:
    ½ DCV against all attackers (including Grabbed character)
    Full OCV against the Grabbed character
    ½ OCV against other targets (if attacks are possible at all)

    Grabbed:
    ½ DCV against all attackers (including Grabber)
    -3 OCV against the Grabber (if attacks are possible at all)
    ½ OCV against other targets (if attacks are possible at all)

    At the GM’s option, if the Grabber’s STR is 20 or more points higher than the Grabbed character’s STR, change the penalties to the following:

    Grabber:
    -2 DCV against all attackers (including Grabbed character)

    Full OCV against the Grabbed character
    -1 OCV against other targets (if attacks are possible at all)

     

    :)

    HM

  3. "Heat Vision" is rightfully considered one of Superman's most lethal Powers but it has many other uses.  The following is from a VPP on a rookie version of the character mostly based on Superman:TAS.
     

    0    23) Heat Vision v1: Killing Attack - Ranged 1d6, Reduced Endurance (1/2 END; +1/4), +1 Increased STUN Multiplier (Could be swapped out with Indirect to be usable with "Man of Steel v3: Barrier".; +1/4), Area Of Effect Accurate (4m Radius; +1/2), No Range Modifier (+1/2), Constant (+1/2), Penetrating (x2; +1) (60 Active Points); Can Be Deflected (-1/4), No Knockback (-1/4) Real Cost: 30 - END=3
    0    24) Heat Vision v2: Killing Attack - Ranged 2d6, Area Of Effect Accurate (4m Radius; +1/2), Penetrating (+1/2) (60 Active Points); Can Be Deflected (-1/4), No Knockback (-1/4) Real Cost: 30

    [Notes: Area Of Effect Accurate could be swapped out with Continuous for the same level of damage but it requires adding Concentration (1/2 DCV; -1/4) to keep a 30 Real Cost. If Penetrating is swapped out instead there is no need to add Concentration.] - END=6
    0    25) Heat Vision v3: Killing Attack - Ranged 4d6 (60 Active Points); No Knockback (-1/4), Concentration (1/2 DCV; -1/4) Real Cost: 30 - END=6
    0    26) Heat Vision v4: Killing Attack - Ranged 1d6, Area Of Effect Accurate (4m Radius; +1/2), Penetrating (+1/2), Reduced Endurance (1/2 END; +1/2), Autofire (5 shots; 2 END per shot fired; +1 1/2) (60 Active Points); Can Be Deflected (-1/4), No Knockback (-1/4) Real Cost: 30

    [Notes: Up to 5d6k total damage vs. targets without resistant defenses.  Up to 5 Body vs. targets without Impenetrable resistant defenses.] - END=2
    0    27) Disarming Heat Vision: Blast 1d6, Reduced Endurance (1/2 END; +1/4), Sticky (Only the affected metal object is "Sticky"; +1/2), Line Of Sight (+1/2), Area Of Effect Accurate (4m Radius; +1/2), Area Of Effect (32m Cone; +3/4), Selective (+1/4), Does BODY (+1), Attack Versus Alternate Defense (Life Support Extreme Heat; +1 1/2), Damage Over Time (129-256 damage increments, damage occurs every Segment, can be negated by ending contact with the "affected" metal; Dropping the metal weapon; +5 3/4) (60 Active Points); Limited Power Only vs. Targets Touching Metal (-1/2) Real Cost: 30

    [Notes: This is the classic hotfoot vs. held weapons.] - END=3
    0    28) Welding Heat Vision: Healing BODY 1 1/2d6 (standard effect: 4 points), Can Heal Limbs, Limited Range (+1/4), Reduced Endurance (1/2 END; +1/4), Decreased Re-use Duration (1 Turn; +1 1/2) (60 Active Points); Limited Power Only vs. metal or other substance that could normally be repaired via heat welding (-1/4), Concentration (1/2 DCV; -1/4) Real Cost: 30 - END=2

     

    Note that when it comes to killing other Kryptonians Heat Vision is probably not up to the task which is why either Kryptonite or brute strength is need in the media.  Also note that Heat Vision v4 is likely the most lethal verses "Normals".

     

    :)

    HM

  4. A lot depends on what version of the Marvel shield is being modeled Earth 616 Proto-Adamantium (a unique alloy of Vibranium, steel, and an unknown third component.) or pure Vibranium.  Also, does it work against Physical Damage as well as Energy Damage?  Is it magnetic? does it conduct heat or electricity?

     

    Picking which version to model will go a long way in determining the best ways to model it.

     

    HM

  5. Here are additional slots to my previous build:

     

    0    8) Full Defense v2: (Total: 74 Active Cost, 20 Real Cost) Energy Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points); Lockout (-1/2), Nonpersistent (-1/4) (Real Cost: 10) plus Physical Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points); Lockout (-1/2), Nonpersistent (-1/4) (Real Cost: 10) Real Cost: 20

    [Notes: This represents the classic Earth 616 version of the shield.] - END=0
    0    9) Fall From Any Height: Leaping 120m, Costs Endurance Only To Activate (+1/4) (75 Active Points); Conditional Power Power does not work in Ubiquitous Circumstances (Only to stop falling damage; -2) Real Cost: 16

    [Notes: This represents the Vibranium versions of the shield shown in Earth 616 and the MCU.] - END=6

     

    HM

  6. I think most of that is Cap's level of skills like Defense Maneuver, choice to not use the shield (it's not clear in the MCU on whether or not it would protect against electrical attacks) and the fact that he was up against what was just agent level opposition in that scene.  It was already established in the previous film that Bucky/Winter Soldier can Block/Grab the shield when thrown by Cap.  Most other scenes where Cap throws the shield with out being attacked is his incredible timing (If a PC in a game his Player would be allowed to game the Speed Chart) and skill with using it.  Thanks for the reminder to add a slot to cover falling (which is something only possible with the Vibranium backup he used in the comics, not his original unique one that is actually supposed to be tougher than Adamantium or Vibranium).

     

    :)

    HM

  7. I know the OP was asking about 5e but I was bored and decided to make a 6e version of the shield.

     

    65    The Shield By Whammo! update for 6e: Variable Power Pool, 42 base + 75 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (154 Active Points); Shield Based Powers Only Power loses almost all of its effectiveness (-2); all slots OIF Unbreakable (-1/2), Restrainable (-1/2), Requires A Roll (Characteristic roll, -1 per 20 Active Points modifier OR Skill roll, -1 per 20 Active Points modifier; Must be made each Phase/use, Can choose which of two rolls to make from use to use; -1/2), Unified Power (-1/4)

    [Notes: The list of abilites below allow 2 slots to be used simultaneously. However, these are only examples and not intended to be an exclusive list. Other ability constructions that fit within "The Shield" special effect could be created and used without changing the overall cost of the Framework if approved by the GM.  ] - END=
    0    1) Deflect!: Deflection, No Range Modifier (+1/2), Reduced Endurance (0 END; +1/2), Difficult To Dispel (x8 Active Points; +3/4), Indirect (Source Point can vary from use to use, path can change with every use; +1) (75 Active Points); Lockout (Only If Thrown AND the attack misses OR is Blocked/Deflected; -1/2), Range Based On STR (-1/4) Real Cost: 21 - END=0
    0    2) Reflect!: Reflection (75 Active Points' worth), Any Target (+1/2) (75 Active Points); Lockout (-1/2), Concentration (1/2 DCV; -1/4) Real Cost: 21 - END=7
    0    3) Passive Defense: Resistant Protection (10 PD/10 ED), Impenetrable (+3/4), Hardened (x3; +3/4) (75 Active Points); Increased Endurance Cost (x2 END; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 21 - END=14
    0    4) Full Defense: Barrier 12 PD/12 ED/2 Flash Defense:  Sight Group, 6 BODY (up to 1m long, 1m tall, and 1/2m thick), Opaque Sight Group, Hardened (+1/4) (75 Active Points); Costs Endurance (to maintain; -1/2), Restricted Shape (-1/4), Concentration (1/2 DCV; -1/4) Real Cost: 20 [Notes: Functions as Knockback Defense.] - END=7
    0    5) Smash!: HA +4d6, Personal Immunity (Only To Counter Damage Shield Special Effects; +1/4), Area Of Effect Accurate (4m Radius; 6e damage prorating rules mean that STR and Manuever Damage adds at 1/2 the normal rate (10 STR adds +1D6, Move By adds +1D6 per 20m); +1/2), Double Knockback (+1/2), Reduced Endurance (0 END; +1/2), Indirect (Source Point can vary from use to use, path can change with every use; To Counter Damage Shield Special Effects - Also Allows Use With Barrier; +1) (75 Active Points); Hand-To-Hand Attack (-1/4), Can Be Deflected (Blocked) (-1/4), Inaccurate (1/2 OCV; vs a 0 DCV due to AOE Accurate; -1/4) Real Cost: 21 - END=0
    0    6) Frisbee Smash!: Blast 10d6, Indirect (Source Point is the Character, path can change with every use; +1/2) (75 Active Points); Lockout (Only IF Thrown AND the attack misses OR is Blocked/Deflected.; -1/2), Range Based On STR (-1/4) Real Cost: 21 - END=7
    0    7) Slice!: HKA 1d6 (1d6+1 w/STR), Personal Immunity (+1/4), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2), Armor Piercing (x2; +1/2), Area Of Effect Accurate (4m Radius; +1/2), Indirect (Source Point can vary from use to use, path can change with every use; +1), Penetrating (x2; +1) (75 Active Points); Lockout (-1/2), No Knockback (-1/4) Real Cost: 21

    [Notes: 6e damage prorating rules mean that STR and Manuever Damage adds at 1/3rd the normal rate (30 STR adds +2DC, Move By adds +1DC per 30m).] - END=0
     

    :)

    HM

  8.  

    One can quibble whether being blind means the Flash does not affect the target, or simply fails to worsen an existing condition. I don't work out the damage when a 15d6 Blast hiting a target already at -75 (GM option) STUN either.

     

    I am unclear how the target closing his eyes or looking the other way prevents my Tear Gas grenade, webbing over his eyes or temporary mental paralysis of his optic nerve from temporarily blinding him.

     

    I am unclear on why my character with 5 Life Support (Immunity: All terrestrial poisons) would be affected by Tear Gas built as a Flash and why webbing over the eyes would not be better represented as an Entangle with Stops A Given Sense Normal Sight (which could be blocked or deflected).  Also, mental paralysis of the optic nerve certainly suggests that normal Flash Defense would not be a Defense by itself meaning a Flash based build would need further Advantages to match the special effect.

     

    HM

     

  9. Regeneration at any point level is hugely powerful in the right sort of campaign and pretty cheap. Even 1 hp a day is really fast healing. Anything faster than that effectively negates bleeding.

    Technically you can buy regeneration at 1 body per 6 (edit) hours for 6 points.

     

    HM

  10. Can't Keep a Good Man Down!: (Total: 39 Active Cost, 12 Real Cost) +20 STUN (10 Active Points); Conditional Power Only when at negative STUN (To increase frequency of RECovery; -1) (Real Cost: 5) <b>plus</b> +5 REC (5 Active Points); Conditional Power Only when at negative STUN (-1) (Real Cost: 2) <b>plus</b> Aid 2d6 (standard effect: 6 points), Expanded Effect (x2 Characteristics or Powers simultaneously) (STUN and END; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset, Character does not control activation of personal Trigger; Triggered by regaining consciousness; +1/2) (24 Active Points); 3 Charges (-1 1/4), One Use At A Time (-1), Only to Aid Self (-1), Only Restores To Starting Values (-1/2) (Real Cost: 5)

     

    Lucius Alexander

     

    The palindromedary says that certainly seems to be true, and tries to put Lucius Alexander down again

     

    And the companion ability:

    http://www.herogames.com/forums/topic/94337-how-would-you-build-resistant-to-being-made-prone/?p=2542948

     

    5 I Get Knocked Down But I get up again You're never going to keep me down: Custom Power - Naked Position Shift Adder (5 Active Points)

    [Notes: Characters with unusual Movement Powers (such as Flight or Teleportation) can use those powers to get to their feet as a Zero Phase Action after being knocked down, and without moving any distance, if they buy this +5 Character Point Adder. See also 6E1 302 regarding Teleportation.] - END=1

     

    This only affects the character when they take their Phase actions.  The reduction to their DCV still occurs.  A number of PSL's vs being Prone = to half their normal DCV would also be needed.

     

    :)

    HM

  11. I didn't realize until you asked and I did a Google search that Hyper-Man was an actual DC comics character.  Apparently, he's basically a Superman analogue from another planet - same origin (infant sent from a dying planet to an Earth-like world with a yellow sun), same basic powers. 

     

    I believe HM used Freakazoid! as his avatar for a while -- I think that character might have been a reality changer.  I know he was a sanity changer.  :winkgrin:

     

    Don't forget Vartox the Hyper-man.

    https://en.wikipedia.org/wiki/Vartox

     

    :)

    HM

  12. Group help!

     

    What is the consensus on how much XP John should earn from the beginning of the first movie to the end of Chapter 2.?  I can see anywhere from 6 to 15.

     

    Should he recover any points invested that are no longer applicable (ex: Marcus, Membership)? I'm thinking they should be re-tasked to other Perks but I'm not sure.

     

    HM

  13. Well, after 2 rounds of brain radiation treatments my hair has thinned out considerably, my sense of taste/smell has been reduced and my eyesight and hearing have been affected asymmetrically (music always sounds partly out of tune now).  Thankfully my 10 finger typing is getting closer to being back to normal.  I still can't drive though and with my cancer drug regimen I don't see returning to work anytime soon.  Luckily I had upped my short term disability to the max 26 weeks.  Coincidentally the end of which happens to be when the lease is up on my apartment meaning I will soon be moving back with Mom.  And that means if/when I return to my job it will be working remotely since her home is nearly 40 miles away.  Cancer sucks.

     

    :)

    HM

  14. Speaking of ranged....

     

     

    Why would they not be just as much called shots with non-ranged attacks?

     

     

    I qualified that statement because an argument could be made that CSL's used to increase HTH damage might be doing so by increasing the brute force of the attack instead of the accuracy/targeting of where the blow hits.

     

    HM

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