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Hyper-Man

HERO Member
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Everything posted by Hyper-Man

  1. I'm not talking about bullets. Go to 7:00 in this old cartoon: That's not just invulnerability. That's Deflection. HM
  2. Here is an old 5e version I did: http://www.killershrike.com/MiscCharacters/Contributions/Hyper-Man/Supers/JLA/The%20Green%20Alien.html HM
  3. In Superman:TAS he was able to Deflect and Reflect Darkseid's Omega Beam back at his own face. His hands were still injured in the process but it is one of countess examples of him being able to stop energy attacks with his hands. edit - Here is the full fight I am referring to: It's arguable that Superman doesn't actually have Deflection or Reflection at this point and just makes a Power Skill roll to do the Reflection that I referenced earlier. I like the Range by default part of the new method as it makes modeling the abilities of Captain America and Green Lanter much easier. HM
  4. By default, Deflection is usable at range. I have used it with the No Range Limitation as a 'no GM permission required' method to provide a character the means to block ranged attacks barehanded (Example - Superman). HM
  5. Looking back, almost all of my HERO PC's have been pastiche/homages of Marvel and DC characters (or other fictional non-super characters). I have always been far more fascinated with the "how to" than the "why". I guess that's why I enjoy responding to so many "how to" threads on this forum. HM
  6. 15 Almost as good as New!: Aid BODY 2d6 (standard effect: 6 points), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Technology (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Years; +3 1/2) (75 Active Points); Extra Time (1 Minute, Character May Take No Other Actions, -1 3/4), OAF (Roll of Duct Tape; -1), Only Restores To Starting Values (-1/2), Gestures (Requires both hands; -1/2), Requires A Roll (14- roll; -1/4), 64 Boostable Charges (+3/4) - END=[64 bc] HM
  7. I may be off base but isn't an exorcism very similar to a D&D Cleric's ability to 'Turn Undead'? If so, the easiest way to make this work in HERO is to give the Undead a Disadvantage that makes them particularly vulnerable to PRE attacks from 'Holy' men. Being a 'Holy' man would be a Perk. That's the basics at least. HM
  8. I was modelling the version of Magneto in the movies where he couldn't affect people directly until his assistant injected metal directly into one of the plastic gun wielding guards that brought him food.
  9. This seems like a variation on the Magneto powerset - except vs. earth instead of metal - like Terra from the original New Teen Titans. You could create an entire Framework (Multipower or VPP) worth of different effects that could be created with such a power. The basic limitation being that substance X (X being 'earth' in this case) is needed to to use the power. The issue I ran into when trying to build a Magneto-lite character years ago was defining how easily the character could destroy 'metal' to then be used as the means for other effects (example: to use TK to grab a target the character had to have metal available to grab them with unless they were made of metal like Iron-Man, Wolverine or Colossus). HM
  10. I am in total agreement with you. Individual Phase decisions should always be quick!. I was just speaking about the initial cause is all. HM
  11. The Speed Chart can be cumbersome at the game table if everyone treats a character's individual Phases as the default 'round'. I think the better idea is to think of the HERO Turn as the default 'round'. That way players can step back their focus on individual Segment by Segment action. No one should be spending 10 minutes deciding the best course of action for 1 Phase worth of action for their character (unless maybe it's the BIG BOSS fight at the very end of a long storyline). HM
  12. There might be something in one of the 5e Vehicle books (The Helicarrier is one of those 'tweeners' that is both a base and a vehicle). I'll try and check later. HM
  13. I haven't searched the old 5e FAQ yet but the relevant rules for 5er are on page 407. They don't speak specifically one way or another regarding movement + HA so I would go with the rule Tasha quoted from 6e in principle. HM
  14. IF HA DC's count as base damage in this combination when the HA is built as a weapon via the Focus Limitation then I would argue it should work the same way without the Limtation. A Limitation should never make an ability more useful. HM
  15. Good Question! I don't recall seeing a rule specifically addressing HA damage when used with a Move By. I've never even considered it actually. I recommend asking the question to Mr. Long in the Rules Forum since it applies to 6e as well. HM
  16. I voted (-1) since it would far less effective vs. a Drain built with the Delayed Fade Rate Advantage. HM
  17. Look up my rookie Wonder Woman build in the downloads section for one way to do this. HM
  18. Hyper-Man

    Water powers

    Water powers can typically be grouped 2 ways: either be like magneto except control of H2O instead of metal or be like Sandman/Plastic-Man/Clayface with the ability to turn INTO water.. HM
  19. An increased STUN multiple can be important because the final STUN damage total is not dependent on the target actually losing any BODY. HM
  20. Variable Advantage usually covers that already since it can be purchased at reduced price for a limited number of Advantages to choose from and just make one of the choices Reduced END. HM
  21. Not if the Advantage is applied directly to the base Power. From 6e1 page 316 However, there are several ways around this: 1. If the base Power is a Slot inside of a Multipower then another Slot can be purchased without the Advantage. This is one of the primary reasons for the existence of many 'Attack Multipowers'. 2. Purchase the Variable Advantage for the base Power and define a group of smaller Advantages that can be switched between on the base Power (basically a mini-Multipower for Advantages). One of the Advantages still has to be active so it's still not as good as a separate Multipower Slot. 3. Build the Advantage separately as a Naked Advantage. This becomes a new and separate Power that also costs END. 4. If the base Power is a Slot inside of a Variable Power Pool (VPP) then the character can always switch to another version of the Power without the Advantage. The functional restrictions being whether the VPP was constructed with the No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) Advantages. If both are in place then it works just like the Multipower example above with an 'infinite' number of Slots to choose from. Without the VPP specific Advantages in place the switching is a little more complicated. HM
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