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eepjr24

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Everything posted by eepjr24

  1. I like that one. Or a Change Environment to an environment snakes do not like (repellent smell, temperature drop, etc). - E
  2. Hrm. That is because it is off, Per 6e1, 180: So once you establish the perception point it does not matter how far away you are. So it is more like: Someone touched my car!: Clairsentience (Touch Group), Persistent (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); Fixed Perception Point (-1) One Sense only: Normal Touch (-1/4) (15 RC) You could reduce it further by making it Perceivable in some way to the person touching the car (so they know they were perceived) or having a side effect that if someone damaged the car you took stun or end loss as a result. - E
  3. Why not just use Clairsentience with the appropriate range with x21 Telescopic for 21 points (entire earth)?
  4. That would work if: 1. The vehicle is sentient. 2. The vehicle chooses to communicate when it is touched.
  5. Yeah, I go with "model the power from special effect", not vice versa. There are very few machine class minds out there. As a GM, if you have allowed the concept, you need to figure out who and what it affects and how. Personally, I tend to go more the route of a VPP with the limitation "Control of machinery with primarily chip based circuitry". Then the player can run through a list of powers that they commonly keep in it and model others to switch out as needed (via "program modules" or whatever their schtick is). Common ones are TK, PD based blasts, Clairsentience, Detects, Invisibility to cameras, etc. They also generally take some powers out of the VPP, like an RKA versus chip based circuitry, usually penetrating and IPE. This all assumes that the world is not CyberPunk, where the whole thing is handled differently (mostly with XDM and skills) - E
  6. It depends on how the shield is modeled. Often times they are modeled as Mulltipowers. If so then generally the slots are fixed and the AP is such that you would lose the DCV or +HA when you used the OCV for block. Not a dumb question at all, if there even is such a thing. =) - E
  7. I failed to provide a clear question, so hopefully I will do better this time. =) If I want to model a power that attacks 2 (or more) single targets by hitting the hex they are in (ala the Accurate Advantage), is there a way to model this legally in Hero? I have additional ideas to those that I had last time I asked, so hopefully one of these will be legal and recommended. 1. Build it as AOE: Any, Accurate (+1/2) for the first 1m Radius, then an additional (+1/2) for each adjacent 1m Radius. 2. Buy the power, with AOE: 1m and Accurate (+1/2), and Unified Power (-1/4) twice (or more times for additional hexes). 3. Buy Autofire in addition to AOE: 1m Radius, Accurate and pay the additional modifier for non-standard targeting. 4. Buy the power AOE: 1m, Accurate and then buy N x 2 two point CSL levels with the attack to offset the targeting penalties for the multiple attack maneuver (where N is the number of targets you want to affect). 5. Some other option I have not thought of. Since multiple attack is a cautionary maneuver, I understand that you can't answer for everyone but would appreciate knowing how you would use it in your campaign. - E
  8. What is the legal way to build an accurate attack for multiple hexes? The options I could come up with were: 1. GM Fiat, allow Area of Effect Any, Accurate to have one target per 1m radius (+1/2), at +1/2 per additional 1m area. 2. Legal per RAW you could buy the power twice (or more times) with Area of Effect Hex, Accurate (+1/2) and Unified Power (-1/4) This seems expensive when compared to buying say, +10 OCV CSL with a single power, obviously depending on the power level. 3. Some other option? Thanks. - E
  9. Yep, most of the above is covered by Killer Shrike. I add in advantages for using higher quality materials, researching the best time of day / month / year to enchant the item, extra time in research, creation, etc. Still not trivial in most games unless certain items are trivial for that setting. - E
  10. In either case, be prepared for villains to swipe a pair. =P - E
  11. I agree with the above on shrinking, it really does need some tweaks for average creatures, whether in Fantasy, Dark Champions or almost anywhere where you would actually care about the stats for an average animal. Some of the published builds are just utter dreck. - E
  12. 1. Flavor. =) There are many many ways to do things in Hero, this one just fits a particular mind set and helps some folks transition smoothly. 2. I don't want it too conscripted, I will probably just go with some limits on the initial packages on AP you can spend on feats and let it grow organically from there. - E
  13. That is really what I am after. Partly it is a flavor thing, I don't want it to have a huge long term impact on the game. Also, I think it illustrates well the challenges of learning magic and is more appropriate for lower level spells that ones learned before they had a full grasp of how to truly optimize your skills. - E
  14. I like Killer Shrikes stuff on it. Kestrel has a good bit of content around it as well. http://killershrike.com/FantasyHERO/HighFantasyHERO/shrikeMagicItemsArtificing_Permanent.aspx#Crafting Permanent Items
  15. You could also go the CE route, especially for areas. - E
  16. Because anyone can make something blue and it is a well know process. If there are priests on every corner and you can walk into some place and buy consecrated weapons easily, I would make it cosmetic. And at that point, because they are so common, defenses against them would be equally (or even more) common. One of the tenets of the Hero system is that every attack has a defense and the defense is generally cheaper or easier to acquire. And of course you have to realize that at that point the evil side can desecrate things very easily as well, so watch out paladins and other good leaning players. - E
  17. You are for sure into GM call area here. As a GM in my games it would be a minor, but I can see where some would argue for cosmetic in their campaigns. It depends on how often things would be affected and what the effects would be for the holy water. - E
  18. Obviously opinions will vary on the paradox of choice, as it is not fact but opinion itself, with some supporting evidence and some contrary. Personally, I think it has some merit and inflates some of the impacts. Successful like Cheescake Factory? Or Olive Garden? <shrug> Menu size like RPG flexibility versus simplicity is a fad that comes and goes. I don't disagree that setting books with pre-constructed powers and location details are awesome but they are also more targeted and thus much more difficult to market to larger audiences. Trade-offs in everything. - E
  19. Maybe odd, but I generally ended up above the mark with disadvantages. They were just an opportunity to flesh out the characters background and make them "real". Now, some of them never really came up (which is fine since I took no points for a lot of them anyway), but they were always there as hooks if the GM needed something to riff from. Mostly the extra's took the form of hunted or psych limits, former opponents or unusual situations that triggered a reaction from some past fight or innocent they were not able to shield completely from harm. Much easier to pull off in Champions or higher powered games where the character has been for a while than for example teen Champs or low powered fantasy. - E
  20. I guess our real difference is in experience then. I have seen quite a few builds of heroic characters with 10 for characteristics. And I am not talking about min/maxers, just players who had no reason to think that this character was that smart or that rugged or that nimble. Do they change with experience? Sometimes. Sometimes not. Some are more apt to buy skills (combat or otherwise), some concentrate on powers (or knacks, perks, etc). I am glad 10 works out as a baseline for you. I tend to assume the "average" person has 8's except in areas where they would need more for some reason. Farmers and laborers get 10 STR and probably 10 CON, a mayor or councilman might have 10 int or ego, etc. But that is the lovely thing about Hero. We can disagree and the system lets both of us model as we like. - E
  21. Yep, PRE would probably be doable. I think I went with Invisibility on the build, it seemed most effective. - E
  22. As any health professional will be happy to point out, the "average person" does not get somewhat regular exercise. http://www.theatlantic.com/health/archive/2013/10/this-is-the-average-mans-body/280194/ - E
  23. I think you might have missed the 30 AP limit. =)
  24. Entangle is an interesting idea. That could be a nice build. I don't understand what you are dispelling, though? You said x4, so maybe... Resistant Defenses, Damage Negation, Damage Reduction, Absorption? I think I would probably go with this for dispel: 1d6 Dispel, Expanded Effect: All Defense Powers (+3 1/2), Variable Effect: all clothing and other worn items (+1/2), Constant (+1/2), Uncontrolled (+1/2), Cumulative (96 points; +1 1/2) (22 Active points) Dispel is all or nothing by default, I think? And since Dispel is not an adjustment power, no double of active points for purposes of the power. It does not really cover the phases lost disrobing but it covers all the rest, since clothing would be considered defense for many environmental effects. If someone is just wearing clothing, the defense value would be somewhere in the 5 point range (LS: Heat, LS: Cold, with limitations perhaps?). Armor and the like would probably take many more phases, as it should. - E
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