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Chris Goodwin

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Chris Goodwin last won the day on June 8

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About Chris Goodwin

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    : Hillsboro, Oregon, USA
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    Monkeys, stacking things on top of other things
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    No soap, radio
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    Doing the same thing, getting different results

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  1. The way I see how you've described this, it would allow you to cast before you can move. If we assume your base DEX was 15, then you'd cast at DEX 21, but move at DEX 20. So if you wanted to half-move and cast, you'd do that at DEX 20. You wouldn't be able to half-move and cast on DEX 21. You would be able to cast any 0 Phase spells at DEX 21, and then half-move and attack with an attack spell on 20, but if you were attacking with a non-spell, you'd half-move on 20, then attack with your non-spell at 15. Even more esoterically, activating a Power, including a Mov
  2. Edition purity is a myth. When playing any edition, if there's something from some other edition that does what you want it to, why wouldn't you use it? There's three major rules changes between 3rd edition and 4th, and one between 5th and 6th -- note I'm not talking about the host of minor differences from one to the next in terms of changing point costs for some power or skill. I don't understand the notion that if "we're playing 4th edition" that something from a later or earlier book is off limits. At least if I'm the GM. If you want a concept, ask me, and I'l
  3. Sure, that would work. 5th edition conversions will come a lot closer points wise than 6th edition I'm noticing.
  4. The partial characters rules were a separate bit written by James Jandebeur, who I haven't seen around here in quite some time. You can find the article by Google searching, I'm pretty sure.
  5. Agreed with Thia about deciding how the ethereal plane and similar function within the setting, and on the easiest and most straightforward way being Desolid with APW on whatever physical stats, Telekinesis, etc. Some other ways: Build the character with physical stats and so on, and have him live on the ethereal plane, with Transdimensional on his Telekinesis and Clairsentience or normal senses. Build it as an AI, treating the ethereal plane as the place where he "lives". The AI could have Telekinesis to affect the real world. Probably the most out there,
  6. It seems to me like the heart of the question is muddied somewhat by the reference to Characteristics in the text from the book. If we set an example like this: if the target had let's say 35 Active Points in a 7d6 Flurmle, and Drainzor had Drained 20 Active Points worth, then Dispellzor caused the Flurmle to deactivate by Dispelling the last 15 Active Points, then Flurmlator would not be able to reactivate the Flurmle until at least 15 Active Points worth of the Drain had faded. Even though yes, Dispel is an Instant Power and normally doesn't on its own prevent a Power from reactivating.
  7. There are two previous rules questions regarding Dispel and Characteristics here and here where Steve answered, essentially reiterating the "Dispel can't affect Characteristics" part; the first one covers a Dispel against a partially Drained Instant Power, while the second covers a Dispel against a partially Drained Persistent Power. Both of those taken together might give you the information you're looking for on how a Dispel might affect ongoing abilities that are partially Drained. There doesn't seem to be any errata about it in the last published errata file dated February 9
  8. I've got level 1, I guess. 1980's Battletech, Citytech, and Aerotech books? If you want to, sure! The initial range increment is based on the Size Class of the target, and is always four hexes at a Ground Scale equal to the target's Size Class, regardless of the size of the attacker or the actual scale being used in play. In practice, it comes to -2 to Range Mod per Size Class smaller, or +2 per Size Class larger. Humans are Size Class 1, therefore Ground Scale 1 (2m hexes), therefore the initial range increment when attacking one
  9. I'd probably either go with a Physical Complication or handwave it, as they prefer hot, dry climates. Drinking from the firehose, it was. I went in to find out what sensors and comms the Locust had, and a couple of clicks took me to a long list of in-universe manufacturers. Mechs are assumed to have radio, right? Do they have anything else? Are there in-game options to add sensor/comm gear?
  10. To be honest, I just did the conversions and saw where they came in at. They were almost all about dead on at 150.
  11. Oh yeah! Some of the Americanized anime that made it over in the early 80's more or less was giant robots as superheroes.
  12. For years I've been trying to figure out Construction Points as they relate to the Escape Pod (as opposed to the ejection seat which is part of Life Support). I just today realized that instead of a small robot that ejects from a bigger robot, it's a big robot that sheds most of its broken mass. That means that Combine, Leap (which is a System but relies on the robot's Lifters), and Transform (Multiform) don't come along, but all of the robot's other Systems do.
  13. Since I haven't played Battletech in many years, and don't have any books with me at the moment: under what circumstances does a Battletech pilot need to make a Piloting roll?
  14. Roger "Scotty" MacDermott VAL CHA Cost Total Roll Notes 18 STR 8 18 13- HTH Damage 3 1/2d6 END [2] 15 DEX 10 15 12- 13 CON 3 13 12- 13 INT 3 13 12- PER Roll 12- 10 EGO 0 10 11-
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