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SpydirShellX

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Everything posted by SpydirShellX

  1. Re: Suffer, Kate! Why do you keep changing it?
  2. Re: Suffer, Kate! This reminds me of one thing that's always annoyed me.... how difficult it is to make the enviromental effects we see listed in the back section. Suffication - The END/STUN/BOD damage that is taken on the target's turn. Almost all effects are based on the users turns. The damage method is more expensive the it should be when bought accurately. The recovery problem that features dropping the recovery to zero rather than reducing it by a particular amount. Fire - Building a fire is extreamly expensive even when build to low powers... there is no listed method that works with how it spreads. Gravity - Requires a convolution of abilities to even get close to simulating it. Biological contaminants get massively expensive. Anybody else ever tried to build the common cold? The only reason why temperature changes work anywhere near reasonably is they are directly inserted into the change enviroment. Foci repressenting physical objects are have staticstics differented that the item itself. My I-Beam of Doom for some reason has no BODY despite the fact that the micelaneous steel I-beam you pick up anywhere else does.
  3. Re: Inverse Find Weakness Saw the option to do opposed rolls... the thing I'm interested in doing is not opposed it making it entirely dependant on their skill rather than your own.
  4. Re: Inverse Find Weakness Because it actually adds to the armor. Not building a counter to it, I'm wanting an ability that acts in an opposite way... increasing defense against a target if you make the roll.
  5. I'm trying to build an inverse Find Weakness. Now I think it can be build with armor and aid. So by spending a half turn action you can add to the armor (however much the aid is for to the max of the aid). However it only works to the level used per target. Assuming you've bought you aid high enough and made the RSR (If there is one) So turn one you declare that you are increasing your armor against opponent one. Turn two you increase it against opponent two. You spend the next two phases increasing it more against opponent one. So opponent one has to deal with three times the normal armor from the ability. Opponent two only has to bother with one boosting of the ability. Opponent three doesn't have to worry about it at all. So, how would you build this? PS - How do you make a RSR so that it depends on the opponent's roll rather than your own? Ex. a Dex roll allowing them to dodge an attack - or an accrobatics roll to dodge (a skill which they might not have)?
  6. Re: Help with power idea - inertia thingies Naked Advantage No Turn Mode for some odd points of movement abilities. AoE(One Hex), ranged. RSR(Acrobatics). Maybe buy it useable by others. Possibly non-persistant. Plus other things to represent the other aspects of the power.
  7. Re: Suffer, Kate! Actually, the limit for one target only is a (-1/2) from 5ER p 101.
  8. Can other people wall through a self-only force wall? In other words, if you have a self only force wall that is some size larger the immediately around your skin, can somebody walk right through the wall? Also, is it possible to use the damage prevented by the force wall with absorbtion? Is this done by linking(kinda like linking a damage shield)? Making an absorbtion damage shield? Absorbtion useable at range? Or is feedback required for that effect? If there was an absorbtion Usuable as an Attack, would the absorbed points go to the original user, the attacked user or depend on the special FXs?
  9. Re: Force Wall Modification Now that's an idea... Force Wall, IPE, Backlash, AoE(One Hex)(+1/2), Mega-Scale(+1/4), Self Only (-1/2) Anybody within a kilometer that targets you gets the backlash effect, since they are englobed, doesn't interfer with their movement or targeting of others since it's self only... course the user would have to buy indirect on their attacks... or they could just convince their opponent that the reflected attack was your own.... Hmmm.... would a variable SFX(+1/2) allow you to change the type of attack? So if they used a water blast you could send back a fire one... Of course there would be the issue of max damage on the force wall.... and having to reset if it was exceeded....
  10. Re: Suffer, Kate! Out of the adjustment powers only Absorption, Aid and Transfer are capped (5ER p.106) Forgot the return... The expense is kinda why I offered the second alternative... Hmmm, lets try again. Well, initially I ws thinking a series of drains linked to the REC suppress, but since that takes down the cap as well, that won't work. Maybe Change Enviroment with the 1 point of damage effect with the point of damage being defined as end/stun/bod damage as appropriate. Another (way out there) idea is the posibility of negative REC. Drain REC to negative and you get negative recoveries. Personnally, wouldn't allow this one in my game... but it might work.
  11. Re: Constant vs. Persistent In the case I can think of , it was a fire (AoE), that would have the chance of moving the hex it lands in each turn based on enviromental effects... In other works has to make a to hit roll against the hex each time it comes up.
  12. Re: Suffer, Kate! Couldn't you just supress recovery? And the End loss could be done by a variable effect suppress with a max effect of the target's speed per turn and no effect if they use END otherwise. Suppress 24 points (8d6 Standard Effect) Variable Effect(END, then Stun, then BOD) (+1/4) NND (+1) Does Body (+1) O END(+1/2) (150 Active Points) Gradual Effect(1 Turn, -1/4), Only END then STUN, then BOD (-1/4) Only up to 1 point per target's phase and none if any points used (-2) (43 Real) Otherwise, if the GM was willing to rule that end drain at 0 end caused suffication effects... Suppress 12 END (2d6 Standard effect), NND(+1) 0 END (+1/2) (25 Active points) Gradual Effect(1 Turn) (-1/4), Only up to 1 point per target's phase and none if any points used (-2) (8 Real) Not entirely sure my limitation values are entirely appropriate... but it's a guess. 12 end from the 2d6 standard effect since end is 1/2 per point.
  13. Re: Force Wall Modification I consider No Range and Self Only seperate personally (Actually, No range is almost required before Self Only can be taken) Back to the Force Wall problem. With the cost as it stands (as was stated in the beginning) you spend 5 points for either of them to get 1 rPD & 1 rED. I'd also like to note that the entangle barrier also can reduce damage in the same manner as the force wall (or so it seems). In order to damage a person defended by a Entangle barrier you have to go through it's DEF+BOD. And you can double up Entangle barriers in the same way as force field ones. Although if doing the optional rule, you only have to do one more damage to get through another hex of it. Although depending on how force field is defined, you only need to do damage at all to knock it all down. In that case the requirement for one extra body per hex is and advantage. It does appear that the entangle doesn't block STUN damage (no entirely sure on this one... wording on 5ER p167-168 is slightly unclear on that.) It seems to me that most of the advantages that the Force Field has are the from the advantages it can get. Backlash at range if englobing, damage shield and transparency, as well as the ability to move it a lot easier. Still not in my opinion a better buy.
  14. Why would anybody ever choose to make a power constant rather than persistent? There is the standard things that must be constant in order to purchase abilities, but otherwise it just seems weird. First off, continuous costs +1 and persistent costs +1/2. This would make sense if you had to buy continuous before persistent, but the only thing you have to get before persistent is 0 End. In addition if you want a power that lasts, persistent does it inherently, continuous you have to buy uncontrolled to do that. So, as I understand it, for a lasting power you end up paying either (+2) for continuous or (+1 ) for persistent. What possible advantage is worth that sort of difference?
  15. OK, I've got a character with Invisibility, Usuable as Attack, Area Affect(Any Area).... and it occured to me that it had some interesting possibilities... such as making walls and such invisible. However I want him to get to the other side of the wall without tipping off the goodguys. I was thinking Teleport with Invisible Power FXs and only to go through invisible things. (-1). Good, bad, other ideas?
  16. Re: Force Wall Modification Armor UaA (+1) Use at Range(+1/2) AoE(Line) (+1) Follow the same rule where 1 hex of effect = 3 hexsides. You get a barrier that doesn't go down and blocks anything that gets to it.
  17. Re: Bad Powers Good ideas so far. To answer some of the questions: I want powers that he and other would think of as junky, yet would be somewhat useful against other supers. DocSamson, exactly, the type of things I'm looking for. I was sorta thinking of Mystery Men when I posed the question. Powers that have aspects that make them less-than-useful. I do like the uncontrolled shrinking and growth that Narratio suggested.
  18. Re: When do you use advantages like Armor Piercing? Hmmm.... For one, I'd make weapons that go through armor better than others, but do low damage be armor piercing. For example instead of the missile weapons (which in Mechwarrior, are small warhead weapons that hit multiple times), I might design it as a combination armor piercing and autofire. They don't do that much damage, but go through armor better due to a better chance at hitting weak spots in the armor (rolling a crit). Lasers probably would be penetrating... they get damage through in a tight beam. PPC and Autocannons probably leave a normal damage. The LBX shotgun ammo would be possibly penetrating with reduced penetration (if the construct is allowed) since the scattered parts are more likely to hit weak spots, but less effective as a whole against the armor. Basically, I'd give the lower damaging weapons some of the Armor Piercing and Penetrating abilities. Evens out the costs a bit at the same time making them at least somewhat effective against the higher armored opponents.
  19. I'm trying to come up with an array of really bad powers. Basically, I'm trying to create a character who had started out as a normal and attempted to somehow gain super-powers. Fortiantly for him, the various chemical/radiation/biological experiments he put himself through did gain him super-powers...however, they were not "cool" or "useful" powers. So, in a fit of envy, he decide if he couldn't have cool superpowers, nobody else could. So, taking what powers he did have, he begins hunting down super-heros. The character's powers shouldn't rely on gear or magic... but I need some junky powers.
  20. The example of the smoke trail on page 101 of the revised book defines it as a line radius power. Wouldn't an any area be the correct definition, since the line is supposed to be straight according to the line description on 249?
  21. Forgot the last one. Can you drain the BODY of a focus? Page 151 in the revised hero systems book mentions that Unbreakable Foci have power defense equal to DEFx4 for resisting Drain BODY or Drain DEF attacks. As far as I can figure, however, this would mean that any drain that targeted and hit a focus without Unbreakable or Power Defense would take it out. Is this correct?
  22. 1) Supress - If you are using supress AoE to create a suppression field, can you reuse it multiple times to create a more powerful supression field. Ex. Could Suppress Energy Blast AoE, if the user kept using and maintaining it in one spot, eventually stop any energy blasts in that area? 2) Since according to the FAQ, increasing the maximum is not an adder to an adjustment power, how does it interact with adders? Can the maximum be increased at all by adjustment powers? Can it be increased seperate from the dice or is it increased at the same rate (similar to the way Armor ED/PD increases)? The construct that this situation applies to appears something like this: Aid 1d6 max 30 - Two effects simultaniously: Aid and another Power (+1/2) (30 Active Points) If the maximum can be increased by the power itself it results in an indefinite gain until it reaches the time limit, and since by that point, it might have already reached the 2d6 gain rate... you have a power that increases ever faster. 3) A similar construct can be achieved without the use of the maximum. Absorbtion 5d6 to Absorbtion (25 active points) With Absortion 1d6 to another power. (5 active points) This one requires the sillyness of getting somebody to attack you or hitting oneself. Is this a valid construct?
  23. Re: Help making this power Okay, double-checked my book and I was half-right (or half-wrong). p.106 - Expendable attributes can use up the points given, but the loss still occurs in the end. So as long as you don't go back down below where you started the adjustment power, you end up at the point where you started.
  24. Re: Help making this power You sure? I don't have my book with me, but I'm sure I saw something about BOD not fading in the normal way.
  25. Re: Help making this power I'm going to disagree here. Transfer would be a way of constructing it. However, I'm going to presume that was rejected due to the max cap on Transfer. The heal/drain combo doesn't have that issue. First off, I would put Self Only on the heal, unless you've got it healing other people when you use it. One suggestion might be that the HA must do BODY (-1/2) in order for the heal/drain to kick in. However, there was the request to reduce the END cost - 1/2 END only would add some to the cost, but drops the END cost down to 9. Charges also tend to be a great END saver and cost reducer. A belated thought occured to me. With the way aid/tranfer BOD doesn't go away (except over the starting amount), would it technically be advantageous to sell back the recovery rate, so that you could reuse the Aid/Transfer again sooner? Also, if looking for alternate contructs for the ability.... Aid instead of Heal doesn't cost END.
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