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jackalope

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Posts posted by jackalope

  1. Re: How to make a Taser

     

    I'm thinking this needs to be a MP.

     

    One slot as above...the other slot as +2d6 HA Only vs Pasta.

     

    And maybe another. When I was little mum smacked me with one...I had it coming. Maybe +1d6 Only vs Misbehaving Children.

     

    Wait, you mean a pasta wand is a real thing? Cuz I did a web search for "pasta wand" and got jack.

  2. Re: Adder question

     

    Tell me this isn't the PERFECT adder for TP. It certainly would be a more solid construct for TP than the 12 slot MP with one slot for each adder.

     

    I don't get it.

     

    Rapier's Teleport
    Teleportation 10", Can Apply (Remove) Adders (+1)
    Cost: 40

     

    There it is, but what's it do?

  3. I thought I'd start a thread for the creation and discussion of HERO versions of our favorite TV characters. Characters can be built on any number of points, but I suggest 150-350 points.

     

    This is my 350-point attempt at MacGyver:

     

    Angus "Mac" Macgyver

     

    Player:

     

    Val Char Cost
    15 STR 5
    15 DEX 15
    15 CON 10
    13 BODY 6
    20 INT 10
    13 EGO 6
    20 PRE 10
    14 COM 2
    5 PD 2
    4 ED 1
    3 SPD 5
    8 REC 4
    30 END 0
    35 STUN 6
    10" RUN85" SWIM34" LEAP1Characteristics Cost: 94

     

    Cost Power END
    36 Ingenuity: Variable Power Pool, 30 base + 6 control cost, Limited Class Of Powers Available Limited (Jury-Rigged Solutions; -1/2), VPP Powers Can Be Changed Only Out Of Combat (-1/2); all slots OIF (Objects of Opportunity; -1/2)
    0 1) Cayenne pepper blown thru straw blinds enemy: Sight and Smell/Taste Groups Flash 4d6; 1 Charge (-2), OAF (-1), Limited Range (3"; -1/4) Real Cost: 6 [1]
    0 2) Insect proof suit made from plastic tarps: Force Field (2 PD/2 ED), Reduced Endurance (0 END; +1/2); OIF (-1/2), Only To Protect From Biting Insects (-1/2) Real Cost: 3 0
    0 3) Satelite parts and plastic sheeting make a hangglider: Gliding 10"; OAF (-1), Coasting (-1/2) Real Cost: 4 0
    0 4) Blood pressure pump and alarm clock make a polygraph: Detect Lies 17- (no Sense Group); OAF (-1), Custom Modifier (Target Being Studied Must Be Willing or Restrained; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Lockout (-1/2) Real Cost: 2 0
    Powers Cost: 36

     

     

    Cost Skill
    30 +3 Overall
    3 Acting 13-
    3 Animal Handler (Canines, Equines) 13-
    1 Armorsmith 8-
    1 Bugging 8-
    3 Bureaucratics 13-
    3 Climbing 12-
    3 Combat Driving 12-
    3 Combat Piloting 12-
    2 Computer Programming (Personal Computers) 13-
    3 Concealment 13-
    3 Conversation 13-
    5 Cramming
    1 Cryptography 8-
    3 Deduction 13-
    3 Demolitions 13-
    3 Electronics 13-
    2 Forgery (Documents) 13-
    3 Gambling 13-
    1 High Society 8-
    3 Inventor 13-
    3 Jack of All Trades
    1 1) PS: Activist 11-
    1 2) PS: Adventurer 11-
    1 3) PS: Troubleshooter 11-
    15 Power: Ingenuity (INT-based) 19-
    3 Linguist
    1 1) Language (fluent conversation)
    1 2) Language (fluent conversation)
    0 3) Native Language: English (idiomatic; literate)
    3 Lipreading 13-
    3 Lockpicking 12-
    3 Mechanics 13-
    3 Navigation (Air, Land) 13-
    3 Paramedics 13-
    3 Persuasion 13-
    3 Riding 12-
    3 Scholar
    1 1) KS: Stuff 11-
    1 2) KS: Stuff 11-
    1 3) KS: Stuff 11-
    1 4) KS: Stuff 11-
    1 5) KS: Stuff 11-
    3 Scientist
    1 1) SS: Chemistry 11-
    1 2) SS: Foresty 11-
    1 3) SS: General Science Trivia 11-
    1 4) SS: Mechanical Physics 11-
    1 5) SS: Metallurgy 11-
    3 Security Systems 13-
    3 Shadowing 13-
    3 Sleight Of Hand 12-
    3 Stealth 12-
    3 Survival 13-
    3 Systems Operation 13-
    23 TF: Common Motorized Ground Vehicles, Riding Animals, Agricultural & Construction Vehicles, Balloons & Zeppelins, Hanggliding, Helicopters, Jetskis, Large Motorized Boats, Large Wind-Powered Boats, Parachuting, Basic, Railed Vehicles, SCUBA, Skiing (snow), Skiing (water), Sleds, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Snowmobiles, Surfing, Two-Wheeled Motorized Ground Vehicles, Windsurfing
    3 Tactics 13-
    3 Tracking 13-
    3 Traveler
    1 1) AK 11-
    1 2) AK 11-
    1 3) AK 11-
    1 4) AK 11-
    1 5) AK 11-
    Skills Cost: 200

     

    Cost Perk
    10 Contact: Pete Thorton, Phoenix Foundation Director (Contact has access to major institutions, Contact has significant Contacts of his own, Very Good relationship with Contact) 15-
    4 Fringe Benefit: International Driver's License, Passport, Private Investigator License
    6 Reputation: Expert Troubleshooter (Government Types) 8-, +6/+6d6
    Perks Cost: 20

     

     

     

    Total Character Cost: 350

     

    Val Disadvantages
    20 Normal Characteristic Maxima
    15 Psychological Limitation: Code Against Killing (Common, Strong)
    10 Psychological Limitation: Peaceful (Common, Moderate)
    15 Psychological Limitation: Code of the Hero (Common, Strong)
    20 Psychological Limitation: Hates Orthodox Solutions (Common, Total)
    10 Dependent NPC: Jack Dalton 11- (Normal; Useful Noncombat Position or Skills)
    15 Dependent NPC: Penny Parker 8- (Incompetent)
    15 Hunted: Murdoc 11- (As Pow, Harshly Punish)
    10 Hunted: US Government 8- (Mo Pow, NCI, Watching)
    10 Social Limitation: Subject to Nonbinding Orders (Frequently, Minor)

    Disadvantage Points: 140

     

    Base Points: 200

    Experience Required: 10

    Total Experience Available: 10

    Experience Unspent: 0

  4. Re: GM's "rights"

     

    I have one player who insists I make all of his characters without his input with the standing instructions: "screw with me."

     

    Heh. All too happy to oblige...

     

    Oh my god, you are so lucky. I want that guy in my campaign.

  5. Re: How to make a Taser

     

    I would suggest attaching some sort of negative modifier to the roll' date=' maybe based on the damage roll.[/quote']

     

    How about a -1/10 AP penalty to the roll? That would seem fair, and right in line with the penalty on RSR checks. With an NND, that would equal -1 per D6 of damage.

  6. Re: How to make a Taser

     

    Act now and we will throw in this fantabulous Pasta Wand' date=' pasta server, and a set of steak knives![/quote']

     

    Pasta Wand
    : +1 with Pasta Skills; OAF (-1), Independent (-2), Activation Roll 15-, Jammed (-3/4), Side Effects (1d6 RKA Explosion; -1) (5 Active Points)
    Cost: 1

  7. Re: Well blow me down

     

    RE: The Dispel vs KB. I'll continue to make my standard boilerplate argument on this one: attacks which change defenses take effect after attacks against that work against that defense -- and it doesn't matter whether it's the same attack or not. This is thematically the same as a Drain vs Power Defense.

     

    But you don't resolve knockback before resolving damage. The Dispel removes any KB resistence (the damage), then you resolve Knockback.

     

    I can see what you're getting at, but Knockback Resistence is not a defense against Dispel, so I don't think the Drain vs Power Defense is the same sort of construct.

  8. Re: Tintin the HERO: comments invited

     

    He needs writing skills of some sort, such as PS: Journalist, or KS: Creative Writing, since he is a reporter, and he should probably have some sort of Photograhpy skill, cause he carries a camera in many of the books and certainly knows how to use it.

     

    Luck, and lot's of it, would also be very apporpriate.

  9. Re: Well blow me down

     

    I like Derek's build, that's very unorthodox but entirely effective.

     

    Now, "a gale to blow people over" doesn't sound very damaging to me, in fact it sounds a lot like the Gust of Wind spell from AD&D.

     

    So rather than use Knockback to achieve the effect, I tried a few other things:

     

    Here you have a short blast of wind that does no damage, but does pick the target up and toss them around. Using this power, you can actually decide where the wind blows them, so if you want to blow them up onto the roof of a nearby building, or stick them up in a tree, this works really well. You can force people to do uncontrolled Move-Throughs. Fun! Plus, the power can also be used on yourself, or used to save an ally in a pinch, since it does no damage in of itself.

     

    Wind Gust:
    Flight 14", Ranged (+1/2), Usable As Attack (+1); Instant (-1/2) (70 Active Points)
    Cost: 47

     

    Here's a slightly cheaper version that doesn't allow you to pick people up and whip them around corners:

     

    "No Whipping" Wind Gust:
    Flight 14", Ranged (+1/2), Usable As Attack (+1); Restricted Path (Only To Move Away From User In Straight Line; -1), Instant (-1/2)
    Cost: 28

     

    A version that allows you to not only throw people around, but keep them suspended on in the air by wind:

     

    Continuous Wind Gust:
    Flight 14", Ranged (+1/2), Usable As Attack (+1)
    Cost: 70

     

    Leaping can't turn corners, but here's a build that will really MOVE people:

     

    Wind Gust:
    Leaping 28", Ranged (+1/2), Usable As Attack (+1) (70 Active Points); Forward Movement Only (-1)
    Cost: 70

     

    And finally, just for fun, if you just want a wind blast the bowls everyone in an area over, here's how you do it:

     

    Wind Storm
    : Flight 2", Position Shift, Ranged (+1/2), Usable As Attack (+1), Area Of Effect (16" Radius; +1 3/4), Selective (+1/4), Conforming (+1/2); Instant (-1/2) (45 Active Points)
    Cost: 30

     

    The flight lifts everyone you Select 2" into the air. The Position Shift realigns them so their heads are pointed towards the ground. The Instant means they fall at the end of your phase.

     

    It's the Amazing Turn Everyone Upside Down Power! Great for slowing down a horde of mooks.

  10. Re: The cranky thread

     

    People who argue that the sky is plaid, or other plainly false statements, really piss me off. I can't figure out why someone would persist in arguing a point when they are clearly and repeatly wrong. Someone says "The sky is plaid." You say "Uh, no, it isn't." They keep claiming the sky is plaid, and won't admit that the sky is not fucking plaid.

     

    And then you have to smash their brain in with a rock. Just because they had to keep pressing a ridiculous and completely unsupportable argument.

     

    It's like they hope if they just keep repeating the lie over and over and over again, they think you'll eventually relent. You'll believe them rather than your own eyes.

     

    Really, smashing their brains in is the only viable solution. It's that or sucumb to their insanity.

     

    I'm gonna go get a rock.

  11. Re: Force Field Limitation

     

    What Im saying is a straight forward FF must have a visible effect. Saying the visible effect is the person skin bouncing off the bullets is "crap"' date=' to use your apparantly limited pallette of words.[/quote']

     

    Holy shit, I don't understand how it is you aren't getting this.

     

    The visible effect is "a person actively defending someone from being attacked by shielding them with their body" NOT "the person's skin bouncing off the bullets". That the person's skin bounces bullets is why they can justify buying the power, but the VISIBLE EFFECT of the power is "a person actively defending someone from being attacked by shielding them with their body".

     

    Ill try to keep this short and simple so that you might, if you concentrate really hard, understand it.

     

    Take 2 characters, one with the lendable FF and one without. Both stand over a person, putting their body between an attacker and the target.

     

    What, visually, is the difference?

     

    You seem to like caps so, Ill help you out:

     

    NONE. THERE IS NO DIFFERENCE. THUS THE SFX ARE INVISIBLE.

     

    Take 2 characters, one with no HA and one with a +4d6 HA with the special effect "rock hard fists". Both punch a person and hit.

     

    What, visually, is the difference?

     

    None. Now you go tell Steve Long he doesn't know how to write up a Champions power, because he's apparently forgot to buy IPE for Super-Punch (Ultimate Brick, 69), but lists one of the possible SFX for a +6d6 HA as "having rock hard fists".

     

    Or what about the the Can't Hurt Me power (Ultimate Brick, 70), that creates a Force Wall around the character, and the special effect is "being really tough". How could someone distinguish, visually, this power from Armor or Damage Resistance? They couldn't! Yet, no IPE on Can't Hurt Me either, because apparently Steve screwed up again.

     

    You don't have a leg to stand on. There is absolutely no justification for requiring someone to buy IPE for a power with a clearly visible source and effect. Your argument is CRAP. Now shut the hell up.

  12. Re: Force Field Limitation

     

    SFX cannot be used as an end-run around IPE. The construct of the power must justify the SFX. Not the other way around.

     

    This has nothing to do with "making an end-run around IPE".

     

    What's going on is that Killer Shrike is claiming that a person actively defending someone from being attack by shielding them with their body is indistinguishable from a person standing there doing nothing.

     

    And that's is utter nonsense. That's nonsense on the same level as saying the sky is plaid and grass is fireproof. That's the sort of nonsense that I'm actually offended that anyoen could expect me to take it seriously.

     

    That a power is being used is clearly observable to anyone watching.

     

    If a character (Brickman) is using this power to defend another character (Normalguy) than anyone consideirng attacking Normalguy will be able to tell simply by looking at Normalguy that he is being defended by Brickman. Both the source (Brickman) and the effect (Normalguy is defended) are clearly visible.

     

    So where the hell is the Invisible Effect? What part of this effect is Invisible? NO PART. If the effect was invisible, then when someone attacked Normalguy and he wasn't hurt, they'd have no idea why. They would think Normalguy was really tough and could bounce bullets off his skin. They would have no idea that Brickman was defending him. But unless these theoretical attackers are compeltley senseless, they will be able to clearly tell that it is Brickman who is defending Normalguy. That's source and effect.

     

    This is no differnet than a power like Super-Punch (Ultimate Brick, 65), which is a HA bought with the special effect "really accurate punches" or "super strong muscles" or "fists so hard they do mlore damage". How are either of thsoe effects distinguishable from having a lot of strength, or having Armored fists? They aren't! But Super-Punch isn't bought with IPE because it's source and effect are clealry visible! The same is true of Protective Embrace.

     

    This is a bullshit argument based on a ridiculous and unsupportable claim.

  13. Re: Force Field Limitation

     

    That is indistinguishable from the defending character just standing there normally. The FF is not visible.

     

    You are honestly going to sit there and say that a person actively defending a person from attacks, warding off blows, and constantly moving to shield another person is indistinguishable from a person just standing there doing nothing?

     

    I mean, regardless of whether you use the adder or UBO, the special effect of using the power is clearly distinguishable from taking no action.

     

    You are utterly full of crap.

     

    I'm done talking to you. This bullshit is pissing me off.

  14. Re: Random powers (falling, barriers)

     

    This can be used to model the Marvel Universe Juggernaut's ability to NOT be knocked back' date=' ever. It does it perfectly.[/quote']

     

    No, this does it perfectly. :)

    Never Knocked Back:
    Teleportation 1", No Relative Velocity, Trigger (When Knocked Back; +1/4), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1); Restricted Path (Only To Remain In Original Position At Original Velocity; -1) Cost: 22

     

    The Uncontrolled, Persistent cause it to reset itself automatically without using a character action (not even a zero-phase action), and means it works even when he's unconscious.

     

    Also, not as abusive as some might think. Afterall, one could get -11" Knockback Resistance for the same price, but this gives one an absolute power rather than a scalar one.

  15. Re: Force Field Limitation

     

    No' date=' the EFFECT is the protected person gets the benefit of your force field.[/quote']

     

    That's the MECHANIC. The EFFECT is the SPECIAL EFFECT.

     

    The special effect of this power is "The defending character imposes his bulletproof body between the protected character and all attacks aimed at the protected character"

     

    The game mechanic used to achieve this effect is a Force Field, UBO, Others Only, with Feedback.

     

    FF is a visible effect.

    However, a visible FF should not be seen to surround and protect the protected individual.

     

    The Force Field is the defending character's body.

     

    The defending character's body is visible and can be seen to be surrounding and protecting the defended individual.

     

    Therefore the effect is visible.

     

    If the effect were Invisible, then when an attacker looked at the defended character, they would not be able to tell that the protected character was defended. And that makes no sense at all, because if an attacker looks at the defended character, he is certainly going to see the defending character standing there defending the defended character.

     

    It's really not hard to understand.

     

    Would it help if you thought of the Force Field power as "Visible Non-Persistant Resistant Defenses That Cost End To Maintain"? Because a Force Field isn't necessarily a continous field of energy or force, it's just visible non-persistant resistant defenses that cost END to maintain.

  16. Re: Force Field Limitation

     

    Having it only work on others when you are holding/carrying them while offering no protection to the character themselves' date=' and requiring the character to position themselves in such a way as to interpose themselves between attacker and target is extremely limiting.[/quote']

     

    The power doesn't actually require any of that. In theory, the defended character only has to be in the same hex as the defender. It does not hinder the defender in anyway.

  17. Re: Force Field Limitation

     

    The source is' date=' not the effect.[/quote']

     

    The effect is "interposing your body between the target and the attack". That is the effect, not the source. The EFFECT. Anyone observing the action can clearly see that Brickman is interposing his body between the target (Normalguy) and the attack.

     

    Do you get that? The effect of the power isn't "bullets bounce off my arms" it's "I move my bulletproof arms between the bullets and their target."

     

    The source is "the person interposing his body between the target and the attack."

     

    That is entirely different than Armor and Damage Resistence.

     

    How is the effect of this power different from the effect of Armor or Damage Resistance?

     

    It isnt.

     

    The justification for the power is high Armor and/or Damage Resistance.

     

    You are totally confusing why the character has this power with what the effect of the power is.

  18. Re: How to make a Taser

     

    But a taser will affect everyone pretty much equally' date=' whereas a larger person (with larger STUN stat) in HERO would be less likely to be rendered unconscious.[/quote']

     

    Not so. A larger person will be less affected by a taser than a smaller person, just as a stronger, healthier person will be less affected than a weaker, sicklier person.

  19. Re: Force Field Limitation

     

    So basically what youre saying is "I dont like Protects Carried Adder so Im going to crap on any Power Construct that uses it"?

     

    I don't like it being used as a cheap run-around the UBO Advantage. I think it's abusive. I also don't think it should be an adder, I think it should be a +1/2 Advantage on Force Field since it does the exact same thing as buying Usable Simultaneously on Force Field.

     

    Also, it's cheese, and it shouldn't be in there. It just helps to point out how broken the rules are - as it stands, if I have a force field and a vase bought as a focus, the vase is protected by my force field. But if I have a force field and pick up a vase off a shelf, the vase isn't protected by my force field. That's dumb.

     

    A force field should always protect small carried items or it should never protect small carried items, and if it's going to be used to protect another person in addition to the user, it should be bought as Usable Simultaneously.

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