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psyber624

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Everything posted by psyber624

  1. Yeah, frankly this just seems totally bogus. The oddball random assortment of "nominees" that you are allowed to pick from seem to be from someones personal favorites with many powerhouse classic systems oddly missing while there are a large number of entries I haven't even heard from.
  2. You cant use CSLs, Breakfall, or Acrobatics with DFC. Non-combat Skill Levels that can affect a Dex roll can be used to help with the Dex roll, and you can use CSL's to increase your dcv if you want (but they will still be halved as normal as you will still be prone). RAW there is no way to DFC and not wind up prone. Triggered movement will work, Triggering it off DFC will allow you to move farther on your dfc move (if the GM allows) but you would still be prone (Sequence of events: You declare DFC, Trigger goes off and you move the triggered distance, you then complete the DFC maneuver and wind up prone (although a failed DEX roll would leave you at the point you were at when the triggered movement happened). I suppose you could trigger it AFTER your DFC maneuver and have the triggered movement simply be "stand up".but you have still lost your phase to declare the DFC. A simpler method tho is just to have triggered movement on being attacked by an AOE attack. No Dex roll, no prone, no issues whatsoever (other than getting your GM to approve it of course ) Flight 10m (10 pts), Trigger (When targeted by an AOE attack: Takes no time, Immediately Resets +1) 20 AP Other options include defenses that only apply to AOE attacks (you don't move, but you don't take any damage from them, weird but it works). Flying Dodge works as well RAW, but I never liked that. I never cared for how Area Attacks worked differently for Flying Dodge than anything else (If I shoot at you with an AOE and its not larger than your movement you escape, but if I instead shoot you with a NON-AOE on a Flying Dodge you only get your +4 DCV, I get that if I was trying to use the DCV 3 for targeting a spot how that would apply, but if I am targeting you (and rolling vs your DCV) then you should only get the +4 DCV (and if I still hit the AOE is simply centered wherever you wound up, why do AOE attacks become "LESS" accurate in this match up???)).
  3. Not true. The "Target Size" combat modifiers are still listed on page 147. They are not repeated in the size template page but repetition was one of the things that CC eliminated from 6e to help reduce book size. There is no text in that rules section that implies they would not apply to the size of a player character target.
  4. To use that power you make an MCV attack roll, if successful then you have possessed your victim. The victim gets normal mental power breakout rolls but the roll never improves. As for what you can do, in this build the Mind Control "Effect Roll" is set at 60. Subtract the targets EGO and MD and see where you are on the Mind Control Effects table. That is what you can make your possessed body do. If you cannot get even +20 as the result then the Possession attempt fails (your victim is effectively Immune to your Possession power unless you can modify his EGO or MD in some way). The same thing applies to telepathy. Your "Effect Roll" is set at 40, subtract EGO and MD and compare to the Telepathy Effects table to see where you are and how much info you have access to. Note that this is a fairly complicated power with almost two pages full of explanation in APG. If you want to use it I would HIGHLY recommend picking up the book (its a great book all on its own as well). While someone else may be willing to "cut and pasting" the entire rules of a power from that book seems wrong to me so I wont do that but I will be happy to answer questions/discuss uses and the like with you.
  5. There is the "AOE: Trail, +1" option from APG 1 that does a better job of simulating that (the trail is automatically as far as you move in a phase)
  6. Not everyone has Champions Powers, can you post the build here for us plz?
  7. Quick rules for a good character: Check with your GM to find out what the campaign averages and caps are for OCV, DCV, AP Costs, and Defenses. Ensure that you are at LEAST within the ranges (or have a plan to combat your weakness in that area IE AOE Attacks/Mental Attacks/etc dont use OCV so it can be lower. Buy 1 Attack power (no frills) to use as your standard combat options. Advantages are nice but especially if your GM is using AP caps most advantages will weaken your powers against the "average" target. If you want to be better at attacking certain types of targets consider a Multipower or Naked Advantages. Pick your Defense: High DCV, High SPD (usually w/Martial Dodge), or High Armor. You can of course play middle of the road in these if you wish but that can be dangerous. Defenses are usually recommended to be half normal (PD/ED) half resistant (rPD/rED) although another standard is enough rPD/rED to resist the average AP capped KA roll (14 rDEF for 60 AP for instance). Pick a movement power: If your a brick you gotta get into melee range, if your an EP you gotta stay out of it, every bodies gotta move. This is technically optional but I highly recommend it, again check with GM to find what campaign Averages are expected to be. Make sure you have enough END to last for 2 turns of combat, with half moves and attacking every phase. Make sure your CON+DEF is AT LEAST as high as the AVERAGE roll for the DC Cap (42 for 60 AP) (if one exists in your campaign) unless you want to be Stunned a lot. Make sure you have enough STUN to get hit a couple of times as well Finally make SURE to pick something you will have FUN with! Don't forget this is a game! On a totally separate note be careful of power constructs like the one above. It may sound good on paper but its not one that will "play" well, especially with others. One of the important things to note when you start considering odd power constructs is to not only reason from GAME EFFECTS but to realize the EFFECT ON THE GAME of your power. The whole "entering the Dreamworld" schtick is a campaign level power, NOT a character level power, IE if your GM wants to run an Inception style campaign its perfect, but for a Super in a normal campaign it just doesn't work as it requires too much "screen time" for your character if you are the only one who can use it and is rather expensive and would require the GM to craft his adventures around it far too much for it to be worth the points you spend on it. (The EDM versions anyway) Running it as telepathy is probably your best bet if it is for a character in a normal game and just letting the inception style theatrics be "SFX" and come into play only if the GM decides it would be fun to do so at some point in time (He can always throw in a McGuffin so the entire team can join you in Dreamworld if he wants to go that route for a session or 2 after all).
  8. Honestly HERO really isn't set up to emulate this well. For a bare bones approach I would have a "server" roll an attack roll. The server gets to decide who on the opposing team is the target. Then the target can choose either to bounce the ball up in the air (I believe this is called a Volley) either to himself or another teammate who then makes an attack roll, or can choose to return, which is just an attack roll. To speed up play each successive attack roll has to beat the previous one, while "volleying" breaks the chain and starts a new one (but requires you to roll twice) The first player to FAIL to beat the previous Attack Roll (either on their block at +2 or on their return at normal OCV) is scored against. Trying to track things like ball position from segment to segement, Aiming at hexes and such is probably far too complicated for HERO to emulate well (not to mention that if we are talking about Superheroics unless the match is played on a field 10x the normal size will likely not matter much anyway.) Also, trying to do this using the SPD chart pretty much hands the game to a higher SPD team every time.
  9. Yes, I wasn't aware that was new to 6e, but again it is in keeping with the idea that Killing Attacks should be intended to produce BODY damage, not as a cheaper way to achieve STUN damage than normal attacks (which was the case in 5e, that much I know). Without that change (if it is one) Killing Attacks could still easily be better at doing STUN damage than normal attacks (at the same AP) if the STUN only applied to resistant defenses which would make normal attacks (Blast, HA) almost completely pointless from a cost perspective.
  10. Unfortunately that entirely depends on the campaign. In a normal supers campaign "magic" is just a sfx and you take whatever you want. While a wide variety of KS are appropriate they are far from "required". Many a "mage" in a supers campaign is just a stereotypical Energy Projector with SFX of "Magic" (instead of Fire, Ice, Cosmic, Whatever). For most mages the standard stuff is KS: Arcane and Occult Lore, KS: .KS: The Mystic World, KS: Myths and Mythology (Note: often these are specific to a region or area such as Faerie Lore, Greek Mythology, Sumerian Mythology and the like), and then depending on the campaign KS: Astral Planes (or appropriate), KS: Deities and Powers, KS: Extradimensional Denizens or the like. The problem is unless the GM is running a Mystic campaign many of these will be far from useful (and probably worth 0 points because of it) or highly inappropriate (if the GM doesn't want to deal with Other Dimensions, Gods, styles of magic and the like). In a mystic campaign your GM would be the one to tell you what is needed based upon the magic system he is running. The same general principle applies to languages. Mages tend to know tons of arcane tongues, forgotten or dead languages and the like (Arabic, Latin, Sumerian, Ancient Greek are all common choices) but again they are likely to see little use in actual gameplay outside of a mystic campaign. Common powers for Mystic characters (in mystic campaigns) are EDM, Projection (APG1), many mental powers, Pre/Retrocog, Clairsentience. As you noted Detect Magic, Analyze: Magic Style, Dispel Magic, are all appropriate. If you are really interested in it the sourcebook "The Mystic World" is highly recommended by me. Right now you can get it in a cheap bundle with "The Ultimate Mystic" (great for designing mystic characters) "Arcane Adversries" (Chock full of example Mystic badguys) and "DEMON" (the Premiere CU Evil Mage organization). I bought those and thoroughly enjoyed them.
  11. I thought the only difference was the STUNx multiplier was changed to 1-3 (bringing the power in line with NonKilling attacks as far as STUN goes)? Don't have 5e so not sure tho..
  12. APG 82, Its a CE option costing 30 points (flat). To fight the increasing CON roll you can add penalties to CON to the CE. In 6e CE is no longer AOE by default (although it is still usually bought that way). The target immediately makes a CON roll to break out, with another breakout roll every phase at a cumulative plus 1 to the break out roll. Otherwise the character is considered in all ways "Stunned" as per the normal Stunned rule. Also CE is a constant power and the user must maintain the power (paying END every phase) or the target immediately recovers from being stunned. Once the target recovers he is free to act normally and gets his full phase (if he broke out at the start of his phase). If the attacker wishes to affect him again he will have to make another attack roll and succeed. As its a constant power you could theoretically keep attacking with it to keep the Cumulative CON bonus from stacking up (basically your new STUNNING CE has no CON bonus yet, and the player would have to break out of both of them) but expect many a GM to call foul on something like that. For 30 points it is an amazingly powerful ability (hence the STOP sign warning on it.) against people who have not increased their CON (62.5% chance for immediate breakout). However since it takes 15 points (-5 CON) for each "-1" you want to impose on the roll it quickly becomes expensive (and less useful) on the majority of supers due to the penchant of increasing CON to protect against Stunning caused by STUN damage over CON.
  13. One of the APG's has a Change Environment option for "Stunning" that you can use, although its expensive. You could also apply a limitation to any normal attack "Only to cause Stunning, -1" so that it doesn't do any "actual" damage, just causes the stunned result if enough damage would get past any appropriate defenses normally.
  14. You might instead treat it more like they treat small size characters. As part of the "Template" a Large character sells back 2 DCV (to represent the OCV bonus attackers get) and therefore the template becomes 10 points cheaper, he can then increase his DCV to normal if he wishes. Of course if you do so remember that attackers no longer get the +2 OCV to attack him, you basically ignore the size modifier when targeting this character (he has already "paid" for it by reducing his starting DCV).
  15. Hrm, I stand corrected. Thanks Chris, learn something new everyday.
  16. When you discuss characters like Reid and Eppes in a gaming setting you should really start looking at "Powers" to represent some of their genius Abilities. Telepathy (to read the subtlest of clues from someone), Precog/Clairsentience (they know what is going to/is happening somewhere else based on information they have gained), that sort of thing. As far as the magic abilities go that really depends on the magic system being used. If magic is very "Flashy" (Dr. Strange for instance) then the sky is the limit, you can justify pretty much any power you want with a SFX of magic but you are definitely going to want an attack power, Defense power, and movement power the same as any other super. If the magic system is more subtle (or at least more subtle on the Hero side of things, many stories take that route as well) then you may have to look more at limitations/advantages than actual powers. Damage over time, Concentration, Extra Time, Foci, etc all become common features of that style of magic. If you tell us a bit more about the "world" you are playing in we can give you more to go on
  17. Sue, the way to tell is by checking what the "Duration" of an ability is. Mental Defense is "Persistent" which means it is on even if the player is unconscious (including sleep) unless the player chooses to lower it voluntarily. Normally all characteristics not bought as powers are also considered Persistent however there are special rules for DCV under the "Surprised" combat rules that could apply to MDCV if the GM wishes (like Lucius stated). Of course a character could buy his MD as not persistent if he wanted (and the GM could choose to simply change the duration for his campaign if he wanted to) Edit: One way to have YOUR powers work better on sleeping opponents is to buy them that way: +6d6 Telepathy AP 30(Only vs sleeping/unconcious targets, -2), (Only to counter MD, -1) RC 7 That would be enough to counter around 20 points of MD on sleeping targets, doesn't cost much at all, and due to the very specific nature of the ability many GM's may allow you to use that even if it exceeds normal AP caps for powers. You then just add 6 dice of effect to whatever your standard telepathy is and you are good to go
  18. Actually a closer look at the drawing gives the lie to all the "indecent" thoughts here. There are numerous "crease" lines that seem to indicate she is wearing a flesh toned outfit that fully conceals her skin instead of bare skin with minimal covering so armor could easily apply
  19. Sue is trying to replicate the ability of the characters in the movie "Inception" where they steal secrets from people by forcing them into a Dream State and then entering that Dream world and controlling it to access secrets. The movie is somewhat confusing as in the dreamstate the line between the apparent reality created in the dreamzone and the metaphorical dream interpretations of various aspects of the human psyche collide in often non-nonsensical and inconsistent manner. But that is beside the point. The "Enter the Dreamworld" power is ENTIRELY different from the concept used in "Inception". "Enter the Dreamworld" is based upon the concept of an alternate reality which people visit and shape to an extent while dreaming. In the game system it is handled as an alternate Dimension just like Faerie, Babylon, or any other dimension you care to name. What happens when you use the power is, as always, a factor of how the power is built and exactly how the "dreamworld" functions in the GM's universe. If the GM is using the CU version of Dreamworld referenced by the power then unless the power is bought with the limitation "Leaves Physical Body Behind" as discussed in APG under the Projection power then the player is PHYSICALLY entering the alternate dimension of Dreamworld and if he "brings someone along" the same is true of the person he is bringing along. It all depends on how the power is built. Telepathy + Mental Illusions is probably the best way to truly simulate the "Inception" concept. Projection(APG 1 92) + EDM gives you the "Dreamwalker" astral type power (someone who can leave their physical body behind and explore another person's dreams) although that still requires the GM to define the "Dreamworld" as an actual dimension in his game, otherwise Projection + Telepathy + possibly some other mental power will work. And of course EDM itself is all that is needed to physically enter a "Dreamworld" dimension if that is what you are looking for. "Taking someone with you" then is simply a matter of adding the appropriate elements to the power (UBO, Increased Mass, whatever is appropriate for that particular build)
  20. Haven't heard of that one. 'Course, not being able to buy any books for a long time hasn't helped. What's this advantage do? It adds a big ol' slice-a cheese to your character sandwich
  21. Oops, left the only to return to starting values off of my aid. When you are tracking fade rate on an aid on expendable characteristics then you only LOOSE those characteristics due to the fade if they were above starting values. If my Base END is 100 and my current END is 90 and I AID my END by 20 points (no Only To Restore limitation) then my END will be 110. After two turns (assuming the 20 was done in 1 shot) I willl be down to 100 END as the 10 BONUS points did fade. At the end of the third turn I will still be at 100 (assuming of course I didn't spend any END in the interim), the fade doesn't affect my current END. Basically an Aid increases your MAX by that amount, and also REFILLS by that amount. To note if my current END is 90, I Aid for 20, my max is now 120 EVEN THO I am only at 110 right now. If I take a recovery in this turn my END could then go up to 120. The AID affects my MAX END. It just happens to also add that much current END as well. Since the Aid fades off my MAX End if my current End is above the new MAX I will loose that END (IE if my aided Max is at 120 and Im currently at 120 at the end of the turn 5 points will fade. My max will now be 115, which of course means my current is 115 as well, since it can't be higher than the max. The other major part about tracking the fade rate (which is really an issue for expendable characteristics) is that an Aid can never aid more than the maximum amount rollable on the dice. For instance an Aid Stun 3d6 (using Stun since it makes the math easier to follow) can never have more than 9 points (18/2 for defense power) "Active" at one time. So if you used your Aid Stun in one phase and rolled an 11 (to "Heal" 6 Stun) and then used it again that turn and rolled another 11 you would only get 3 Stun back on that second roll, and would not be able to use it again till it faded. Next turn 10 points will have faded(2 rolls fading 5 pts each) (but you wont have LOST any Stun unless the 9 you got last turn put you over your old maximum) and so you could roll again to "get those 10 points back" but all you could get would be 10pts (5 Stun) and then you would have to wait till the next phase (and you are now also tracking 3 applications of AID, each has to be tracked seperately for the 5 points per turn fade. So you currently have one Aid that is still 6 pts, one Aid that is still 2 points (it was only able to Aid 6 points even tho it rolled higher) and one that is at 10 points. That can turn into alot of paperwork really quickly. You CAN combine them all if you wish, but that can really mess with the power of the Aid (Tracked together 15 points will fade this turn (3 active aids). Tracked separately only 12 pts will fade as one aid only had 2 points left to fade). And with high dice aids that can quickly get out of hand.
  22. Not sure where you are getting the "Supposed to use" megascaled Senses idea from Pteryx. The book even gives the example of a Spy Satellite with +30 Telescopic vision able to read a newspaper on earth from space. Technically you can't even USE Megascaled on normal senses RAW (its an advantage and the senses don't have a character cost normally (although one is listed). Of course that doesn't stop you from using it if you want to and if its just your opinion that they shouldn't work like that then that's fine but there is nothing in the system that would indicate there is a bias against using telescopic like that. In fact the book even mentions (6e 149) that a character could use telescopic sight to establish LOS for a mental power.
  23. If he "sheds" his arms and grows new ones: Just an oddball SFX for Entangle. If he leaves behind his arms and has to come get them: Telekensis with Lockout (STR) and Feedback limitations. if he can still move them and do more than just hold on: Stretching, (Does not cross intervening space, +1/4) might be the way to go.
  24. Note that even with summon he will have a limit on how many turrets he can have active at one time (determined when he buys the summon). Carefully monitor the "build" of the Summoned Turrets otherwise you could have a very overpowered ability there.
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