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psyber624

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Everything posted by psyber624

  1. You could get away with one Mind Control, Just make the order specific. You would need some wacky wording that a devious GM would be sure to exploit but it would be doable.
  2. Quick Note to make sure your clear: +30 does not affect MDCV, it means you need to roll higher than MD+EGO+30 on your Telepathy Dice to get that level of effect. The telepathy grid has no effect on the MOCV vs MDCV attack roll.
  3. There is a slightly better explanation of that in 6e1 than in CC. Basically its for things like "battery packs" in heroic style games where the End Reserve is usable among different pieces of equipment or the like (IE it can power some equipment but not others). In general character use it would not be a limitation (as you point out you already have to define what powers work with it) so you can't take that limitation as it would fall under the "limitations that aren't limiting" rule.
  4. Just beware of 5 pt cheese when you allow someone to use Combined Attack with Dual Wielding Weapons.
  5. Increased Maximum Effect Advantage was added back in for Adjustment powers
  6. 400 pt, 60 AP cap 6e. Some exceptions may be made to the AP cap for an experienced group (i have toyed with several different ways of running "signature powers" but so far only tested one of them).
  7. Depends on the power level of the campaign. 400 pt supers are unlikely to even be affected by most Standard Normal (25 pt) characters and Competent Normals (100pt) would likely require good equipment to do anything. Part of my "campaign guidelines" are designed to do just that (Avg CV 8, Avg Def 24, 1/2 resistant, etc.) Of course that depends on the build ("Glass Cannons" can easily be hurt, and MA's have the odd chance of getting hit if I bother to roll all those 18- Attack Rolls, Brick builds however just laugh). IMO that's what makes them "Supers". If its a Heroic level campaign then yeah, normals are a serious threat and one you always have to watch out for. That's one of the differences in power level.
  8. The "1d6 will cover it" wouldn't apply to the mindlink construct. It only worked on the Mind Scan construct because if you DIDN'T voluntarily lower your EGO+MD down to 0 then the Mind Scan would fail automatically and your "contact attempt" would fail due to the low dice I put on the Mind Scan. The lovely part about Lucius's power is that even tho its always on the God can choose whether to even be listening or not (note that I didn't realize what you were trying to build when i posted my build). That build gives everyone the power to establish the Mind Link but unless the God (who granted the power) voluntarily lowers his MCV to 0 (and thus is "taking calls") the mind link will fail to connect and the prayer will "fall on deaf ears". If we are talking gods tho Telepathy works just fine. Give the god Penetrating, Telescopic sight "Only to establish LOS for Telepathy" works just fine. He is a God, he sees everything
  9. The big issue with all of the +REC is, as you noted, unless you totally hand wave a number of rules around they still require you to "take a recovery" or wait for PS-12 in order to be effective. Your Healing idea runs into issues with the Once per day rule, as you noted. So what about Aid, only to restore to starting values? That would place a built in limit on how often it could be used (as you have to track the fade rate and can't ever have more AID active than the max rollable on the dice). If you use SER that would allow you to use this "recharge" ability twice before you have to wait for the AID to fade down to refill able levels. AID End Reserve 4d6 (SER 12 AP/48 END) 24 AP, OAF: Staff (-1), Side Effect: 3d6 Blast (-1/2), Extra Time(Full Phase, -1/2) RC: 8 pts. Now they can spend a phase and take 3d6 damage to add 48 END to their staff. They can do this twice if they want (adding a total of 96 END) before they have to wait for the END to drop down. It will drop 10 pts (40 END) every Turn (due to two applications) so they would be able to use this power once per Turn after that to recharge an additional 40 END every Turn if they wished (and could afford to take that much damage). A couple of notes: 1 Recovery per Day really isn't worth putting on the sheet, just leave it off and make the standard REC based on "requires Sunlight". Also, generally speaking "Requires Light" would be a -0 limitation, honestly how often will your characters be fighting in 0 light (unless this is some sort of stealth fighter with Nightvision). Requires Sunlight is fine as that means the recovery ceases to function inside buildings, caves and the like so I would either make the base recovery 6 with no limitation and then add the +9 in sunlight or just the full 15 you have listed with the "Only in Sunlight" Limitation on it and have the player rely on the AID to recover inside of buildings. As far as cost of the reserve 0 END is a +1/2 advantage. Therefore if the cost of the END reserve(plus recharge power) is less than the cost of an additional +1/2 on ALL the powers of the staff then your pricing is about right. After all that is effectively what the END reserve is doing, allowing the player to use the abilities of the staff without worrying about his own END. The rest is just "flavor".
  10. Not to mention 1/2 DCV and 1/2 penalty for placed shots (if allowed in your campaign). Combined with the rules for Stunning ambushes can be incredibly effective. Since the Stun doubling applies BEFORE defenses this will almost always result in the target being STUNNED, and at 1/2 DCV you are highly unlikely to miss (unless your opponent greatly outclasses you). As far as the predictability of combat in HERO do not forget the ability to "abort" to defensive moves. That can go a long way to reducing the effectiveness of higher SPD/Dex. Of course don't forget that SPD is expensive and if you greatly reduce the effectiveness of having a higher SPD (which allows you to act first and act more often) then you are making it less useful. Since the SPD chart is "back loaded" using the 1d12 system punishes higher SPD characters more than it does slower characters (Yes they may still be more likely to get more phases due to their higher SPD, but they are also more likely to LOOSE phases than low SPD characters and therefore it punishes them more than it does slower SPD players). Of course many GM's of the system highly recommend keeping everyone's SPD within a few points of each other which will reduce the problem (but also serves to reduce any "randomness" from random dice rolls as well). If you want to induce randomness into the order of the turn I would highly advise trying to come up with a system that does not penalize those that pay for higher SPD/DEX. Some form of roll off where the number of dice is based upon your SPD or DEX or something might work better. After all if a player pays for higher SPD/DEX they should be able to go first, that's what they paid for after all.
  11. It really depends on how "effective" you want it to be (and what you are wanting to pacify). PRE works for most minor cases. Especially against animals a really small amount of PRE would be enough to ensure that they were neutral towards your player (simulating say a Ranger's Peace With Nature perk or some such). If you attack the animal tho it will be able to attack back and unless you buy your PRE really high in most cases a "trained" animal would still be aggressive (although an active PRE roll with the correct modifiers applied might be enough to calm even trained attack animals.) If you want the subject to be CATEGORICALLY UNABLE to attack the person with the power only Mind Control will suffice. And depending on the situation it might require a rather large number of dice. Buy it aoe, always on and you are good to go. The third option is for followers and the like. They are bought with the Complication Unable to Attack master or Slavishly Loyal to the master. This is the cheapest option but only works for beings that the player payed points for. The value of this Complication is up to the GM (in many cases it would be 0 since it doesn't affect the Master who is actually paying the points). Of course, all of the above are MY OPINIONS about how I would rule in my campaign. As always, YMMV.
  12. Yes, in that example the NPC's are being built as followers, each as a 100 pt character (if you really want to stat out 64 100 point characters more power to you, but basically that is the most you can spend upping their stats/skills/powers/etc. The x64 is using the "Doubling" rule which allows you to double the number of followers for +5 points for every x2 followers you want, so the base cost of the followers is 100, divided by 5 as per the Follower perk rule gives you 20, then x64 is 6 doublings (2, 4, 8, 16, 32, 64) so +5x6 = +30 points so the total cost of your 64 followers is 50 points. That is what the character has to spend. If they are bought for a base then that 50 points is added to the cost of the base. (Note: opinions vary but I would personally rule that in most cases the 50 points would be added to the cost of the base AFTER you divide the normal cost of the base by 5 to get the final base cost. IE you don't get to divide the 50 by 5 again just by stating they are part of the base but I have heard arguments from others to the contrary so it is up to your GM how that works.) You wind up with a well equipped base with lots of workers, defenders, whatever. Note that this can be abused so always examine such constructs carefully if you are the GM.
  13. How do you get around the LOS requirement for UOO? And you would also need UOO to have the Range modifier to grant that power to others "around the world". Not quite sure whether Megarange will apply to the UOO part of the power either.
  14. My opinion is if you took Iron Man as a contact you could call Tony up with some Techno geek question, ask him if he has a spare "Plot McGuffin" lying around to save your butt when faced with "Evil GM Plot Device", or possibly tickets to the fundraiser where Dr. Secret Spy is expected to attend. If you asked him to come kick badguy butt with you I would probably say no, if you asked for a suit of his Power Armor, unless it was the "Plot McGuffin" mentioned earlier again I would say no. Contacts should never provide you with Powers (again other then Plot McGuffins) as this would be unbalancing. As far as your Sentinels concept, my PERSONAL OPINION (others will highly vary) Mind Scan: Maybe, unlikely unless I planned upon your calling her being how you solved the problem or felt that was an interesting solution to a problem and I hadn't considered it. Mind Link: Probably not (unlikely to be plot-centric enough). Teleport: almost certainly not (I guess it COULD turn into a plot-centric solution but for the most part Teleport is just movement and you should have some other way of getting around). As far as Super Strong girl unlikely in the scenarios you mention (she probably cant get there fast enough to keep the building from falling. Taking hits is WAY to combat oriented for a contact, and "Look Menacing" is unspecific. If you are trying to intimidate someone that should be done by a PC, not an NPC although its sort of a grey area for me. For me, most of the time Contacts can give you minor benefits such as a potential Skill Bonus, odd equipment, or one shot "perk" type items (like the fundraiser tickets mentioned earlier). The other main use is as a potential source of "Problem Resolution" for plot issues that come up, although most of the time that will only work if I planned for it to work or if the story is bogging down because whatever route I planned hasn't occured to the players. I will also let it work if it seems to be an interesting, intelligent solution which makes the game more fun in some fashion (trust me your players can surprise you.)
  15. Personal Immunity is noted in the Opening Post. If the enemies have -2/-2 it is slightly better then him having +2/+2 (because the positive modifier could be halved to ignored by 1/2 or 0 CV effects modifiers) Not to mention that -2/-2 helps his teammates out (if they have a way of combatting it, are outside the field, whatever). +2/+2 only helps him.
  16. Agreed, although the Mind Scan I am using in my example is the optional "Type of Mind", in this case anyone thinking about contacting the character. In normal usage Mind Scan doesn't provide info on Identity, you provide that info TO your Mind Scan. Again tho, this is pretty much a case of splitting hairs so YMMV.
  17. Pteryx, that would be up to your GM. I wouldn't have a problem with doing that but since the identity of the person is not information normally provided by Mind Scan then by RAW Discriminatory likely wouldn't give it that (this is a very nit-picky ruling however). Mind Scan provides "Presense and Direction/Location" information and Discriminatory would increase the level of detail of those two things. Specifically speaking Mind Scan is not generally used to identify someone, it is used to locate them. Note that while Mind Scan is a Sensory Power it is NOT an Enhanced Sense, Rules found in the Enhanced Sense power description may or may not apply. I would probably state that if you DO allow Mind Scan (or Mind Link) to give you the name of the caller that it is strictly voluntary info provided by the caller. I.E. the caller can "lie" or call in anonymously. Telepathy of course will prevent that, and if you use the triggered Telepathy I was suggesting since the caller has to voluntarily lower their MCV/EGO to 0 in order for the connection to be established only 1d6 of Telepathy is needed to reach the "Greater Than Ego" level needed to read surface thoughts (such as name). Limiting it to Only to Receive the Callers Name is easily a -2 limitation so you are talking about adding maybe 3 CP to the cost of this power That means that the Telepathy option will probably be cheaper than Discriminatory (depending on how you limit it, remember Sense Modifiers are NOT adders so most of the limitations on Mind Scan wouldn't apply to its cost (although some GM's may just treat it like an adder for ease of use). Your still talking a difference of 2 CP and it would allow the caller to conceal his identity (again unless the GM rules otherwise)).
  18. This would be the case if, and only if, the Power could establish a Mind Link simultaneously with the entire global population. To be able to establish a Link with anyone, but only one at a time, is 15 pts. No Line of Sight is another 10 pts. I don't consider that prohibitive. Mind Scan is not necessary. Lucius Alexander Now the palindromedary wants a Mind Link to the entire global population. But what it's going to get is alphabet soup. YMMV and I definitely don't have a problem if you want to handwave some of this stuff, but by RAW with the No LOS Needed Adder you have to designate the group of people that you can Mind Link with without having LOS. The 10 points buys you the right to do this with either the number of people you can Mind Link or INT/5 (whichever is less) You can increase this number with a separate adder (+5 points per x2 minds) which is where i got 165 points (you need enough doublings to put all 7+ billion people on earth in that list) but still can't link more than the number you buy the Mind Link for at once. Not to mention that RAW there is no way for Mind Link to inform you that someone wants to contact you via Mind Link. Mind Scan can cover that. Spoiler cut and paste of the No LOS Needed Adder from 6e1 259
  19. yeah, this thread was broken for a long time. I had a huge commentary with my analysis of each character but it wouldnt let me post it (and it didnt save so I can't restore it either). I may look at your guys again later and try to comment again but kinda scared to do long posts in the champions forum since it tends to bug out alot.
  20. Major Transform (vehicle to Ghost Rider Vehicle) is probably the easiest way to do it. You are basically just "Souping" it up and adding some flair (which isn't really game mechanics important).
  21. Nothing much to disagree with this time, only a couple of minor points: "Easy and consistent way to gage how fast your hero can move" statement. If that is all you are looking for then the normal segmented movement rules work just fine. Dice based segmented move does just the opposite, you NEVER know how fast your character will move. Someone with 5d6 move will occasionally be slower than someone with 1d6 movement! Granted its not likely but it can happen. And while yes it is possible for a GM to rationalize why someone fails to perform to his best the RANGE that your dice based system provides between performances fails to make this plausible, especially at normal human levels (1d6 where you have no bell curve to even out the unlikely rolls). The range of performance is just ridiculously varied. You are equally as likely to move 1m as you are 6m. That is why personally I think the Boost idea is the best. It is similar to "pushing" from the normal rules and gives you your beat the clock scenarios. Change the pushing rules for movement (and possibly all powers if you like) to be random instead of concrete. For instance instead of pushing for +1 END per CP you want to push a power, how about a 1d6 system, you pay 5 END (or less, up to you the final amount) to "push" for 1d6 CP of powers (possibly just movement if you wanted to limit this concept). Keep the normal "double AP" limit that the original pushing has, but allow the player to spend more to "guarantee" the roll. For instance if he just has 8m of Running he could still "push" for 4d6 CP of Running, but any result over an 8 would be wasted (he is just ensuring he gets as close to his max of 16m as possible and offsetting the possibility of a low roll). This allows you to create your "Beat the clock" scenario. Just make sure that base movement "looses" to the clock and requires pushing to be effective. It also adds a risk/reward element to such scenarios as the player has to decide how much END he is willing to spend on each phase. Too little and low rolls could cost him the "game". Too many and he will run out of steam before the game is over. IMHO this is better than a "beat the clock" scenario where the player has random movement TO START WITH and so never knows how far he is going to roll. While yes, he could still "push" in that scenario (assuming you allow pushing in your campaign) he still has to worry about a low roll with his movement die and there is NOTHING he can do about that. If his normal average move is enough to "beat the clock" then a low roll fails and the dice/movement system is to blame, not his choices (at least in the characters eyes). If he NEEDS a high roll to make it then you are just pushing him to fail since it is more likely. And while pushing is still an option the fact that the base movement is unreliable makes it hard to determine how much of a push is needed and again results in a more likely failure.
  22. The negative effect on CV would be a side effect of the negative to perception (if they failed their perception roll then they are 1/2 OCV/DCV at melee or 0 OCV/1/2 DCV at range). Adding OCV/DCV penalties on top of that (through Suppress) would make your "shadow field" even more powerful than the normal Darkness power on a failed Perception roll. I would either change it to an OCV/DCV Suppression field (if you want a small combat penalty to be applied at all times) instead (and leave off the perception penalty, unless you instead made it a compound power with bonuses to Stealth). That prevents it from being more powerful than Darkness. You might also look at the adding -1 to the range modifier option for CE. That will give you an effective - to OCV for ranged attacks even if they succeed in their perception roll.. Melee and DCV would still be about failing the perception roll and have no modifiers (but given the nature of the two that seems flavorful. If anything being inside of a Shadow Field would make you HARDER to hit, not easier, vs people outside of it.)
  23. Mind Scan 1d6 +25 MCV w/Mind Scan (55 pts), Constant (+1/2), Persistent (+1/4), 0 End (+1/2), Always On (-1/2), No Conscious Control (-2), Limited Power "Only to scan for minds wishing to establish Mind Link" (-1), Only to Trigger Mind Link (-2) 124 AP 19 RC PLUS Mind Link, Any one Mind, Planetary Range (15 pts), Trigger (Mind Scan Lock On Acquired: One condition, Takes No Time, Character Doesn't Control, Automatically Resets, +3/4), No Conscious Control (-2), AP 26 RC 9 PLUS +40 MD, Absolute Effect Rule (immue to mental attacks through Link) (40 pts), Always On (-1/2), Limited Power: Only vs attacks made through the mind Link (-2) AP 40 RC 11 Total Cost: 39 Pts. Mind Scan constantly looks for anyone on the planet who wishes to establish a link. Its always searching (always On) and the character has no control over this (No Conscious Control) meaning he can't reduce the MCV bonus or choose to set his "status" to "Not taking calls". It only scans for minds looking to establish a Mind Link and it can only be used to trigger the Mind Link (so he doesn't get to know "General Location and Presence" like a normal Mind Scan would. Not sure that the Limited Power and the Only to Trigger limitations don't step on each others toes, but as this is not a combat relative power going to give this one (personally) in favor of the character. YMMV of course.) If it finds someone Mind Link establishes the lock, Trigger ensures that this does not require an attack action on the character's part. No Conscious Control is there since the player gets no say in the matter, anyone who thinks about this will make a connection (and he can't "Disconnect" at will either). You can add minds who can "talk" at once if you wish. Mind Scan and Mind Link both have Planetary Range so anyone on the same planet can activate it. The +25 OMCV negates the penalty for Unfamiliar mind and for Number of people. If someone wants to contact him the GM would make a normal OMCV roll to try and establish a Lock On. Since this is a voluntary link we assume the target chooses to reduce his EGO to 0 meaning 1d6 mind scan is enough to reach the "Greater than EGO" level necessary to establish the Mind Link. If the "Caller" doesn't do this the Mind Scan will probably not be able to establish a Lock On and the "call" will fail but that's the callers problem. If successful then another roll is required to establish the Mind Link (although both MCV rolls will likely always succeed since the target must voluntarily lower his DMCV to 0 to establish the Mind Link in the first place so the GM may choose to not roll at all. In fact you might add < 8 OMCV, Always On (-1/2), Only with Mind Scan/Mind Link (-2) AP 24 RC 7> to the construct since that is enough to ensure that the lock on will occur on all but an 18 roll regardless of what the player wants (he could normally voluntarily lower his normal OMCV to 0 to make connections less likely). You could also allow him to apply Always On to 8 points of regular OMCV if you wanted to (although not sure if that is enough of a limitation in this case to warrant a -1/2)). You can handwave away the +40 MD if you want, it is only there to protect the character (who otherwise would be constantly at risk from any mentalist who knew about this power since he cant cut the link on his own and would be targetable through it) The problem with both of the other builds is that Mind Link requires LOS to create a connection, or a prohibitive number of "defined other minds" if you use the "No LOS Needed" adder (you would need over 7 billion allowable minds for this power to work as described, which would be 165 point adder!). Mind Scan allows you to create a Mind Link once a Lock On has been established and therefore lets you get around that problem. It also has the ability to search for a particular type of mind, in our case anyone wanting to establish the Mind Link. As its currently built only one person at a time can establish a link, and any other "attempts" to link will fail. You can increase the Number Of Minds in the Mind Link power to allow more to communicate at once, and removing the "Only to Trigger Mind Link" limitation from Mind Scan will allow him to know that others are trying to call (He will get the "General Location and Presence" info from his Mind Scan power, but the Mind Link won't trigger since he is already connected). Removing No Conscious Control from Mind Link would allow him to "hang up" on anyone as a Zero Phase Action, allowing another connection to be established (as long as the other party is still "wanting to establish" after his phase comes around and he gets a chance to use Zero Phase Actions), otherwise anyone wanting to talk to him will be able to keep his line "busy". You can also add a limited Telepathy "Only to communicate name" which would allow him to identify who the caller is. Removing the Character Doesn't Control and No Conscious Control aspects from the Mind Link as well as the Only to Trigger Mind Link aspect of Mind Scan with this Telepathy would make it act like a "Mental" cell phone with caller ID. He would know who was calling, and from where (the General Location part of Mind Scan) and can then choose to answer the call (Establish the Mind Link, which is still triggered so it doesn't require an attack action). This will of course raise the price of the power.
  24. It's not a -12 OCV for Mental Powers, which work by line of sight. Not to mention the question of how many mentalists have Mind Scan, and can target someone from across a continent. That said, I'm not sure about this Limitation either. I would have used Explosion. Lucius Alexander My palindromedary is working. Just perfectly. Oops, thanks Lucius. Forgot about the whole LOS issue. Of course whether 400m is within LOS is something that a GM would have to decide (and if he declared it needed a PER roll that PER roll is also at -12). Not to mention the fact that with IPE the mentalist wouldn't realize that the character NEEDED to be attacked to stop the power loss. And the fact that the AOE means that LOS isn't needed for this power to work at all (so being able to target someone when more than 400m away is far from a given). Also, with the way this power works failing to work at "full effect" is rather meaningless. Its only a 1d6 power so what is less effect? Are you subtracting 1 or 2 from the roll? what if the roll is a 1 anyway?
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