Jump to content

Debra Winger

HERO Member
  • Posts

    262
  • Joined

  • Last visited

Posts posted by Debra Winger

  1. Re: Bolt, the super dog

     

    Bark!

    :thumbup:

     

    OK, here we go. I'll do Penny soon, she'll probably clock in at a little more than the 50/50 allocated here. I ran out of inspiration for Disads, so if anybody has any more ideas, feel free to mention them.

     

    Bolt - Combat Dog

     

    VAL...CHA...Cost...Total...Roll......Notes

    45....STR.....35...45......18-.......HTH Damage 9d6 END [4]

    17....DEX.....21...17......12-.......OCV 6 DCV 6

    18....CON.....16...18......13-

    22....BODY....24...22......13-

    .9....INT.....-1...9......11-.......PER Roll 15-

    13....EGO......6...13......12-.......ECV: 4

    18....PRE......8...18......13-.......PRE Attack: 3 1/2d6

    16....COM......3...16......12-

    28....PD......19...28.............28 PD (14 rPD)

    12....ED.......8...12.............12 ED (8 rED)

    .4....SPD.....13...4.................Phases: 3, 6, 9, 12

    16....REC......6...16

    40....END......2...40

    60....STUN.....6...60

    20....RUN......0...20"................END [4]

    .4....SWIM.....2...4"................END [1]

    12....LEAP.....0...12"................12" forward, 6" upward

     

    CHA Cost: 168

     

    Cost...POWERS

    58.....Super Bark: EB 30d6, Area Of Effect Nonselective (31" Cone; +3/4) (262 Active Points); 1 Charge (-2), No Range (-1/2), Extra Time (Full Phase, -1/2), Costs Endurance (-1/2) - END=26

    20.....Laser Vision: EB 4d6, Armor Piercing (+1/2) (30 Active Points); Beam (-1/4), Concentration (1/2 DCV; -1/4) - END=3

    28.....Super Quick: Running +14" (20" total) - END=3

    12.....Super Canine Senses: +4 PER with All Sense Groups - END=0

    .3.....Super Jumping: Leaping +3" (12" forward, 6" upward) - END=1

    .1.....Combat-Acclimated: +3 PRE (3 Active Points); Only To Protect Against Presence Attacks (-1) - END=

    .5.....Canine Nose: Tracking with Normal Smell - END=0

    .3.....Canine Ears: Ultrasonic Perception (Hearing Group) (Hearing Group) - END=0

    11.....Damage Resistance (14 PD/8 ED) - END=0

     

    POWERS Cost: 141

     

    Cost...MARTIAL ARTS

    4......Charge: 1/2 Phase, +0 OCV, -2 DCV, 11d6 +v/5 Strike, FMove

    3......Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 9d6 +v/5 Strike; You Fall, Target Falls; FMove

    5......Flying Grab (Bite): 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 55 STR for holding on; FMove

    4......Crush (Bite): 1/2 Phase, +0 OCV, +0 DCV, 13d6 Crush, Must Follow Grab

     

    MARTIAL ARTS Cost: 16

     

    Cost...SKILLS

    5......Concealment 13- (7 Active Points); Self Only (-1/2)

    5......Stealth 13-

     

    SKILLS Cost: 10

     

    Cost...PERKS

    10......Follower

    .2......Reputation: Super Dog (A large group) 11-, +1/+1d6

     

    PERKS Cost: 12

     

    Cost...TALENTS

    3......Lightsleep

     

    TALENTS Cost: 3

    Value..DISADVANTAGES

    15.....Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing

    .5.....Physical Limitation: Small (no larger than about 1m; +3" KB) Infrequently, Slightly Impairing

    15.....Susceptibility to Styrofoam: 1d6 drain to STR per Phase (Uncommon) [Notes: Power drain of 1D6 per phase against all powers, starting with Strength. Must be in contact with the Styrofoam to be affected.]

    10.....Vulnerability: 2 x STUN Sonic Attacks (Uncommon)

    15.....Has to chase cats: (Uncommon), go 11-, recover 11-

    30.....Hunted: Dr. Calico (The Green-Eyed Man) 14- (Mo Pow, NCI, Harshly Punish)

    .5.....Hunted: International Conspiracy of Cats 11- (Less Pow, NCI, Watching)

    10.....DNPC: Dr. Forester (Penny's Father) 11- (Normal; Useful Noncombat Position or Skills)

    15.....Psychological Limitation: Very protective of Penny (Common, Strong)

     

    DISADVANTAGES Points: 120

     

    Base Pts: 200

    Exp Required: 30

    Total Exp Available: 0

    Exp Unspent: 0

    Total Character Cost: 350

     

     

    Background/History

     

    Bolt was an ordinary puppy that Penny Forrester and her father picked up at the animal shelter. Until Dr Forrester's enemies started closing in on him, when he used the facilities of his lab to turn Bolt into the perfect protector for his daughter.

     

    Personality/Motivation

     

    Loves Penny, will do anything to protect and help her.

     

    Quote

     

    "Bark"

     

    Powers/Tactics

     

    Bolt is super strong and tough, his bark is *much* worse than his bite.

     

    Campaign Use

     

    Dr. Calico and his International Conspiracy of Cats have kidnapped Dr. Forrester (Penny's Father) and are trying to force him to use his technology to create a force of Super Agents. Penny and Bolt fight back against his army of Agents and Thugs.

     

    Appearance

     

    A medium sized mixed-breed dog. Has white fur, a bushy tail, and alert ears

  2. Re: "Devotion Aura": group defense bonus

     

    You might want to read the 1st paragraph descriptions of AOE, Range and UOO in 5E again.

     

    Any powers with Range Self must have one of the variations of Usable On Others before the advantage Range or AOE can be applied to it.

     

    The advantages Range and AOE can only be applied to powers that target others. According to the FAQ, AOE has the same requirement. Skills (Levels with DCV in this case) bought as powers are considered Range Self by default (see the Range column, page 87).

     

    Killer Shrike is absolutely correct that Fantasy Hero introduces optional rules regarding this but those are not official.

  3. Re: "Devotion Aura": group defense bonus

     

    But we're not talking about an Attack Power. This isn't "Usable as Attack" it's a *beneficial* power. It doesn't force it one someone' date=' nor control how the recipient uses it. I don't have 5ER, just FREd, and it doesn't say anywhere that AoE can only be applied to powers *grantable* to others.[/quote']

     

    Steve Long covered this in the old (pre-5ER) FAQ:

     

    http://www.herogames.com/SupportFAQs/rules/ADDERS.htm

     

    Please read the following entries.

     

    Q: Can a character move a Constant power that covers an area (either because, like Darkness, it inherently affects an area, or because the Area Of Effect Advantage is applied), and if so, what rules apply?

     

    A: Once established, a Constant Area Of Effect effect generally can’t be moved. It is possible to “attach” an effect like that to a target with Usable As Attack (see elsewhere in this Rules FAQ), such that it would move when he moved, but that’s different from allowing a character to “sweep” (little s, as opposed to the Combat Maneuver Sweep) an Area Of Effect across a broad swath of ground.

     

    Assuming a GM wanted to allow such a thing, based on a reasonable special effect and a judgment that it wouldn’t unbalance the game, it would have to be expensive. As a starting point, it would probably be at least a +1 Advantage, the same as the Usable As Attack method mentioned above. It probably should also be No Range by default, but with the possibility of adding the Ranged Advantage.

     

    Moving the power would constitute an Attack Action, and the GM would have to decide how many inches the Area could move per Phase (and whether it could move in three dimensions, or just along the ground). One possibility would be that a moveable area moves as fast as a standard human (6”), and that the character could up to double that rate for each additional +1/2 Advantage (7-12” for +1/2, 13-24” for +1, and so on). Another would be that the Area can only move, say, 1”, and each +1” of movement costs 5 points. Of course, you could change these values up and down to suit yourself.

     

    A moveable Constant Area Of Effect would definitely be a “stop sign” power.

     

     

    Q: If a character purchases the Ranged Advantage for a non-Ranged power, and also purchases the Area Of Effect Advantagefor that power, does he also need to purchase the Usable On Others Advantage (as described under Ranged) to affect targets?

     

    A: As a general rule, yes. Of course, GMs can make exceptions if they feel it’s worthwhile to do so.

     

     

    Q: Can you apply the Ranged Advantage to Powers with the Range Self Only?

     

    A: No. The Ranged Advantage only applies to No Range Powers.

     

     

    Q: If a character applies the Usable As Attack Advantage to a Power with a Range of Self Only, does that convert the power to one with No Range (i.e., which the character can inflict on another character by touching him, or to which a character can apply the Ranged Advantage)?

     

    A: Yes.

     

     

    Q: How does the Area Of Effect Advantage interact with Usable On Others? If a UOO power also has an Area Of Effect, can if affect everyone in the area regardless of whether the number of people/weight limit is exceeded?

     

    A: Area Of Effect does not overcome the number of people/weight limit imposed on UOO powers. However, it does have some effects. First, it makes it easier to target the power, since it only has to hit DCV 3 to affect the target area. Second, up to the number of people/weight limit, it allows the user to affect anyone in the area, regardless of whether he has Line Of Sight to them, as long as the effect is maintained (in other words, Area Of Effect sort of takes the place of Persistent in this respect).

     

     

    Q: Is there a way to create a Usable By Others power so that the grantor of the power, rather than the recipient, pays all associated END costs?

     

    A: Yes — buy it as Usable As Attack. As with a Usable By Others power, when you “attack” the target, this is an Attack Action and requires an Attack Roll, but you can assume it succeeds automatically if the recipient is willing to have the power.

     

    Alternately, persuade the GM to let you apply a -0 Limitation, Grantor Of Power Pays All Endurance Costs.

     

     

    Q: What, if anything, does a character have to do to “maintain” a Usable As Attack power on a target over multiple Phases if the power is Constant/Continuous?

     

    A: For some UAA powers, such as Desolidification, the grantor doesn’t have to do anything after granting the power; it just remains in effect as long as he pays END. For other UAA powers, like Flight, using them to keep moving or affecting the character (e.g., to bash him into a wall again and again, or to keep moving him toward outer space) requires a Half-Phase Action. If appropriate, the character may also have to make an Attack Roll to, for example, use Flight UAA to smash a character into a wall; if so, this attack suffers a Range Modifier based on the distance between the character and the object into which he wishes to smash his victim. To eliminate that Half-Phase Action requirement, make the power Uncontrolled; this does not eliminate the need to make Attack Rolls, but making them counts as an Action which takes no time. Normal rules for Range and LOS for UOO powers still apply.

  4. Re: Any ideas for a National Hero for India?

     

    Isn't Reincarnation a big part of the Hindu religion?

     

    How about a variation on the animal totem character where instead of accessing the powers of animals he's accessing the greatest ability of one of many past lives. Very similar to Avatar: the last Airbender.

  5. Re: Give me your ice power ideas!

     

    What about ice duplicates built as images or illusions?

     

    How's this?

     

    4u 9) Ice Reflections: Sight, Touch, Smell/Taste, Hearing and Radio Groups Images Increased Size (2" radius; +1/4), +/-5 to PER Rolls, Alterable Size, Costs END Only To Activate (+1/4) (75 Active Points); Limited Power Only to make ice duplicates (-1/2), Physical Manifestation (-1/4) 6 End

  6. Re: Combat Question: The "counter"

     

    What about two weapon fighting used with hand to hand?

     

    Block is one attack, strike with the other part of it.

     

    This has actually come up before in one of our games but we never actually used it. Is it legal?

     

    nope,

     

    Using a Block constitutes an attack action and ends the character's phase. Plus it already has its own sweep-esq qualities built in.

  7. Re: Give me your ice power ideas!

     

    Force Wall is definitely the power for large' date=' area spanning wall that do not directly grapple targets. An Entabgle won't do much to protect bystanders from rubble or water or such.[/quote']

     

    How effective or different from the Entangle is it really going to be when built with the Uncontrolled advantage?

     

    5u 8) FW (10 PD/10 ED), Uncontrolled (+1/2) (75 Active Points); Restricted Shape (Must be attached to something; -1/4) 7 End

     

    And IF it's built without it the Force Wall just disapears when the character changes multipower slots. That does not make sense for the sfx of ICE.

×
×
  • Create New...