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rayoman

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Posts posted by rayoman

  1. Re: Martial Arts END Costs?

     

    5ER, page 425:

     

    10 Active Points' worth of a Power or STR cost 1 END each phase to use.

     

    Some manuevers and other actions don't have a listed STR value so those cost 1 END to use. Martial Manuevers do not cost END.

     

    That is paraphrased from the first paragraph on page 425 under the heading of ENDURANCE.

  2. Re: Millennium City walled or not

     

    A city like Millenium City' date=' in the real world, would be a hypersurveillance nightmare, and all those cameras and those chips in the cars would be used to watch whoever the government felt needed watching.[/quote']

     

    I think you are living in a fantasy version of RL. There are camera's all over the place in the real world. There are chips in cars now that can be accessed by inurance companies and I belive the Police that can tell exactly how fast you were going, whether or not you hit your brakes, etc. The chips don't drive your car but it does, "SPY" on you.

     

    I think I may like playing in the Paranoia Champions game you keep referencing. ;)

  3. Re: Millennium City walled or not

     

    It's the fact that no matter where you go in MC, you're being watched. That you can't drive down to the corner store or the hospital or anywhere else without the government knowing exactly what you're doing. MC is one giant invasion of privacy.

     

     

    Just like any MAJOR City in any technologically advanced society. Take a look around at any city in AMERICA. Take a close look. See any security cameras at the ATM that gets your movements when you are near? Traffic cameras around stop lights or along Interstates? In about every jack@ss' pocket I bet you can find a camera phone. The Modern WORLD is one giant invasion of privacy.

  4. Re: UMA Question

     

    The Combat Handbook specifically spells this out about Flying Dodge. I just read that section yesterday. You cannot duck behind total cover to avoid the attack completely but the RMODS are calculated from the ending position of the target. I think it of that just before Speedy Man turns the corner to cover he gets hit (if Attack Boy's attack roll was successful).

     

     

    The RMods are calculated from the target's possition after moving. So are all other effects, including KB. Althought something I just noticed in the FAQ (I think I saw it there, might have been in the Q&A board), even if the target used Flying Dodge to duck behind total cover, he can still be hit because he was being targeted without the cover involved. I'm not sure how this works out, realistically or even mechanically, but that's another notch down for Flying Dodge if you can't use it to completely negate an attack by diving behind cover.

  5. I have a question about the Flying Dodge manuever.

     

    Does the Full Move element mean the dodge can only be performed at the end of a full move? If so then please tell me how you can abort to the dodge since you used your entire action doing the full move. OR does the full move element mean that when you abort to the dodge then you can do a full move?

     

    Thanks.

  6. Re: Homages you would like to see officially

     

    Quote:

    Originally Posted by Bloodstone

     

    I mean, lets face it, we all accept that Kinetic is supposed to be fast enough to run up the side of a building... until you calculate it out and realize that he does so at a combat velocity of less then 30 mph

    .

     

     

    actually, I forgot to half the 52 mph so Bloodstone was correct in saying Kinetics combat speed is less than 30 mph for running up the side of a building.

  7. Re: Homages you would like to see officially

     

     

    I mean, lets face it, we all accept that Kinetic is supposed to be fast enough to run up the side of a building... until you calculate it out and realize that he does so at a combat velocity of less then 30 mph :eek:

     

    By my calculations the speed is 52.21 MPH. ;) Forgot to half the value so you are correct, Bloodstone. sorry about that.

     

    Now, if you include his Megascale slot then he runs up buildings at 26,098.80

    MPH (half that).

  8. Re: Superteam or Super Fight Club?

     

    The only idea I've had so far in this respect is to put them against a true team of professional villains who mop the floor with them, hopefully to inspire them to change their ways.

     

    Not only should you wipe the floor with them with a TEAM of villains make sure that team is built on lower point totals than the PC Team. The villains have to use teamwork to take them on. Oh, yeah, make sure the players KNOW the villains are built on lower point totals (ie: weaker).

     

    Just to let others know, I gave my team a base, communicators, and transportation to and from missions. They still act like a group of individuals instead of a team. Soon, they will meet the Templars of Elemental Evil to show them they must act more like a team instead of individuals.

  9. Re: Quick Question

     

    I also compared to 3E and 4E. In 3E' date=' it appears HtH did not exist. In 4E, it was only 3 points per d6, so it is actually a bit more expensive in 5E.[/quote']

     

    Actually, the 4E and the 5E versions of HTH Attack are priced the same. There is a mandatory limitation for HTH Attack that is a -1/2 limitation.

     

    5 pts base cost / 1.5 = 3.3333333333333333 which rounds to 3.

     

    Technically the 4E version of HTH Attack is more expensive because there is a minimum cost of 6 pts which is +2d6. Fred has not such minimum cost unless imposed by the GM.

  10. Re: Quick Question

     

    Tentacle attack: Hand-To-Hand Attack +8d6' date=' Area Of Effect (4" Any Area; +1) (80 Active Points); Hand-To-Hand Attack (-1/2) (53 Real Cost)[/quote']

     

    Hoenstly, Sweep is the way to go, IMO. I have to agree with Dust Raven and Phil especially after playing the character. The character is highly effective as he is though the player usually just grabs and squeezes people. Just wait until he comes up against the guy that shrug his grabs off with casual STR. :eg::sneaky::eg:

     

    Oh, Erkenfresh, I think we have a friend in common. I sent you a PM.

  11. Re: Quick Question

     

    I'd do it as Dust Raven suggests: Rapid Attack (optional) and Levels (or PSLs) with Sweep. You can also buy some DCV Levels "only to counteract the 1/2 DCV penalty of Sweep" if you like.

     

     

    agreed. I came up with the idea to just make him use Sweep, Rapid Attack and CSLs with Sweep after I played the character on Sunday.

     

    Thanks for the constant input guys.

     

    Merry Christmas to All.

  12. Re: Quick Question

     

    While the AE Selective is a creative build' date=' I would not have use it unless the character's tenticles can never be combined to attack the same target.[/quote']

     

     

    I am eliminating the area of effect and the autofire slot from his MP. I am going to give him (the player wants the ability but doesn't want to read how to build it) Rapid Attack(HTH) and maybe some CSLs for removing some of the penalty from Sweep.

     

    I got the opportunity to play Whiplash this weekend as an NPC and he is very effective with the equivalent of 55 STR (35 STR plus Martial Manuevers) and 15" of Stretching.

  13. I have another question that I can't seem to find the answer to in the FAQ.

     

    There is a character in my Champions campaign that wants to buy Autofire for his STR to represent Two punches or three or four (etc). Now, if I recall the rules correctly and I remember reading either in the rules or a FAQ that once you spend END from STR in a phase you don't do it again.

     

    1. Autofire will be a naked advantage so for a character with 60 STR will the character spend 45 END or 21 (6 for STR plus 3*5 for the END cost of naked advantage) END for a Autofire (5 shots) attack?

     

     

    Thanks.

  14. There is a character in my Champions campaign that the player wanted to have the ability to have the character's tentacles grab or attack multiple opponents. I tried to accomodate the player by adding in a naked Area Effect advantage with Selective for his STR plus the added damage from his Martial Manuevers. My question is thus:

     

    The Area Effect, Selective allows the character to grab or affect multiple opponents, correct? Can the character apply a total of 13d6 damage to four opponents (he has four tentacles) or 13d6 per opponent per tentacle or he can affect a single target four times doing 13d6 each?

     

    Thanks.

     

    Ray

  15. Re: Killing Damage and Defenses

     

    I did not change it on purpose. I didn't even realize I was doing it until reading another thread here and then reading the rules again.

     

    I will inform the group that I was doing it wrong then we will do it by the rulebook. After that we will discuss which way is more out style.

     

    Thanks for the feedback.

  16. I just asked this question to Steve on the rules question board but I figured I could post it here for others to put their 2 cents in too.

     

     

    After reading the STOPPING KILLING STUN thread on the Champions board it has occurred to me that I may have been figuring the damage from Killing Attacks wrong in my game. Luckily, I was doing it for and against both the Heroes and Villains. :)

     

    Scenario: Killing Machine hits Hero Man with a 4d6 Killing Attack (BFG). KM rolls 3, 4,3,6 for 16 BODY. Next, KM rolls a 4 on his Sun Multiplier and subtracting a 1 makes the SM = 3. HM will take 16*3 = 48 STUN.

     

    Assume Hero Man has 20 in Resistant PD and a 25 total PD.

     

    a. MY WAY: Hero Man stops the 16 BODY therefore HM takes no STUN.

     

    b. After reading 5ER, again, the way I THINK it should be done: Hero Man has to absorb 16 Body and 48 STUN. HM's resistant defenses allow him to ignore the BODY. His 25 total PD reduces the STUN take from the attack to 23. HM loses 23 STUN. Luckily his CON is 25 so he is not stunned.

     

    So is a or b correct? I have been playing it as a but I think that may be wrong after reading the rules again.

     

    Thanks.

  17. After reading the STOPPING KILLING STUN thread on the Champions board it has occurred to me that I may have been figuring the damage from Killing Attacks wrong in my game. Luckily, I was doing it for and against both the Heroes and Villains. :)

     

    Scenario: Killing Machine hits Hero Man with a 4d6 Killing Attack (BFG). KM rolls 3, 4,3,6 for 16 BODY. Next, KM rolls a 4 on his Sun Multiplier and subtracting a 1 makes the SM = 3. HM will take 16*3 = 48 STUN.

     

    Assume Hero Man has 20 in Resistant PD and a 25 total PD.

     

    a. MY WAY: Hero Man stops the 16 BODY therefore HM takes no STUN.

     

    b. After reading 5ER, again, the way I THINK it should be done: Hero Man has to absorb 16 Body and 48 STUN. HM's resistant defenses allow him to ignore the BODY. His 25 total PD reduces the STUN take from the attack to 23. HM loses 23 STUN. Luckily his CON is 25 so he is not stunned.

     

    So is a or b correct? I have been playing it as a but I think that may be wrong after reading the rules again.

     

    Thanks.

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