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Vext

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  1. Re: Trying to make an attack that forces dex roll
  2. Re: Trying to make an attack that forces dex roll Hmm, I read this differently. This would reduce their dex, but wouldn't necessitate a DEX roll. And in response to Shadowpup, he doesn't really seem to want to restrict movement. The only effect he wants is a Dex roll. --Vext
  3. Re: Trying to make an attack that forces dex roll Ok, so I'm in talks with the character as I type (I'm GM), and what he really wants is for enemies to make a dex roll for each 1" of movement in the AE of the marbles. I really don't want to change his concept unless I have to. So if anyone has suggestions of how to force a dex roll I'm listening. Oh and I don't think I have FREd. I'm not 100% sure which version that is as this is my first time really coming here for support (sorry), but I have the first Hero System 5th Edition. I'm guessing FREd is the revised one. (based on me not finding sheet of ice in index). --Vext
  4. A member of my group is trying to make an attack that causes a Dex roll (actually he wants an activation roll made by enemies, but I'm getting ahead of myself). He has an attack that spreads a layer of marbles across the floor. The thinking is that people can get through if they succeed at an activation roll (he was going for a 10- roll), however I was thinking a dex roll may be more appropriate (maybe at like -2 or something). Here I am hitting a wall. I don't really see a power that forces a roll. My best solution I could come up with was Change Environment, and have it reduce running by like 10" or so, and add a limitation that says it can be overcome with a successful dex check (with said -2 modifier). Is there an explicit way of doing this with the 5ed that I'm missing, or is there any more logical way of building this that anyone can think of? Summary: Player wants a power to force Dex or a set roll to walk through affected area. Thanks for your help on this. --Vext
  5. Re: Critique of how I made these grenades. Hmm perhaps the name is not accurate as to what I was trying to achieve. I guess actual concussion grenades would just be an EB with stun only damage. I wanted one that did knockback without the damage. Would that just be an EB type attack with some custom limitation to make it not do damage but use the damage calculation only for knockback? What would be appropriate to set it then (-1)? --Vext P.S. Dig the reference in your sig.
  6. I am making some grenades for use by a character of mine and was wondering if this is how you would make them or if there is a more logical way. I used Focus/Range based on strength/Charges to make these grenades. With the current builds using 8 clips (grenades) of 1 charge each. Here is one that I am not sure about: Concussion Grenade: Telekinesis (15 STR), Explosion (+1/2) (34 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1), 8 clips of 1 Charge (-1), Extra Time (Extra Segment, -1/2), Affects Whole Object (-1/4), Range Based On Strength (-1/4) This was my trickiest one as I had no idea how to just do knockback. Basically I made it telekinesis with enough strength to throw people back about 4". (at least that was my goal) Please let me know what you think my concussion grenade and also if there is a better way to do grenades in general. --Vext
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