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EternityShard

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  • Birthday 05/08/1976

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  1. I glanced through the FAQ, but couldn't find reference to combining these two advantages. Can a power be bought both NND and penetrating? If so, does that mean that if a person has the defense, the penetrating minimum gets through anyways?
  2. I'll make this multi-part for ease of reference 1) Can a power bought as Usable as Attack be bought with multiple targets or extra mass such as Usable By Others? 2) If so, must the endurance cost be paid by the originating character only once, or once per target? Example: Shapeshift versus Sight, Usable as Attack (up to 8 targets), Ranged if I activated it on the eight goons in front of me, would i pay the END cost once, or 8 times?
  3. MANIC-N edited Alright, hee's an edit for MANIC-N that should go over much better. No stats in Focuses, though obviously other things suffered for the loss of points. I think I was trying to hard to go in both directions, so this version puts more emphasis on the the VPP: MANIC-N Val Char Cost 25 STR 15 26 DEX 45 25 CON 30 15 BODY 10 13 INT 3 10 EGO 0 10/25 PRE 0 6 COM -2 10 PD 5 10 ED 5 6 SPD 25 20 REC 20 20 END -15 45 STUN 4 6" RUN02" SWIM05" LEAP0Characteristics Cost: 145 Cost Power END 122 Advanced Holographic Projection System: Variable Power Pool (Holographic), 95 base + 27 control cost (143 Active Points); Holographics Only (-1/2), IIF (AHPS Module; -1/4) Combat Programming, all slots: IIF (MANIC Combat Control Module; -1/4) 2 1) +1 DEX (3 Active Points); No Figured Characteristics (-1/2) 4 2) +1 with HTH Combat (5 Active Points) Construct Traits 45 1) Life Support , Character does not eat, Character does not sleep, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing 10 2) Mechanical Infrastructure: Damage Resistance (10 PD/10 ED) 7 3) Fearless: +15 PRE (15 Active Points); Only to Resist PRE attacks (-1) Artificial Life Form 3 1) +3 Mental Defense (5 points total) 5 2) Power Defense (5 points) Tireless 12 1) +0 STR, Reduced Endurance 0 END (+1/2) (12 Active Points) (Modifiers affect Base Characteristic) 6 2) 0" Running (6" total), Reduced Endurance 0 END (+1/2) (6 Active Points) 1 3) Swimming 0" (2" total), Reduced Endurance 0 END (+1/2) (1 Active Points) 2 4) Leaping 0" (5" forward, 2 1/2" upward), Reduced Endurance 0 END (+1/2) (2 Active Points) Sensory Diagnostic System, all slots: IIF (MANIC Diagnostic Module; -1/4) 3 1) Rapid Diagnostic Sensors: Speed Reading (x10) (4 Active Points) 5 2) Enhanced Diagnostics: Enhanced Perception (+2 to PER Rolls for All Sense Groups) (6 Active Points) 4 3) Visual Sensory Overload Inhibitor: Flash Defense (5 points) (Sight Group) (5 Active Points) 4 4) Auditory Sensory Overload Inhibitor: Flash Defense (5 points) (Hearing Group) (5 Active Points) Positronic Network, all slots: IIF (MANIC Central Processing Module; -1/4) 4 1) Eidetic Memory (5 Active Points) 2 2) Lightning Calculator (3 Active Points) 2 3) Absolute Time Sense (3 Active Points) Powers Cost: 243 Cost Martial Arts Maneuver Combat Programming, all slots: IIF (MANIC Combat Control Module; -1/4) 4 1) Hoist 'n' Heave: 1/2 Phase, -2 OCV, -2 DCV, Grab Two Limbs, +20 STR to Throw 3 2) Grab: 1/2 Phase, +0 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 3 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 2 4) Tackle: 1/2 Phase, +0 OCV, +0 DCV, STR +v/5; You Fall, Target Falls Martial Arts Cost: 12 Cost Skill Everyman Skills 0 1) Climbing 8- 0 2) AK: Native Country 8- 0 3) Concealment 8- 0 4) Conversation 8- 0 5) Deduction 8- 0 6) Paramedics 8- 0 7) Language: English (Idiomatic, native accent; Native Language) 0 8) Persuasion 8- 0 9) PS: Player's Choice 8- 0 10) Stealth 8- 11 AHPS Configuration 15- 5 KS: Metahumans 14- 5 KS: U.S. Law 14- 7 Acting 13- (16-) 7 Tactics 14- 3 Teamwork 14- 3 Combat Driving 14- 2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles Skills Cost: 43 Cost Perk 21 Vehicle (105 Base, 10 Disad) Perks Cost: 21 Total Character Cost: 464 Val Disadvantages 10 Distinctive Features: Android Body (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 30 Vulnerability: 2 x STUN Electricity (Very Common) 30 Vulnerability: 2 x Effect Electricity (Very Common) 15 Hunted: Police Captain James Strickland 8- (As Pow; Harshly Punish (reacquire, reassimilate and wipe non-MANIC functionality); Extensive Non-Combat Influence) 15 Hunted: Unknown 8- (Mo Pow; Harshly Punish) Directives 20 1) Psychological Limitation: Code vs. Killing (Common; Total) 20 2) Psychological Limitation: Protective of Innocents (Common; Total) 10 3) Psychological Limitation: Uphold the Law (Common; Moderate) Disadvantage Points: 150 Base Points: 250 Experience Required: 64 Total Experience Available: 64 Experience Unspent: 0
  4. The basis? Well, it'd be the same as buying the stats to zero, and then buying each as powers to their current levels, but adding IIF. The basis was that, much like Data on Star Trek, given the opportunity as spelled out under IIF foci, an enemy who knew to could "hit a switch" and shut me down. (or unplug a cable, or rip out the right circuit). Actually, what my GM said was something like, "If you really want to be an android, you could buy pretty much everything with a -1/4 limitation called Android Body." When I asked the basis and implications, he pretty much explained what I said above. Would it make a difference if the limitation was something other than IIF, but still worth the -1/4? Is the issue you have because its a Focus, or because the limitation is there? As for the VPP, yes there is a Skill Roll. I didn't list it in the power, but you can see it in my skill list. The power is not Cosmic by any means. I am going for Star Trek holodeck style holograms (magnetic fields can make them relatively solid) so I can adjust the settings to allow for invisibility, shapeshift (that's what the MANIC's were used for in reenactments) and images mostly, but I can solidify the fields a bit to account for Force Walls or Force Fields, and even to make a holographic blade (safeties disengaged, HKA). Well, obviously everyone so far takes issue with the write-up. What would you suggest? Oh, and I'm glad you like the name. The name and concept came months ago. It wasn't until last week that I even began to think about statting him up.
  5. First, FREd lists Electricity as Very Common under vulnerability. The idea isn't that if I lose my arm I'm weaker, the I idea is that the switch can be flipped and I have no strength, I can't move. A power-armor guy gets weaker if you take away his armor. I have no strength at all.
  6. Because I can do things with it other than illusions. Invisibility, displacement (+DCV), etc.
  7. Just made a new character for the Champions game Mr. Vimes runs, and I thought I see what the assembled Hero masses think. The character is an Android with a few martial arts, but his real schtick is the Advanced Holographic Projection System installed in him. He's one a of a series of androids originally designed to fight metahuman crime. When they failed miserably, they were mothballed until some police science geek yanked them out and installed the holographic technology in them, and now they are used to recreate Metahuman crimes. An accident reintroduced the combat programming to this one's memory, and now he fights evil once again. His name is M.A.N.I.C.-N (pronounced like Mannequin): Metahuman Activity Nonlethal Investigation Construct - model N One quick note. The GM suggested if I wanted to be totally android-esque, like Data on Star Trek, I should buy most or all of my character in IIFs, to represent that he can be taken apart piece by piece if incapacitated. That's why so much is bought as part of a focus. Well, I'm interested to here what anyone has to say about him/it. MANIC-N Val Char Cost 30 STR 20 30 DEX 60 30 CON 40 18 BODY 16 13 INT 3 13 EGO 6 13 PRE 3 6 COM -2 15 PD 9 15 ED 9 6 SPD 20 20 REC 16 20 END -20 48 STUN 0 10" RUN82" SWIM06" LEAP0Characteristics Cost: 188 Cost Power END 116 Advanced Holographic Projection System: Variable Power Pool (Holographic), 90 base + 26 control cost (135 Active Points); Holographics Only (-1/2), IIF (AHPS Module; -1/4) 8 Combat Programming: +2 with HTH Combat (10 Active Points); IIF (MANIC Combat Control Module; -1/4) Construct Traits, all slots: IIF (Android Body; -1/4) 36 1) Life Support , Character does not eat, Character does not sleep, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (45 Active Points) 15 2) Damage Resistance (15 PD/15 ED), Hardened (+1/4) (19 Active Points) 0 3) +0 PD, Hardened (+1/4) (4 Active Points) (Modifiers affect Base Characteristic) 0 4) +0 ED, Hardened (+1/4) (4 Active Points) (Modifiers affect Base Characteristic) 6 5) +0 STR, Reduced Endurance 0 END (+1/2) (15 Active Points) (Modifiers affect Base Characteristic) -18 6) +0 DEX (0 Active Points) (Modifiers affect Base Characteristic) -12 7) +0 CON (0 Active Points) (Modifiers affect Base Characteristic) -7 8) +0 BODY (0 Active Points) (Modifiers affect Base Characteristic) 4 9) 0" Running (10" total), Reduced Endurance 0 END (+1/2) (10 Active Points) 1 10) Swimming 0" (2" total), Reduced Endurance 0 END (+1/2) (1 Active Points) 1 11) Leaping 0" (6" forward, 3" upward), Reduced Endurance 0 END (+1/2) (3 Active Points) Artificial Life Form 7 1) +7 Mental Defense (10 points total) 5 2) Power Defense (5 points) Sensory Diagnostic System, all slots: IIF (MANIC Diagnostic Module; -1/4) 3 1) Speed Reading (x10) (4 Active Points) 5 2) Enhanced Diagnostics: Enhanced Perception (+2 to PER Rolls for All Sense Groups) (6 Active Points) 4 3) Visual Sensory Overload Inhibitor: Flash Defense (5 points) (Sight Group) (5 Active Points) 4 4) Auditory Sensory Overload Inhibitor: Flash Defense (5 points) (Hearing Group) (5 Active Points) Positronic Network, all slots: IIF (MANIC Central Processing Module; -1/4) -3 1) +0 INT (0 Active Points) (Modifiers affect Base Characteristic) -5 2) +0 EGO (0 Active Points) (Modifiers affect Base Characteristic) -3 3) +0 PRE (0 Active Points) (Modifiers affect Base Characteristic) 4 4) Fearless: +10 PRE (10 Active Points); Only to resist PRE attacks (-1) 4 5) Eidetic Memory (5 Active Points) 2 6) Lightning Calculator (3 Active Points) 2 7) Absolute Time Sense (3 Active Points) Powers Cost: 179 Cost Martial Arts Maneuver Combat Programming, all slots: IIF (MANIC Combat Control Module; -1/4) 4 1) Hoist 'n' Heave: 1/2 Phase, -2 OCV, -2 DCV, Grab Two Limbs, +40 STR to Throw 3 2) Grab: 1/2 Phase, +0 OCV, -1 DCV, Grab Two Limbs, +30 STR for holding on 3 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +30 STR to Disarm roll 2 4) Bearhug II: 1/2 Phase, -2 OCV, +0 DCV, Grab Two Limbs, 4d6 NND 2 5) Tackle: 1/2 Phase, +0 OCV, +0 DCV, STR +4d6 +v/5; You Fall, Target Falls 13 6) +4 HTH Damage Classes (16 Active Points) Martial Arts Cost: 27 Cost Skill Everyman Skills 0 1) Climbing 8- 0 2) AK: Native Country 8- 0 3) Concealment 8- 0 4) Conversation 8- 0 5) Deduction 8- 0 6) Paramedics 8- 0 7) Language: English (Idiomatic, native accent; Native Language) 0 8) Persuasion 8- 0 9) PS: Player's Choice 8- 0 10) Stealth 8- 11 AHPS Configuration 15- 6 KS: Metahumans 15- 6 KS: U.S. Law 15- 7 Acting 14- 9 Tactics 15- 3 Teamwork 15- 3 Combat Driving 15- 2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles Skills Cost: 47 Cost Perk 23 Vehicle (116 Base, 5 Disad) Perks Cost: 23 Total Character Cost: 464 Val Disadvantages 10 Distinctive Features: Android Body (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 30 Vulnerability: 2 x STUN Electricity (Very Common) 30 Vulnerability: 2 x Effect Electricity (Very Common) 15 Hunted: Police Captain James Strickland 8- (As Pow; Harshly Punish (reacquire, reassimilate and wipe non-MANIC functionality); Extensive Non-Combat Influence) 15 Hunted: Unknown 8- (Mo Pow; Harshly Punish) Directives 20 1) Psychological Limitation: Code vs. Killing (Common; Total) 20 2) Psychological Limitation: Protective of Innocents (Common; Total) 10 3) Psychological Limitation: Uphold the Law (Common; Moderate) Disadvantage Points: 150 Base Points: 250 Experience Required: 64 Total Experience Available: 64 Experience Unspent: 0
  8. Re: Drains I suddenly feel the need to spend last week's XP on some Power Defense...
  9. The point is that you can create weather over a large area. Change environment doesn't give you fine control over that weather. You couldn't target a specific person with a lightning bolt, though many in the area may get hit. Basically, look at Change Environment as letting you dictate the weather in the area, but your GM still gets to call what that weather's effects are. If you want to define your character as having fine manipulation over things such as calling down lightning to strike foes, or lifting and throwing people with miniature tornadoes, those are separate powers. Remember that hero defines effects, not Special Effects. If you want to alter the environment (such as creating weather) then you use Change Environment. If you want to do damage to a person, then you use another appropriate power (such as EB, RKA, etc.). The special effects of all that may be that you summon up horrendous weather, and can control it to the point of hitting an individual with lightning, but its not all a single power. As for building part of it into a Multipower, why not? Multipowers are 1-power-at-a-time (for the most part), but you can only take 1 attack-type-action in a phase, so why not build your "Weather Attacks" as a multipower?
  10. I think one or both has been taking a few too many of Vimes' special products.
  11. Yes, but what Mr. Vimes doesn't realize is that *he* is Joe's sidekick. That's a good Psych Limitation.
  12. As a player in Mr. Vimes' game, I only have one thing to say: Oh, how art imitates life.
  13. Yup, I had the same problem the day these boards came online. Only a moderator can delete a top-level post.
  14. Mannequin, The Flair Mason Shield Weathervane Melee
  15. They're roughly the same (OCV and BaB). Just use the Base Attack Bonus from d20, and not the full attack bonus (such a Str mods, specialization, etc.). If the creature has weapon finesse, then include the dex bonus in the OCV conversion. DCV would be trickier, I'd only base it on Dex bonuses to AC, Dodge bonuses, and maybe deflection bonuses. Anything else contributing to AC should armor of one sort or another. However, I think any sort of conversion rules would be just as complex as creating the creature from scratch in Hero. Any conversion rules I'd use would be looking at this thread to see what someone else posted as an Umber Hulk or such.
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