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techogre

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Everything posted by techogre

  1. Re: Mr. Wizard Lets say Mr. Wizard wants a power like a VPP that has the limitation that each power used reduces the total of the pool by its real cost, recovered by getting 8 hours of rest. Would this be a -1 limitation, basically 1 charge on each point, on the control cost or what limitation would be the correct one. Or am I having issues reading 5ER? Example: Mr. Wizard has all his magical powers from a book called the PHB (3.5) . He can "cast" up to 100 points of spells. Lets say he casts a single spell (Mage Hand - STR 2 TK + Fine Manipulation) worth 13 Active / 6 Real points. This would reduce his total VPP to 94.
  2. I have a player who is interested in creating a character that is, basically, a D&D Wizard. Lets call this character, Mr. Wizard. A possible solution would be to use several VPP, each with charges: 0 Level Spells: VPP, 5 base points, 4 Charges, spells must be memorized with spell book (-1/2) 1st Level Spells: VPP, 10 base points, 4 Charges, spells must be memorized with spell book (-1/2) 2nd Level Spells: VPP, 20 base points, 2 Charges, spells must be memorized with spell book (-1/2) 3rd Level Spells: VPP, 40 base points, 1 Charge, spells must be memorized with spell book (-1/2) Too complex? Does anyone have any other ideas to simulate D&D Wizards? On a related note, a Sorcerer would probably have a few groupings of multipower with charges, one for each "level".
  3. Lets say Mr. Wizard wants a 100 point VPP that has the limitation that each power used reduces the total of the VPP pool by its real cost, recovered by getting 8 hours of rest. Would this be a -1 limitation, basically 1 charge on each point, on the control cost or what limitation would be the correct one. Or am I having issues reading 5ER? Example: Mr. Wizard has all his magical powers from a book called the PHB (3.5) . He can "cast" up to 100 points of spells. Lets say he casts a single spell (Mage Hand - STR 2 TK + Fine Manipulation) worth 13 Active / 6 Real points. This would reduce his total VPP to 94.
  4. If I have a Varible Power Pool with 1 Charge, but I want the charge to be on each point, would this be the full -2 or less? For example, I have "Mr. D&D Wizard" with a 100 point pool, can I use it to create two 50pt effects, or ten 10pt powers, or some other combination of single use powers that add up to 100pts.
  5. If I wanted to simulate a large airship, would would be the value of the limitations "Can only turn one hex side per phase" and "Can only turn one hex side per turn" be worth?
  6. Can a vehicle sell back its base ground move if it has an other form of movement, like flight (e.g. an airship).
  7. Anyone who has seen The Incredibles will recall the scean where Mr. Incredible gets plastered with the growing metalic blobs of "stuff". What would be the best way to model this? My gut reaction was a an entangle , but how would you emulate the stuff building up on you and slowing you down, finally pinning you and smothering or knocking you out? It could also be a movement drain with a linked entangle that only activates when all movement is reduced to zero. Any ideas?
  8. One of my players wants a STR 0 TK to simulate the casual TK a wizard has (i.e. he puts his hand out and a pen comes out of the pen holder into his hand). I assume he would have to purchase Fine Manipulation. Would the cost be 10 (0 for TK 0 STR + 10 for Fine Manipulation) or 11 (1, the minimum cost of any power + 10 for Fine Manipulation)?
  9. What would be a way to emulate an attack power that only does BODY damage, but no STUN damage? Three possibilities would be: 1) Drain BODY, returns at the rate of 5 per hour 2) EB with No Stun limitation. Would this be a -1/2 limitation? More/Less? 3) RKA with No Stun (-1/2) limitation. Would this be a -1/2 limitation? More/Less? Any comments would be welcome.
  10. Here is a little chart I plan to be using to speed up play without sacrificing all random effects. I kept the random element at 3 dice so players will not need any additional dice. I also included my Killing Stun table. Any comments?
  11. Re: Combat!! This little chart should simplify the whole process a little. To use it, simply look up the base effect/stun/body of the attack, and cross refence the amount you made the roll by. For numbers not listed, like 14, simply add the numbers to get that value, in this case 10 and 4.
  12. First, I want to appologize if this has been hashed over before. I'm a newbi Hero GM and I'm still trying to understand what a balanced character is and how to make one. Is there a standard way of comparing the effectivness of characters? Do you compair the active points of attacks vs defence? Are ther any other ways one could do this? For example: The Force has a base CV of 8, with a +6 DCV (30 Active Points) defined as a TK deflector field. Would this be 30 Active points (just the cost of the power) or 70 Active points (the effective value of DCV 14). And, would this be as effective as PD/ED 35 force field (70 Active) or PD/ED 23 armour (69 Active)? Thanks!
  13. Re: Funny Sided Dice Different dice as advantages/limitations: 1d4 = -1/4 1d6 = +0 (default) 1d8 = +1/4 1d10 = +1/2 1d12 = +3/4 1d20 = +1 1d30 = +2 1d100 = +4
  14. Re: First-time GM questions For all your real world Abrams info: http://www.army.mil/fact_files_site/abrams/
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