instag8or19
-
Posts
42 -
Joined
-
Last visited
Content Type
Profiles
News
Store
Forums
Downloads
Events
Posts posted by instag8or19
-
-
Re: Shrinking
And here is Viper's Character...
Val Char Cost Roll Notes
25 STR 15 14- Lift 800.0kg; 5d6 HTH damage [5]
25 DEX 45 16- OCV: 12/DCV: 12
25 CON 30 14-
25 BODY 30 14-
23 INT 13 14- PER Roll 14-
23 EGO 26 14- ECV: 8
25 PRE 15 14- PRE Attack: 5d6
10 COM 0 11-
13 PD 8 Total: 28 PD (15 rPD)
13 ED 8 Total: 28 ED (15 rED)
6 SPD 15 Phases: 2, 3, 5, 6, 8, 9, 11, 12
10 REC 0
50 END 0
54 STUN 3 Total Characteristics Cost: 225
Movement: Running: 12"/[Noncombat]"
Leaping: 10"/[Noncombat]"
Swimming: 2"/[Noncombat]"
Cost Powers END
6 +4 versus Range Modifier for Hearing Group 0
6 +4 versus Range Modifier for Sight Group 0
5 Nightvision 0
10 Mental Defense (15 points total) 0
10 Missile Deflection (Arrows, Slings, Etc.) 0
11 Darkness: Darkness to Sight Group 1" radius, Usable As Attack (+1) (20 Active Points); Restrainable (-1/2), 3 Continuing Charges lasting 5 Minutes each (-1/4) [3 cc]
5 Life Support (Longevity: Immortal) 0
Martial Arts: [Martial Art Name]
Maneuver OCV DCV Notes
5 Accurate Strike +3 +1 Strike
5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
3 Legsweep +2 -1 Weapon +1 DC Strike, Target Falls
4 Martial Escape +0 +0 40 STR vs. Grabs
4 Martial Flash -1 -1 Flash 4d6
5 Offensive Block +3 +1 Block, Abort
4 Martial Disarm -1 +1 Disarm; 35 STR to Disarm roll
5 Passing Strike +1 +0 Weapon +v/5; FMove
5 Passing Throw +0 +0 Weapon +v/5; Target Falls; FMove
1 Weapon Element: Blades
Talents
5 Rapid Healing
15 Combat Sense 14-
22 Danger Sense (self only, out of combat, Function as a Sense) 14-
6 Combat Luck (3 PD/3 ED)
3 Lightsleep
Skills
60 +6 Overall Skill Levels
3 Acrobatics 16-
3 Analyze: Combat 14-
3 Breakfall 16-
3 Climbing 16-
3 Concealment 14-
3 Contortionist 16-
3 Deduction 14-
0 Language (completely fluent; literate) (4 Active Points)
1 Language (completely fluent) (3 Active Points); Gestures, Requires Gestures throughout (Complex; -1)
10 Defense Maneuver I-IV
3 Fast Draw 16-
3 Knowledge Monsters 14-
2 Navigation (Land) 14-
9 Penalty Skill Levels: +6 vs. Multiple Blocks with a single attack
9 Penalty Skill Levels: +6 vs. Sweep with a single attack
5 Rapid Attack (HTH)
3 Shadowing 14-
3 Stealth 16-
3 Tracking 14-
10 Two-Weapon Fighting (HTH)
3 WF: Common Melee Weapons, Off Hand
Total Powers & Skills Cost: 290
Total Cost: 515
50+ Disadvantages
20 Enraged Giants: (Common), go 14-, recover 14-
Total Disadvantage Points: 20
-
Re: Shrinking
Here is my Character Camp
Camp
Val Char Cost Roll Notes
25 STR 15 18- Lift 12.8tons; 9d6 HTH damage [4]
25 DEX 45 16- OCV: 12/DCV: 12
25 CON 30 14-
25 BODY 30 14-
25 INT 15 14- PER Roll 14-
25 EGO 30 17- ECV: 13
10 PRE 0 11- PRE Attack: 2d6
10 COM 0 11-
13 PD 8 Total: 32 PD (15 rPD)
13 ED 8 Total: 32 ED (15 rED)
6 SPD 15 Phases: 2, 3, 5, 6, 8, 9, 11, 12
15 REC 10
40 END -5
60 STUN 9 Total Characteristics Cost: 210
Movement: Running: 16"/[Noncombat]"
Leaping: 19"/[Noncombat]"
Swimming: 22"/[Noncombat]"
Cost Powers END
30 Find Weakness 11- with All Attacks 0
10 Missile Deflection (Arrows, Slings, Etc.) 0
16 Hardened (x2; +1/2) for up to 17 Active Points of PD, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (16 Active Points) 0
16 Hardened (x2; +1/2) for up to 17 Active Points of ED, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (16 Active Points) 0
5 Nightvision 0
Martial Arts: [Martial Art Name]
Maneuver OCV DCV Notes
4 Counterstrike +2 +2 Weapon +2 DC Strike, Must Follow Block
3 Trip +2 +2 Weapon +1 DC, Target Falls
4 Disarming Strike +2 +2 Disarm; 55 STR to Disarm
5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
4 Martial Block +2 +2 Block, Abort
4 Reversal -1 -2 60 STR to Escape; Grab Two Limbs
2 Weapon Element: Blades, Off Hand
Talents
6 Combat Luck (3 PD/3 ED)
37 Danger Sense (immediate vicinity, in combat, Discriminatory, Function as a Sense, Targeting Sense) 14-
3 Lightsleep
5 Magesight
2 Trackless Stride
20 Universal Translator 14-
Skills
3 Acrobatics 16-
0 Acting 8-
3 Breakfall 16-
3 Climbing 16-
3 Concealment 14-
3 Contortionist 16-
0 Conversation 8-
3 Cryptography 14-
3 Deduction 14-
3 Disguise 14-
3 Fast Draw 16-
1 KS: Dimensions 8-
0 Language (completely fluent; literate) (4 Active Points)
3 Lockpicking 16-
3 Navigation (Dimensional, Land) 14-
0 Paramedics 8-
0 Persuasion 8-
5 Rapid Attack (HTH)
3 Shadowing 14-
60 +6 Overall
3 Sleight Of Hand 16-
3 Stealth 16-
2 Survival (Mountain) 14-
3 Tracking 14-
3 Trading 11-
0 TF: Custom Adder, Equines
10 Two-Weapon Fighting (HTH)
3 WF: Common Melee Weapons, Off Hand
Total Powers & Skills Cost: 305
Total Cost: 515
50+ Disadvantages
15 Distinctive Features: Assassin's Mark (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: Assassin's Guild 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Overconfident (Very Common, Moderate)
15 Psychological Limitation: Vengeful (Common, Strong)
10 Reputation: Once a member of the Assassin's Guild, 8- (Extreme)
Total Disadvantage Points: 75
-
Re: Shrinking
Viper and I are co-GMing this campaign, we will take turns every other session...anyway...we usually game every couple of weeks when our other player can make it...so as I was bored, I asked Viper to do a campaign with me...He said yes, and then I said we should agree on the rules and maximums.
Base 50
Disads 75
Experience 390
Base Max 25 for stats
Only 6 CSLs or Overall Levels Max
We each get 7 Magic items free...cuz experienced players would have aquired such items, 1 Necklace, 2 Rings, 1 Suit of Armor, 1 Pair of Boots, 2 Weapons, Max of 30 AP for the Necklace/Rings/Boots...and Max of 70AP for Weapons...the armor we gave some exceptions...was a Max of 30 AP but we allowed for over that.
Powers off limit are Absorbtion, Damage Red, Damage Resist, Desolidify, and Transform
First of all, we agree on these rules together. second of all, after seeing my character, Viper decided to make a new character...Very close to what mine was....Lastly...after having looked at my character he "added" a new CV cap that disallowed my shrinking...however when I first described this power my swords shrunk as well...but Viper wanted my swords to do less damage because of that...so...I told him that if he cant fathom a 10 inch character holding swords larger than himself....the shortswords have tiny insets for when he is shrunk...
Ill post our characters...sometime later
-
I have an alien arm enhancement-like weapon thats an OIF that forms around my arm...but its unbreakable and can only be broken by other alien type weaponry....and I also have Missle Deflection (Bullets & Shrapnel). Could I infact catch and/or deflect bullets with this arm and not cause harm to it or myself...unless infact alien weaponry were to fire said bullet?
-
I was looking at the block maneuver and the missle deflection power...it says you can abort to block or missle deflect, but does this take up your next phase....and if you block more than once, would it affect your DCV as well as lowering your OCV...I see it as sweep blocking...so wouldnt it half your DCV?
And is there any limit to how many you can block or deflect?
-
Re: Triforce of Roleplaying Wisdom
I think Im more in the Gaming and Simulation area...and much less away from the Drama...but thats just me.
-
can you buy CSLs specifically for ECV...and if so can you buy EOCV and EDCV separately?
-
Re: Vampires and Automatons
ok...the campaign Im doing is based on evil characters...and one wants to become a vampire...becuase of one of my NPC vampires...and the other wants to become a lich...Im only allowing this because its a fairly high powered campaign...begining epic level (20+)...
-
Ok...as in D&D Vampires cannot be stunned...I want to carry this over to Hero
I know the Bestiary gives Vampires like 75% Resistant DR, but I didnt want them that powerful.
so i thought Automaton...Take No Stun...after looking through it, I decided not, but then I read a bit more and saw cannot be stunned (15pts)
I thought ok....makes sense...but then after reading through the Automaton's basic principles...10 STR/ 2 SPD/ 6" Running/ and standard human senses...also 0 EGO and immunity to mental powers....and can only carry out Commands/ Programs equal to its INT...
well I thought about it and Vampires really dont take orders unless by an uber vampire or the vampire that turned you. And vampires arent immune to mental powers...
So would they get an EGO...and in what other cases would an automaton get EGO?
-
This is mostly for my friends, they have said that if you buy a 10pt adder(additional class of minds) for any mental power you can affect all things...not just minds...for instance we were playing a fantasy campaign and we were trying to find some skeletons that were near by, well someone had mind scan and asked if he could use it...they said its only for one class of minds(Human usually)...but he said that he purchased a 10pt adder and could effect "all" classes...they then agreed and said he could even mind scan a cart as a joke...however when i had said that if the skeletons were automatons they were immune becuase they had no mind...and apparently they all agreed i was wrong and again unjokingly said he could mind scan carts, undead, creatures, etc...
What do you think? can you affect things without minds even carts?
After reading mental powers pg 117 of 5ER...
"The basic classes include Human, Animal, Machine(I get this one...manipulating computers and things as such as a electronic control powers), and Alien; the GM can add other classes or alter these as he sees fit."
I dont really see how things can be mind scaned or controlled by the mind unless through telekinesis...like moving the cart...but Mind Scan come on...
And the GM, doesnt know every rule (Guildline) but I think they are taking advantage over him...and I know this sounds rules lawyery, but its something that really tweaks me when an unknowledgeable GM is abused...it ruins it for everyone else.
Please HELP me understand what all minds* can me scaned/controlled/whatever....
-
Re: Wounding
Wow after reading Ranged Poison attack it kinda answers my question...sorry for the inconvenience.
-
Im sure this has been asked, but Im kinda lasy and want to see what everyone thinks....If a weapon has wounding...for instance a sword with wounding after attacking a foe and dealing damage(wound) every phase after that he would continue to take 1 Body until a successful paramedics check or some healing power was used...how is this done...Ive been racking my brain and book for the answer...I believe it lies with graudual effect or continous...but like most often I am probably wrong... so any help would be apprieciated.
-
I wanted a to make an attack power protect me using whirling chains...however i wanted to limit it in this way but im not sure how...I wanted it to take a full phase to activate it...No prob Exta time...but i wanted my character to take a half phase action every phase he wanted to maintain it... any help?
-
Re: Damage Healing?
Absorbsion....I forgot all about that.... Thanks
-
I was creating an elemental type creature that would heal when he was hit with that element...for example a Fire elemental that is hit with a fire sword or a firery breath weapon that does 12 Body, it would heal the 12 Body damage the attack dealt. Could anyone help me with this? I'm lost on how to do it.
-
Re: Only when Body is taken?
How about this?
2d6 HKA (30AP) (OAF -1) (STR MIN 10 -1/2) RC 12 Plus 1d6 EB(Fire) (NND +1, Resistant ED) (Does Body +1) (15AP) (No Range -1/2) (Blade attack must do Body -1/4) RC 9 (Total Real Cost 12 + 9 = 21)
Is this good...if not, how would you improve/change it?
Should I also add OAF to the EB?
-
Re: Only when Body is taken?
I am fairly certain some of the example poisons in the' date=' "Weapons and Armor," section of 5E have such a limitation. I'm sure they are in 5ER somewhere too.[/quote']Thank you. And any comments on the build?
-
Does anyone know where I can find the limitation for a power which only works when body is taken? I am making a magical fire sword and I wanted it to have some element killing damage...this is how I did it
2d6 HKA (30AP) (OAF -1) (STR MIN 10 -1/2) RC 12 Plus 1d6 EB(Fire) (NND +1, Resistant ED) (Does Body +1) (15AP) (No Range -1/2) (Only when Body is taken -?) RC ? (Total Real Cost 12 + ?)
Is this good...if not, how would you improve/change it?
Would the limitation be linked or only when body is taken?
-
I have a character with Two Weapon Fighting and has both Martial Block and Counterstrike...If he has the highest Dex and he waits until someone strikes can he use Martial Block then Counterstrike, By blocking with his offhand then counter with his main hand?
-
Re: Skilled Archers Bow
Do yourself a favor and keep the Autofire as a naked power advantage outside of the multipower. I built my wife's character with a common advantage inside the multipower. The cost of the multipower has really restricted development of the powers greatly. I highly recommend you do that.If I were to buy a naked power advantage for autofire...would I be able to use it on all the slots for the multipower posted by CourtFool
This being Hero...Cost Power END 23 Skilled Archer: Multipower, 30-point reserve, all slots 32 Recoverable Charges (+3/4) (52 Active Points); all slots OAF (-1), Concentration (1/2 DCV; -1/4) 1u 1) Accurate Shot: RKA 1d6+1, Area Of Effect Accurate (One Hex; +1/2) (30 Active Points); OAF (-1), Concentration (1/2 DCV; -1/4) 0 1u 2) Eye Shot: Sight Group Flash 6d6 (30 Active Points); OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4) 0 1u 3) Multi-Shot: RKA 1d6+1, Autofire (5 shots; +1/2) (30 Active Points); OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4) 0 1u 4) Notch Arrow: +30 PRE (30 Active Points); OAF (-1), Limited Power Only For PRE Attacks (-1/2), Concentration (1/2 DCV; -1/4) 1u 5) Shot Clothing to Wall: Entangle 3d6, 3 DEF (30 Active Points); OAF (-1), Concentration (1/2 DCV; -1/4) 0 1u 6) Shot the Missile Out of the Air: Missile Deflection (Thrown Objects) (5 Active Points); OAF (-1), Concentration (1/2 DCV; -1/4) 0 1u 7) Standard Shot: RKA 2d6 (30 Active Points); OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4) 0 1u 8) Trick Shot: Telekinesis (5 STR), Fine Manipulation (18 Active Points); OAF (-1), Limited Power Only To Push (-1/2), Concentration (1/2 DCV; -1/4) 0 1u 9) Vitals Shot: RKA 1d6+1, Armor Piercing (+1/2) (30 Active Points); OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4) 0 -
Re: Skilled Archer
This being Hero...Cost** Power END 23** Skilled Archer: Multipower, 30-point reserve, all slots 32 Recoverable Charges (+3/4) (52 Active Points); all slots OAF (-1), Concentration (1/2 DCV; -1/4)* 1u** 1) Accurate Shot: RKA 1d6+1, Area Of Effect Accurate (One Hex; +1/2) (30 Active Points); OAF (-1), Concentration (1/2 DCV; -1/4)* 0 1u** 2) Eye Shot: Sight Group Flash 6d6 (30 Active Points); OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4)* 0 1u** 3) Multi-Shot: RKA 1d6+1, Autofire (5 shots; +1/2) (30 Active Points); OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4)* 0 1u** 4) Notch Arrow: +30 PRE (30 Active Points); OAF (-1), Limited Power Only For PRE Attacks (-1/2), Concentration (1/2 DCV; -1/4)* 1u** 5) Shot Clothing to Wall: Entangle 3d6, 3 DEF (30 Active Points); OAF (-1), Concentration (1/2 DCV; -1/4)* 0 1u** 6) Shot the Missile Out of the Air: Missile Deflection (Thrown Objects) (5 Active Points); OAF (-1), Concentration (1/2 DCV; -1/4)* 0 1u** 7) Standard Shot: RKA 2d6 (30 Active Points); OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4)* 0 1u** 8) Trick Shot: Telekinesis (5 STR), Fine Manipulation (18 Active Points); OAF (-1), Limited Power Only To Push (-1/2), Concentration (1/2 DCV; -1/4)* 0 1u** 9) Vitals Shot: RKA 1d6+1, Armor Piercing (+1/2) (30 Active Points); OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4)* 0 I love it...however I have one criticism an eye shot should do some body plus flash an enemy...because I'd think a shot to the eye with an arrow has the potential to harm or kill an individual...but I get the whole thing...its more expensive to buy PSLs and a flash than a sight flash power...But GREAT work though.
-
Re: Skilled Archers Bow
I like them both' date=' but the AE slot on the Multipower should (IMO) have an additional Limitation that automatically uses up Charges equal to the number of targets aimed at. I don't care how skilled the archer is, I just can't see him hitting more than one target with the same arrow for full damage. It'll only make the slot, at most, one point cheaper, but it's probably appropriate.[/quote']I like your idea but how much of a limitation would this be.
You could use an End Reserve for this instead. Just call one arrow X End, and make it so the reserve doesn't recover on its own. Then you can make the AoE part just use up a bunch more End (make it a multiple of X to make things nice). It may not equal exactly one arrow per attack, but it is a nice simple abstraction (and can be dramatized away by the character re-firing some, "misses," that occur because he is rushing things, shooting right through some targets and hitting others because he is such a good archer, etc.).I like End Reserves for this kind of sharing of resources better than trying to do something odd with Charges. I just converted a D&D monster that uses acid in two ways: its bite does a little bit of acid damage in addition to the physical attack, and it can spit acid (semi-powerful Area of Effect attack) once every six hours. If it spits acid, it can no longer do acid damage with its bite because it has used up its supply.
I gave the monster an End Reserve with a decent Rec. The acid used with its bite (Linked attack) uses up a tiny bit of End. The spit-acid attack uses Long Term End (which I made a -2 Limitation) and uses up the entire End Reserve. I will probably just hand-wave the small amount of End that might be used up by the bite when it wants to spit acid; the important part is that the acid can't be used for the bite after the big attack.
I like your idea here...I'll try to work it out....
Thank you guys
-
Im making a custom bow for a skilled archer and was wondering what anyone thought of it.
2d6 RKA (16 RC, Recovers under limited circumstances +0) Autofire (5 shots, +1/2) 45 AP (OAF -1) (Required Hands 2 -1/2) (Str Min 10, -1/2) (Beam -1/4) Real Cost 14
I used Autofire to simulate a quickhanded and skilled archer, and with Autofire skills its really effective.
But I was going to do a multipower with it instead like this.
Multipower 67 AP (16 RC, Recovers under limited circumstances +0) (OAF -1) (Required Hands 2 -1/2) (Str Min 10, -1/2) Real Cost 22
1u 2d6 RKA (16 RC, Recovers under limited circumstances +0) Autofire (5 shots, +1/2) 45 AP (OAF -1) (Required Hands 2 -1/2) (Str Min 10, -1/2) (Beam -1/4)
2u 2d6 RKA (16 RC, Recovers under limited circumstances +0) (AOE cone 7" Selective +1 1/4) 67 AP (OAF -1) (Required Hands 2 -1/2) (Str Min 10, -1/2) (Can be Missle Deflected -1/4)
Total cost is 25...
so which is better? which do you like?
-
One of my characters has Charges for some powers that are Constant and cost END throughout...when does the power turn off since the END cost is not a problem because any power with charges dont cost END....could someone tell me....or point out where i should look?
Fine manip and AOE
in HERO System Discussion
Posted
i have a pc here that has a telekinisis power that is AOE one hex and has the fine manipulation adder....im not sure if he can fine manip a whole hex...or what?
does that mean he can manipulate a whole hex worth of fine things....like manipulating a hex full of pens and have each one write something different...or because its AOE he cant use fine manip?