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Killer Shrike

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Everything posted by Killer Shrike

  1. Ahem....to get back to the original post, AIUI, under the current rules Characteristics bought thru Packages are Powers and therefore do not affect Maxima. Thus if your Dwarf racial package has +3 STR in the package, then Dwarves have thier STR from Characteristic + STR from Power 3. If they have a STR of 20, then with thier package they have a STR 23 without paying the NCM penalty. Similarly if the same package had -1 DEX then a Dwarf that has paid 30 cp has a DEX 19 (20-1). To get a DEX 20 requires the Dwarf to spend 36 cp for (21-1) = 20. So in effect, the altered Maxima is in place AND a given character doesnt pay for a potential that they dont necessarily use. Of course, I dont have my book with me, so I could be wrong.
  2. Ya, Im aware of this in practice from 4e days, but I dont agree with it. It hasnt come up yet in 5e, but my personal implementation as GM has been to force an ECV vs DECV roll vs each target -- ie Non Selective.
  3. Isnt Dr. Destroyer the man responsible for cleaning up the worst city in America like 10 years ago? The fella who caused 10 Billion dollars of civic improvements and indirectly created thousands of high paying technical jobs? Why, Id rush that man to the taxidermist ASAP so that they could get him stuffed while still fresh, preserved for posterity! Or posterior, however you spell it.
  4. Dont have my book, so FWIW: I would posit that a hex has no mind and therefore cant be the target of mental powers. I would force all such powers to take Non Selective, or perhaps RSR: Opposed (EGO Rolls), No AP Penalty However, for the power you are describing, some form of Explosion might be the better modifier, with the Explosion limited to targeting an individual ECV vs ECV and then spreading out from there. You'll also get a bigger Radius from this AND since most people dont have Mental DEF it would be much more effective than an Explosion normally is.
  5. That does seem abusive. END Reserve specifically discourages the practice of taking Extra END on powers that run off an END Pool. However, the metarule regarding using the more expensive means of building two identical power constructs would seem to apply (granted, I dont agree with that metarule, but there you have it); the million charge END Reserve to pay for the END cost of powers is really the same as buying a million Charges or 0 END as an Advantage on each and every power/characteristic that costs END and can use the Reserve. The more expensive means of doing this would be the most legal by the book.
  6. Force Wall would collapse and some would get through, or she wouldnt take any KB. If she was holding an action and Dexed off to a simultaneous resolution, and was using FF to stop the attack (Passive) and attacked Cyke back with a TK Push as her action, then they both could take knockback from each others attacks. But whatever. Alternately, there are rules in NinjaHERO to do opposed attack powers, ie using 1 attack power to block another attack power, like Egg and Lo Pan in Big Trouble in Little China A---------[]--B, with opposed rolls to 'push' the impact point one way or t'other A----[]-------B; A-[]----------B; [A]-----------B Dont have the book with me, but that might very well cover it
  7. Sword: HKA 1d6 HKA (plus STR) [sFX: Edged] OAF (-1) 15 AP 7 RC plus Flamebrand: 1d6 RKA [sFX: Fire] 0 END Continuous Uncontrolled Sticky (+2 1/2) No Range, OAF, Linked to Sword (-1 3/4) 52 AP 17 RC Total Cost: 67 AP, 24 RC The Flamebrand can be activated or not at the wielders option. For a Sword that is always flaming: Sword: HKA 1d6 HKA (plus STR) [sFX: Edged] OAF, Linked to Flamebrand (-1 1/4) 15 AP 7 RC plus Flamebrand: 1d6 RKA [sFX: Fire] 0 END Continuous Uncontrolled Sticky (+2 1/2) No Range, OAF, Linked to Sword (-1 3/4) 52 AP 17 RC Total Cost: 67 AP, 24 RC Same price thanx to rounding, so its a matter of choice. Alternately, if the Sword is INDEPENDENT: Sword: HKA 1d6 HKA (plus STR) [sFX: Edged] OAF, IND (-3) 15 AP 4 RC plus Flamebrand: 1d6 RKA [sFX: Fire] 0 END Continuous Uncontrolled Sticky (+2 1/2) No Range, OAF, IND, Linked to Sword (-3 3/4) 52 AP 11 RC Total Cost: 67 AP, 15 RC or if the Sword is literally ON FIRE: Sword: HKA 1d6 HKA (plus STR) [sFX: Edged] OAF (-1) 15 AP 7 RC plus Flamebrand: 1d6 RKA [sFX: Fire] 0 END Continuous Offensive Damage Shield, Sticky (+2 3/4) OAF, Linked to Sword (-1 1/4) 56 AP 25 RC Total Cost: 71 AP, 32 RC INDEPENDENT: Sword: HKA 1d6 HKA (plus STR) [sFX: Edged] OAF, IND (-3) 15 AP 4 RC plus Flamebrand: 1d6 RKA [sFX: Fire] 0 END Continuous Offensive Damage Shield, Sticky (+2 3/4) OAF, IND, Linked to Sword (-3 1/4) 56 AP 13 RC Total Cost: 71 AP, 17 RC I dont have my book with me, so Im going on memory here; IIRC Dmg Shield is +1/2, must be Constant, you dont get No Range for ranged, you dont get No Strength for HKA/HA, and is +1/4 for Offensive use. If any of that is not true, recalc the Dmg Shield. This would shred unprotected commoners, leather armor types, etc. The termination for the 0 END Contin Uncon is to douse the flame, which can be established by Stop Drop and Roll, application of water or dirt, or any other reasonable means of extinguishing a fire. As part of the SFX of Fire, use of Lamp Oil or other flammable liquid could result in an augmentation of the damage. I would probably adjudicate that as either an Aid to the Flame, or perhaps treat it like a boostable charge, with the uses of the flammable applied treated as +1 DC each. This would also make it harder to douse the flame for a short period of time. That sort of thing is all handled by SFX. For a Flamebrand that would hurt heavily armored characters in Platemail, apply Penetrating to the Power Construct.
  8. Jean has a Force Field, SFX: TK TK can be confusing to new players because it is both the name of a Power and a term used to define the 'Mind over Matter' Special Effect. Most 'Telekinetic' characters will have the actual power Telekinesis AND other powers like Force Field (TK Shield), Force Wall (TK Wall), Flight (TK Flight), and Energy Blast (TK Punch). Multipowers or Elemental Controls serve TK based characters well. As a side note, Cyclops does indeed project 'concussive force'. His eyeblasts, thanx to the wonders of Comic Book Science, were not lasers but rather just ranged force. EB vs PD. He has even used it at times to slow a fall. He also used to bouce it off of non-reflective objects, like a ball. Now, why this force does not rip the glasses/visor from his head, or why his neck doesnt get broken when he shoots a blast at someone due to action/reaction is best explained away in HERO's terms as Personal Immunity Back in the day, characters didnt have Killing Attacks, and that included cutting eye-beams due to the Comics Code, so you end up with 'energy projectors' that effect the world more like water cannons. Of course, on the other hand when he needs it to, Cyclops has been able to use his beams to weld, cut through metal, things like that. Not to start the Cyclops debate again, but I would hazard a guess that he would have a Multipower with 2 or 3 variations on EB and an RKA slot only usable on Inanimate objects.
  9. Heh. Weeks are passing in that scene. He's just learning thier language as they travel from somewhere in the Ukraine up to the frozen north.
  10. "I let a character have 120 character points of DEX and 60 more character points in SPEED and Im concerned that he can prevent 1 person per phase from hitting him at the expense of doing anything useful, and being 1/2 DCV vs everything else that Phase, and having to make a Breakfall check or waste a 1/2 Phase standing up." Gee. Yeah, that could be a problem. I mean, if the character lives in a universe where mono-y-mono combat is the only allowable combat format, and all combats are timed with the win going to the combatant that never actually attacked, then its probably unbalancing in such a campaign world. Of course the character could just rely on his 40/3 = 13 DCV {Unmodified!!!} to not get hit at all by 99% of the universe. Or the character could also just, i dunno, put those 180 points into Defenses instead. Like 75% Resistant Reduction vs PD ED and MD, or +10 MD, 25 PowerDef, 30 PD 30 ED Armor Hardened x 2, and -5" KB? Its a non-issue. Let the guy dive for cover vs attacker #1 and then clock him with attackers #2 through 6. He'll find out why 1/2 DCV is a bad thing and learn his lesson. TINSTAAFL.
  11. This has come up a few times. There are several ways to do it. One way is to make a constant uncontrolled dispel vs Ranged Attacks or Bullets or what have you; (Selective) Radius. SFX: the zippy bit you already reference. If you want the dude to be able to literally move when doing it, then you can link it to his Movement (Greater Power in use most of the time). Then, when he is running around taking his actions, he is also 'catching bullets' as the opportunity presents itself. Another way is the IPE Stretched Limbs, with Missile Deflection, with the Stretching heavily limited to represent that the character is actually stretching, he's just running to that spot really fast and then back. Another way is a MD with a Linked T-Port, must cross intervening space on a Trigger; used at the end of the volley to place the character whereever the final round was defelected from.
  12. Not true; the standing challenge is still: High-tech Jet Packed Soldier of Tomorrow But by all means, make a Duplicating Mentalist too. No such thing as too many new characters....
  13. Hmm....who will be the 1st person to make a Hero Designer Export Template for the Power format........
  14. High-tech Jet Packed Soldier of Tomorrow anyone?
  15. Last Template Test (I hope) This is one of my player's characters; dont blame me for mispellings in the bg -- Rookaka FortressSean Sullivan Val Char Cost 15/55 STR 5 14 DEX 12 20 CON 20 15 BODY 10 10 INT 0 17 EGO 14 10 PRE 0 10 COM 0 4/20 PD 1 4/16 ED 0 4 SPD 16 10 REC 6 36 END -2 40 STUN 7 6" RUN 0 2" SWIM 0 3"/11" LEAP 0 Characteristics Cost: 89 Cost Power END 55 Force Field Powers: Elemental Control, 110-point powers 57 1) Force Limbs: (Total: 160 Active Cost, 79 Real Cost) Extra Limbs , Invisible Power Effects (Fully Invisible; +1) (10 Active Points) (Real Cost: 10) plus Stretching 6", Reduced Endurance 0 END (+1/2) (45 Active Points); No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Range Modifier Applies (-1/4), Limited Body Parts (Extra Limbs Only) (-1/4) (Real Cost: 22) plus Clinging (normal STR) (10 Active Points); Only with Extra Limbs Power loses about a third of its effectiveness (-1/2) (Real Cost: 7) plus +40 STR, Reduced Endurance 0 END (+1/2), Affects Desolidified Any form of Desolidification (+1/2) (95 Active Points); Only with Extra Limbs (-1/2), No Figured Characteristics (-1/2) (Modifiers affect Base Characteristic) (Real Cost: 40) 37 2) Force Screen: Force Field (16 PD/12 ED/2 Flash Defense: Sight Group) (Protect Carried Items), Hardened (+1/4), Reduced Endurance 0 END (+1/2), Invisible Power Effects (Fully Invisible; +1) (110 Active Points); Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4), Delayed Phase (-1/4) 10 3) Force Dome: Force Wall (18 PD/14 ED; 5" long and 1" tall), Hardened (+1/4) (110 Active Points); 1 Continuing Charges lasting 1 Turn each (-2), Concentration 0 DCV, Must Concentrate throughout use of Constant Power (-1 1/4), Character is totally unaware of nearby events (-1/4), Self Only (-1/2), Restricted Shape (-1/4) 24 4) Force Slide: Leaping 53" (Accurate, Position Shift), Combat Acceleration/Deceleration (+1/4), Reduced Endurance 0 END (+1/2) (110 Active Points); Forward Movement Only (-1), No STR (-1/4) Extended Force Screens, all slots: Affected by adjustments tgting EC pool Power loses about a fourth of its effectiveness (-1/4) 72 1) Latent Screen: (Total: 90 Active Cost, 72 Real Cost) Physical Damage Reduction, Resistant, 75% (Real Cost: 60) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30) 5 2) Enviro Screen: Life Support , Extended Breathing, Longevity: 200 Years, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat (8 Active Points); Linked to Force Screen (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 8 3) Mind Screen: +12 Mental Defense (15 points total) (12 Active Points); Linked to Force Screen (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 7 4) Body Screen: Power Defense (10 points) (10 Active Points); Linked to Force Screen (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 5 5) Self-Traction Regeneration: Healing 1 BODY, Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 5 Minutes (-1 3/4), Self Only (-1/2), Piercing and Slashing Damage Only Common SFX (-1/2) [Notes: No Healing Max (see FREd p. 120). Subconsciously seals and stabilizes wounds.] Unrelated Abilities 2 1) Sharp Eyes: Enhanced Perception (+1 to PER Rolls for Single Sense Group) Powers Cost: 282 Cost Martial Arts Maneuver 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike 4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +v/5; FMove 5 Sacrifice Grab: 1/2 Phase, +2 OCV, -2 DCV, Grab 5 Limbs, Lasting Restriction Martial Arts Cost: 13 Cost Skill 10 +2 with HTH Combat Everyman Skills 0 1) Climbing 8- 0 2) Concealment 8- 0 3) Conversation 8- 0 4) Deduction 8- 0 5) Interrogation 8- 0 6) Paramedics 8- 0 7) Shadowing 8- 0 8) Stealth 8- 0 9) Streetwise 8- 0 10) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] Skills Cost: 10 Cost Perk 3 Anonymity (5 Active Points); Cannot use most bio-identification forms, Side effect occurs automatically when power is used. (-1/2) Perks Cost: 3 Val Disadvantages 10 Paranormal: Not Concealable, Extreme Reaction, Detectable Only By Unusual Senses, Not Distinctive In Some Cultures 15 Fearless, Will risk himself without another thought: Very Common, Moderate 15 Determined to atone for his past: Common, Strong 15 Protective of innocents: Very Common, Moderate 10 Ghostly Palor, as if never been in the sunlight: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 10 Hunted: 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence 5 Money: Poor 25 Enraged: Innocent Killed/Seriously Harmed in front of him Uncommon, go 11-, recover 11-, Berserk 20 Normal Characteristic Maxima Disadvantage Points: 125Cost Summary:Base Points:250Disadvantage Points: 125Experience Required: 22Total Experience Available: 24Total Character Cost: 397Height: 5' 8"Hair: Dark BrownWeight: 170 lbsEyes: GreenAppearance: Relatively innocuous looking and non-descript. Doesnt wear a costume; typically dressed in off-the-shelf jeans, t-shirt and sometimes a jacket.Personality: Sean's personality is still very much that New York tough guy personality that a kid needs when growing up in the streets of New York. He's friendly in a gruff sorta way but being nice to people he doesn't know or trust is still new to him and he finds he has to work at it. Sean's motivation though is to do as much good as he possibly can before God or the Devil has decided he's done enough and ends his time here on Earth. Sean isn't interested in saving everybody and everything or even the world for that matter. Sean is more interested in helping people who he feels don't really have a protector.Quote:"The wages of sin haveta be payed... heres another payment!!!"Background: Sean Sullivan was born to Rory and Catherine Sullivan. Catherine died giving birth to Sean's little brother Joseph. Rory was left to raise the two boys on his own and did so as best as he was able. Catherine's death affected Sean profoundly, the full extent of which would not be felt until Sean got older. Sean was only 9 yrs old when his mother died and he cried as any child would at losing his mother. That was the last time Sean ever cried though, from that moment on he refused to let anything hurt him emotionally ever again so he would never have to feel that pain again. Rory was a man of influence in the Irish mob. Over the years as he watched his boys grow up he saw in Sean much of himself and had decided early on that when Sean was old enough he would show him the ropes. When Sean hit puberty his body under went the normal changes of growing up and at the same time revealed Sean to be a mutant. Sean had been subconsciously distancing himself from the real world since his mother's death. When he was 13 yrs old his dad was out on buisiness; Sean and Joseph were home alone. The boys found one of their dad's guns and being boys they started playing with it. Sean's power was discovered when Joseph accidentally fired the gun while it was pointed at Sean. Only the bullet didn't kill Sean as it should have, it didn't even hurt him because Sean and Joseph discovered an invisible force field protecting Sean. They immediately told their dad as soon as he walked in the door what had happened and he was just as surprised the boys were. Not knowing exactly how this was possible and not really caring Rory made the boys swear to never ever tell another soul about Sean's newfound power. As the years passed Sean tried to discover everything he could do with this new found ability. When Sean turned 16 Rory began taking him along on jobs. Rory saw in Sean a potential to rise in the ranks of the mob, live a better life, and give Joseph the chance to go to college and really make something of himself. On Sean's first time out everyone called him "The Rookie" or just "Rookie" and the name stayed with him. As predicted Sean skyrocketed through the rank and files of the mob and became an elite trouble-shooter and fixer for the mob. Among the underworld as Sean and his abilities became well known, his nick-name changed from "The Rookie" to the "The Rook" or just "Rook" which Sean liked better then his original one, and his future was secured. He was respected by his peers, the upper echelons, and feared by his rivals. When Sean turned 27 Joseph was 18 and graduated from high school and was accepted to the college he wanted. Rory threw a big party for his "college boy" and life could not have been better for the Sullivans. Unfortunately for the Sullivans life can also be cruel. Vincent Tolintine; one of Sean's enemies decided that this party was the perfect place to catch Sean unawares and settle up an old score for good. Vinnie and a few of his friends hit the party fast and hard and in the ensuing blood bath Sean lost the only two people left in the world that he loved. Rory and Joseph were both killed in the hit and Sean snapped. He went on a murderous hunt for the ones responsible and he took any steps needed to track them down. He killed anyone who stood between him and Vinnie that tried to stop him. The family warned Sean that his determination to get vengeance was going to start a war with many other powerful families. They tried getting Sean to agree to settling for just Vinnie but Sean would have none of it. He wanted all those responsible dead and he wouldn't settle for anything less. Sean failed to heed the warnings of his superiors. After it was all said and done Sean was approached by the Don and told he was no longer welcomed in the family or the neighborhood. Out of respect for the Sullivan?s' years of loyalty to the family, the Don allowed Sean to stay until after the funeral services. Rory and Joseph's funerals were held soon after. While Sean stood there watching the caskets be lowered into the ground and listening to the Priest's benediction Sean questioned why God would take his brother and leave him to live. Sean's never believed he or his old man were going to heaven but his baby brother was a different story all together. If ever there was someone who should have lived a long and happy life it was Joseph. Sean needed answers to these questions and so after the funeral he confronted the priest with them. Father O'Malley did his best to console Sean and tried to explain the will of God. Father O'Malley talked of how the wages of sin must be paid before we leave this mortal coil and that perhaps God had need of Sean and his gift. When Sean asked Father O'Malley if everyone was capable of redemption the Father merely smiled and said "As long as you are truly penitent when asking for forgiveness my son and always do your best and care for your fellow man then God's mercy and love knows no bounds". The Father struck a cord inside Sean, from that moment on Sean was changed man. As Sean turned to leave Father O'Malley gave Sean one last piece of advice in following God's will... "Do unto others my son". Sean smiled as he looked the Father in the eye and said "I always have Father". The next day Sean said what few good byes he had to make and left town. Sean arrived in MIllenium city only recently and unsure of what to do next he looked up a friend of Father O'Malley. Father Mulcahey was very much like Father O'Malley in many ways and Sean took to him right away. Father Mulcahey helped Sean find a place to live and a job at a HOME DEPOT store. Sean has no idea how he is supposed to redeem himself in the eyes of God. When he asked Father Mulcahey about it the Father only said that Sean would have to work that out with God on his own. So Sean has decided to become Millenium city's latest hero of the people. He plans to protect those who can't protect themselves, help out whenever, however, and where he can... as long as he doesn't have to wear one of those costumes the other heroes seem to like wearing. So far Sean hasn't really tested himself against another "superbeing" of any kind. His list of heroic deeds includes freeing some people trapped in a wrecked car, rescuing a handful of people from a burning apartment, and retrieving one little girl's cat from a tree (yeah that crap really does happen). Sean doesn't consider these to be acts of heroism, just what anyone would do in his place if they were able. The other people in his neighborhood don't seem to agree with Sean. He's noticed he is getting a different kind of respect now than the kind he was used to. Sean now spends his free time patrolling the neighborhood looking for trouble. He has stopped a number of break-ins, harassed a few of the local drug dealers by packaging them up for the cops and then making an anonymous 911 call. He knows he'll never stop it all or clean up the city completely but he'll do what he can. Powers/Tactics: Sean's mutant power is most likely psionic based on the current data. Sean probably possesses the potential to develop other "common psionic powers" as well. Sean's force field was his first power to manifest. This was likely due to the emotional and mental distancing Sean placed on himself after his mother died. Because of this Sean created a psychic barrier around himself that might literally seperate him from the rest of reality. This force field gives Sean some protection if not outright immunity to most attacks.Campaign Use:
  16. Im almost done with the white bg template -- just need to test a couple more things.
  17. Killer Shrike is too macho to play with Dress-up Ken Dolls!!!!! heh...sorry; my alter ego kicked in. Nah, I found it on this dudes web site: http://www.projectcustom.com/customorder/cofull/cofullfigs/ check out crobin.htm It almost makes Robin look kewl.
  18. If you make Mana a stat, all is good BUT it does make it harder to use tools like Hero Designer. Also, think about it from the perspective of non-magic using characters. All characters are getting 10 points or more of a free stat AND free points of a figured characteristic that is useless to the non-magic user but crucial to the magic user. Its similar to saying you want Weapon-of-Choice Swinging to come out of a special pool of END seperate from normal END and made a HACK stat with a HACKREC figured. Or what if you wanted Psionics to come out of a special pool of END seperate from normal END and made a PSP stat with a PSPREC figured. Same deal. As something that is only relative to spell casters, and as something that is advantageous to have (ie, you can drain your "Mana" and not be physically exhausted), it should be paid for by spellcasters and not floated as a stat with free starting points. The Mana Pool concept is a perfect fit for an END Pool. Set the REC to whatever suits you (such as after Rest, RSR: Meditation, etc). Items that have 'Mana' built into them are just an Aid to Mana Pool in an IND FOCI, either Expendible or with Charges that Never Recover. IMO YMMV, of course.
  19. I suppose thats one approach, but you might as well start setting up the background of the world now in preperation. Just earmark areas where crunchy bits go and fill it in later. Otherwise it will be quite some time until you actually get it up and going, and interest tends to wane over that period of time....
  20. Have a little more time on my hands Here is the relevant info from the above link.... Rage 1/Day Cost Power END Rage, all slots: 1 Continuing Charges lasting 1 Minute each (-1), Side Effects (-5 STR, -5 Dex, -3" Run for 1 Minute after Charge elapses), Side Effect occurs automatically whenever Power is used (-1/2), Cant use any Full Phase actions or anything requiring Concentration (-1/4) 5 1) +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2) 3 2) +5 CON (10 Active Points); No Figured Characteristics (-1/2) 3 3) +5 BODY (10 Active Points); No Figured Characteristics (-1/2) 4 4) +5 EGO (10 Active Points) 4 5) +2 with HTH Combat (10 Active Points) -4 6) -2 with DCV (-10 Active Points) Powers Cost: 15
  21. Huh...almost missed this...thanx for the files!
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