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Grailknight

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Everything posted by Grailknight

  1. I think Hero Designer has the complete list. There may be a few new ones in newer works like Lucha Libre but most of the "hundred" that you see are just variations in name in the particular style.
  2. Instructions for loading Rebirth on a Mac are pinned in the help desk on the Rebirth Discord. You can get the Discord invite from the Rebirth home page above. Much smaller than Homecoming but we do Incarnate trials and Mothership Raids on a schedule and it's a group as friendly as these boards.
  3. There is now a professionally created option that you can access for free. Now that City of Heroes has been released to public servers, you can use the character creators there and screen capture them for use outside the game. Rebirth has the most dedicated art team and has two updates that were centered around costumes. https://www.cityofheroesrebirth.com/public/
  4. Yes, Mental Powers are more versatile than Presence Attacks and I admit I was only considering Mind Control in my first replies. I'm also ignoring the APG based on PRE option and just using this with regular Mental Powers. Let's dig deeper. Mental Blast- Here is where it would be most effective so this may require some additional qualifiers(Auto-fire has 2 so there is longstanding precedent). The simplest would be to do the Doubling rule. This eliminates both the cost and number of addition dice concerns pretty handily. Mental Illusions- I see no problems here. The potential added dice are offset by the potential negative that lower PRE Attacks and many of the Adders just don't apply well. Mind Control - I understand your concerns but it takes a near perfect setup to reach the additional dice figures that worry you while never mentioning any of things that will subtract dice. Regular Mind Control doesn't have things like being in combat, or the villains reputation or being surrounded by agents reducing it's effectiveness and we are talking about a more expensive advantaged variant. Mind Scan - I see no way for this advantage to be applied here. Telepathy - I can see it being fairly effective here when interrogating prisoners at dramatic points in a scene but Telepathy works well anyway unless you looking for things the target doesn't know about themselves. For most other scenarios the add and subtracts seem balanced.
  5. If you can get all that commonly in your adventures why would you buy the Mind Control aspect? Just buy 20-30 PRE and win your fight with a zero phase, 0 END and auto-hit PRE Attack. My experiences are closer to Derek's. only rare conditions allow getting more than +4-6 versus anything but agents and civvies. And what's impressive or violent to them is business as usual to most of your powered foes.
  6. So just the the scale of a hex to a much larger area. That will give you ships that are moving fast enough to move within a solar system without invoking Megascale by just buying 2x Multiplier Adders.
  7. I don't see any reason to put a cap on the # of PRE die added. You're paying for a Power(I wouldn't give it -1/4 despite the APG.) with an advantage. After all there's no cap on how many extra die you can add to your free, 0 action PRE attack in the normal course of play. If you're in a situation where someone gets more than +6d6, you've probably lost anyway.
  8. Contrary to my usual, I'm going to go with Change Environment here. This theoretical power has components of AVLD, Mind Control/Presence Attack and PSL's. As long as you're willing to allow multiple varying effects, CE can get it done.
  9. Interesting idea. Mental Powers and PRE-attacks are pretty similar in game effect and this would allow a greater number of factors to play into their determination. I think I'd skip the based on PRE and just make this a straight advantage on Mental Powers. At +1/2 it doesn't break the game and adds some interesting variations.
  10. Not really, that's just a matter of GM feel. I can write a hyper-efficient character that can trash a team on the same points they're based off or a super completist skill/side power monster that is twice as expensive and has no chance. Write the villain, do some test combats and tweak as you feel necessary. There some factors that will help you but the main factor is the degree of optimization in the villain writeup compared to the team's. The wider the differences in either direction, the more the point totals are skewed. Villain Bonus is purely an accounting number, a catch-all Disadvantage to make the points balance. It can't even be determined until after the character is written. Later editions don't use it and just give the villains experience if they bother at all. Hero Designer handles it in this way. You start with a set amount of Base Points + Disadvantages but you can freely exceed that. Then you add the shortfall to Experience Earned to eliminate the red number. Just write your villain. If they're too powerful or too weak, mark it in the GM oopsie column, learn from the post mortem and move on to the next session as you can.
  11. The Villain Bonus isn't determined until the last step of creation. It was there just to balance the points cost not any of the powers or abilities of the NPC. You just took the difference. Real Points-(Base Points + Disadvantages)= Villain Bonus. Later editions just gave the villains Experience Points instead.
  12. I think James L Dolan(Knicks) has this one locked up. And as an honest Cowboy fan, Jerry is an awesome owner. He took a bankrupt franchise and made it into the most valuable one in all of sports. He is also a terrible general manager and a questionable judge of head coaching talent.
  13. Yeah, but changing BODY is a lot simpler than all the changes that would have to be made because of it's elimination. CON on the other hand is 95% for Stunning and a scattering of resistance rolls that can be easily moved to BODY. The 2x is just a starting point for figuring a final solution for Stunning. It could just as easily be 1x if the cost of BODY is raised to 2 or 1.5x if the cost remains at 1. It would all depend on hoe frequently you want Stunning to occur .
  14. Better yet, cast Arnold. You could have him play it as his last stand before retirement.
  15. I think the best way to approach this would be would some type of Ranged Martial Art. If I understand you you only want to cause item drops(Disarm), falls(Shove), distract(Flash) or hinder(Grab/Entangle). Strikes to various nerve clusters around the targets body would be the SFX just as in your OP.
  16. Fortunately those thing that have a CON also have a BODY score. The better solution (if you're playing some form of 6th) is to get rid of CON. All the things you used CON for( other than Stunning) can easily go to a BODY roll. Now you only have to redefine the number of STUN past Defenses that causes Stunning. You could set it at 2x BODY and even make it 2x current BODY to simulate you death spiral.
  17. Chernobyl is the big event of his time in power. I think without it he would have made some of his reforms but a a slower pace and stretched out his reign. Not his personal failure but a failure of the Soviet system. All things considered he navigated those times pretty well.
  18. Nothing can be done until they get a new generation of writers and editors who understand the medium and the market though. Anyone who blames consumers for not buying their product should be "promoted" to a new industry with a rubberstamped exit interview.
  19. I like the concept but I would ask a few questions about his background. He probably needs a greater level of wealth and should have had it before his powers manifested. Also why can't he be employed by a government organization? Something like DOSPA, Primus or Until would welcome a Super who's also an accomplished metahuman researcher or the likes of VIPER if he's naturally inclined against society. Power wise, he's lacks a little offensive oomph. I'd bump him up to a 10 DC attack with maybe some type of 8 DC AVLD based on his research. He doesn't need to be much tougher if his agents are enough of a threat to demand attention.
  20. Yes, this is part of the basic rules for Vehicles and Bases. In the past, I've had a group come together and each donate 10 points off their starting characters so they could start with a base. I also had one player use the old Mastermind option in a short-lived Villain campaign.
  21. What have the Blue Bombers and the city of Winnipeg done to you?
  22. It usually take various heavy metal salts to produce that effect. You don't want to be breathing those foe any length of time.
  23. Beautiful, but my chemist background tells me to put on a mask and run for the hills.
  24. You have to take penalties to OCV. I don't see how that would apply to a Movement power.
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