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Grailknight

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Everything posted by Grailknight

  1. Re: Paralysed poison 1d6 Drain vs SPD, Damage over time with 12 increments firing per segment, lockout and defenses apply only once(+4), delayed return rate-5 pts per 20 min(+1.5) cost 65 pts. Should stop a Fantasy Hero character or DNPC after a turn for a couple of hours.
  2. How do you increase the max for Aid? Absorbtion and Healing both have it in the power description but cannot Aid in 6th1.
  3. Re: I'm still not sure how to make a Gestalt character - 4th edition. Have the Gestalt buy Multiform linked to Duplication. That way they automatically split and recombine at any instance of use.
  4. Re: "Active" Drain Actually, you may be overthinking this. What you want is more a limitation on Drain so it does not affect Unified or Linked Powers. (I'd go with -1/4 but it may be worth -1/2 in some campaigns.) Your point 2 is actually the way Drains already work per the FAQ. Never dealt with the END cost question but I see no reason your point 1 would not be the rules default.
  5. Re: How to Build : a Lucky Stealer Power Well by RAW you have to have Luck to have the ability to apply an adjustment power to it. Limited Luck tied to a linked Drain/Aid would work legally but is useless unless someone has Luck.
  6. Re: Silver Age Superman I recognize Missle Deflection as a necessary point saving but can't see it as valid for the character. Supes could be napping on the beach and the shots would still bounce off. Mind you this is a nitpick. I guess it bothers me because mechanically it will fail if facing too many enemies firing at once. Still, only a nitpick and i'd probalby use it myself if pressed for points.
  7. Re: Silver Age Superman While I applaud your effort, I feel making SA Superman on 250 is a lost cause. The character you posted covers the most of the bases well. He can be a representative Superman clone as long as other npc's (hero or villain) are written keeping him as the gold standard in his niches. (Strongest and toughest, 2nd best in everything else) But there are several problems if you want to say he's SA Superman or for that matter any Superman except possibly early TAS. First, SA Superman has ALL his powers ALL the time. He can lift an aircraft carrier out of the water, weld the hull with heat vision and listen for Lois' cry for help on Mt. Everest simultaneously. Using powers one at a time is Ultraboy's thing not Supes. Second, PC's and NPC's are balanced to each other and also relative to the environment. SA Supes swallows hand grenades, uses battleship bombardments as a massage and swims in the molten core of the planet. Nothing conventional even breaks his concentration . Your version isn't tough enough to take a tank shell unscathed and his heat vision is matched by Viper's off the shelf blasters. He's not super enough compared to conventional tech and not really powerful enough to do "the jobs for Superman." I think this was the the main objection that was in the other threads only no one including me expressed it clearly. Third,and this goes more to balance, if Superman is 250 pts then Green Arrow and Hawkman are ??? Fourth, Superman has many foes he can't drop in 2 shots. Just off the top of my head: Darkseid, Doomsday, Bizarro, Brainiac, and Validus. Hugh's affrimation of massey is correct but for the wrong reason. He gave you the 6th rule on VPP's while you appear to be using 5th. Under 5th you cannot exceed the active value of the pool no matter the real cost of the power. I love the creativity but you need to up the points to make SA Supes .
  8. Re: Silver Age Superman Heat Vision Duplication (robots)
  9. Re: Clothesline a someone running by you I think in the example Mechanon killed the speedster. Though it's not part of his writeup I think the Martial throw or Killing throw manuvers are probalbly the best way to do this. He just has to have suprise or win the dex roll to go first.
  10. Re: Things That Exist in a Superhero Universe Active deities and pantheons that proclaim their divinity and perform incredible feats but don't attract any meaningful numbers of new followers. Corporations that don't throw huge sums of money at the inventors of world changing technology.
  11. Re: Things That Exist in a Superhero Universe Agencies that spend more money researching the heroes than the far more numerous criminals they oppose. Intelligence organizations that are riddled with double agents and and that are completely ineffectual against known spies.
  12. Re: The "parasite" or "symbiote" alien race This sounds more like what Possession was made for in APG1. Maybe make it with visible outside of mental group in some cases and limitations on how easy the possessor can leave the host.
  13. Re: Women of the Champions Universe (Fanpictorial) Purse strap and left shoe
  14. Re: Summon: Am I missing Something Here...? As a GM NPC it doesn't matter that the power used is over or under balanced, just that is appropiate for the scenario. It is good that as a new GM that you discover things you consider unbalanced so you can watch for them on PC's. Each iteration of the game has opened up more options and left the balancing to the user. Summon is far from the worst offender and as long as you, the Gm, keep control you'll be fine.
  15. Re: Question Probably should get the core rules back. I would consider soft cover to save costs.
  16. Re: Material Girl I would just use a large multipower with variable slots. Look at the max possible def she will get from surrounding objects and then the max possible attack. Add those plus another 25-40% for misc movement and set your reserve from that. Movement, desolid and all other misc powers will not be in full use most of the time. The rest is all special effects from an OIHID form that she can be damaged out of with a linked teleport(?) for snapping back to initial location. Variable power pool would also be an option but Multiform and Duplication would be too rigid to me. (right material for max of a power may not be present but something of lesser quality is available).
  17. Re: Mindstorm (First 6th edition character) Good concept with a couple of accounting flaws. Telepathy-human class of mind is default so no -1/2 limitation. Psychokinetic Defense Bubble-Only cost end to activate is a +1/4 advantage not a limitation.
  18. Does a desolid character with affects real world take damage from their target's damage shield?
  19. Re: Spider powers activate! Clairsentience with a trigger and limited to the locations of webs only.
  20. Re: Order of the Stick And now we know.
  21. Re: Order of the Stick New one. Roy is on the comeback trail.
  22. Re: Advantages on Strength, with limitations, Advantages and Martial Arts Not saying it is. I posted the house rules we use at every level of HERO. But you are correct as I did not fully elaborate. If an object of opportunity has a higher DEF than your pd it can be used as a weapon. Add 1/4 of its DEF to your STR up to double .
  23. Re: Advantages on Strength, with limitations, Advantages and Martial Arts I have a different approach to this but i'm starting from a different assumption. HA should never have been added to the game. It is a power based on real world logic that does not apply to a supers game. Example: You are at worksite and a crazed robber attacks you. You look around for something to defend yourself with and see: a towel, a board, a hammer and a book. The hammer and the board would be the most effective weapons but you could use the towel or book to block an attack so everything is useful in combat. Example 2- superworld. You are giving a STR exhibiton, breaking tree stumps and bending girders for charity when attacked by a crazed supervillain. You ARE a superior weapon to the girders and tree stumps lying about. You should no more attack with them than pick up a pillow to fight off a home invasion. It makes DRAMATIC sense to use weapons of opportuntiy but usually makes no actual sense as you are choosing an inferior attack. The answer we've used is that there are 4 basic attack powers 1- strike (HTH) no range but STR adds to damage 2- blast has range and can be spread 3- HKA no range but STR adds 4- RKA again range and can spread At purchase HTH must be define as the main attack or as an add to STR. Advantages can only apply to the main attack and the add on is prorated. Been using this method since 4th and it's helped keep it simple and balanced in our games but YMMV.
  24. Re: giving powers with transform You can give as much as you like so long as you either a- Match the given powers with a like amount of complications. or b- Add 1/5 the active points total of the powers you want to grant to the body of the Transform target.( i.e adding 20 pts give the target + 4 Body for the purposes of the transform effect roll.) So given enough time and attack rolls you can do anything per RAW. I suspect that your GM may have some commentary. If you are the GM just do it as a plot device and don't waste your time
  25. Re: What do you think of Endurance Reserve in 6E? Except that under the rules as written Aid is not limited to one use per character per day. In addition each multipower slot counts as a dfferent power. So you use each slot twice to reach max max and then switch to the next and apply it twice and so on. Taking just your 1st 4 slots you get an avg of 90 STR which you can use on EVERY member of your group as you didn't limit yourself to self only. You may have END issues but the fights are gonna be real short when you add 18d to the bricks and MA's.
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