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terriblyuncreat

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  1. One more on the subject of Foxhole... What would be the best way to build an Entangle that represents warps appearing all around the character, so no matter which way he goes he ends up right back where he started? Would it be something as simple as a Transparent to Attacks Entangle that works on INT instead of STR? Am I totally missing something?
  2. Re: Terminal Velocity The 30d6 was referring to the damage done after falling for 6 segments from 105" or more, 5E 291. I don't know anything about the 20-year old core rule, and I am, in fact, the moron that's only been running HERO for about a year. Incidentally, there's an elementary school forum a few websites down the block for name-callers. I came to these forums for advice, not to take flak for asking questions in the first place. --terriblyuncreative
  3. Re: Why Are You Hitting Yourself? All-- Thanks for all the input! I think I'm going to let him do it and go with the modified Missile Deflection. Hadn't thought of that... --terriblyuncreative
  4. Here's another one for Foxhole... How would you build a power that traps someone between two warps that are close together so that they fall out of one warp and into another one, basically catching them in a loop? The idea is that they continue to fall through these warps until they achieve a terminal velocity, then the power ends and they hit the ground. The only thing that I can think of is an Entangle built with Transparency to Attacks, Continuous, Versus DEX not STR, NND (Flight and the like), linked to a 30d6 EB with a delayed effect. That's a lot of points. Any other ideas?
  5. Okay, this one's coming from one of the players in my group... Foxhole has the power to open warps and holes in space. He wants to have a defensive power that any time someone attacks him in melee, a warp opens up in front of the attack, redirecting it to hit his attacker. Any idea how to build this? The only thing I've been able to come up with is four linked EBs and KAs versus PD and ED, all with Damage Shield, all with Variable Special Effects, all with Variable Advantages (all of this to simulate the fact that any attack could be sent back at the attacker), all with the Limitation that the damage cannot exceed the damage of the original attack. Is there an easier way, for instance would it be possible to add some kind of Custom Advantage to Missile Deflection/Reflection that would allow it to be used in HTH?
  6. Do the normal Half Move/Full Move limitations still apply to movement powers that are bought Usable As Attack? For example, Taxi Joe has 10" of Teleport, meaning that he can move up to 5" as a Half Phase action, up to 10" as a Full Phase Action, and up to 20" as a NCM at 0 OVC/half DCV. If he buys Usable As Attack for his 10" of Teleport, does that mean that he can teleport someone else 5" as a Half Phase Action and 10" as a Full Phase Action? Or, because buying Usable As Attack makes it an Attack Power instead of a Movement Power, does that mean that he can teleport someone else up to his full 10" range as a Half Phase action? What happens if he tries to do a NCM on someone else?
  7. To Dispel/Suppress a Summoned being, a character must overcome the Active Points in the Summon power. Is the Summoning character or the Summoned beings the target or the Dispel?
  8. What are the effects of environmental conditions on Invisibility? Would someone who is trying to locate an Invisible target in water or in a smoke-filled area be able to attack them at 1/2 their OCV, or would the Invisibility completely conceal them? Likewise, what would be the effect of the old can-of-paint/bag-of-flour trick? Can a character attempt to cover an Invisible attacker with something in order to locate them and target them normally, or would they still be at 1/2 OCV despite their Invisible opponent being covered with paint and obvious to all?
  9. I'm new to the forums here, and I've got several questions that my gaming group and I have been saving up. I don't have a copy of 5ER yet, and apologize in advance for any questions that I have that may have been answered by owning it. I love the game, and thank you for all the hard work! It says under the description for Duplication that a dupe that is killed "stays dead; the character has lost a part of himself". Does that mean that the character actually loses the Character Points that he spent on that duplicate (or the points that he spent on buying more duplicates)? For example, Extra Guy can create eight duplicates, and spends five points to buy his number up to 16. Unfortunately, his eight new dupes are killed. Does he then lose those five points? In a similar vein, what would be the system for building expendable duplicates? For example, Sapling Man can teleport by disappearing into the ground and "growing" out of it someplace else. When he teleports, he leaves behind a bark-like shell, a dummy designed to keep fighting and make his opponents think that he's still in the fight to give him a head start in getting away. The dummy looks and acts like him, but only has a fraction of his powes. Is there a way to do that withing having Sapling Man sack Character Points every time he leaves a dummy behind?
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