Jump to content

Ethernaut

HERO Member
  • Posts

    20
  • Joined

  • Last visited

Everything posted by Ethernaut

  1. Re: Self Resurrection If the character's body isn't destroyed, it regenerates back into life in five or more minutes and starts regenerating at it's natural 1 Bod / Minute rate until it is back in condition in which it was those five millennia ago. If the resurrect was limited with "Resurrection Only", she would resurrect at -7 Body and Stable. She thanks her Egyptian gods that she doesn't have that limitation. The two powers of the character don't have identical costs and don't do identical things, so I am following your suggestion here. PS: Sorry, but I don't remember the builds of the powers by heart, so I cannot write them down here - if I remember, I will write them down here after the game tonight, but I would not hold my breath - I won't probably remember the thread until I am back here at work.
  2. Re: Self Resurrection Imo that depends on special effects involved. For example one character in our campaign has Rebirth-special effect in her resurrect (as in "Dead character's soul wanders in the Deadlands for a while before returning back to life.") returns the character back in fully healed body. And another character has "My Physical Body Will Always Be As It Was At the Time of My Mummification Ritual" will slowly regenerate wounds and return to her former living self. She returns to life the moment her still mutilated body can support life, and because of her high Recovery usually recovers consciousness before all her Body has been recovered. (In reality it is the same character who has those two resurrection powers, but that is beside the point. Second Resurrect method is much faster, but if it fails, she has backup. I went for WoD mummy approach here but boosted it a bit Edit 2: Oops. You were talking about "Resurrection Only". I didn't answer that, did I? I guess if the character above had "Resurrection only"-limit in her regenerations, the first method she would recover in fully healed body, and with second she would return to life at a non-bleeding-state with -7 Body, which is the max her body can still support life (Her body max is only 8 - she tends to die a lot)
  3. Re: Greased Is The Word Not quite; force wall in front of Gomer would also protect Gomer, in case someone takes a shot at him. Perhaps El Mago doesn't want to protect him? My current character Sage might Switch places with the person Gomer attempts to shoot and thus take Gomer's target out of harms way. She wouldn't try to protect Gomer. I guess our campaign is a bit too Dark Champions/Hero for Champion boards.
  4. Re: Rescue/Kidnap Teleport How about this? Tele-Rescue - Teleport 10m x2 (10=>25=>18) - Usable as attack against Two Persons at a time (+1 1/4) - Cannot be used against people who can teleport on their own or are protected by force fields (-0) - Limitation: The second target must always be the character using this power (-1) - Both characters must teleport to same destination with their relative distance and position remaining the same before and after teleport (-½) - Effect: The character touches the person to be 'rescued' and teleports away with him. I don't have my books with me, so you better check the values of power advantages and limitations before applying them.
  5. Re: Ralph Mellish, an ordinary man Interesting character concept. Your sentence: "Ralph chooses when to change" suggests to me that you would like Ralph to 'change' to Incarnation instead of creating a duplicate. Thus you might want to change Duplication power to Multiform power. Sorry, but I didn't look at the Incarnations much due to lack of time. I noticed that they have Rivalry towards each other - If this was a character for a game I am running, I am not sure if I would accept a character that in practice has rivalry with himself, but there is a chance that I might since it is 'only' 5 cp complication.
  6. Re: Civilian Rescue Power? Grab by Maneuver might work. Character point wise it is very cheap; the maneuver is free to everyone, but if you want to be effective at it, you might want to buy some penalty skill levels to negate/reduce multiple target penalty. It isn't a power you asked for, but it does the same in my opinion.
  7. Greetings. I was suggested to ask this question here, for us to get an official answer to the question. I asked this before in General Discussion forum. The question is: Defender has Damage Negation (6 DCs as 'instant regeneration') and is on the other side of a barrier (8 PD, 4 Body 'crystal wall'). Attacker attacks the character through the barrier with RKA (4d6K 'big bullet'). The numbers and special effects are just examples just in case it is easier to answer by using them. What I am interested is how Damage Negation and Barrier work together; on one hand you should reduce damage class first, but on the other Damage Negation should not protect the Barrier. How would it be run the official way?
  8. Re: Damage Negation behind Barrier I shall do so.
  9. Re: Damage Negation behind Barrier Thank you guys, especially you Hugh. Right, the example has very low chance of getting any noticeable damage through, but I was mostly interested in how you would run it and you provided a nice answer. In addition your way of going through the situation is simpler than mine, so I will probably end up using it in my game. My way would have involved finding out the percentage of damage going through the Barrier and using it to determine the DC of the attack penetrating the Barrier, and applying Damage Negation vs that number. I haven't been able to find a really useful way to do it on my own. Thanks again.
  10. Re: Last Tuesdayism Sage is an ancient egyptian (very much living) 'mummy' from a WoD-like reality living in modern day Hong Kong. I guess the world would rate as Iron Age. In case the original timeline was Worse than the current timeline, Sage would tell the time traveler: "You must be confused. Clearly the change my rival Archwizard has done here is for the greater good. In this scenario you heroes should encourage him to keep up the good work, not to work to undermine him. Besides, tampering with history should not be given to amateurs, so I shall take your time travel magics from you and keep them safe. Thank you." She turns to go, stops and says over her shoulder: "Now, let me call someone to tend your wounds before I go." In case the original timeline was Better than the current timeline, Sage would tell the time traveler with eyes blazing: "So Archwizard made the world less enjoyable, probably just to annoy me. Don't worry. I will take care of it." She would study the time travel talisman, consider her options for maybe half a minute before traveling back to some suitable spot in the history to fix time as neatly as possible, possibly not even twisting it much towards reality of her liking. Thanks for creating a scenario to think through Clonus.
  11. A question about game mechanics: Defender has Damage Negation (6 DCs as 'instant regeneration') and is on the other side of a barrier (8 PD, 4 Body 'crystal wall'). Attacker attacks the character through the barrier with RKA (4d6K 'big bullet'). The numbers and special effects are just examples. What I am interested is how Damage Negation and Barrier work together; on one hand you should reduce damage class first, but on the other Damage Negation should not protect the Barrier. How would you run it?
  12. Re: Best Martial Art for a Bodyguard? One character in our campaign seems to like to protect others from harm. He does it with Martial Block by blocking for person adjacent to him. That seems to work for the bodyguard guy in our campaign, perhaps also in yours.
  13. Re: What does a "20 Comeliness" look like to YOU? Since Beauty is in the Eye of the Beholder, I just say COM ~20 for me is: Summer Glau Megan Fox Taylor Momsen and the like Now if I only knew which Beholder eye holds the Beauty captive...
  14. Re: Powered Suits as Vehicles Yep, my bad. I thought I had seen someone warn against making golemsuits as vehicles, but I could not find it after skimming the replies a couple of times, so I decided to make the point clear. I guess I should not have. You also suggested using foci. I agree that Foci could be nice way to do it, perhaps something like this: Golemsuit - Growth of suitable level - No Endurance (+½) Persistent (+½) OIF (-½) - Lockout: Spell-use (-0 or more) Golemsuit Armor - Resistant Protection of suitable level - Linked to Golemsuit (-1/4 or -1/2) Add other powers like Golemsuit Armor to make the suit do what is expected from them. The above was written without my books, so forgive any errors please. On afterthought, that is extremely ordinary Powersuit build, which pretty much everyone who has played Hero can build 'instantly'. *shrugs* Well, perhaps someone sometime gets something out of it.
  15. Re: Powered Suits as Vehicles Just a word of caution: If you intend to have both Wizard and Golemsuit users as player character, beware that the Wizard characters won't feel underpowered to the Golemsuit users. Imo this happens easily if they are built with same amount of character points: Vehicles in practice multiply your character points by five and thus Golemsuit users have 5 times more bang to their character point.
  16. Re: 6E p172 Object BODY table I think someone is forgetting that the amount of damage a thing can take doesn't depend on it's Body alone, but also it's defenses. Do this (or if you prefer simulate this with Hero System): Go to the outside door [preferably an "Exterior Wood Door"] of your house and hit it with your fist. Now repeat the same, but target your nose instead. Which one took more damage? If you aren't sure, repeat it as many times as necessary. Once you are done, don't forget to think happy thoughts!
  17. Re: Held action, Area attack & Defense against it Trebuchet: The example is from an actual arena match, but your suggestion of attacking someone else works well if there are several people fighting (- except if the area attack is ranged.) Thanks. TheRealLemming: Feinting sounds nice. I didn't think of move-by/through either. Move-by might work in the example scenarie. Move through no way. BCG is a stone elemental using a tree trunk as his weapon. SFF is a light weight martial artist. In general move-by&through will work against melee area attackers. Thanks to you too. Oh, and I had thought about attacking the club also, but it seems too unfair, since the character behind SFF has penetrating killing attack. The club is history five times in six hits. (only 1d6K attack) Hugh Neilson: The actual character behing BCG has little Growth & Density Increase also. (15 CPs in each if I remember correctly). He is the PC Brick. Keneton: I am afraid I don't recognize the term "Full Move Maneuver". I am still working with 4th edition here. Thanks for your suggestion anyways. Dust Raven: The example situation was simplified one and I wanted certainty of the basic scenario: SFF hits BCG, who strikes back with his readied action. If SFF does that, she will be crushed. In real situation changing maneuvers sounds like SFF could make it through alive. Also, the real situation in the arena isn't as simple as the example. SFF has some surprises in her sleeve. Thanks to you all. I'll tease you more with my questions some other time. Have fun. Ether.
  18. Re: Held action, Area attack & Defense against it Thank you for your replies. Especial thanks for reminding me of Knockdown rules, and the smile that appeared on my face when I read about BCG hitting himself with missed attack roll. In conclusion: Readied ranged area attack messes up most low DEF characters. I had hoped otherwise. The example case has a bit happier ending since it is a melee attack, but still BCG will make a mess. Ether.
  19. Greetings I am having a problem with a power I helped to design. The power is basically a big club defined as an hex-area-attack. Now to the problem: Big Club Guy (BCG) and Speedster Fist Fighter (SFF) fight. At one point BCG tells that he will Hold his Action, until the Speedster has struct him. At that point he will strike the hex Speedster is in with his Big Club. Can SFF somehow avoid the attack? 1) DCV won't help, since BCG is attacking the hex and that has only DCV 0. 2) Dive for Cover won't work either, since SFF has already struct that segment. (unless it has changed in the fifth edition - I am still using 4th edition since my fifth edition hasn't arrived to the country yet.) 3) Blocking sounds somewhat usable, but cannot be used either, because the character has already done something that segment and thus he cannot abort to it. (unless abort-rules have changed) This problem is even worse if the power is ranged attack. The character just Holds his Action until someone does something and blasts the target's hex immediately afterwards. Ether Edited one "has" to "hasn't". I seem to have a habit of making such mistakes. I apologize in advance for the coming mistakes.
×
×
  • Create New...