Jump to content

CptPatriot

HERO Member
  • Posts

    769
  • Joined

  • Last visited

Everything posted by CptPatriot

  1. Maybe they adapt, start running around with thongs and micro-skirts and their powers kill people because of the hate in their hearts.
  2. I opt to Hold my Action until Steve rules at:
  3. Assuming the Portal Gun from the Portal game you'll also need to limit the teleport to only allow movement from the 2 floating points and only against appropriate surfaces.
  4. I suppose the question is: Can 'opting to do nothing' be considered an action for the purposes of being able to abort? Technically, you have not acted yet because you planned to do a Recovery, but planning to do a Recovery is not the same as actually doing it. Because you planned to do a Recovery, your Dex hasn't come up for purposes of Initiative. Something similar occurs when you have a character with Lightning Reflexes. Character has the following: Dex 1 +9 Dex, Not if Recovering +10 Lightning Reflexes for Megablast, then when Dex 20 comes up on the Initiative order, the player opts to not act because he is not firing the Megablast. If at this point between his opting to not fire his Megablast and his action of Dex 10, he can abort that phase's action because he has not acted in that segment yet. When Dex 10 comes up, he can perform any legal action, if he opts to do so but let's say he chooses not to act, then at this point he can only perform a Recovery at Dex 1, but he has not acted yet this segment, he is limited to using his action to only recover when Dex 1 comes up, but if he needs to abort before declaring at Dex 1 that he's recovering then since he has not acted in this segment he can opt to abort to his defensive action on his NEXT phase as this segment is not available to use for initiating his defensive action. I hope that clarifies things.
  5. Unfortunately, some of those statements are in error. "I wait for Slope Hoke..." would be considered a Held Action and prevent you from taking a Recovery at Dex 1. "I wait for my teammate Way Fermi to act on DEX 3..." is also considered a Held Action. "Slope Hoke blocked me last phase..." is valid and you would have to wait until his action before you can do anything Citation: 6E2 20, 1st Column
  6. It's rare that I get into rules discussions like this @ https://www.herogames.com/forums/topic/97285-can-i-take-a-recovery/

  7. Let me explain my PoV. You have a character at Dex 1 with Dex +9, Not if taking a recovery. When Dex 10 comes up in the order, assuming you have not done anything before that point and haven't been stunned from an attack, you need to declare at that moment to your GM, "GM, I'm Dex 1 this phase and doing nothing," then you are committed to either a Recovery or an Abort action. After your declaration: If you abort between Dex 10 and Dex 1, you cannot use this phase's action to abort since you have chosen to do nothing and it cannot be considered a Held Phase. You would need to abort your next phase's action. If you are Stunned between Dex 10 and Dex 1, you are unable to recover from being Stunned since you can only take a Recovery at Dex 1 which is not the same as "recovering from being Stunned" citing the actions table on 6E2 23. You are forced into Recovering from being Stunned as your next phase action. Guys, please tell me if this interpretation of the rules is incorrect.
  8. It relates to what was said about buying back your Dex to 1 so you can potentially recover without being attacked and buying your Dex back up to a level to be used for all your other activities.
  9. So, you are forced to take a Recovery or do nothing if the GM goes past your Dex in the order and someone can still Hold until you attempt a Recovery to ruin your day.
  10. With the resurgence of retrogaming thanks to Champions Now, I'm curious if there are any resources for assisting in character generation with 1st - 3rd Edition Champions.
  11. Atlas Unleashed is pre-4th Edition.
  12. That's a pretty sweet ability, Deadman. (re: the VPP}
  13. You could have PS: Billiards to represent being a Pool Shark and bounce people around that way.
  14. It just makes me thankful I bought my lifetime when we got invited to their beta all those years ago. I got my money's worth.
  15. I've heard some griping. There was that much pushback about the change? Good for us.
  16. If I might add my two cents, you could treat the coverage the armor provides for AoE attacks like the Mighty Protectors does. Protection that is considered Light Coverage provides only 1/4 of its defenses towards AoEs & Heavy Coverage providing 1/2. Barring that, give fractional defense based on the percentage coverage the armor gives.
  17. This solution works for both 5th & 6th. Try buying the ability to turn off as a separate power. Figure out the cost of that Always On power but without the Always On limitation/complication. That, in essence, is you buying off Always On. Use that cost as a separate power then buy Cost Endurance on that power. So you have: * The Always On power * Points to buy Always On off, Costs Endurance(-1/2) You can use this for other things also like ghosts that are always Desolid and need to become corporeal to attack.
  18. https://discord.gg/PFwcuJg
  19. You don't need to link a DCV increase to the Shrinking power. The SFX of the DCV is simply the character rapidly shrinking and returning to normal size during the course of the fight. I would, however, limit it to attacks you are aware of. A sniper's bullet should not be so easily dodged unless you are aware of it or have senses to detect such an action.
  20. Now, in Hero Designer(HD), you have two numbers to enter for the VPP framework: the Pool Points & Control Cost. The way HD costs the VPP framework is 1 CP for each point in the Pool Points & 1 CP for every 2 points in the Control Cost field. So, assuming you are using 85 pool points and the control cost controls the full quantity of the pool. The cost of the full VPP is: 85 Character Points for the 85 Pool Points 43 Character Points for the Control Cost to control the full 85 points of the Pool Points before limitations The use of a bulky spell book to change the powers in the Variable Power Pool is covered under the rules as VPP Powers Can Be Changed Only In Given Circumstance(-1/2). You add this using the Add VPP-only Modifier. The final cost for this VPP is 85 for the Pool Points + 43/(1.5) or 28 Character Points. As for the cost of the 'spells' in the VPP, you have two things to look at. Take the Real Cost of the powers. The total cost of all the powers has to fit within the Pool Points. The Active Cost of the powers has to be lower than the number in the Control Cost field. Please keep in mind, the number in the Control Cost field can be higher than your Pool Points. I seriously hope this answers all your questions. Edit: Oh, the use of the Power skill to enable manipulating the VPP hasn't really changed but under normal circumstances, you only need the skill to change the powers in combat conditions.
  21. When looking up the surface area of a human, I got 1.9 square meters. That translates to: 1.9 square meters = 2945.006 square inches That means at that depth, the victim is being subjected to 46,383,844.5 pounds of force or 21039.358 metric tons That's the equivalent of a 98 STR, so 19.5d6 every segment.
  22. When using a Change Environment power that forces a Strength Roll, do the players targetted by that CE need to expend END for the Strength used in making that roll?
  23. Let me see if I can do this differently. As written, there is no power that can directly affect the mass of an object/character in the effort to simulate increased gravity, so the use of Transform is generally allowed. Density Increase cannot be used "increase another character’s weight without also increasing his STR (and other Characteristics that DI normally improves)" as indicated on 6E1 189. According to the RAW, a Minor Transform can impose up to 10 Character Points' worth of Complications upon a target and add a power to the character as long as it doesn't add more than the Complication it adds. In this case, from 6E1 446, Physical Complication: Weighty (Infrequently, Slightly Impairing) (10 points). In addition, it makes sense that such a heavy character would also get some benefit: Heavy: Knockback Resistance -4m (4 points). A Major Transform can impose up to 20 Character Points' worth of Complications upon a target. In this case, Physical Complication: Massive (Frequently, Greatly Impairing) (20 points). In addition, the massively heavy character would get the benefit: Heavy: Knockback Resistance -8m (8 points). A Severe Transform can impose Complications with more than the 20 CPs the Major Transform is limited to. In this case, Physical Complication: Colossal (Very Frequently, Greatly Impairing) (25 points). In addition, the massively heavy character would get the benefit: Heavy: Knockback Resistance -12m (12 points). I present Gravity Increase powers: 7G Gravity Field: Minor Transform 8 1/2d6 (standard effect: 25 points) (target into a Weighty target, Leaving Field Effect), Area Of Effect (4m Radius; +1/4), Constant (+1/2) (75 Active Points) 31G Gravity Field: Major Transform 3d6+1 (target into a Massive target, Leaving Field Effect), Area Of Effect (4m Radius; +1/4), Partial Transform (+1/2), Constant (+1/2) (74 Active Points) 64G Gravity Field: Severe Transform 2d6 (target into a Colossally Massive target, Leaving Field Effect), Area Of Effect (4m Radius; +1/4), Partial Transform (+1/2), Constant (+1/2) (67 Active Points) A character transformed this way must have the strength to move the mass being forced upon them by the Gravity Field or be unable to move at all, collapsing under their own weight. They have to pay ENDurance to use their Strength score. The Partial Transform advantage (6E1 308) on powers 2 & 3 also help by allowing partial gravity effects since you aren't as likely to completely transform a target on the 1st shot with those powers. Power 2, a Major Transform, can achieve Minor Transformation status with only 2/3 the BODY needed to fully Transform the target, allowing the 31G Gravity Field to subject the target with a smaller 7G Gravity Field until such time it can be fully transformed. Power 3, a Severe Transform, can achieve Minor Transformation status with only 1/2 the BODY needed to fully Transform the target and 3/4 the BODY to achieve Major Transformation. Now, if you wanted to impose Microgravity, 6E1 445 offers a guide for those Complications. You would need to add the advantage, Improved Results Group, to the Transforms and reword the effect on the Transform to "target to target under different gravity level". This also works to change the level of gravity you want to subject a target with, in the case you are concerned about the potential collateral damage a heavy target might have on floors or the ground. Negative Gravity is a different ball of wax and could be handled with a Severe Transform to avoid any issues, though others may argue that Flight, Usable As Attack fits the bill fine: Negative Gravity Attack: Flight 10m, x4 Noncombat, Ranged (+1/2), No Gravity Penalty (+1/2), Usable As Attack (x2 maximum weight per inanimate target; affects any character or any object of up to 200 kg; defense is Density Increase, Desolidification, Power Defense, or gravity-manipulation abilities; +1 1/2), Damage Over Time, Lock out (cannot be applied multiple times) (3 damage increments, damage occurs every Segment, can be negated by Flight; +1 1/2) (75 Active Points)
  24. It can be argued that the Earth is the nearest object that has gravity as a power properly written up on its character sheet. When you look at it that way, Aiding or Draining the Earth gravity power should be possible and allowed.
  25. So, essentially you are saying that since the Earth isn't a character, just treat the power purchased as you affecting the Earth to make the appropriate than try making gravity an ever present power the world uses against you?
×
×
  • Create New...