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Doc Samson

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Everything posted by Doc Samson

  1. Re: Bad Powers Bad powers is one thing but if all his powers are totally useless, he's gonna have his butt handed to him by even a low powered superhero. I think I would take real powers but then put unusual special effects or limitations on them to make them less heroic. Some good examples can be taked from the movies Sky High and Mystery Men. Here's a few examples... Supreme suggested Armor that is only effected by copper, that's a power that may never get used. Make it against lead and you may not have a very heroic power, but it will stop bullets. To make it even less appealing, add a Disadvantage that he cannot feel anything. That would be enough to send most people on a rampage after awhile. Cancer suggested a Mental Flash. That may actually be too useful, but how about a Sight Darkness with the special effect that he emits a blinding light that blinds even him (i.e. no peronal immunity). He may not like the power but at least he has the advantage of knowing when everyone is going to be blinded too. He can take advantage by hiding or getting away. (This idea came from the glowing kid in Sky High.) Similar to the above, how about Invisibility that only worked while your eyes were closed. Not incredibly powerful but useful if you practice moving around while blind. (This is inspired by Invisible Boy from the Mystery Men). How about a power that emits a foul odor causing everyone in the area to become nauseus (Change Environment causing -OCV, -DCV, ect.) It's a very useful power, but I would hate it if I were a hero. (This idea came from the Spleen in Mystery Men) Last one, how about the ability to turn yourself into a solid object. You become invulnerable, but cannot move. It's not flashy but has tactical uses. (This one is very loosley based on the melting kid from Sky High).
  2. Re: "Devotion Aura": group defense bonus Negative Skill Levels, from the Skill Levels section, could also achieve a similar effect.
  3. Re: Entangle as improved grab My most recent character was a Grab Specialist (think along the lines of a Move Through Specialist but with Grab based powers). To simulate my "ultimate wrestling" concept, I went with a Clinging Damage Shield. Another "power" that may be useful to you is buying up your Causal STR to equal your normal STR. These may seem like strange choices but in game I think they may play well with your multi-limb copncept. For example, to escape from you after a successful Grab, an opponent would first have to escape your Grab, and then break away from your Clinging. I think this is befitting of somone who is Grabbing you with four (or more) limbs. If someone tries to Grab you, you get to make an Casual STR roll immediatley (at full normal STR) and then another, as an action, if the first does not succeed. I think this also simulates well how difficult it would be grapple someone with more limbs than you. I hope this at least gives you some ideas.
  4. This reared it's ugly head in our last game after a long sleep. What do you guys think about about Pushing two powers (or a power and a characteristic) at the same time? I haven't seen any rules against it, but I'm not sure it seems...right. My example is a player who pushed both his STR and Growth in a recent fight, but I imagine this can be done with any damage sources that stack (such as STR and Density Increase or STR and Stretching velocity damage). It is ok?
  5. Re: How would you write up this power, "The Do-Over"? Great stuff you guys, thanks much.
  6. Re: How would you write up this power, "The Do-Over"? Yah...EDM does have the problem that you have to go to a universe where all the other characters exist. A power like this kind of requires everyone to be on the same page (not to mention some limitations to prevent it from being used repteadly in the same event).
  7. The special effect is that the character can cause time to rewind a few seconds (1 phase) to change the outcome of a single action or event. Everyone present is aware that the power was used, they see a "ripple" as time rewinds. We tried writing this up using one of the Luck variants but that just stopped the action from working (or not based on the role), it didn't allow the character with the power to change what he did. We thought of using an Extra-Dimensional Movement to Time Travel back in time 1 Phase, but then the character would be there twice (I think, this one hurt my head). [edit] We are currently considering (despite the caveat) allowing the 1 turn time travel option in 5ER, and just ignoring that the character would already be there. How would you guys write this power up? There was a similar concept used in the movie Galaxy quest where they had a device that could rewind time 13 seconds (The Omega-13)
  8. Re: A couple of flying manuver/power questions for you guys I'm pretty sure PSLs cannot be used to offset the OCV penalty of combat maneuvers. The rule even uses Grab-By as an example. My apologies Rapier if I am reading this wrong. From H5ER Page 66, starting on line 22 under Penalty Skill Levels...
  9. Re: A couple of flying manuver/power questions for you guys
  10. Re: grabbed by multiple characters Great Question! SirViss's idea is very close to how we handled it. We had a similar scene in one of our games, except our Duplicator is also our (minor) Brick. Here is what we came up with... 1. Despite the fact that grappling characters occupy the same Hex, we ruled that no more than 10 attackers may Grab the same (normal size) target (one for each Hit Location). More could be possible but we didn't want to create any type of situation where a mob of Norms could grapple Superman or the Hulk. 2. Each doubling of total STR adds 5 STR to BODY Roll to maintain the Grab. For example, two 45 STR Grabbers combine to 50 STR, four 45 STR Grabbers combine to a 55 STR, and eight 45 STR Grabbers combine to a 60 STR. For non equal STR scores, just add together how much they can lift and round to the nearest STR DC. 3. Multiple Attacker/ Coordinated Attack rules still apply (i.e. Multiple Attackers must Coordinate Attacks if they want to combine damage to Stun the Target on a Grab and Squeeze (or Throw the Target) ect.).
  11. Re: Seeking Concept Help - Magical Technologist? I think the idea of magical fueled technology is cool. Think about the clockwork owl from Clash of the Titans.
  12. Re: Help with a power: look like a statue I would say a Sight Shape Shift (10 pts.) with the Chameleon(-1/2) Limitation from the Invisibility power. [edit]Woops, nevermind, you already made your decision.
  13. Re: What power sets do you like, but never play?
  14. Re: What power sets do you like, but never play? Holy Cow, I just got a new one this week. One of the members of our current group is playing a Flying Brick Move Through specialist (loosely based on Nova). I thought focusing so heavily on a single combat manuever was a neat brick idea (he has cool powers like a Triggered Tunneling to smash through walls). I decided to copy him and make a Brick specialist based on Grabs for a side campaign. I made a Grab MP with all kinds of powers Linked to Grab; such as NND damage (Choke), a STR Drain (Joint Lock), a Clinging Damage Shield (Hold), ect. After one battle, the GM decided Grab with Linked Powers was too powerful and made me change my guy. Definately chalk this one up as a concept I would like to try again sometime.
  15. Re: A bit of help needed with some GM Characters I agree with both Sean and Oddhat. A No Conscious Control(-1) two-form Multiform seems approprate for Daystar/ Nightmare and a Multiform VPP seems appropriate (perhaps with the Requires Eye Contact(-1/2) limitation) for Mirrorshade. Cool ideas btw.
  16. Re: Adjustment powers vs. Megascale If you picture the flight as more "potent" in some way than regular flight (but don't want to spend all the extra points to not use megascale), maybe you can buy some Power Defense with a limitaion that it only protects your flight.
  17. Re: VVP and AP limits This is how I have almost always seen VPPs handled in the multiple groups I have played with. We have a character right now who has a 120 pt. VPP, but he is still bound to our 60 AP campaign limit for the powers he creates with it.
  18. Re: What power sets do you like, but never play?
  19. Re: What power sets do you like, but never play? As I almost always play Bricks, I have made quite a few Growth characters (I am also a Goliath/ Giant-Man fan) but I rarely play them out of fear of not beng able to assume full size (and STR) during an important indoor fight. I have also yet to find a GM that will allow Duplication after the first fight or two. Even if you scale the character down so that he does minimal damage, the ability to self-coordinate has always scared my GMs away.
  20. Re: What power sets do you like, but never play? Though I think your GM was a little strict on the Invisible/ Illusion guy, I have been tossed out of campaigns because of the other two. As Telepathy and Mind Scan can ruin an otherwise complex story, I understand how these powers can be tough for a GM. As a frequent GM, I tend to panic when I see these on a character sheet. I played a VPP Multiform Mimic for a short while, but as the heroes were usually better built than the villains, I copied the PCs powers more often than our enemies. It eventually did become unfun for the other players (though I must admit I had a ball using the others players powers in ways they hadn't thought of). One of the few non-brick characters I played was an Invisible Illusionist named Matador. He could turn Invisible and make Illusionary copies of himself. He was alot of fun and though the two are a powerful combination, he was much less game breaking than many other common character types of I have seen played.
  21. Re: Independent on a Power Framework This may require a ruling by your GM based on the Special Effect of the Framework. Here are my thoughts as a frequent GM... - If the Framework were bought with as a single Independent Focus; i.e. "a single Hat", then yes, all powers in the framework would be lost if you lost the Hat. - If the Framework were bought as multiple Independent Foci; i.e. "multiple things I can pull out of this Hat (one item for each power, for example)", then I believe I would allow them to be lost seperately. [edit] Please note that having a sperate item for each power still may not prevent someone from stealing them all at the same time, especially if you kept them all in a single hat.
  22. Re: Independent on a Power Framework Independent can be taken on an entire framework, but when it is lost, all powers in the framework are lost as well. Please note that at some point, if you play the character long enough, you will lose the independent power or framework and all the points you spent on it. If the limitation never comes into play, then by definition it is not a limitation. If you invest a large number of points in the framework, when you lose it your only hope is that the GM gives you an opportunity to retrieve it, otherwise the points are gone permenantly.
  23. Re: Queer heroes Steve, I think you have gotten alot of positive feedback on your supplement idea. Have you decided on whether you or not you will give this a shot? Also, check your PMs, will ya?
  24. Re: presence attack The REAL abuse starts when someone buys their PRE Does Knockback and Double Knockback. "Oh you wanted to hit me? Bye bye now..."
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