Jump to content

Doc Samson

HERO Member
  • Posts

    1,420
  • Joined

  • Last visited

Posts 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

     

    I'm not sure he needs Range. Just the Area of Effect and Usable By Others advantages, possibly with Selective so that ONLY allies get the benefit.

     

    Another idea is Change Environment, with a -1 OCV to OPPONENTS. That is the same as a +1 DCV to allies. Except that someone standing outside the are and firing into it at range would not be effected.

     

    Lucius Alexander

     

    In Hero, there's usually more than one way to skin a palindromedary

     

    Negative Skill Levels, from the Skill Levels section, could also achieve a similar effect.

  3. Re: Help me finish a character?

     

    A clinging damage shield will mean that anytime someone touches you while the power is on will be stuck to you.. Blob from Marvel comics had that' date=' where if you punched him in the gut he could tighten his muscles and trap your arm. Just remember, it's not selective when it's on, so if BadGuy knocks your buddy into you while it's activated he'll be just as stuck as your opponents. Plus, can your character climb sheer walls? This power de facto gives you that ability, so if it don't fit conception stick with martial manuevers to increase your combat fu.[/quote']

     

    Clinging, bought as a Damage Shield, does not allow the character to also walk on walls, he would have to buy Clinging twice for that. As far as being a detriment to teamates, Clinging is one of the most mild Damage Shields as it won't make teamates lose an action or do damage to them if they are knocked into it. Clinging also provides some protection from knockback, which makes it less likely you will be knocked into a teamate. It is, however, a nightmare to opponents seeking to distance themselves from the character, especially if you are in the teams "brick" role.

  4. Re: Entangle as improved grab

     

    I'm very new to the HERO system and a friend of mine is starting a sci-fi game. I'm thinking of playing a mutant of some sort with Extra Limbs, and I thought about getting Entangle. Trouble is, I can't figure out how to adapt it as sort of a 'melee grab'. It should probably only work in range of my reach, I found no limitation for that.

     

    Does anyone have any recommendations?

     

    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.

  5. 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?

  6. Re: How would you write up this power, "The Do-Over"?

     

    I prefer area effect transmute to EDM simply because if you use EDM you'll just leave behind a universe from which you vanished never to be seen again.

     

    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

     

    Sure ya can!! :) Penalty Skill Levels (PSLs) are designed to offset a negative penalty with a combat maneuver.

     

    Actually, it's not uncommon at all. You regularly see people with +3 PSLs for Hit Locations, +3 PSLs to offset OCV Mods on Move Throughs etc. Granted, there isn't a whole lot of difference between +3 PSLs for OCV Mods on Move Throughs and +3 CSLs with Move Throughs. The thing about a CSL is that its always usable. If you are doing a MoveThru and only have a -2 penalty, that +3 PSL is only going to offset -2, that other +1 is unusable.

     

    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...

     

    Nor can he buy Penalty Skill Levels to counteract the standard OCV penalty imposed by a combat maneuver (such as the -3 OCV for a Grab-By) or to counteract the Unfamiliar Weapon penalty.
  9. Re: grabbed by multiple characters

     

    I don't think this exact situation is covered in the rules, but I have some suggestions. :D

     

    Two things spring to mind that might indicate a way to go:

    1. every "doubling" of strength is equal to +5 STR
    2. Someone can grab a person whth only one limb at -5 STR (effectively)

    Now, let's assume your 2 Duplicates have the same STR. I would say that the grabbed target can either try to shrug out of only 1 of them at the straight STR of one of the Duplicates, or can try to get out of both of the Grabbers as if it was one Grabber with STR +5.

     

    What do you think?

     

    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.).

  10. Re: What power sets do you like, but never play?

     

    I never get to play the basic Brick. As one of the longtime Champions players and GMs' date=' I am a victim and instigator of the "let the new guy play the basic Brick" mentality. Hopefully, a new campaign "one off" will give me the chance to play the basic Brick PC.[/quote']

     

    A basic Brick may be easy to play, but a full Brick with an assortment of "Brick Tricks" can be fun and challenging to play.

  11. 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.

  12. Re: VVP and AP limits

     

    To me, a VPP is not a power (and I don't CARE what Hero Designer says). A framework is a mechanic for grouping several individual powers, not a power unto itself.

     

    By the same logic, a 60 point Multipower with 5 Ultra slots would also be a 90 point power. I don't believe most games restrict them in that fashion.

     

    The AP I look to would be those of the individual powers within the framework, and not the framework itself. In a 60 AP maximum game, I'd allow a VPP with more than 60 points, with the proviso that no individual power within the VPP may ever have more than 60 AP.

     

    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.

  13. Re: What power sets do you like, but never play?

     

    A shriking duplicator. Character can shrink and make a small army of him/her self. Think Army Men. :) Tanks' date=' Special Forces, Grenades. Overwelm the enemy with tiny annoying needle like bullets. muahaha.[/quote']

     

    This is a crazy cool idea and I demand...err humbly request that you wite up this extremely awesome concept for us all to steal...I mean to compliment and praise.

     

    3)Awesomely impressive man- As in the good looking bow down and worship me if you aren't running for your life type level of PRE. We're talking a Thor Concept in full god mode etc. I've come close' date=' but one campaign I made for one got cancelled. Another the GM had me tone it down and the guy became a regular brick. Le sigh. Another I did get to play a few times, but that GM's job took them away (Knew I should have broken knee caps)[/quote']

     

    This is a cool idea too. It makes me think it could be doable with much lower PRE bought with Does Knockback and Double Knockback (example Power from the Ultimate Brick). Add Indirect and you could choose whether you knock people away from you (i.e. send them running away in fear) or towards you (i.e. running toward you in lust or awe).

  14. 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.

  15. Re: What power sets do you like, but never play?

     

    Mentalists - I always wanted to create a Mentalist who was involved in Supervillain rehabilitation, but never met a GM who would allow him.

     

    Multiform Characters - GMs always say I am stealing another PCs thunder/spotlight/schtik

     

    Invisible/Illusionist types - Always shot down.

     

     

     

    More later

     

    QM

     

    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.

  16. Re: Independent on a Power Framework

     

    To clarify' date=' if I buy independent as a common modifier for my hypothetical hat, each power I place inside will be given the independent disad. Now, it seems to me that would indicate that each power could be lost [i']independently[/i] of the rest in the pool. What I understand you to be saying, DocSamson, is that that is not the case. Why would it not happen like that?

     

    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.

  17. 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.

  18. 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?

×
×
  • Create New...