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NuSoardGraphite

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Everything posted by NuSoardGraphite

  1. I use both methods. Spreading a mental attack (remember, when you spread you lose 1D6 from the attack per "hex" or per "+1OCV" not 5pts worth) is indicative of someone who has enough raw power to affect multiple targets, but doesn't have much experience in doing so (thus his overall mind control ability is lessened when he does this) An AE mind control simulates someone who is skilled and experienced enough to spread their mind control abililty without it being significantly weakened. Obviously AE mind control is superior when you want to control legions of puppets, but for small areas of effect, Spreading may be a better option....even for someone who already has an AE mind control power. Ex: Mind Master has two Mind Control slots in his Mind Mastery multipower: 1) Mind Control: 12D6 (60) 2) Crowd Control: 6D6 (30) AE-Radius(+1) Selective(+1/4) 67 AE Radius is 4" Now, if Mind Master wants to control everyone in a room (36 people) he would be better off using his "Crowd Control" ability. However, if Mind Master merely needed to control the minds of 2 security guards, he would be better served by "spreading" his Mind Control slot. at 12D6, spreading to hit another "hex" is only -1D6 for a total of 11D6 vs each guards ego.
  2. The Speed Reading talent is built using the Rapid sense adder, so yes, thats exactly what its for
  3. I use the Rapid adder for Laser based communication which simulates its ability to send and download information quickly (for Star Hero campaigns of course)
  4. I agree with Dust Raven. The No Noncombat limitation is a given. No Conscious Control alone will reduce the final cost to 1/3 (27pts)
  5. Ah. Thats pretty easy. High Dex and Speed scores (Dex 25+/Spd 8+) For powers, I suggest a multipower with the following: Desolidification: Requires a skill roll (acrobatics) not through solid objects (Superspeed Dodge) Hand Attack: Autofire. (superspeed punch...Agent Smith in The Matrix) Hand Attack: AE-Radius: Selective. (Multi-Target attack. The character runs through multiple opponents at superspeed and punches them all) Superleap (High speed leaping) Flight: surface movement only (Wall running ala Trinity) Duplication (Splitting Attacks: the ability to fight as if the PC were multiple characters. A popular trick in Anime, Manga and Videogames) Hand Attack: Double Knockback (Hyper Hammer: Superspeed punch that imparts a LOT of kinetic energy on the target) Outside of the multipower, I would give him/her some seriously enhanced perception bonuses to simulate their ability to take in information and process it quickly.
  6. Teleport with Trigger. Also give the character a sort of Spacial Awareness enhanced Sense so they can sense their surroundings (sort of like Daredevil). If the teleport is triggered, they make a successful perception roll to find a "safe spot". Make the trigger based on a skill roll (perception roll). If you want it to work every time, get rid of the skill roll and the sense, and use the adder Safe Teleport.
  7. I understand where you are coming from. The FREd doesn't give us much of a guideline for using this particular adder. I see its use much the way Steve L explained in his answer. Mainly it is used to decrease the amount of time it takes to gather information (but not necesarily the amount of time it takes to process it). With the first level of Rapid on sight, things like Reading and observing would be affected. A magazine that would take an hour to read, would only take about 6 minutes, in this case. I think you are on to something with reducing the base time to sense something when you use this adder. I would take each level of Rapid as reducing the amount of time it takes to sense something without incurring a penalty. You don't gain a bonus, it just kills the penalty for taking less time than required. Ex: Speed Demon has Rapid(X100) on his vision and Hearing. He wants to search a room for a murder weapon he believes is hidden somewhere inside. The GM determines that this would normaly take 1 hour. Speed Demon, however can get the same result by merely taking 1 minute to search the room (2 steps on the Time chart lower than 1 hour) at no penalty. (instead of -2) Now, this doesn't provide a bonus, so much as it gets rid of the penalty for taking less time. As far as I'm concerned, thats a game effect worthy of a 3pt add-on.
  8. Re: How to you make a missile immune to missile deflection/reflection? Don't dismiss AE 1-Hex: Accurate out of hand either. This advantage is specifically meant to represent a non-Area Effect attack that is either very accurate or seeking or some such ability that makes it target an enemy as if it were a hex (DCV-3)...it doesn't actually make the attack encompass an area.
  9. Place the advantage Area effect 1-Hex: Accurate on the attack power. Normally, AE attacks cannot be missile deflected, though their SFX and the GM are the ulitmate judge as to whether or not a specific AE attack can be deflected. Another option is Indirect. According to The Ultimate Martial Artist a Hand to Hand attack with the Indirect advantage cannot be Blocked. Since Missile Deflection is the equivalent to Block (except its used against ranged attacks) the same may apply in this case. Again, this is a GM's call. The third option is the make the attack with the Invisible Power Effects advantage. If they can't see/sense it, its damn near impossible to deflect it (1/2 OCV to deflect...possibly 0 OCV...something to bring up to Steve) Putting all three of the above advantages onto a single attack power would make it pretty much indeflectable. Happy Hunting.
  10. I would base the characters within the Matrix on 200 points (100pts/100 disads). No characteristic maximum (in the matrix) Dex range: 18-24 Spd range: 4-6 Lots of martial arts and skill levels. I would probably allow special martial arts moves using powers. Skill-based VPP to represent the ability to quickly upload a needed skill. Each character would have a multiform that is used to represent their "normal" selves outside the matrix...these are based on 50pts. (they are VERY normal) Agents would have high physical characteristics (Dex 24+/Spd 6+) martial arts and lots of +DC's (so they can smash through concrete!) and Desolid vs projectiles (maybe triggered by a successful Combat sense roll or something--that way Trinity can sneak up on the agent and put a bullet in his temple) Post-Resurrection Neo would have a moderate VPP (60pts or so...he's still growing) and super high characteristics (STR/DEX 30 each...speed 8 or possibly better...I'll get back to you on this after I see Reloaded)
  11. Ah yes! The old AE-1 hex HtH attack power trick! I had a villian in my sengoku game that had a maneuver called The Ultimate Dodge (Wind Carries the Cherry Blossums) that consisted of a Desolidification w/requires skill roll (Acrobatics). The only maneuvers that could hit him weres ones with AE placed on them. Only 1 PC has such a maneuver (he had an AE-radius-selective HKA with Autofire....Shinu-no-Tatsunami or "Whirlwind of Death")
  12. Sounds good Heroman. I've used this exact method myself. It works perfectly for the actions you have described. +5 may be a bit much though...I find +3 to be good. You might want to have PC's link it to a Danger Sense or Combat Sense roll (to detect the incoming attack), so that its not completely automatic...if the Ninja is taken by surprise, the DCV bonus should not apply.
  13. It is my assumption that the +1StunX represents the amount of unbridled Pain that a lightsabre wound causes. Burn wounds are notoriously painful and ache badly long after the wound was inflicted. Can you imagine having a 3' blade of pure fusion beam in your gut? And the guy in the cantina in ANH (and the changeling in AotC) was still standing because a hit to the Hand location is only a X1 stun multiplier...it becomes X2 with the Lightsabre...not enough to knock out the guy.
  14. I understand. I lived in S.D. for 14+ years. Frankly I have no idea why I left in the first place (I'm now 130mi to the north in Hollywood) and I plan to move back around the end of the Summer and get my old group going again. Perhaps we can collaberate in the future... Well...I still love writing stuff up, but I don't sweat the small stuff. As long as I get a close approximation of what I want it to do, its all good to me. And I agree...the main point is to allow the PC's to get away with some flamin cool shizzle. I mean, come on, its all about the fun in the first place.
  15. Both Acting and Sleight-of-Hand are appropriate for this sort of Surprise Maneuver. I've used Sleight-of-Hand for these sorts of attacks in the past (instant surprise attacks...usually coupled with Fast Draw and a really sharp blade) and it works quite well. Hitting somebody when they are Surprised: Out of Combat is a good way of taking them out in a single blow. A bit cowardly though. Heroes shouldn't use it often...if at all.
  16. I would think, that something of that nature would be unecessary to build via points....unless of course, you want it to be able to defend the character vs a "Dizzying attack" power. If so, yes, I'd buy it as a form of Environmental movement. It would be considered the appropriate defense against any attack meant to disorient the character in that fashion.
  17. Martial Arts maneuvers and +DC's are good for that also.
  18. Re: CSL There is contradictory information on this I believe. In places, it mentions that 5pt skill levels are the minimum on which limitations can be placed. In other places, I've seen 3pt levels being quoted as the "minimum" (Thu Ultimate Vehicle is guilty of this) Then again, it may be that as far as Combat Skill Levels are concerned, the minimum is 5pts. For regular Skill Levels (non-combat type) the minimum is 3pts. Perhaps this question should be put to Steve. Hmmm...for a Hand to Hand or Melee skill level....considering their versatility (+OCV or +DCV or +DC) I would consider that at least a -1/2, if not a -1. I'm going to say -1/2 for now.
  19. A man after my own heart. I wish more people around here saw things this way...
  20. The Anti-Fuzion sentiment comes from back when Hero games wasn't producing any supplements for Hero 4th anymore. Suddenly here comes some new stuff from Hero (collaberating with RTG) and surprise!, its a new system (a "Fuzion" of Hero and Interlock) and many of the old Hero fans were furious that Hero decided to support a new (and in many fans opinions, much weaker) system than to produce new supplements for their beloved Hero. I was one of them. But fortunately, things have turned around in that arena. Fuzion, in and of itself is a decent enough system, it just pales in comparison to the versatility of Hero in its full. (and it don't hold a candle to Interlock either, IMO)
  21. Hey Champsguy! Long Time, No Argue! Actually, if one goes by the Impairing and Disabling rules, 12 body is enough to cut someone in half if they have 12 body or less (A disabling wound). And a vitals hit will do X2 body...thats a maximum of 24 Body. According to the 5E, arms and legs only take about 3-4 body to "disable" (on an average human with Body 10) If a limb is "disabled" with a lightsabre, assume its gone This I agree with wholeheartedly. NND or AVLD isn't necesary unless defenses in your Star Wars game are significantly high. Personaly, I use HKA, Double AP, +1 StunX to define my Lightsabres. Nice and simple. (I also allow Str to add to damage, but thats a whole seperate argument). Their main use to the Jedi is as a tool of defense (covered by Missile Deflection and boatloads of defenseive skill levels) and while their offensive capabilities are impressive, they are not irresistable. (as evidenced by Qui Gon having to melt through the blast door, and Luke's Lighsabre "bouncing" off Vaders sholder armor in ESB)
  22. Don't forget about the TENGU! (or are those already in Ninja Hero? I don't have Ninja Hero yet...forgive me)
  23. How about using ICV or Initiative Combat Value? This is a substat based on the characters unadjusted Combat Value. Take that number and add a die roll of 1D6. Highest to lowest that phase. PC's would now be able to purchase Skill levels that affect ICV (this would effectively replace Lightning Reflexes). ICV penalties due to injuries and whatnot can be gleamed from similar OCV penalties. Penalties because of a weapons STR Min can affect ICV as well as OCV. Penalties due to heavy armor apply also. Etc, etc. This is an idea I plan to playtest at some point in the future...
  24. Yeah, sorry. Thats what I meant. I edited my post just a second ago...I really do need to stop posting after getting off of work (I work graveyard...you understand, I'm sure) As far as the prices are concerned, a good guideline is double the cost for each bonus. Masterwork weapons are notoriously expensive...
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