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Greywolf2001ca

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  1. Re: Need help with my PC Thanks Hugh and McCoy for clarifying things up, I think it's good now, I'll fix the things up and it should be according to the rules now. Thanks to everyone who helped.
  2. Re: Need help with my PC Thanks for the clarifications on the increases fo the defence, could make some sense, and fortunate that you have some rules that reduce your DCV when faced against multiple opponents at the same time. My power defense is only active when she changes into he heroic form, to change into her heroic form, she absolutely needs her staff, so at some point, the staff would reduce the power but not as much as the powers on the staff itself which of course requires that I wield the staff all the time to use them. So that is how its suppose to work for that power. Pretty much like a spell component that never disappears, you need it to use the spell but you don't need it to maintain it.
  3. Re: Need help with my PC Question about the dodge in Hero, how can my character become better at dodging? All I see is a dumb +3 to +5 or so according to the "skills" your character has, if you can call them that. In games where you actually CAN dodge, you get better and better like any skill that you roll against in Hero, like an acrobatic roll, or mechanic roll, for example. Dunno why the game conceptor missed that part and created some abstract illogical battle system when their system is supposed to be skill based lol.
  4. Re: Need help with my PC For your information, I'm DM/Player for over 16 years, when I make a game session I spend and average of 2 hours per day for two weeks or so and I spend over 100 hours to make a campaign, I'm experienced and can't tolerate those crappy games where you roll dices to decide everything showing how inexperienced a DM one is. I left DnD behind after the 4th year because it made no sense, so stop saying stupid things, all I ask is you stop bugging me with the DM crap, I'll talk to him in when I'm done making the character according to rules which I know little of since I don't have the core book only read the sidekick and the Designer "manual". So could you please stop annoying me and make me do some harsh posts like I did earlier? I do that when people don't read my posts, and I have written it clear and simple, I'll explain it to those who are still in kindergarden or something: "I don't want my DM's opinion NOW, that will be LATER, all I want is to see if my character is okay according to the rules in the BOOK. And common sense also " now is that clear enough for you? Not talking about those who have actually read that and actually understood what I meant and stop bugging me about it of course, thank you to these guys . Ok, back to the topic. Hugh Neilson said: "Hopefully, that's what you're going for. Since you didn't give us any indication (other than "It's the Scarlet Thor Rogue Witch") of your goal, it's pretty hard to assess whether you've achieved it. If I threw this character into my game (perhaps with a few changes to remove illegalities and contradictory abilities), his role would be "reconnaissance" outside combat and "support player" in combat." Hahaha, and to say someone said that I was a powergamer. Thank Hugh for making it clear what my character is supposed to be to those who have a hard time reading and camplains that my character is either useless, weak, not good in combats, etc. How many times must I sa it, she is a spy not a freaking hack'n'slasher like most heroes you guys have made probably. your suggestions for attack rolls and defense rolls are simple ones which is almost identical to DnD 3.5 basically, you add your to hit bonus to your roll and compare to AC lol. I would completely remove that abstract thing, and put active defense rolls, it's silly to say that I am jumping into a man hole to avoid being blasted, I have 8 of speed and 40 of dex and the one blasting me has only 4 of speed and 20 of dex and manages to hit me nonetheless because of some abstract number, like you said, what happened to the spiderman, flash, and such dodging all the time people who are much slower than they are? The DCV and ACV is a really bad thing that makes this game system a lesser thing that it could be with defense skills and attack skills instead of an abstract value that comes from barely somewhere and that somewhere is abstract too hehe. I would like to see someone declare he is attacking dude A, then dude A rolls his defense and then the attacker rolls to see if he hit the guy, if the roll is good enough to hit the guy even if he has successfuly rolled his dodge skill, which would be much more difficult than the stupid +3 DCV which make little difference when you have super hero combat skills in Hero. You say we wouldn't see super heroes that dodges everything like spiderman and such, but on the contrary, we would see them more, now all I see is a forcefield that surrounds the character like the Armor Class in DnD and no matter what you say you do, if the character hits you, he hits you, even if you went behind a wall, duck behind a car, jump into a manhole, etc since you cannot dodge at all, dodging like in the DnD 2nd ed only gives you more AC in this case more DCV which is patheticaly illogical, and you are definitively faster than him, you don't dodge, you simply make it harder for him to hit you, which is NOT a defense, this is just you agility and how fast you are not how good you are at dodging or parrying or blocking blows. I hope you see what I mean without being blinded by your love of Hero system like so many are in their DnD fetish thing. Dodging is a skill, not something that adds to your defense like armour, it's the silliest thing I ever saw in a rpg, you either dodge the attack or you don't, it's not the attacking player's attack roll that determines this, it only influences the difficulty of the dodge because the dodge occurs in general afte the attack is launched duh, in the hero system, you dodge BEFORE the attack is launcched *in the system not what you declare if you look at the system's interpretation*. lol And stop talking about my GM, I'll worry about him when it is the time Hugh, I thought you understood that when I say later, means later. "ADDENDUM - **SMACKS HEAD** An aside to the group as a whole: The combination of Invisivbility and Desolid is the classic stealth/reconnaissance character. Am I the only one who never previously recognized that, when such a character activates his Desolid, he immediately becomes visible to three sense groups. I don't think I've ever seen such a character take IPE on his Desolid!" Yes, that's basically what invisible character and strealthy characters are all about. What I think it when you use your invisbility PRIOR to any other powers, then your powers are visible when you use them, but if you use your powers BEFORE you go invisible then all of your powers goes invisible, it's logical and makes sense, prove me wrong... I will probably laugh if someone does that hehe. So for example, if I have something running and I use my invisibility it would become invisible, it's silly that you are covered with flame and someone makes you invisible, but since you are covered with flames you are not, beginner's way of judging stuff. So if I had a permanent transfer on me that affect people all the time in a area of effect then the effects would be visible on them but they would not see me nor where it comes from. I hope it clarifies the invisibility power for those who have a hard time with what is invisibility. What some people say is like since I have a staff, all of me would become invisible but not my staff, clothes, gear, etc. It's the same with always running powers, you know it's happening, but can't tell from where it is originating from //Why can't you make characters that are not generic amd typical? This system is way to closeminded when it comes to create an original super hero. Can someone think of heroes beyond the generic crap that is out there like a fire guy, ice guy, magic guy etc? I think it's just a lack of creativity hehe.// I can make as many STYLISH villains per week as I need, not my fault if people don't have talent . Because when I know a game system, I know how to build a character, so it would only take me 2 hours to make a decent npc with a short background. AliceTheOwl said : "I repeat: The most important rule out of the book is that your GM gets final say on your character. Your GM sets the campaign limits, your GM decides what specs the characters can be built under." I re-re-re-repeat: The DM will be for later, now I want to know if by the book it makes sense. Sheeshh! I revised my character and reverted it to what it was before I made the transfer a "permanent" power. removed the conflicting limitations and such. Also, if I want to make my images solid, how do you do that? Here it is, the reduction and increases due to limit and adv are default and I can't export my character from HD because I use the demo only, I don't think it's worth even half the cost they are charging, but that's only me, who cares... : The stats are similar: (normal/HID) str 8/30 dex 10/30 con 8/30 bod 8/30 int 23 ego 10/15 pre 10/30 com 12 pd 2/10 ed 2/10 spd 2/6 rec 4/10 end 16/40 stn 16/40 36 skill points in skills from background, they come from somewhere Powers are the same but with fewer limitations, and I think the stats should have OIHID with the staff as a Focus on transformation only for half the value of the limitation of the staff, so instead of being -1 it would be -1/2, I think my GM wont argue with that...hopefully lol. These are powers that comes from her mutant genes. 31 Death Powers* Elemental, 62pts pool, "mutant powers" hehe 31 *Spectral touch 3d6, half end cost 2end 31 *Ethereal Shape Desolidification, cost only to activate, used on others 5 end 31 *Shroud Darkness 5" to sight group, personal immunity 6end 5 Night vision See in total darknes but not thourhg power of darkness Powers coming from her staff Focus 23 Moon Staff** Multipower, unbreakable, 46pts pool, obvious, magical powers 2 **Staff Damage 6d6, hand to hand, no end 2 **Night Wings 16", position shift, cost only end to activate, 62pts 4end 2 **Dark Illusions 1" size, to normal sight, hearing and touch, 4end +/- 2 PER, mobile, end only to activate 4 end 2 **Invisibility Invisibility to sight, hearing, smell, and radio groups, 5end, as well as detect, no fringe Powers coming from her heroic ID when she uses the staff to transform. Special sound and visual effect of a dark sphere and energies 99 Statistic change +22 str, +20 dex, +12 con, +7 bod, + 5 ego, + 20 pre, +2 speed, +4 PD, +6 ED, OIHID, need staff to activate, costs 2 end, reverts to normal self within an hour or dawn whichever comes first. 10 Leaping +12" total 18", OIHID, staff required to activate only 2end 7 Running +6" total 12", OIHID, staff required to activate only 1end 9 Power Defense 20pts, OIHID, staff required to activate only and 125 pts for backgrounf related disadv. I think that covers it mostly... And also I think it makes more sense now according to the book. There might be a few mistakes at a few points close because of the copying, but that's that. Thanks for your advice(s) .
  5. Re: Need help with my PC Blacmoor, read the really long post I made to answer everyone that posted before me, you will have your answers there. aliceTheOwl, thanks, the visual effect wont cause any damage to people unless really dumb like staying behind a glass window when you see what is happenin, but that's the dm's choice of course and I don't really care AmadanNaBriona: You too, read the really long reply I have made, your answers are there, please read all the posts before posting yours but thanks anyways. And I can't have a higher defense than 25 in total of any kind because the DM does want anyone to have over 25 for some stupid reason... mainly because he is too lazy to create super villains on his own and uses the crappy ones in the books. As for how my characte is built is my own business and is not part of the initial question I ask, so please keep this out of the subject, i want my character like that period. Just to be certain you read it, read my really big reply before this one before you post again. Hugh Neilson: Thanks for clarifying the staff part. As for the multi and the elemental group, i was talking about the points used in the EC instead of let's say my stats or something else, so she is weaker in stats, other powers and skills because I pay more for the EC than the MP. When I was saying things about 350 pts characters and npcs, I meant logically built ones with skills and such, not one built only one way and made no sense like you r example hehe. To all others: Could you please skip the DM's setting part, I don't care about that, that's between me and the DM, so stop wasting Forum space for nothing and save your breath...err.. fingers . All I want to know is if the character is according to the rule from the book, not from the freaking campaign settings darn it! Can't you read? I wrote it like many times in the orignal post and the lengthy reply!!! READ! I'll deal with the DM another day, now i just want to have a decent character according to the BOOK, not the DM. I'll work on the character now that I have a good idea of what is working and what is not. Thanks to all who helped for real. I'll give you some news soon.
  6. Re: Need help with my PC aahh, I can't answer you all in one post but I'll clarify some things This is a super hero, so it's suppose to be super strong, not a wuss that can't even fight bad guys or has a hard time fighting normals. She's suppose to survive big explosions, lasers, blasts from other supers, etc like in the comic books, not some super zeroes that gets killed in the first battle it participate in or by some explosions. second, the staff is similar to Thor's in marvel thanks for clarifying the weapon part As I read some PMs, I think that the FOCUS part should go on the increase in stats when she transforms into her super heroic form because she needs the staff to use those powers but the focus would only be limited to activate the powers not to maintain them. The duration would be 24 hours without the staff before reverting to her normal mutant self. What would be the rough limitation reduction of the costs of the stats with something like that? I doubt it's the full value. The mutant powers all comes from the same source, I made a multipower first but now I made an elemental power so it sucks up more points and makes her less powerful. Why I also reduced her number of disadvantages to 125 pts instead of 150, which will make the character easier to roleplay in the game instead of having lots of disadvantages. That is why I made an elemental power of them, because they have the same source and costs more than a multi. Will try to answer your questions and clarify my stuff by person: Killer shrike wrote: "Reasonable and consistent appearance change is all handled by Activation of Powers and/or SFX. You might want to read the general section under Powers in the Rulebook, whichever version you have. Key ideas like Activation of Powers, Reasoning from Effect, and SFX are covered therein." When she activates the power of her staff to transform like Thor does, she transforms into something stronger but yet not much different in appearance, just enough to be hard to recognize with her "makeup" and suit. There is a nice visual effect when she changes as well as some sounds, but it does not affect the environment beyond fragile objects by breaking them like a glass window and small objects like a glass of water or something smaller. Llike highlander when they kill another highlander but at a much smallers scale, like ten meters of diameter or so tops. If I need to pay for that where should I put that cost? In a power like in the Strength power which represent mostly my transformation? Or elsewhere? Or on its own? "As far as your actual character is concerned, what exactly is the concept? I see a mishmash of disparate abilities, but no concept. You might want to start by defining an origin for your character, or if you prefer a justification for why she has the powers you have chosen. As it is, it looks like the results of randomizer." It has already been done, the short short version is that she is a mutant witch like the original Scarlet Witch, although she has not developped her magical abilities beyond exploring her magical staff. BTW, if the staff changes into a cane when she is normal like for Thor, is that a power by itself or it would count as the Illusion power that is on it? "Getting into specifics, what is the rationale for a "Mutant Powers" EC, and why doesnt it work in water? More to the point, how are the Transer, Invisiblity, and Desolid so closely related that if one is drained it makes sense for all of them to be drained?" All her powers comes from one source, like if she was an fire dudette, or mystic or whatever, these comes from her mutant genes, as simple as that, as well as night vision, but that cannot be included in an elemental group unless DM says so, so I let that one out for the moment. As for the transfer, I did not go into details as what it drains and to what because it was not what I asked about the character and it is irrelevent to the question. As to how it functions, think of Rogue in the X-Men , but she cannot absorb the thoughts or entire person though. It was originaly 4d6 without limitations, but it looked as if she was an undead or something, so I made her more into a Rogue-like power that she cannot touch anyone without hurting them. "How are your other stats all linked with STR? Also, do you understand the implications of Linking? " It's because I cannot activate one and not the other, I need to activate all of them at once, thus the link part because when she uses her staff to transform all those stats powers adds up to hers. So they need to work all at the same time, that is why I kept the endurance cost on the strength and only on activation because to transform fatigues her a little. "As far as weapons are concerned, you don't take a normal piece of equipment weapon (Equipment is for heroic games), and then tack on other powers. You build the "weapon" as a Power (generally some variation of HA, HKA, EB, or RKA, but not necessarily), and limit it appropriately (generally with FOCI or Restrainable). If you want a +6d6 HA then you buy a Hand Attack Power. You can have multiple Powers represented by the same conceptual object if you want. All that aside, where did your water shy strength linked Mutant get such a shiny magic staff anyway?" Like I said above, it's a super hero game, anything can happen and it is well explained in my 8 page shortened background which I will not copy here lol, I would agree with you if it were a fanatasy game or a normal people game, but it's not such a game. Why is everyone so scared when someone starts with a magical item anyways? I allow it in all my games as long as it is explained reasonably, no need to have a 100$ explanation to it, I even accept things like one went in ruins nearby and found something there. Have no clue what's all the fuss about magical items, it's like "Wooo! This guy is too powerful he has a magical item." lol, if he paid for it with his character points means he's weaker elsewhere, come on! Anyways, this has nothing to do with the topic so skip it . As for the does not work in water is only for her mutant powers, they turn off, but as mentioned elsewhere, some cannot turn off so I'll have to come up with another logical limitation since the system does not allow me to do it like she is in GURPS system. "All that aside, the character in its current incarnation as presented is borderline legal, and terminally munchkiny. If I were the GM I'd bounce you back to the drawing board until you came up with a character that isnt such a blatant and clumsy attempt at powergamey point grabbing." That's maybe because you think she was not a super hero, but in my book, she is a normal super hero with nothing fancy about her, she cannot through cars like the Hulk, she cannot blast mountains like Cyclops, and she cannot teleport infinitively like NIghtcrawler, etc. So I think she is a normal super hero with her strength and weaknesses. Just take a Psi against her and she's done for, I mean a normal combat, not surprise nothing, or pit her against a light making dude and she is going to have a very hard time, etc. I think you judge too quickly. And you made me laugh when you said powergaming, you cannot power game in a PnP unless the game is oriented in PowerGaming lol, it's a roleplaying game that the DM is making, there are some combats, but the game orbits around the characters and what they do not what they defeat, since it's a typical super heroes game, there is normally no killing in it. Were I making a Super hero game, remove the things that goes against the rules, I would allow my character to play as well as other characters made out of 350 points, any combinason!!! Why? Because I was the one who said you had 350 points to make your character, if I wanted less powerful characters, I would lower the number of points that I give for character creation LOL, which my DM obviously didn't do, bad dm! lol You can Abort to activate Desolid as a Defensive action. You can do that in combination with either Block or Dodge if you like, but the nature of going Desolid makes that pretty pointless in most circumstances. Aborting takes your entire next action. Once Desolid you would stay that way however until you chose to go solid again (unless your Desolid were limited in some way that forced the issue). "You can Abort to activate Desolid as a Defensive action. You can do that in combination with either Block or Dodge if you like, but the nature of going Desolid makes that pretty pointless in most circumstances. Aborting takes your entire next action. Once Desolid you would stay that way however until you chose to go solid again (unless your Desolid were limited in some way that forced the issue)." But the question was not me attacking but me being attacked. So this means that if someone attacks me, I can use my power to transform and lose my next phase? That's what I thought initially and is fine with me. "Of course, any attack with "Affects Desolid" would smoke you, but that's what you get for using a primarily Body Affecting Power as a Defense." I don't mind, that's the game, everyone has a weakness or there is always a way to hit or defeat someone no matter how tough their defense is. It's like a deck of magic the Gathering, you can have a super powerful deck that kills players within 5 turns, but doesn't mean your deck cannot be defeated by other decks more powerful than yours. You see, there is a natural law here, there is always more powerful, smarter, wiser, etc than you are. If a DM gives 350 points to make a super hero in Hero system, then you should expect to see super villains of 350 points or higher in his campaign, that's the rule and logic, what's the point in making wuss super villains all the time? lol "What are you talking about? A) It's been a decade or so since I played AD&D 2e, but there was no such thing as a "DODGE" that I recall. The HERO System Dodge works out to +3 DCV which raises your passive chance to not be hit. Trying to avoid being hit makes you harder to hit. Where is the disconnect?" In DnD you can "parry" in the 2nd Ed which gave you additional AC, lol. In the hero system, you get AC for "dodging" in the for of additional DCV. BUT PLEASE, don,t tell me that if I dodge ONE GUY all the other guys get the same effect to their attack rolls. PLEASE! This would make this system totally crappy in combat. I mean, you dodge the attack of ONE guys, not all the others that will attack you in the same round LOL That is why a defense and attack roll are needed and logical. I like to defend my character myself, not by some abstract numbers. You say that DCV and ACV is not abstract, well I tell you that DEX is abstract, it is based on nothing except a table that says that much dex means this or that, which means it is abstract and based on nothing. anyways, that's just my opinion, not my fault if I devised a game system that uses real stats. let's skip that one too. actually, I don't mind adding one dice roll, and since someone, unless a super hero that has high speed like flash or silver lightning or 360 vision, cannot dodge all the attacks that comes to him from several ways at the same time, it's ridiculous. No, you defend yourself against one with dodge, parry against another, and block with your shield a third, you cannot dodge all the attacks that comes towards you in a phase, a phase is just a fraction of a round which is like very little time, no way your character can dodge so many attacks. The way you are talking is like people can dodge all the time and defend themselves all the time no matter how many hundreds of people are shooting or striking at him which is totally ridiculously illogical since the effect of numbers is not even there. It's absurd. This is the only thing I think the Hero system sucks at, the DCV and ACV, put attack rolls and defense rolls with the effects of numbers and you got yourself an almost perfect system. Rolling one or two mroe additional dice rolls ain,t that bad since you are actually rolling your character's skill. As you can see, DCV makes no sense since it means no matter how many times he gets attacked he always has he DVC at a certain level which means he is dodging and ducking and parrying faster than Flas or Silver Lightning, which is totally absurd. I would apply the DCV only to the one you are fighting with, the other would have 1/2 and ones you cannot see would have to hit like a 1 or 2 DCV on their dice roll. A combine shot from a bunch of soldiers would be even more deadlier than several shooting at you from several angles, although the shots from several angles would limit your defense capability. Now you see the big flaw in the system? Remove the DCV and ACV with skill rolls and you have a system that is quite hard to rival with. Not even GURPS would be able to rival with it. As for me, I think a simplified GURPS combat is more logical than a Hero simplified combat. If you add all the rules for both games, the combats are longer in RT but GURPS is still better. Sean waters said:"Your weapon does the damage you bought for it: you don't get +4d6 for it being a staff, so 6d6 + STR." ok thanks "What does the transfer transfer to and from? What it WON'T do in the present form is transfer points to you if you are hit or grabbed - only if you use it as an attack, so I can not see the point of the persistent advantage." But with the advantages and disadvantages I give it, it's like Rogue in X-Men but at a much lesser degree, you touch her skin with yours, you get damage. I was looking for a limitation that would be only skin contact but found none. What could be that limitation? "You shouldn't get a limitation for stats/powers linked to strength as : 1. the STR seems to be the lesser power (-1/4 lim) 2. It will always be on (so 1/4 less limitation) ....plus the power defence linked to strength to avoid the strength being drained removes a large part of the limitation of inked anyway - a limtiation that doesn't limit is not worth anything. I think this baby is a lot more expensive than you think it is." The link is to have the power being used all together. she has power defense nonetheless. If I remove the link part, I use compound power and put all the powers that are "linked" together and put the focus limitation on it, would it work? Since she needs the staff to transform and acquire those powers. "I'm not sure you want that focus 'expendable - that means it has to be replaced after each use. I'm not sure what you mean by 'removeable' -all focii are 'removeable' anyway." You should use the hero builder software, that is where it comes from I just copied the text, and you are only taking ONE WORD out of the sentence. It is written something like Expendalble (extremely difficult to obtain a new one) since it is mostly unique and can only be retaken not created unless the creator wishes to but it's a cosmic-like entity. But that's another story that has nothing to do with the subject at hand. "As for OIHID - you need to define what you need to do to 'get into hero form' -there has to be some limitation - probably some way to STOP you getting into Hero Form, or some limitation (for instance extra time) on doing so." Yeah, that's already defined, I need the staff to do so . Without the staff, I'm a wuss mutant with no stats or defense beyond a good IQ and some spy-like powers hehe. "No idea what you mean on the 'dodge' point. DCV is not the same as AC in DnD: that combines difficulty of being hit and resistance to damage, which are seperate in Hero. Someone dodging is harder to hit, but can still be hit (you can always dive for cover...). You can always build a dodge with levels if you want to do it that way." Read further above... "As for the DM: you should care or you won't be playing. Everything is relative to the other players and the villains being used. If the character never gets hit and knocks down villains like nine-pins, yes it is too 'strong' for the campaign. I'd talk through the specific concerns if I were you." Well, it's the DM's fault not mine, he should give less points to build super heroes in the first point. Bad DM I say. How can you have a character that is "TOO STRONG" if all characters are built with the same amount of points? LOL If I make a 350 point including 150 pts of disadv. then all players should be around that level too depending on the amount of disadv they took. So it is obviously not my fault if the DM is crappy like that by saying "Hey! boohoo! Your character is too strong for my game... boohoo!" Well, he should have given players less points to make their characters in the first place ,DUH!!!!! This is SOOOO BEGINNER as DM, but he's older than me I think lol, Maybe I should talk to him about how silly what he says sounds like. hehe anyways, let's skip this one too, it has nothing to do with the actual subject, I said I'll worry later about the DM I play with. I care about the settings that is why I need you guys' help in making the character respect the rules in the book. Hugh Neilson said:"OIHID requires a limiting factor. How does the character change to Hero ID? I've seen a number of characters where "linked" is used to replace OIHID. I would generally not allow a charcater to run a full power suite both OIHID and Linked to some power there's no drawback (and that means a drawback greater than simply staying in HID) to maintaining at all times anyway." What if I use compound power, put all those linked powers in it instead, put OIHID with Focus - Staff as the catalyst to transform instead? Would make things logical no? "OIHID is a limitation. You should expect that, at some time in game, you will be unable to take on your hero ID. Will your character be useful for anything during these times, or will you be frustrated that the GM is "picking on yoiur character" and preventing you from using your abilities. A -1/4 limitation reeduces cost by 20%. Expect to see utility reduced a similar amount." Well, she is still able to do her spy stuff with her innate mutant power, so she can still get away and hide... she also has her Rogue-like ability which can knock out mundanes and a few other super heroes with low str since she drains strength and adds it to two other stats. But the main thing is that her main powers comes from the staf and the limited transformation she goes through. The limitation will still be a limitation and an even more once someone knows who she is really since she would be more vulnerable. ""Mutant" is a background detail, not a basis for an elemental control. It's no better a linkage than "EC: Superpowers". Others have noted you need to define what your Transfer transfers to and from. Note also that it is limited to 12 points of effect (ie you can add 12 CP to the item it transfers to, no more). Your Transfer as defined means it can never be shut off - anyone you touch faces its effect. As an END using power (despite having the END bought to zero), it is visible to three sense groups, so forget any likelihood of ever being stealthy. Finally, it can't be both "always on" and "only in hero ID", as the latter contradicts the former. Note that none of your other powers have any effect while you are desloid unless purchased to "affect solid world". Your Invisibility is completely useless, as it will not render the effects of your Transfer (visible to three sense groups and always on) any less detectable. Technically it's legal, it's just useless." The mutant powers part awas only to make it a short version, that's background related and has nothing to do with my original question if it was abiding to the rules of the book, that's between me and the DM so skip it. I didn't mention what were the stats the transfer was affecting because it was irrelevent to my question, as it is only background and in-game only and does not affect character creation, it is only an effect and does not affect cost or legality of character. As mentioned earlier, she cannot be touched like Rogue in the X-Men, which is a disadvantage by itself somewhat, and as above mentioned, I'll remove the conflicting and this power is not OIHID, it's her mutant powers, all of her mutant powers are not OIHID, they are always there unlike her transformation powers which costs more than all the other powers because of the stats increase mainly. as for the night vision being always on, got a point "It is not book legal to apply "costs END only to activate" to anything but a select group of body affecting powers. Bonus STR isn't one of them. It is also not book-legal to apply an advantage to reduce END and a limitation to increase it to the same power. I might allow both in my game (though not in the context you're applying it), but you asked about book legality." It was only to simulate the stransformation she goes through, it's not the actual strength power that costs X2 endurance upon activation itself. That is why perhaps I should use a compound power and put the OIHID limitation as well as FOCUS-staff limitation as a catalyst for this transformation. Only to activate does not reduce endurance, it just says you need to pay only to activate not maintain.well not really reducing anyways I will only add persistent to the stats and not the defenses as she loses them when KO. But can I do that in a compound power? or would I need to do 2 compound powers since some are affected when KO and others not. "I assume you mean Obvious and Accessible. Expect it to be taken away regularly - that is what the limitation means. As pointed out above, "expendable" means it's like a material component for a spell in D&D - you use it once and it disappears, forever powerless. You can't use the powers again until you get a new one, which is "extremely difficult" - ie likely requires a lot of time and effort, with no guarantee of success. Bottom line: expect to lack these powers a lot more often than you have access to them. You save a lot of points with those limitations. The result is a lot of utility lost." Ah thanks for clarifying that out, I didn,t know the expendable part was that, I thought it was how difficult it would be to replace it. If the item is unique and can only be replaced by some extreme circumstances what would be the additional increase to the cost of the limitation then? "Again, costs END only to activate is bok legal only on certain body alteration powers, so by the books the Illusion and Flight are both illegal. This is something I'd likely consider allowing, although there would have to be a way to shut it off. You should also note that, when you shift points out of Flight or Illusion, they would no longer be active, so they would shut down. You would have to reactivate them after using any other power in the Multipower." Well, I want my illusions to only cost on activation, and no, I wont use many of my staff's powers at the same time, the multipower simulates a limited form of concentration that is not worth a limitation in itself. Since she is not a cosmic or magical being, she cannot use the entire power of the staff, like for such an entity, it would be considered an elemental power instead of a multi power and it could use all the power at once if it chooses to do so. A really nice plot for a game, bad guy cosmic being steals staff to rule the world but must study it first to develop its powers . I put only on activation because I only need to pay to activate it and not to maintain it and as long as I'm not using another power of the staff or shutting it down willingly or being KO'ed. "You would either have to turn on your Desolid during your phase (which would mean you can't attack since any attack ends your phase, after which you can't activate Desolid) or abort to activate it after your phase. You can only Abort if you did not already have an action on your phase (eg if you move in Phase 4, you can't abort until phase 5). Aborting eliminates your next phase, so you will miss a lot of actions using this approach." I don't mind losing phases, she is not a warrior but a spy which needs to strike down the ones that spotted her as quickly as possible, that is why she does not have alot of defenses and is relatively weak against energy and psionics with her low ego and low total ED. If let's say I say that I will attack but someone attacks me first and I change my mind and desol, whichi means I lose my attack instead of losing next phase right? But if I attacked and I get attacked but only did 1/2 a phase by attacking only thus remaining 1/2 a pahse, which means if I use a defensive power I would only lose next phase right? Those two things is was i want, I don't mind losing phases, she is not the kind of super hero that will jump into a battle, she will stay behind and will defend those injured or a mundane or really weak super only and herself of course, if no one attacks her then she wont fight. although she could help out by annoying the opponents with her darkness "I think Block would be more to your liking. Alternatively, perhaps a different game system would be more to your liking. I don't find Hero combat that hard to grasp, and "cross-referencing charts" isn't something I've seen much of in over 20 years playing Hero, but there's a reason one game system doesn't take over - different tastes." That's what I did, I don't like to have an "AC" to hit, I like to actively defend myself and not just roll a "To hit" roll versus a number no matter what the other did like in the DUll and Dreary system. and sorry for the tones, not really hostile in any way. But hero is still around which means it's a decent system that has its strength in some logic in comparison to the Dull and Dreary system which is only there because of its popularity and not its quality . Diamond spear said:"What exactly are you defining as "not in water"? Are you saying they will not work if your character is in the water? Or are you saying something else? Because unless you are saying that they will not work if your character is in the water than it isn't really a limitation. Also what level of limitation did you apply for "not in waer" (-1/4, -1/2?)? And to some of you who have already replied to Greywolf, lighten up a little! We were all once new to HERO and we were all once young. Answer honestly but try not to be too critical of an obviously new member of the HERO commmunity." I only applied the lowest -1/4 since the powers will not work when she is submerged as well as the range attack not being able to happen in water, like for example, the darkness cannot work inside the water but she can use it if she is not totally submerged. That was the original intent, but i will change it for something else if I there is some other limitation or if the compound power idea works I'll simply remove it since I'll have enough points to pay for everything in that group. As for people that replied, I didn't see anythign wrong in their post before yours Diamond Spear, it's okay really. No appologies or whatever required Phil said:"Just a question. How do you go into Hero ID? Put on power armour? Quick change in a phone box? Say the magical word "Shazoom!"? Understanding this would give us some idea of whether OIHID is a 'legal' limitation in your particular case. In general, as said, putting CHARs into OIHID is perfectly legal and very common. As also mentioned above, be careful about being useless outside of Hero ID. Because it will, at some point, happen. As it stands, your character will be totally useless when not in Hero form. If nothing else, consider buying a range of useful skills. You could consider something like having some of your Magical Multipower available when not in Hero form (e.g. have a 20 point multipower when not in Hero form, which gains another 60 points when you change). You'll also need to check what your GM's ruling about having CHARs as Powers and as OIHID, and how that affects Figured Characteristics. It would be perfectly legal for him/her to say you need to buy PD, ED, REC etc. separately under those circumstances." She wont be useless, she still has her mutant powers which are okay and the few powers of the staff she knows but can only use one at a time because of the multi. but her stats and protection are, in a super hero game, absent. She is just a well trained mundane in stats except for her com and Int which are quite high for mundanes. Beside her staff and mutant powers, she has nothing else to defend herself when not in HID, but she is not entirely defenseless, just a very weak mutant with a few powers and an apprentice witch who can't use any magic yet beyond her staff's powers.I think I will even put limitations on her staff's powers as to haveo only on the illusions being useable out of heroic ID since this is mainly the real power that needs to be used out of the heroic ID, the others are not really necessary. The other would only be useable OIHID as well as all the new powers the staff might have. As mentioned above, she uses her staff by saying a few words to transform into her super form with all those high stats and protection and powers. Then a 2 meter in diameter sphere of darkness surrounds her with dark crackling energies about that pushes back small items and breaks fragile ones within a small 10 meter radius if in an open area otherwise limited to the room she is in. Also, to make my character enter the group, it is imperative that she has mutant powers, since otherwise, there cannot be any other reason why she would join up with a gang of supers with her background. There is a high tech dudette in the group which would detect my genes as mutated and ask to join them perhaps. Or whatever the DM thinks of. hehe "Comments above all very true. What is the 'element' you control? What is the exact limitation? What are you transferring? What is the special effect of the Desolid? Invisibility wont function as you want, because the transfer power is fully visible." the transfering too is not important, so i did not include it in my description but is on my character sheet though, so everyone don't worry about that. The special effect of desolidification she becomes spectral, like a ghost if you want but a bit scarier, hehe but not enough to cause fear though. So the power is visible unlike Kitty Pride in X-Men where you cannot tell if she is desolidified or not. Would that count as a limitation of visible in Hero? Since you cannot tell when one is solid or not as long as you don't touch him with something. I didn't see anything that would group her mutant powers together, so I used an elemental power, you could say that her powers comes from her mutant genes, she's born like that and occured in her teens like all good mutants. So those powers comes from her mutant genes, not from magic, cosmic, psi, elemental, or whatever other power groups, as simple as that. hey, I like Hero system, but the OCV and DCV downgrades it, it would be much better with real skills instead of those, anyways, this is just what I think... let's wait until my game system comes out someday then we'll see which system is best mwhahahaha! ghost-angel said:"-->Invisibility, none of your powers have IPE, so if you activate them while this is on they become visible thus letting others know your location. Otherwise, it's a good construct to Sneak Around With. Note: Ivisible to Detect is grey ground, many GMs will not allow a blanket invisible to it, on the other hand many others will. Detects are usually bought with the Simulated Sense rule (I Detect Souls by Seeing Them, so it is a Sight Detect) and is thus covered by that Sense instead and not by "Detect." That one should require GM approval, or at least knowledge. Book Legal with Caveat." The invisibility is just for sneaking not fighting so no prob with that. The detect part advantage is to not being able to detect her with a detect mutant device or power as well as detect lifeforms, detect humans, etc. And thanks for the help, tell me what you think about putting all the stats and defense and all those powers linked to strength into a compound one with the limitation of OIHID and FOCUS - staff to activate the power with the cost of endurance being only to activate the compound power.
  7. I want to know if my character is legal according to the rules, I don't care about my DM, I'll worry about that later. I just ask that you read carefully my post, questions or comments before you post, I, ve seen to many times someone posting without reading the full content of the post he is replying to, thanks. IN a supers game, my character, when it goes into heroic ID, gains stats, can I just add the increases of the stats as powers and put the OIHID limitations on them and link them together? She is not multiforming or shape changing, or growing, only changing appearance a little, not enough to take morphing powers... she only becomes super heroic instead of just being heroic. here is the character actually: Not in heroic identity s:10 D:10 C:10 B:10 I:20 Eg:10 P:10 Com:20 all derived stats are average for those stats above she has 35 points in skills, talents and perks. her powers are: 1)Mutant Powers--, elemental group, does not work in water (as in "in the water" no me in the water), 60 APts -- transfer, persistent, always on 2d6, no end, 17pts, 60 APts -- Desolidification, no endurance, 60 APts -- Invisibility to sight, hearing, smell/taste, and radio group, as well as detect, no fringe and 1/2 endurance cost, 24 pts, 60 APts 2)Night vision, Always on, rapid: X10, +1 PER 3) running, +6", +6" (12" total), OIHID 4) Leaping, +12", +12" (18" forward, 9" upward) OIHID 5) Strength, costs end to activate only, X2 endurance cost, +20 strength OIHID 17pts, 25 APts 6) other stats, OIHID, +20 dex, +10 con, +5 body, +5 ego, +20 Pre, +2 spd, all linked with strength, total of 79 pts, 140 APts 7) armor, 15 resistant PD, 5 resistant ED, linked to str, OIHID 8) Power Defense, 20 pts, OIHID, linked to str 9) Weapon--, FOCUS, unbreakable, expendable (extremely difficult to get another), obvious and removeable, 62pts multipower, magical -- Darkness, 5" radius, sight group, personal immunity, 62 APts, costs 2 -- Illusion, 1" radius, sight group, normal touch and hearing, +/-5 PER, mobile, costs endurance only to activate, difficult to dispel, costs 2pts, 62 APts -- Flight, 20", positional shift, cost end only to activate. costs 2 pts, 62 APts -- Weapon Damage, +6d6 HtH damage, affects any form of desolidification, costs 2 pts, 60 APts she has 125 points of disadvantages that goes with her story and origins. A question about her weapon, do you take a normal weapon and enchant it or the powers it has is what it does? Like for example, if I say my focus is a staff that does normally 4d6 of normal damage, but I say in my focus' description that is has +6d6 of HtH damage, so does it do 6d6 + str or 10d6 + str? another question, if I want to use my desolidification as a defense to replace dodges, parries and blocks, is there an advantage I must buy and which one? If I don't need any advantage, how would it work in the game? Lose the next phase? Or lose the next phase only for activating powers? Or use only half a phase? If instead of dodging, blocking or parrying I use my desolidification, what do I basically need to make it so? Thanks for your help. Oh yeah, my DM says the character is too strong for the campaign he's running, originally, my character had more disadvantages and 8 of speed, but he said that was too strong. I think if he wanted to make super zeroes he should have limited players to 100 pts in disadvantages instead of 150pts lol. What do you think? Oh yeah, I think it's also because all but one player in his group of players have generic unimaginative character that sucks compared to my character lol. But if he wanted weaker characters, why did he give 350 points to build them anyways? A bit dumb don,t you think? If I would make a game in this system and wouldn't want the super heroes to be too strong I would reduce the amount of disadvantages one could have by 50 for example to have character of 300 points instead of 350. Bad DM, lol. question on the side, why ain't there any REAL dodges in the game? All you have is a DnD 2nd Ed. "dodge" that make you harder to hit... in my book, and in the normal world, someone that dodges is someone who is being attacked and tries to avoid it, not someone who attacks and must hit the guy who dodges duh. yo ushould remove that OCV and DCV and replace them with real combat skills where the numbers comes from somewhere, OCV and DCV are abstract value that the guy who made the game decided what they should be. When I want to dodge, I want my character to dodge, not have additional Armour class, because the DCV is basically Armour class in DnD. Would it be possible to see improvement in a future edition? I mean when I use dodge, I want to roll my dodge skill, not add some number to some abstract value that comes from nowhere, and always corss referencing on some chart is long and breaks the intensity of the combat by stretching it, a good old dodge/block/parry skill roll to defend yourself is much better than always cross referencing on a darn table all the time. Abstract values are not really logical.
  8. How do you post replies or edit you posts? sorry about the second topic, was my bad, didn,t know you could not post replies in your OWN topics LOL, it's ridiculous though haha. I just found that my topic was not locked, I can't post replies why is that? First time I saw a forum you can make topic but can't reply in them LMAO it is so absurd. sorry for the things I said, but as I said in it, if there si no one locking topic then forget what I said . help!!!! LOL
  9. Hey! I just wanted people's opinion, not necessarily the mod's. come on, unlock the topic. what's the big deal about locking a topic of someone who asks for help? not very encouraging and a bit harsh, especially for someone's first post in the boards. I didn't forced you to answer, If you don't do evalutation of characters why did you bother to post and lock the topic then? If I were a mod and someone posted a question on my boards and I didn,t want to answer him, I would have let others answer the question for me. sheesh! Is this some personal forum or a public forum with a community? Is it controlled by viper or something? lol I laugh at that though, first time I post in a rpg forum and someone locks my first topic for no real reason. hahaha! quite funny, usually it is locked because it has attained 10 pages of rants or debate, or the debate became too hot and was locked by the mods because others can't take good arguments. hmmm... lol And if you are locking my topic just because I found the main bad thing in the heroes system, not my fault, didn't make the game. If you get upset just because someone points a something bad instead of fixing or discussing it, well, the bad thing will stay and all of this would look silly, but since I don't know you and I doubt people making games (or working as mods ) are that stupid or susceptible. Maybe you were having a bad day, who knows? Not my fault, I didn't do the system, so sorry if you got offended, but everyone has a right to express one's self and I was just trying to show the flaw and asked if it would be fixed in a later game version. What's wrong with that? sheesh! you got to chill if it was for that reason, otherwise I didn't say anything about someone pumping up just because another talked about a flaw or bad thing somewhere. Instead of locking the topic, you could have at least waited that I answer back, how rude. You could have waited for people of the community to help instead. *sighs* anyways, those are the questions I ask, is my character according to the basic rules or not. If I wanted to ask a moderator I would have sent an e-mail or a pm, asking more the community first, if I have probs I'll ask the big guys. If I wanted to ask my DM about the power level of the game I would do so, I'm asking here so maybe this means I don't want a pro's opinion or an opinion on how powerful my character can be. So, chill. the second questions are: A question about weapons, do you take a normal weapon and "enchant" it or the powers it has is what it does? Like for example, if I say my focus is a staff that does normally 4d6 of normal damage, but I say in my focus' description that is has +6d6 of HtH damage, so does it do 6d6 + str or 10d6 + str? another question, if I want to use my desolidification as a defense to replace dodges, parries and blocks, is there an advantage I must buy and which one? If I don't need any advantage, how would it work in the game? Lose the next phase? Or lose the next phase only for activating powers? Or use only half a phase?
  10. I want to know if my character is legal. IN a supers game, my character, when it goes into heroic ID, gains stats, can I just add the increases of the stats as powers and put the OIHID limitations on them and link them together? She is not multiforming or shape changing, or growing, only changing appearance a little, not enough to take morphing powers... she only becomes super heroic instead of just being heroic. here is the character actually: Not in heroic identity s:10 D:10 C:10 B:10 I:20 Eg:10 P:10 Com:20 all derived stats are average for those stats above she has 35 points in skills, talents and perks. her powers are: 1)Mutant Powers--, elemental group, does not work in water (as in "in the water" no me in the water), 60 APts -- transfer, persistent, always on 2d6, no end, 17pts, 60 APts -- Desolidification, no endurance, 60 APts -- Invisibility to sight, hearing, smell/taste, and radio group, as well as detect, no fringe and 1/2 endurance cost, 24 pts, 60 APts 2)Night vision, Always on, rapid: X10, +1 PER 3) running, +6", +6" (12" total), OIHID 4) Leaping, +12", +12" (18" forward, 9" upward) OIHID 5) Strength, costs end to activate only, X2 endurance cost, +20 strength OIHID 17pts, 25 APts 6) other stats, OIHID, +20 dex, +10 con, +5 body, +5 ego, +20 Pre, +2 spd, all linked with strength, total of 79 pts, 140 APts 7) armor, 15 resistant PD, 5 resistant ED, linked to str, OIHID 8) Power Defense, 20 pts, OIHID, linked to str 9) Weapon--, FOCUS, unbreakable, expendable (extremely difficult to get another), obvious and removeable, 62pts multipower, magical -- Darkness, 5" radius, sight group, personal immunity, 62 APts, costs 2 -- Illusion, 1" radius, sight group, normal touch and hearing, +/-5 PER, mobile, costs endurance only to activate, difficult to dispel, costs 2pts, 62 APts -- Flight, 20", positional shift, cost end only to activate. costs 2 pts, 62 APts -- Weapon Damage, +6d6 HtH damage, affects any form of desolidification, costs 2 pts, 60 APts she has 125 points of disadvantages that goes with her story and origins. A question about her weapon, do you take a normal weapon and enchant it or the powers it has is what it does? Like for example, if I say my focus is a staff that does normally 4d6 of normal damage, but I say in my focus' description that is has +6d6 of HtH damage, so does it do 6d6 + str or 10d6 + str? another question, if I want to use my desolidification as a defense to replace dodges, parries and blocks, is there an advantage I must buy and which one? If I don't need any advantage, how would it work in the game? Lose the next phase? Or lose the next phase only for activating powers? Or use only half a phase? Thanks for your help. Oh yeah, my DM says the character is too strong for the campaign he's running, originally, my character had more disadvantages and 8 of speed, but he said that was too strong. I think if he wanted to make super zeroes he should have limited players to 100 pts in disadvantages instead of 150pts lol. What do you think? Oh yeah, I think it's also because all but one player in his group of players have generic unimaginative character that sucks compared to my character lol. question on the side, why ain't there any dodges in the game? All you have is a DnD 2nd Ed. "dodge" that make you harder to hit... in my book, and in the normal world, someone that dodges is someone who is being attacked and tries to avoid it, not someone who attacks and must hit the guy who dodges duh. yo ushould remove that OCV and DCV and replace them with real combat skills where the numbers comes from somewhere, OCV and DCV are abstract value that the guy who made the game decided what they should be. When I want to dodge, I want my character to dodge, not have additional Armour class, because your DCV is basically Armour class in DnD. Would it be possible to see improvement in a future edition? Abstract values are not really logical.
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