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Midnightninja

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  1. It's a wonderful word Lucius, you really should. I haven't gone through that Song-based NPC list so there might already be a write up, but, Lucius, could I most humbly request that you write up a villain named War (based on the song by Edwin Starr)? I'll even babysit the palindromedary as payment. One of my favorite goofy characters was The Barrister. The bastard child of a Cloudcuckoolander and the Genius Ditz. He was a world traveling archaeologist and a deadly swordsman. He spoke plenty of obscure languages and was clearly raised with an aristocratic education. Unfortunately for everyone who dealt with him, he was...confused. During one of his archaeological adventures his mind was touched by some kind of eldritch abomination. He called himself The Barrister because he had permanently confused legal terminology with archaeological terminology. His "legal partner" was his expertly crafted rapier, and he had enough knowledge skills and a high enough oratory roll to convince most people that the nonsense he was spewing was sound legal advice, and not poor directions to some ruin that he might not have ever visited, but definitely saw in a dream. This is on top of the fact that he was well-versed in law. It was just a crapshoot if his brain understood legal to mean dealing with the law at the time. His only real powers were teleportation tricks. He could "teleport" all of his equipment back to him, "teleport" small objects (Perfect Pickpocketing) and had 2m of x4 AP teleportation (with NCC) that let him escape any bonds or prison he would inevitably be thrown into for various crimes: B&E, contempt of court, slandering nobles (his knowledge of history, nobility, politics, and his analyze: people's intentions allowed him to quickly sniff out any unsavory plans. He was clearly high bred and had interesting stories, so he could slip into fancy parties without many problems.) public intoxication (Distinctive Features: ALWAYS sounds tipsy), or grand larceny (he could recognize almost any antique cultural relics and would frequently take them back to their rightful owners.) On top of all of that. He was an expert swordsman, that had extra bonuses when dueling. So this unknown noble appears at party. Regales the guests with amazing stories about far off places. While there, he's made a habit of pointedly, yet obliviously, commenting on how Baroness Rinewüld's current plans for the recently ceded territory aren't altruistic, but, in fact, are more than likely a staging ground for further expansion, in clear violation of the recently signed treaty. Another guest decides that this insult can't stand and challenges The Barrister to a duel, since this guest is known as the best swordsman in the court. This guest finds out that The Barrister is incredibly knowledgeable about the ins-and-outs of courtly duel procedures and explains that the the proposed terms of the duel could only be overseen by people of a higher station than any of the guests, and could leave The Barrister guilty of murder should he win the duel. The day of the duel The Barrister is seemingly still drunk from the night before, refused to acquire a second, and derides the craftsmanship of provided blades. After winning the duel, The Barrister is detained on trumped up charges and, before his execution simply walks out of his cell (with no recollection of how he managed to escape), no recollection of how he acquired this necklace the Baroness was displaying, and in his place is an undeniably sincere note of thanks to the Baroness (such a lovely party, and the accommodations after the duel were delightful), the dueling noble (a spirited young man who, with practice, could become a decent swordsman), and the expert guards who were assigned to keep watch before the execution (the servants provided were dour, yet committed!) complete with a small sum of gold for the "servants" that was part of the possessions taken from The Barrister upon his arrest. Now the PCs, who were meant to secure him as a guide and hired to acquire the necklace The Barrister has made off with, have to find the man who's presumably escaped and is in hiding. Luckily he's just one town over. He's found teaching orphans the basics of swordplay and looking over contracts for the local blacksmiths guild. He was a lot of fun to play. I always talked like Sir Digby Chicken Caesar while I played him. Complete with the needless and baffling formality, and the earnestness that you can hear in the opening voice over.
  2. I've never made a character with 2 VPPs, but it sounds unwieldy. Can I ask why you haven't considered the multipower framework? I want to comment more, but you've written a lot as you're thinking through all the issues for this particular conversion. I'll come back to this with more questions and comments. This is one of those threads that's going to be sitting in the back of my mind for while.
  3. 1. I'm sticking to 1st Generation (pokemon, attacks, and stats) because that's what I grew up with, that's what's simplest, and that's what they've used for the recent Pokemon Go (which I'm not a player of, but I do like it.) Are you going to stick to the original 15 types introduced in generation I, or are you going to include steel, fairy, dark, and whatever else might exist now? I ask because Pokemon Go currently is only dealing with Gen I Pokemon, but the newer types are present on the Pokemon and they're attacks. 2. Bulbapedia is by far the best resource for information on Pokemon. I'm using that as a reference. Pop culture wikis can be really good for info. 3. For attacks labelled Physical, Special, and Status-Effecting, I am equating to PD, ED, and "Variable Defenses depending on Special Effect", respectively. That seems like a good starting point to me. 4. The kid-friendly genre standard of never doing actual harm to anything works in our favour. It simplifies the damage system to STUN only, so points don't have to be wasted on buying Resistant Protection, extra BODY to simulate HP, spending more points on Killing Attacks, and the like. It also ensures our Pokemon can always be healed at the PokeCenter easily. Therefore, damaging attacks are Blast with the +0 Advantage STUN Only. There, of course, would be a limitation on the STUN about not recovering at the regular rate, or not recovering at all assuming a knockout. You could make it so that REC only affect Endurance and not Stun, or you could take REC out altogether and build each attack on charges. 5. I have chosen to simulate the power ratings of each attack, listed on Bulbapedia, as 15/1DC. So, attacks with a power rating from 0-15 are bought as a 1d6 Blast, 16-30 are bought as 2d6 Blast... and so on, up to 150 bought as 10d6. The one attack from 1st Generation with a Power rating higher than 150 is Explosion (170). This attack, and Self-Destruct, are supposed to halve the target's defense, effectively giving them power ratings of 340 and 260, respectively. I haven't attempted to create these attacks yet, but seeing as how they're supposed to be one-hit knockouts, there might be a different way of building them instead of Blast 23d6. Considering the high-powered attacks like Hyperbeam and Sky Attack aren't easily learned by most pokemon, I feel this 15/1DC system works pretty well. I feel like these attacks fall into the low-powered Heroic category. The real point cost of all the electric-type attacks I've created for Pikachu range from 6 - 14 points. The Active points range from 15 - 40 active points. How do people feel about this? Isn't the damage of an attack also dependent on the Pokemon's stats and level? If I'm reading this correctly, with this set up, a lvl 15 Ratata doing a tackle would do the same amount of damage as a lvl 50 Rhyhorn. I'm assuming I'm missing something. Aren't there other variables to consider when determining how much damage an attack would do? Regarding Self-Destruct and Explosion: That sounds like Armor Piercing to me. They're supposed to be one-hit KOs, but I remember that not being the case while playing the game. 6. Hard to say exactly what the balance of these attacks will be with the PD or ED bought for each pokemon, or how much STUN... but I'm thinking PD and ED should be kept low or toolkitted to be much more expensive, and STUN amounts should be kept higher to best simulate HP. Upping the cost of PD and ED would probably make sense, as would reducing the cost of STUN. You should probably decide on that once you have attack damage figured out. 7. Every attack get's a +0 Advantage for declaring the "type" of attack is it, such as Electric-type attack (+0). This will have an effect on Vulnerability complications and Damage Reduction powers, representing type-based weaknesses and resistances. How do I do immunities, like Ghosts being immune to normal and fighting-type attacks? Ninja'd by Ninja-Bear 8. The one Status-effecting power I've made is Paralysis from Thunder Wave. I built this as: 8 1) Thunder Wave: Minor Transform 4d6 (Target receives Requires a Roll 11- on everything, 12- Roll on Target's Phase), Attack Versus Alternate Defense (Mental Defense; +0), Electric-type (+0), Works Against EGO, Not BODY (+1/4) (25 Active Points); 20 Recoverable Charges (Recovers Under Limited Circumstances; Healing at PokeCenter required for Recovery; -1 1/4), All Or Nothing (-1/2), Limited Target ([slightly Limited]; Only against humans, animals, and pokemon; -1/4) [20 rc] I'm wondering if it should be a Major Transform.. but the cost is very inflated that way. A 12- Roll roughly signifies a 75% chance of recovery on 3d6. I've taken the rulebook's recommendation on making this a Mental Transform, including the Limited Target limitation; Recoverable Charges are the PP (as in the game - from Bulbapedia); All-or-Nothing prevents the status effect from being too powerful, as, rather than having this transform accumulate 'damage' which would never be healed back over the course of one battle, there is a certain chance to affect the target each time. If I remember correctly, paralysis also affects the targets speed, which affect DEX order in HEROES. I wouldn't use transform to simulate the adding of the complication with this. A couple of weeks ago there were a couple of discussions about using Change Environment to temporarily apply complications onto characters. I can link to the relevant sections if you'd like. This limitation "Only against humans, animals, and pokemon; -1/4" doesn't seem very necessary to me. 9. Certain attacks are damaging plus a certain percent chance to inflict a status effect, such as Thunder. I made this a Blast as normal, then I made a second form of Thunder Wave, which I simply called Paralysis, and linked it to Thunder. It has two more limitations: Linked, and Requires a Roll (6- roll; -1 1/2). A 6- roll roughly represents a 10% of success, as per stats on Thunder. A failed roll simply means the paralysis did not take effect, since it doesn't have it's own special effect - it's just part of the Thunder attack. However, if it succeeded, they'd have to make another attack roll for that power and total the dice in an All-or-Nothing fashion. Perhaps the Required Roll should be higher to reflect the increased likelihood on failure due to the attack roll and the All-or-Nothing Transform. A compound power with damaging affect and a status affect (on an activation roll) might simulate what you're going for better. I'll have to think about this. 10. That's all for now! Keep it up! This is really interesting.
  4. I think the pricing for it was just double the cost of Self-contained Breathing. Just like the CE stun effect is twice the cost of Cannot be Stunned.
  5. Steve, has any of this back and forth helped with making this power?
  6. Change Environment can affect movement powers.
  7. How about a Change Environment where the movement and range modifier penalties each take megascale. It's a little wonky and potentially abusive, but it allows you to discretely define what effects you want and With varying combat effects you can customize to fit your immediate needs. It would probably be about as expensive as XDM, depending on how you buy either.
  8. What's easier about this? That you have to write down 1 limitation instead of 2? Complexity is subjective. Considering that HERO has mountains of options, including the option to use as many or as few of the options as you like, I feel like presenting a power with as many of the possible options would be the best way to answer the OP's questions. I'm not the GM of the OP's game, I don't have know how much or how little the GM wants to deal with when building powers. The OP wanted to model this character as rules-legal as possible. Now that says to me that the OP is trying to learn the system, is unclear on a few points, and is posting on the forum to get insight that they might not have on the system. Making a barrier with a bunch of advantages and limitations that address the OP's concerns, provides explanations, and ideally, allows them to gain insight into the system seems far more helpful to me than, "Hey, do it this way." I wrote it up as "overly-complicated" because going into that level of detail allows the OP and their GM to remove and add what they feel best models the effect they want. Even going into detail on why my write-up might be unhelpful would have served the OP better. *endrant wolfrunswithfox, I hope we've all helped you address these issues you're having while writing up this character +1. I agree with this wholeheartedly, but, obviously, opinions vary.
  9. For your first point. Under the description for Restrainable in 6E1 page 393: "A power ordinarily should not be Restrainable and bought as a Focus; either one or the other will apply. However, with GM’s permission, in some cases taking both may be acceptable (such as a 'Flight Harness,' a set of wings that straps onto a wearer’s back). In this case, the Focus must not be Accessible, since Accessible Foci can already be restrained by Grabs, Entangles, and the like." This is almost the same situation you're running into. So talk to your GM. If you're the GM it looks like and OIF + Restrainable is acceptable in this case. Otherwise Only in Heroic Identity + Restrainable gets you a -3/4 instead of the -1 that OIF + Restrainable would net you. For your second point, how big of an area is covered by the wings when the character is interposing herself? My initial thought was that the character would hold or just abort to place themselves between a civilian and the source of the energy attack. If you'd like to model it that way, I'd make it extra rED with the limitation "Only while defending other(s)" I have no idea what value to give that limitation. Here's a barrier write up with explanations that I hope address your concerns: Barrier 10 ED, 0 BODY (up to 1m long, 2m tall, and 1/2m thick) feel free to adjust the size based on how wide the wingspan is and the BODY for how tough you think the wings are. Non-Anchored, Mobile (+1/4) The combination of Non-Anchored and Mobile allow the barrier to move with the carrier Feedback (-1) Attacking the barrier is also attacking the character No Range (-1/2) Lockout (-1/2) You said the character can't use her wings for other things while doing this Restrainable (-1/2) This could be considered double dipping since the wings are already restrainable. Or you could use... Gestures, Requires Gestures throughout (Requires both hands; -1) Whether spreading out one's wings is debatable. If you buy the additional limbs for the wings it might be more palatable to your GM Or you could use... Required Hands Two-Handed (-1/2) At this point, it should be obvious that I feel the act of spreading the wings should be accounted for in some way. Again, extra limbs on a focus would make this more palatable to a GM. Cannot Englobe (-1/4) I'm just assuming here. Can the character englobe herself and a civilian with the wings? If so, you don't need this. Real Armor (-1/4) Only take this if the armor itself has this limitation Concentration (1/2 DCV; -1/4) Just assuming the character is easier to hit while being extra heroic. Restricted Shape (-1/4) Unified Power (-1/4) If something happens to the wings or armor, something might happen to the Barrier Custom modifier ("Constant") Barrier is an instant power that has ongoing effects. By default, you create a barrier and then it exists until it's destroyed. Since this barrier only exists for as along as the character maintains it, I feel like there should be a custom limitation to reflect that. Again, I'm terrible at valuing custom limitations so I'd ask more experienced HEROphiles what they think this should be valued at. Costs Endurance (Only to activate; +1/4) I think making the power constant would required endurance every phase. Personally as a GM, I'd give you the "Constant" limitation and just tell you that you have to pay endurance once. I wouldn't penalize you by making you pay endurance to make a power less useful. I just added this for completeness. With this write up of Barrier your character can: Raise a barrier between an energy attack and an innocent bystander, the barrier will move with the character, the barrier can be attacked even if it's not currently raised, etc. I hope this addressed all your concerns about barrier. You could even add a side effect that whatever BODY damage the barrier takes also applies to wings. However, some might say that falls under unified power. If you go the AOE route you MUST apply Useable on others advantage. ED is a personal power, and you can't make those AOE without UOO. The missile deflection write-up from earlier in the thread could model what you want too. This seems like a really interesting character. Would you mind posting her when you're finished? Finally, I think I want to put up this barrier on steriaca's Power Factory thread. Would you mind if I did?
  10. At wolfrunswithfox "I would appologize for my response being delayed (I'm new to the boards so my posts still need to go through moderation)..." Welcome to the boards. "but since it led to me being ninja'd by a ninja, I'll just assume it was meant to be." Occupational hazard I feel like it should be a custom skill that acts like stealth does to normal perception checks. I vaguely remember a skill that acted like stealth versus mental stuff in the ultimate mentalist. Unfortunately, the friend of mine who has that book lives far away, so I can't look into it. A few things g3taso: Why are you using the Unusual Group and not Mental Group? I don't think it's wrong, just wondering. I don't think you can put No Range Modifier on a sense. If I remember correctly, you're supposed to use telescopic for senses. I'll check it out later. If you remove No Range Modifier on the sense, the range of a sense is effectively how far you go out until the range modifier on senses makes the roll basically impossible. I think this power needs Fully Penetrative or Partially Penetrative. Fully Penetrative is 10 points for a single sense, 15 points for a sense group. Partially Penetrative is 5 points for a single sense, 10 points for a sense group. I don't imagine Jedi or Sith being thwarted by, say, a plywood box when sensing people's feelings. What's the focus you're imagining for this power? I think those are all my thoughts on the matter.
  11. How about this? Name: Sensory Sever Source Special Effect: Mentalism (Telepathy) Power Special Effect: Mentalism (Telepathy) Structure: Flash 4d6 [sight, Hearing, Mental, Smell/Taste and Touch Groups, Combat Sense and Danger Sense] Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +1/4) END Cost: 6 Description: The character reaches out with their mind into the mind of the target, leaving the target's mind incapable of processing any sensory data that the target may be receiving from their various senses. Is the format right?
  12. An enemy fires at you, you cock your head to side, the round whizzes by your head, and after several *PTANKS* the bullet finally stops in the shooter's knee. Your team thought it was a terrible idea to stand out in the open. Someday they'll realize you know exactly what you're doing. "Don't play with guns: (Total: 60 Active Cost, 13 Real Cost) Deflection (20 Active Points); OIF Immobile Durable (Sufficiently Hard Surfaces of Opportunity; -1 1/2), Requires a PER roll; Must be made each Phase/use; -1, Requires a Deduction roll ; Must be made each Phase/use; -1) (Real Cost: 4) plus Reflection (60 Active Points' worth) (40 Active Points); OIF Immobile Durable (Sufficiently Hard Surfaces of Opportunity; -1 1/2), Requires a Perception (PER roll; Must be made each Phase/use; -1), Requires a Deduction Roll (Must be made each phase/use; -1 (Real Cost: 9)"
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