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Amorkca

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Posts posted by Amorkca

  1. How about transformation minor, standard effect, only to create more "space" in an area. Basically you change each hec in an area from 2m to say 8m. So each character doesn't lose movement, it just takes more movement to cross each hex. (Excuse the 5th terminology)

    I think a teleport would be able to circumvent this build.

  2.  

    Lord Laiden.    

    Good idea, but one I will hold as a suggestion for the players when they actually build their personal characters.  

    Trying to stay a little generic and not use up any of the really cool ideas on the throw away pre-gens.  

     

    Perhaps a cameo appearance of the master as he searches for a new apprentice?

  3. As far as potions are concerned, an attack roll would, IMO, only come into play if your were forcing it down someone's throat; like the scene in Temple Of Doom where the cult leader forces Indie to swallow a mouthful of brainwashing potion.

     

    Same movie at the start, Indie willingly takes a drink only to discover its poison and then has to fight to get the antidote...  This where a "Saving Throw" could come in handy...

  4. I thought Piercing was replaced by Penetrating?

     

    A Power with this Advantage automatically does some damage, no matter how strong the target's defences are. The 

    character rolls his damage normally and applies them against the target's defences, but no matter how high those defences, the target takes a minimum of 1 point of effect for every 1 "Normal Damage BODY" rolled on the dice.
  5. If you want to stretch the powers of this character, perhaps the Gold Dust amplifies his/her protections, providing Resistant Defences, Damage Reduction, Damage Negation, obscure things like Flash, Power and Mental defence.

     

    To really stretch things more, perhaps the characters "Super Power" only works vs other super powers.  So if joe normal in the wrestling ring does a punch of 3d6 his powers don't kick in at all, but if Grond punches him with 25d6 his full defensive powers come into play.

  6. In otherwords if I am going to add 100pts to my target and have 90 pts in Complications also added to the target I have to double their Body+2 in Transformation effect rolled.

     

    So for the above transform you are right that you only have to double the targets body to add the abilities. Though Takes No Stun is a VERY VERY Powerful effect and very hard to balance against.

     

    Granted, however this is just re-creating a character from Adventurer's Club into 6e.  How the villain would progress from there would be fascinating...

     

     

    But you would have to divide all their defences by three

     

     

    Why for?? I'm not all that familiar with automaton rules...

    their existing defences are PD 2/ ED 3...

  7. Did some digging...

     

    On 6E1 306 it explains...

     

    When a Transform adds Character Points to a target, if the total of the accompanying Complications equals or exceeds the total points granted to the target, the Transform works normally (it doesn’t become easier). However, one- fifth of any points not compensated for by new Complications adds to the target’s BODY, point for point, to determine how difficult it is for the character to accomplish the Transform. (In short, add [[Points Added-Complications Added]/5] to the target’s BODY.) Transforms that remove existing abilities do not suffer this modifier. 

     

    Therefore the transform I describe above would just need the regular Transform as the complications added take away from the "benefits" of the power...

  8. Okay... to continue...

     

    I'm building a character from AC who has Major Transform (Severe) from normal to Berserker...

     

    This gives +10 STR, +1 Con, -2 Int, -2 Ego, +1 Spd, +2 End.  (33 pts) 

    Plus

    Automaton Power Takes no Stun (60 pts)

    Plus some complications...

     

    Does this mean the character must get 2x the Targets Body +93 Points to transform them???

  9. I have some characters I'm converting from old AC adventures into 6e.  I'm trying to recall if a characters Leap used to be based off of their Strength and so they would have to have Leaping in the newest incarnation of the game? What about Swimming??

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