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Hearteater

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  1. Thanks Ternaugh. It seems odd that I'd have to pay points to give an enemy a damage shield. I was wondering if the damage shield could be generated by a side effect instead? CC only lists examples for side effects applying to the recipient when the power is beneficial. Since it is in a multipower, the actual limitation value doesn't really matter because it would only save about 2 points. But compare that to spending 21 points to give your enemies a damage shield.
  2. I had not, but it appears to not quite do what I was hoping for. I don't really want anyone touching the original target to suffer continuous burning if the two separate, just instant damage at the moment of contact and every phase contact continues. That did make me wonder though, if you use Sticky on a Constant power that costs END each phase, does the user need to pay END for each person it spreads to every phase?
  3. I've got a power that I'd like to see if I'm on the right track. I think the basic part of the power is correct, but I'm unsure on a few details concerning the AOE portion. Power Concept: Engulfs the target in a column of flame. The target continues to burn as long as END is expended. The flames surrounding the target burn anything they come in contact with. Living Conflagration: Blast (6d6 Fire vs ED), AOE Radius: 1m, Accurate (+½), Constant: only 3d6 (+½), Range: 300m Base Points: 30 (6 x 5) Active Points: 52 (15 x 1.5 + 15 x 2) Real Points: 52 END Cost: 5 initial, 3 to maintain I considered using Jointly Linked for the Constant part of the Blast instead, but it seemed like cheating to get the hit roll advantage from AOE: Accurate on the initial attack, and then not only not have to pay for that in the linked Constant power, but get a limitation on top of that. I also didn't really like that the Linked power would also be part of the initial hit (and defenses would apply twice). So I think the above is all correct, but to represent the target being a danger to anyone touching them I'm hoping the AOE: 1m will cover this, allowing the 3d6 damage to be applied to anyone contacting them. If so, would it differ from a damage shield besides the fact that it is hurting the "surface" covered too? And do I need Mobile since the burning target is still free to move? The player doesn't have control over the movement, and breaking line of sight ends Constant powers, so it doesn't really seem to warrant any increase in points. If it matters, this power is a fixed slot in a multipower, so maintaining the damage locks out the entire multipower.
  4. Combined Attack and Multiple Attack strikes don't even require any special rules at all for the weapon build, just points spend on the two weapons and you can attack with both at the same time.
  5. But when I guy an END Reserve I apparently need to pick, at the time of purchase, exactly which individual powers use the END Reserve. So if I were to pick all my character's Electrical Equipment, do I get a -1/4 limitation because of theme? Or is there some actual in-game limitation here? Maybe an example would help: With Restricted Use: 23 END Reserve (100 END, 6 REC), Restricted Use: Only to Power Fire Powers (-1/4) [29 AP] 60 Blast (12d6 Fire vs ED), Uses END Reserve (+0) [60 AP, 6 END] Without Restricted Use: 29 END Reserve (100 END, 6 REC) [29 AP] 60 Blast (12d6 Fire vs ED), Uses END Reserve (+0) [60 AP, 6 END] In both cases above, the Fire Blast is the only Fire Power the character has. What is the practical difference between the two constructions?
  6. I can't figure out what "Restricted Use" on END Reserve is supposed to do. Since you define which powers draw END from the reserve explicitly, I don't see how Restricted Use has any meaning unless it is just meant to be applied when you don't attach very many powers to the END Reserve.
  7. Thank you, that was exceptionally helpful and vastly simpler both in construction and application during play.
  8. I'm trying to get a power that while maintained makes all nearby allies' damage fire-based. Bullets become fire bullets, psychic probes become flaming psychic probes, even a punch to the face is now a flaming punch to the face. The character has some special interactions with fire, so this is a noteworthy bonus. My closest guess has been a VPP that can only buy a naked advantage of Variable Special Effect: Fire for each attack power used by nearby allies using some kind of Trigger. If a VPP is the route to go, how big does the VPP need to be? Big enough to cover all the powers used in a given phase by all allies, or does a Trigger allow me to get away with just enough to cover as many powers as are used in a single action (Multiple Attack/Combined Attack)? A few notes on the power concept: It is a Constant power that costs END to maintain. It only applies to allies and the character themselves (although all her normal powers are fire-based already), never to enemies. Only attack powers are affected. More accurately, the ultimate goal is to make all damage dealt into fire-damage. It doesn't need to affect Drains, Flashes and such, but should affect Damage Shields. Ideally the SFX change is supposed to apply to the attack as it is made. So a Drain on Ice powers could still drain an Ice-themed blaster hero because his powers aren't shooting fire until the moment he uses them. It is all or nothing. Either all allies and all attacks they make are made into fire, or none are (if the VPP size limits how many powers can be changed, the GM picks, not the players). It doesn't change the defense an attack targets. Powers that act against PD still do so, even though they are fire-based. There is a limited radius ideally around 25m that applies to the allies affected. The distance to the target of an ally's modified power isn't a factor Any suggestions on Powers/Modifiers and such to consider in building this mess would be very helpful.
  9. If I use Aid END Reserve, is tracking the Fade just book keeping, or does the amount of END in the reserve actually fade? Also, I didn't notice Only to Starting Values as a limiting on the Aid you built. Is it a -0 limitation? On the light issue, I just used the values suggest in 6E CC page 108. I may actually change the non-sunlight requirement to a bright light. It isn't really intended to be recharging in candle light, or at a small camp fire. The 1 REC/day exists to limit how long the character could be deprived of their staff. The character can summon it to hand, but it costs END from the END Reserve. So if it ever got stolen and hidden (or lost) in darkness, there is an absolute limit to how long until they can reclaim it. Very interesting point on the +1/2 advantage comparison. I'll be sure to watch that to see if everything is coming out to an appropriate cost. Thanks for the help.
  10. I'm attempting to build a character whose a normal human with powers that come from their staff. This staff has a END Reserve to power all of its abilities, but most of its REC is limited to requiring sun light. As a result, the character may find themselves running out of END and having no way to get any back. So in an emergency, I'd like the character to be able to sacrifice some of their life to recharge the staff some. I've tried two different builds, and I have various issues with each. Any help or suggestions would be appreciated. Note that this is supposed to be an emergency-only, rarely used thing, and so its point cost needs to be pretty low. The END Reserve this power is recharging is below. 13 END Reserve (100 END, 1 REC): OAF: Staff (-1), Slow Recovery: per Day (-6) 2 END Reserve (+6 REC): OAF: Staff (-1), Limited Recovery: Only Works In Light (-1/4) 2 END Reserve (+9 REC): OAF: Staff (-1), Limited Recovery: Only Works In Sunlight (-1/2) Method 1A: 9 Healing: END (30pts): SER (+0), OAF: Staff (-1), Only to END Reserve (-1), Side Effect: Always, 3d6 Blast (-1/2), Concentration: 1/2 DCV (-1/4), Extra Time: Full Phase (-1/2) [40 Active Points] The point cost is low, but it could always buy a flat 13.5 REC for the END Reserve that functions in any conditions. Plus it can only be used only per day (due to Healing) which is a fairly artificial limitation. I don't think most players would seriously consider this over flat REC. Method 1B: 24 Healing: END (30pts): Decreased Re-use Duration: per Turn (+1 1/2), SER (+0), OAF: Staff (-1), Only to END Reserve (-1), Side Effect: Always, 5d6 Blast (-1/2), Concentration: 1/2 DCV (-1/4), Extra Time: Full Phase (-1/2) [40 Base Points, 100 Active Points] This can be used more than once per day, but is just way too expensive. Not to mention the Side Effect is a massive 5d6 now, and since the character has only 10 BODY and 30 STUN, they are going to take such a massive hit from this they probably can't use it more than once a day, making the advantage pointless. Since the first method was too expensive at 9 points, this was really just seeing how bad it would get if I tried to remove one of the downsides. I think the answer is unworkably-bad. Method 2A: 10 END Reserve (+30 REC): OAF: Staff (-1), Nonpersistent (-1/4), Instant (-1/2), Concentration: 1/2 DCV (-1/4), Extra Time: Full Phase (+3/4*), Side Effect: Always, 3d6 Blast (-1/2) [35 Active Points] The point cost is about the same as the first method, but I really had to make stuff up for the Extra Time: Full Phase cost. I figured making the REC Instant would imply a Extra Time: 1 Turn at -0, and I treated backing that limitation up to just a Full Phase as a +3/4 advantage. That part feels pretty ugly, but I like buying REC instead of Healing better as the base power. If I hand-wave that +3/4 advantage instead to just negating 3/4 points of limitations the cost drops to 7, which might be usable. But I feel this violates enough rules I'm not comfortable with it. Method 2B: 6 END Reserve (+30 REC): OAF: Staff (-1), Requires Taking a Recovery for the Staff (-1), Side Effect: Always, 3d6 Blast (-1/2) [20 Active Points] This appears the cleanest, except for the really made-up Taking a Recovery for the Staff limitation. It would allow the character to "Take a Recovery" but instead of gaining their own REC towards their END and STUN, the staff would regain a large amount END and the character would take damage. The Real Point value feels about right. Actually, the limitation value might even be right for general use on END Reserve REC, but I'm sure someone could break it.
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