Jump to content

Bluefire

HERO Member
  • Posts

    81
  • Joined

  • Last visited

Everything posted by Bluefire

  1. Re: Would you allow a BODY Aid to work on an Entangle? Quick off the cuff response would be "No." Reason would be that it is modifying a power that has already "attacked". If your going to "aid" the entangle, aid the power before you hit the heroes. Otherwise build it any one of the ways stated before, with my objection in mind. Guess it comes down to how you think of the powers working together AND if you can convince your GM that it makes sense. As mentioned before, Aiding an already active entangle to me is an attempt to bypass the AP cap of the campaign. But then again, I kinda think that adjustment powers are a bit broke. I won't go into that though.
  2. Given the current situation in Utah I was pondering a couple of things. 1) how much does 1 cubic hex of "earthen material" weight? 1" cubic = 216 feet cubic Accourding to Reade.com this can weight somewhere between: low end of 19440 pounds or 9.72 tonne per cubic 1" high end of 32400 pounds or 16.2 tonne per cubic 1" Miners are said to be 1700 ft down = 283.3" = 2754 tonne of weight over the miners heads 2) How big of a force field would you have to have in order to create a bubble to withstand a tunnel collapse? Thoughts? -Bluefire
  3. Re: Go home, Superman! Couple of examples that I can think of: Superman is growing a beard and tilling the fields in Kansas. Why? That is a main point of a story arc by DC, but basically he removed himself. He later comes back in a time of true need. Batman gets his back broken. I'm sure that layed him up for a bit recovering. Green Lantern: Was off dealing with Galactic issues when a meteor hits Emerald City. This also leads into him leaving on a quest of his own... Enter Parallax. Wolverine: Goes in search of his past as Weapon X. Jean Grey: Galaxy hopping as Dark Phoenix. Ironman: Recovering from his original suit design burning out his nervous system. Enter RC Ironman I'm sure there are MANY more examples of heroes going off for various reasons that would require the PCs to step up. Not to mention the fact that Heroes are people too... Maybe they just want some time to decompress and enjoy Maui.
  4. Re: The Perfect Power Build After some thought on this I have an "other GM" opinion on this one. I would not allow the power as you have built it here. I would say that the "effect" that your going for is nothing more then Missile Deflection with modifiers. You can describe the effect however you want. If you want another way to build it, make a desolid power that is only triggered by incoming physical attack at X kph+ There are many ways that I could build the effect that you are describing, now that I think about it, but I still don't think that a custom MA move is the way to go.
  5. Re: Seacouver, Washington Another point to keep in mind.... The low mountains to the south of Squiem would make for an awesome area for hidden bases and such. You would have to get the logging stopped first though. Maybe use the spotted owls as a environmental reason. Then go in and build a multi-story underground complex.
  6. I have a player that wants to have an ability that doesn't quite fit in the structure of how HERO is set up. He wants to be able to walk up to an object and mimic its defensive properties when he touches it. He also thought that it would be cool to do the same to a villian, making him easier to take down. Either way you slice it, I see adjustment powers coming into this. I made a mock power up to see what it might look like and it blows the top of the active point cap by a factor of about 2.5. I ask you, fellow Herophiles, please assist me with an easy power (that a new player can understand) that would fit this requirement. If you want an example, he kinda wants a mimic of the comic character Grunge from Gen13. Thank you in advance -Bluefire "I'm getting to old for this..."
  7. Re: Liefeld's Titans OK, I know that people get kinda obsessed with their opinion of artist for comic books. I can deal with that. Just like I can deal with various artists styles. Regardless if you love/hate a guys style, really doesn't give you the right to trash the guy. Honestly how many of you trashing Rob, can say you draw better? Not ragging on anyone or trying to be a fanboy, but give the man credit where its due. He makes a living drawing comics, someone thinks he is good. -Bluefire "I'm getting to old for this...."
  8. I have a player that wants to build a character with a transfer that works on PD/ED --> his PD/ED. Question that we have is this: Would this just affect the figured characteristic PD/ED, or can it affect the PD/ED gained from powers? ex: 3d6 transfer hits bubble-boy, does this transfer PD/ED from just stats, or can it affect the FF also? Hope I made this clear enough.
  9. Re: Robot with an adamantium shell? Like I said, it was just off the top of my head. Justification: They are actual plates of armor that is clearly the source of his protection and unless you incapacitate him, you cannot remove them. If you don't like the idea of having the plates removable, then you have to buy it straight. Because if a limitation doesn't limit the power, you don't get the credit. But seriously you are going to go with the vehicle option and you have problems with my suggestion? 5 points of vehicle for 1rp. Good lord you could make someone that will never take damage short of a tactical nuke. That and I don't think that characters should really "be" a vehicle.
  10. Re: Robot with an adamantium shell? Actually, maybe a better way to go would be this (makes you less of a compaign breaker) Admantium Plating: Physical Damage Reduction, Resistant, 75% (60 Active Points); OIF (-1/2) 40RP
  11. Re: Wwycd: Doom!!!! Um... start going thru my stupid knock-knock jokes. Getting ready to bolt from the room when he rolls his eyes. The man leveled Detroit! Not in a good way might I remind you... If he doesn't roll his eyes at my jokes, challenge him to a game of chess. WHEN I loose, compliment him on being a better man then I. Then run like the wind!
  12. Re: Robot with an adamantium shell? Now this is just off the top of my head but here goes. Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Limited Power - Cannot pass through solid objects. Power loses about half of its effectiveness (-1), IIF (Focus admantium plating; -1/4). 27RP Keep in mind that you need to buy a naked power advantage for Str affects real world. AND, you will need to get GM approval since this is a "Stop" power build.
  13. Re: Help: Using Extra-Dimensional Movement as a defensive power Hate to point this out, but I have to.... If you X-Dim people out of an area that a nuke is about to detonate in, unless you somehow clean up the area while they are gone, its going to kill them when you X-Dim them back. Hard Radiation like that will not fade in 5-10 hours.... Suggestion: X-Dim the nuke to a "safe" pocket universe, just make sure no one lives there or they may not be happy. Gummi: Can I have suggest my super defenses that Tim stole?
  14. Re: Post your most abusive munchkin character here I do believe that the right to post on these boards were given the moment he started buying Hero books. I believe that was 3rd ed, but I may be wrong. Trust me when I say that Gummi DID go into the other room and calculate most any and all math required for previously posted concept. I was the one pushing the envelope on how far we could take it. Thus I put up my munchkin hat and my character flew off to see the wonders of the universe. VPPs should NEVER (IMO) have mental powers in them, no matter how plausible the reasoning. I think the subject of this thread is not so much as what is "your most abusive munchkin character", but "how stupid was your GM?"... There are some characters I see before this that frankly would never have uttered his own name in my world. This does make people think beyond the simple 12d6 EB. But it also encourages players to worry more about the number then the Concept. The game is about concepts and roleplaying, NOT "who is the baddest". Numbers are just a measurement to help the GM tell a story. But then again, Gummibear and I are old and our views are tainted. -Bluefire
  15. Re: Post your most abusive munchkin character here I don't think he retired as much as went off to explore the universe....
  16. Re: Mr. Long, I'm very disappointed in you... You know what, TB you are correct. Apologies to Mr. Long. I should have payed more attention when purchasing the book.
  17. I just purchased the Hero System Equipment Guide and found something that made me very sad. I can understand re-using book art from one product to the next. But what I found today goes WELL beyond that and in my opinion is much worse. I have been a die-hard herophile since the BBB days and I have towed the line more then once to my friends. Pages 62 thru 126 of the HSEG is EXACTLY the same as pages 199 thru 263 of Dark Champions! Words, Art even Punctuation is the same. 64 pages or copied material. The reason I am upset about this is because I just spent $32 on DC and $25 on HSEG, and 1/3 of the later is a repeat of the same info in DC. I might not be as upset if you changed the info around, maybe added or expanded the HSEG a bit. The only reason I got HSEG was to use in my DC game, but I would not have purchased it if I had seen the amount that was duplicated. Again, disappointed
  18. Re: Helping a Newbie Also, if money is tight... might think about just getting the PDFs to start with. I love being able to search a PDF for a topic. Just my opinion
  19. Re: Why can't Teleport do the Move attacks? Its all special effects... My take on it: Xd6 EB (vs physical) indirect and only against targets in line of sight. Link to attack teleport* Attack teleport* YY" of teleport, can only travel distance of a half move. Put a bunch of "Tricks" into a multipower and you have a cool teleport based martial arts. Just my opinion -Bluefire
  20. OMG! I hate when an idea pops in my head, that later I wish I never had. 2 people dueling... struting their stuff on the catwalk. Using Comeliness to influence the crowds and Pre to syke each other out. But don't forget the Comeliness attack based on Comeliness!! Blue Steel! Zoolander is the mind eraser!!!!
  21. Re: Grabbing multiple foes I like both situations... run with it. As to the grabbing with one hand: fred pg.254 col2 para6. -Jason
  22. Re: Crippling VPPs Don't have a lot of time, but I wanted to comment. This thread has gone from VPPville and straight into powergaming 101. Game I was in a decade ago was the last time I touched VPPs as a player.. why you may ask, because I made a god. I'm not going to post the mechanics due to it was 4th ed and its insanely broken. BUT I did talk to Bruce Harlick (hero line editor) and he said something to the effect "Rude, but technically legal". That character has never been played since. Opinion time! The following are broken and there is really no arguing it, because it ALWAYS comes down to the GM. Same could be said about Toon. VPP - it was put in as a catch all because they didn't want to lag the overall system with too many definitions. This ideal is the backbone of Hero and I love it. Adjustment powers... pretty much all of them are broken to one level or another, but king of them is Aid. 5ed should have never let Adjustment powers officially affect frameworks. And put in a rule against Adj. feeding Adj. Multiform IMO was fine in 4ed, but 5ed was like a day at the races. BAM! the gates are open and you have players throwing out 1billion alternate forms. Thats kinda out of the "spirit" of the game isn't it? I like multiform in limited uses, but its too easy to abuse. Summon.. OMG! I spend 56 points and this is what I can do... summon 2048 Competent Normals that are fanatic followers (pg142 5ed). Spend another 90 points and get 16384 Demons that are 100pts total. Now slap them both into a Demonic Elemental Control and you are... um.. broken. I honestly think people focus to much on abilities/Powers/frameworks that have the /!\ sign, or worse the STOP!. Its like collectables. No one likes the commons, everyone wants the rares. My first character was so simple, limited and incredibly fun. For those that are arguing that you have to limit VPPs because a player will use it to find the badguys weakness and exploit it with he power. Yes he will, because he can. He is standing at the fringes of the "spirit" of the genre and when he needs, he will step out for a sec, because he can. Also, a firebased EC/MP with the framework advantage of varible special effects is just as dangerous to the game as any VPP. Group that up with that little thing called "Find Weakness" and you have a Plot-killer in the making. Having a power being applied in unique and different ways is just creative, but give the player a rule he can throw at ya and your in trouble. Again, just my person opinion. And thank you all for these wonderful conversations. I haven't been able to play since I got sick, so this is wonderful in a geeky kinda way. -Jason
  23. Re: Marvel's Rogue True, but I later limit the power so that it doesn't get everything immediately. Again, just my take on it. -Jason
  24. Re: Marvel's Rogue The No concious control is to more represent that she has no control as to which power she would obtain. Weakest to strongest limitation makes it so that she must spend the points rolled from transfer to the weakest power first, remaining points on the next weakest. Example: I roll 31 pts on the first phase of contact. Target would loose control of powers in the same order that "Rogue" gained them. 10 5pd/5ed forcefield 40 20" of flight 60 12d6 EB Rogue having rolled 31pts would get 5pd/5ed forcefield and 15" flight, on the first phase she is holding on to them. Second phase, she rolls 15pts and gets the rest of the flight and then 1d6 of the EB. Third phase of contact she rolls 23pts, she would get 4 1/2d6 more EB. All the while the target is loosing END due to the linked drain. This is to represent the power knocking someone out. -Jason
  25. Re: Marvel's Rogue HOLY POINT SINK Foxbat!! That take is massive point wise. Ok, after much thought here is my slightly reformed idea on how this is to be done. Cost** Power END 103** Rogue's Touch: Transfer 6d6 (max. Transfered Points: 96): Any "natural" Power to VPP, Variable Effect (All Powers Simultaneously; +2) (360 Active Points); No Conscious Control (-2), Limited Power (Must transfer powers - Weakest to Strongest; -1/2) [Notes: 2/3 of points transfered go to VPP pool. 1/3 of points transfered go to VPP contol]* 36 17** Rogue's Drain: Drain 6d6: Stun (60 Active Points); No Conscious Control (-2), Linked to Rogue's Touch (-1/2)* 6 Powers Cost: 120 Then you buy a VPP that is limited to only mimic powers that Transfer has affected. The VPP will grow to "fit" the power, so you don't need a big pool at first, but you need to remember the control cost when dividing the transfered points. The transfer works against all powers at once, but must take the lowest power first. Also remember that adjustment powers are naturally no range. Yes, its powerful, but if the GM watches, it will be manageable. The reason that I purpose this instead of multiform is simple. Multiform is to powerful and more important, broken. It is hard for new players to see the effect of the power and not the numbers. Also, just struck me, with the multiform idea... how would she revert to the "old" Rogue? Just another view of the problem. -Jason
×
×
  • Create New...