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薔薇語

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Everything posted by 薔薇語

  1. Hello Steve, Quick question. I am using a power option out of the ultimate metamorph, where you buy 'densisty alteration' and then spend a +1/4 avantage so to go both up and down the chart. I have this power in a multipower as a varring slot. My question is, "do I consider the +1/4 avantage, when determining how much of my slot's active point cost is inside the multipower?" IE since I have a 25 point reserve and inside it I have a 20 Density alteration with the +1/4 avantage. When alter my density upward to the first level (+5str, +1stun, ect) does it count for 6 or 5points of the reserve? Thank you, La Rose. I bet that it is 6pts but just want to double check.
  2. ok I'll admit it, this is a stupid question. When using a martial arts manuever do you pay for the end from str that was used to calculate damage? So, (assuming Str 10) if I use a basic strike do I spend 1end or no end becuase it is a MA manuever? I was always doing it as you had to pay the end for str but I am coming to the conclution that, that was the wrong way. Thank you, La Rose
  3. Re: Teleportation on others I like this build. It is teleportation power with whatever special effect you want. But the game effect is that you teleport a standing opponent exactly where they are except laying face down in the ground so that they are prone. Trip: Teleportation 1", Position Shift, Usable As Attack (+1) (14 Active Points); Increased Endurance Cost (x2 END; -1/2), no Noncombat movement (-1/4), Limited Power Power loses about a fourth of its effectiveness (not to move character, simply alter position so that person is prone; -1/4) This is a 14 active point power with 7 real. Very worth it, even more so if added into a multipower of varied movement powers it becomes worth its weight in gold. La Rose
  4. Re: Second attempt at posting. I really hope you never have to push anything. That would just suck. Although since your powers are 0end I guess the only thing left to push is STR assuming you haven't bought it 0end as well. Also in regards to the original post. I would say that just buying all the applicable powers / stats and then placing OHID or IIF is a reasonable way of doing it. It has the benefit of allowing you to over time try and access your powers in your 'normal form' by, buying off the limitation. But if that isn't ever going to be a realistic option for you (ie the SpF/X, would otherwise say that can't happen) then go with Multi power as it will leave you (most likely) with more points to spend on you base character that could come in use. La Rose
  5. Re: Altered Density and HD Yeah I know one can use the custom power to make them it is just that I find it incumbersome, and would perfer that all the rules be running through HD code so they are acurate and not up to miss readding by myself. La Rose
  6. Hello everyone, Just picked up a copy of the Ultimate Metamorph and it is awesome. But looking though it I learned of the Altered Density Table / Altered desolidification table. I was wondering if there is an update for HD where these optional power can be added in. Ie I want to write them up in HD without using a 'custom power.' Is this possible? Also I would like to see the unified growth and shinking table as an option in HD so that I am not always using custom powers to simulate this, and all the applicable rules would be there automatically without me writting them in. La Rose PS. TUM is an all around great book and recommend that you pick one up.
  7. Re: Your character's pet peeve(s)
  8. Re: OHID vs Shape Shift Nicely said. OHID has many good uses. To answer your friend though, it doesn't neccisarily give anyone the ability not to be recognized. That is entirely up to the GM, and the game setting. If for example it is a fairly comic booky setting them just putting on a pair of glass makes you entirely unrecognizable. If it is grounded more in real life then it is up the GM on how perceptive the NPC are. Now to respond to your friends Character build I would have to ask him to explain what is taking place that requires time for him to activate his powers, and how can it be reasonably stopped? OHID is to represent powers that a character doesn't have access to at all times, not that he doesn't want to use them, but that he CAN"T. Superman and Spiderman are both examples to this, in that they have full access to there abilities and powers at ALL times whether wearring a costume or not. Afterall how many times have you seen Clark Kent stop a crook, or Peter narrowly avoid something while neither wore there costumes. Having a Secret ID and not wanting to be caught is a Social Disadvantage not a power limitation. OHID represents a means by which you can stop a character from getting access to his powers at all by preventing the change.Take for example CrosshairCollie's examples of Cap Marvel and Thor. Neither can uses there fantastic abilities witout saying the magical works, no mater how badly they want too. Colussus on the other hand doesn't have any trouble activating his powers in any situation. To further expand on this, and to show its differance compared to Multiform I have to character ideas that I wrote up once that use OHID. First was a guy that suffered from a form of multiple personality disorder. Anytime he wore his mask, his inhibitions went away and he didn't hold back on using his abilities. Although he had access to the powers in the sense that they were part of him and he didn't have to become someone new to have them exist. Rather there was some strong force inside him that was afraid of using them and as such didn't allow him to activate them. Becuase of this duality in his existance he had a mental breakdown and developed a split personality, and the alter ego wasn't afraid. The reason it was OHID was that untill he put his mask on he couldn't use his powers at all, no mater the reason. The players reason for this build was to RP through him learning to come to grips with his true nature and overcome his alter ego, and doing this buy becoming accustomed to his abilities and buying off the OHID. Another common use of OHID is for those who wear Power Armor. It is one of those lims you should check with your GM before putting on Power armor since it is already bought with Focus, and might make the cost to cheep. But the reason (special F/X reason that is) you would put OHID on a suit of power armor is because untill you put on that suit you were as useless as a normal person. The game mechanic reason is that without OHID it could be concievable to use the power armor's powers without ever putting it on. After all Focus doesn't say you have to wear your Focus just possess it. In the End if his powers works like Peter's (Colossus) then OHID isn't appropriate since there is no way to prevent him from achieving his powers. If his reason for having them w/ that is becuase it takes time to activate them (OHID requires a minimum of half phase or full phase, i forget, before you can use it) then just have him put on Extra time. But in the end I think Visible is the only appriopriate limitation on it. And no OHID doesn't make you incappable of being percieved as being person X, but rather the GM does that bases on the SpF/X of your powers, and how that relates to his NPCs. Hope that didn't confuse the issue, La Rose.
  9. Re: help fleshing out skills for Teen Champ Character. Nice suggestions, thanks. And yes I did mean 'Fleshing out skills.' I more than agree that these skills are FAR FAR above a normal teen ager and would normally not let them be so high. However this paticular game set up, has 12- be normal and 14- be skilled. As such I would be severly limiting myself in skills comparison to other PCs if I went for more realism. Also on that same note, realisticly a teen ager should have Character scores around 5-7, but average student at the school gifted or otherwise(the school is a blend of both) has 10 in most stats. So although I agree with you all for the sake of not limiting myself I will be sticking with the full value skills. Also thanks wylodmayer debutante is more what I am looking for. I didn't realize that about Dilettante, so thanks.
  10. Re: portional speed I wasn't talking about buying your SPD down below its starting value at any point in my post. I was talking about buying it up though. And in referance, if I have a dex 10 SPD 3 character and buy +1 Dex (yes this is using HD) it cost the character 2pts not three becuase HD never allows you to have a fractional SPD value after you have bought or Sold off SPD. Now I never actually knew about the buying it down thing where you don't get points back for that fraction you lose and I think that should change as well since it essentaily cost the character more for less. Now I believe I understand your concern and that is something every GM should consider, just like every other possible power build, or anything else purchases by PCs. Now I would ask if there was a SPD cap in the game you refered to? And if so was 5 above it? IF not I would say that, the build would be perfectly legal in my game (barring other conditions, beyond a strick SPD value). The reason why is becuase the characters is legimitly paying for something out of character points he has. As GM I should consider him buying fractional SPD every bit as carefully has him buying an extra DC of HKA. If I think it will be unbalancing I don't allow that exact build, I however don't forbid him and everyone one else from buying only whole amounts of HKA(ie 3DC or 1D6), or only Full values of SPD, but rather judge each build on its own merits. After all the rules are there to enable the characters to do the best they can, the GM is there to make sure everyone stays in step with eachother. La Rose. PS.: One die of Aid is equal to +1Spd. He is spending 24pts, in your example, for a +1spd rather than buying +1 spd straight for 10pts. That is 240% more costly and doesn't automatically work sine aid still needs to hit and roll enought effect. Also Aid requires and action to use, and a basic +1Spd doesn't. So really is it that much of an advantage to the PC?
  11. Hello Everyone, I am currently writtting a possible character of mine for a Teen Champions game. I am reviewing the skills I have and have been thinking about various other skills I might take. This is where you all come in, I am wanting help on thinking of various other skills to take including knowledges, perfessions, and others. Basic back ground is 200pt characters, everyone is just starting highschool, and this paticular one has a secret complex built into it for the gifted children. Falicia Taylor just enrolled here. She is 14 years old and the heir to a large fortune and has spent time enjoy life to it full. She has asperations of theater, and is a pretty good actress, and even can do musicals (which she absolutly loves!). Her basic power set is the ability to alter her physical shape and abilities. Included in this is basic Growth, Stretch, shink, DI, Characterists, and shape change. Here is the list of skills she has of so far and I have 15pts worth to still buy some. 3 Acrobatics 12- (13-) 2 Acting 14- 3 Breakfall 12- (13-) 0 CK: Millinium City 8- 0 Climbing 8- 0 Concealment 8- 3 Contortionist 12- (13-) 2 Conversation 14- 0 Deduction 8- 9 Disguise 15- 3 High Society 14- 3 KS: Theater and Stage 12- 0 Language (idiomatic; literate) (5 Active Points) 3 Language: French (completely fluent; literate) (4 Active Points) 3 Mimicry 12- 3 Oratory 14- 3 PS: Actress 14- 1 PS: Dilettante 14- 3 PS: Singer 14- 0 Paramedics 8- 2 Persuasion 14- 3 Power 12- 1 Seduction 8- 0 Shadowing 8- 2 Stealth 12- (13-) 2 TF: Equines, Hanggliding, Skiing (water), Small Motorized Ground Vehicles Thanks in advance, La Rose
  12. Re: portional speed The effect would only be noticed in ajustment powers or buying characteristics as powers. (edit) a 3.4 or 3.9 is still a spd 3 for all accounts (end edit) But as I was saying above It would allow for things like the +5 dex to act upon the fractional spd that you buy intentionaly, to boost spd. While at the same time not requiring you to buy the full +10 dex or the +1 spd. Thus allowing a design to be a tad more flexible in write up so as to fit a more dynamic design for a character. La Rose
  13. Re: portional speed Oh I know it is GM call on it and I never brought it up, although I imagine it would be okay. I was just thinking about this as being set up a suggestion to Steve for 6th edition. But I wanted to see what others thought about it. La Rose
  14. Hello everyone, I was wonderng if anyone out there allows someone to buy there speed to anything other than a whole number? By this I mean, could I, assuming my character has 15 Dex, be allowed to buy 10 points of speed so that I would have a 3.5 speed or would it be limited to being bought to 3 Or 4. When it comes to speed I would allow people to buy it up to less than whole numbers. This comes in beneficial if you have powers set up to boost dex by just a little but you want to simulate a fairly major change. An example of this is with a character I have been writting up, that is a metamorph of sorts. In a multipower she has bought various physical stats that she can switch to to fit the mood at the time. One such slot has +5 dex. I don't have enough room in the MP to fit an additional +5 Dex to boost the speed (nor can I given Characteristic / CV maximums for the campaign) or even a +1 Spd. But I do easily have the points to buy a 3.5 Spd that will become a 4 while that slot is active. There are a dozen examples out there were it would be nice to buy Spd fractionaly but it isn't alowed typically and I was wondering if I am the only one who thinks it should. Thanks in advance, La Rose
  15. Re: Would you allow? thanks for the comments, and in response to my write up on the Clinging, I did acidently leave off persistant but it is on the actual power. Although the point break is only 1point per power it does count as 1% of the character (200pt characters). And it isn't so much the points as the lack of being able to communicate to them that it isn't a limitation in the first place. Well in the end is doesn't much matter since they arn't going to actually be game unbalancing powers and I doubt they will change, but it is nice to know I am not off my rocker when I said what I thought to be true. La Rose
  16. Hello everyone, This has been bothering me for a couple days now. I am joining a Teen Champions game and there are two powers with 'always on' limitation on them for another character that I don't precieve to be limiting because the GM in this case will allow him to simply turn them off using the optional rule to allow you to do so. However my argument is that becuase of the nature of the power, being able to turn them off at a whim, no longer limits them, and instead gives a point break and all the bonuses without any real limitation, other than the 1 endurence it takes to stop it for a phase, but the character has 30 end to deal with. First is Clinging with [edit] 'Persistant +1/2' and [end edit] 'only to remain standing -1' and 'always on -1/2.' ---The way I understand it is that it is a low center of gravity and that it allows him exert a real resistance to being knocked over, etc. But my argument is that since it is 'always on' he shouldn't really be able to be moved off the ground, including but not limited too: Jumping, Flying (or being lifted with someone with flight), being picked up and put on a stretcher by EMTs. However since he can turn it off as he wishes he would no longer suffer those disads. Also since he can't turn if off while asleep he wouldn't be able to sleep lieing down and instead would have to reamain standing. But to my knowledge he doesn't suffer that stylistic disad either. Does that make since to anyone else? The other is Knockback Resistance with 'always on -1/2.' ---The way I understand this one is that it operates in much the same manner as the above power. But what is the disad to this power with always on? The only things I can think of is that he couldn't be thrown by an ally if needed, or that at least he would have to subtract the five inches worth of movement. But even if you count that as a disad (and no I wouldn't), he can still just 'turn it off' with the optional rule for always on. Am I off my rocker or is the 'always on' limitation in this case not actually limiting? But when I raised these issues I got the "[my name], I'm the GM and that is the way I say it is." Thanks for any imput. La Rose
  17. Re: Disad Power question and power build question I like the idea of just transform to add an activation roll, since it fits my idea of a power that May or MayNot work set up. I was originally going to go with Dispel with the advantages: Trigger (and auto reset) for when Power X is used, Usable as an attack (to attach the power to them), Charges (say 10 times) so that the power will naturally fade as the virus sfx dies out from repeated use. That was the original idea since everytime the character would try to use his power it would be a contest to see if the dispel has enough effect to eliminate it. However I do like the idea of Transform to add a activation roll and, then just say the heal back manner is though repeated use of power. Thanks for the suggestions, Merry Christmass and Happy Holidays, La Rose
  18. Hello Everyone, First is probably a quicky that someone will have the answer to easy enough. Using the Major Transform power to add a Disadvantage to someone and then trying to lower the cost of said Disad with a Disad on it, example fallows. Through extensive research Mad Scientist A, has learned how to lower cognitive control over emotions so that we go into fits of rage real easy. 'Enrage: Uncommon event w/ 14- to go, 11- to recover.' But the brain surgery he has to conduct to do this leave obvious signs on the area of the brain affected that would show tampering, in other words add 'Distinctive features: Not concealable, notice and recognize, only detectable though use of sophisticateded tools. Enrage is 20pts and the Distinctive features is 5pts. On joe everybody with a 10 body would I have to do 23pts of effect (body + (Enrage - Distictive features)/5), or 25pts of effect (body + (Enrage + Distictive Features)/5)? Thanks in advance for that one. Next is about disabling somones power. Continueing the saga of Mad Scientist A, he has learned what parts of the brain are triggered when Mentalist A uses his Mind blast attack. One adventure the Mad Scientist gets his hands on Mentalist A long enough to preform brain surgery on him, where he introduces a virus that disrupts the signals to that part of the brain whenever it is excited. Now the Virus is effective but DOESN'T ALWAYS work. Originally I was batting around two differant ways of doing this. First was with a Suppress, but once it hits the level of being fully effective, then the power just can't be used. The other and the one I think makes the most sense is Dispel. Dispel w/ trigger, Charges (Ie the charges represent that after a while of blocking the signals the viruses die of and get flushed out of the system). Also with dispel it would allow for the power to sometime fail and someones succede so that it adds for the veriety. I have an idea on how to attach said power to an individual so that Mad Scientist A doesn't have to be watching the Mentalist and activating the power for it to work, but thought I would get feed back on it first. Please help me on working out the power. Thanks a bunch in advance. La Rose.
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