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薔薇語

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Posts posted by 薔薇語

  1. Re: The Munchkin Build Contest

     

    Planet Buster:

     

    RKA 1 point, Area Of Effect (One Hex; +1/2), Affects Desolidified Any form of Desolidification (+1/2), 2000 Charges (+1), MegaScale (1" = 10,000 km; +1 1/4), Penetrating (x9; +4 1/2), Autofire (2560 shots; +6) (74 Active Points); No Range (-1/2)

     

    Take 2000 body damage planet Earth. All in less than 75 active points.

  2. Re: The Munchkin Build Contest

     

    This is one I am stealing from the good Dr.

     

    Fine Red Mist:

     

    RKA 1 point, MegaScale (1" = 1 km; +1/4), Area Of Effect (One Hex; +1/2), Affects Desolidified Any form of Desolidification (+1/2), 125 Charges (+3/4), Autofire (160 shots; +4), Penetrating (x9; +4 1/2) (57 Active Points); No Range (-1/2)

     

    also buy one point of Damage Resistance with Hardened 9times.

     

    Using a variant rule about how missed shots spread out over the area of possible effect based on the range of the attack, but lacking range, even if you miss using this attack all your shots will still hit the area because of the lack of range even the missed shots hit the area.

     

    so unless something has 9levels of hardened defenses withing a one kilometer area of you. It will take 125 points of body damage.

     

    La Rose

  3. Re: The Munchkin Build Contest

     

    h

    It's also for Damage Reduction (limited SFX)' date=' Images (-1 for the single), and - wait for it - Mind Control (only allows a single command) ;)[/quote']

     

    ahh, I just went to the index to look up set effect and it listed it in the entangles so I didn't bother looking it up anywhere else since it wasn't what I was looking for. But that is what I am referring to then.

     

    La Rose

  4. Re: The Munchkin Build Contest

     

    Being mean:

     

    0 Def 1d6 Entangle, AoE 1 Hex +1/2, Auto Fire 10x +1, 0 END +1, BOECV +1, Ego not Str +1/4, Transparent +1/4 (Active Cost 50) Limitations to taste, hits against ECV 3, all entangles stack, yield 0 Def, 9-11 Bdy Entangle. (Active Cost 50) Add in No Def -1 1/2, no barriers -1/4, (Real cost 18)

     

    Advantages over the Mind Control variant

    1) No breakout roll

    2) Mental Defense doesn't effect it

     

    Disadvantages:

    1) a friendly Egoist could break it from the outside.

     

    General Point: Autofire + Cumulative Effect, usually broken

     

    Ok I have to admit it. That is a wonderful Idea. I do like it.

     

     

    Another idea for trapping someone Cartoon Style.

     

    1'' Teleportation

    With Area of affect: One Hex (+1/2)

    Continuous (+1)

    Usable as an attack (+1)

    No end Cost (+1/2)

    Ranged (+1/2)

    Limitations:

    Gate (-1/2)

     

    This is 9 Real points and 6 Active.

     

    The Special FX of this is that you open a teleportation gate-way below the enemy and above the enemy. Causing the enemy to fall though the gate and then fall out of it essentially where he was but now with velocity, and continues to fall and be teleported though the gate until he hits terminal speed. If you are worried about the character catching himself on the edges of the ring then just buy it as "area of effect Radius making it a 3'' Diameter ring.

     

    Advantage over entangle:

    1.) Works on mentalist and bricks equally well.

    2.) Later on you can stop the power and the guy hits the ground at terminal speeds.(adds a nice damage value)

    3.) cost

    4.)This will also let you(if GM allows) let you/your teem walk though walls. But it fringes on Tunneling and may not be allowed.

    5.) There are a million and one little trix that this can do that I would be willing to list if anyone wants to know. :D

     

    Dis-ads compared to entangle

    1.) Doesn't work on fliers, at least as a means to tie them up.(neither options work on Teleporters)

     

    La Rose.

  5. Re: The Munchkin Build Contest

     

    There are limitations for decreased recovery time, don't know the disad adders though.

     

    Also you could do the same trick with transform as you did with Mind control.

     

    I did make a bad though on the effect roll. Assuming all shots hit and you roll average you will hit your cap of 96cumulative effect. I was thinking it was 1d6 of effect. Though the one things that really brings me down about this power is that you aren't likely to hit anywhere near that many times. Now something to think of is to buy a variant of the attack build like this:

     

    "I Command thy: STOP!"

    Compound power

    Mind Control 2d6+1, Cumulative (52 points; +1), Reduced Endurance (0 END; +1), Autofire (5 shots; +1 1/2) (54 Active Points)

    plus

    +10 CSL(at the 2pt level) for the attack.

     

    This totals 74active points with a great chance to hit. and an average roll of 8(per attack) / 40(per total).

     

    Now just add disads like: Standard effect: Only to make the character stop taking actions(-1) Incantations: shouting out stop (-1/4), Gestures: holding up hand(1/4). real cost 30pts. I know that is a lot but if you slap it into a multi-power of mental powers it is only 3-6points. Also you can add other disads as you feel, such as Focus, ect.

     

    Great way to make the enemy brick: "think twice" about attacking you.

  6. Re: The Munchkin Build Contest

     

    1. Each attack would apply to defenses, so anyone with 12 Mental Defense would take 0 effect.

     

    2. Actually Rose it doesn't make anyone "insta-slave" because you get a breakout roll prior to each phase. (Assuming Ego 10 and a Mind Control that just makes its required level of effect, the Breakout roll is 11- or 62.5%). Also the target's breakout roll increase by +1 for each Turn. Each multiple of 5 pts. above the required effect level causes a -1 to the target's breakout roll, so to get Joe Normal with no mental defense to shoot himself in the head (Ego +30) would require around 55pts of effect (55-40 = 15 or -3 to Breakout or 8- 25% chance of breakout). Of course on average it would take more than 15d6 to get such a score. In any event, the probability of anyone failing more than 3 breakout rolls even in the extreme example is less than 32%.

     

    The better power is a transform "turns into obsessively obedient slave" 3d6 Major Transform, heals back normally, +1/2 at range, only humans -1/2 (Active Cost 68, real cost 45) it takes 2 or 3 hits to do the job, but then the target is a slave for months 2.5 months for Joe Normal (Rec 4 Body/month).

     

    I generally like hero system, but the really give the shaft to mentalists.

     

     

    Assuming the enemy is a competent normal as described in the Hero System source book. Using only average roles the character(mentalist) he will roll an effect of 70. To make Joe Competent do things he is violently against doing (lets do something crazy, like kill his child) you need to roll, Ego plus 40 totaling 50(Ego=10 + Effect=30 +Psyc lim=10). You have beaten this roll by 20, making his break out roll equal 7, or 8 on his next phase, or 9 on the next turn. The chances that he will make either are not in his favor. And in just one turn if the child is near by, he can easily do that.

     

    Even then you can take this power and make it a means of stopping a no MD enemy super so that they hold of on coming at you for one turn, giving you a chance to use the Transform to make them a loyal slave.

     

     

    Also Transform is already ranged.

     

    La Rose

  7. Re: The Munchkin Build Contest

     

    The bad ones are those that are designed to get around the Damage Cap or the Active Point limit' date=' like this one (Mind Control 2d6, Cumulative (max 96 points) +1 1/4, Autofire 20x (1 + 1 1/2), 0 End (+1) total active cost 58, average effect 70 (essentially twice that of 60pts of Mind Control built normally). [/quote']

     

    I don't have my book by me at the moment but I think each attack applies against mental defenses. So essentially anyone with and average of 5-7 mental D will be unaffected. And even at just 4points you avoid most of the worry. But I still agree that is a horrible build and should never be allowed. That turns Joe normal/Brick with no MD, into a insta-slave.

     

     

    La Rose

  8. Re: The Munchkin Build Contest

     

    This defiantly breaks the rules of this post.

     

    1.) Missile deflect(choose the level you want) with Uncontrolled, Continuous. You have a power that is designed to automatically deflect attacks without you worrying about actively trying to stop the attacks. The special effect that I prefer to work with this is a teleportation field around you that(if you buy reflect as well) automatically teleports things where they are with all the same momentum but opposite direction.

     

    2.) Also to go with this power I like to build a teleportation ring. This is a simple one inch teleportation with, No End, Continuous, Area of affect Radius(this will cause it to effect a diameter of 3 hexes, 7total) Hole in the middle, uncontrolled, persistent. What this is designed to do is take who ever that comes at you and teleport them exactly where they are but with opposite facing. This makes you all but untouchable. Now you can't use this build versus Ranged combat attacks because that emulates Missile Deflect/Reflect. But you can easily use it with the for mentioned power to make you all but "untouchable." If an attack makes it though it is because it just possessed so much speed/force that your shield couldn't act upon it.

     

     

    La Rose

    Sir Teleportation:thumbup:

  9. Re: Speedsters:

     

    In the champions game I play in. I have a speedster like night-crawler. Everyone in the group is a speedster plus though. One has regen out the ass and just doesn't die. Other is a mini brick that throws himself at people but tires little to quickly. I preferred a Hero that just never wore out. Although my end isn't as great as everyone else's, I have no end on my teleportation trix and also a recovery of 20. Everyone but me has a 30 dex and I had a 29. But I was speed 8 to everyone else 6. So the concept was that while "slower in action to the others" I didn't ware out like the others. So I could be ok in a sustained encounter. Which helps out immensely while I distract enemies in order to buy time for the mini-brick to clean them up.

  10. Re: WWYCD - little girls and diplomatic troubles

     

    Being that The Rose is a not only a note worthy political figure, but also a well known super. If he was in this situation he would most defiantly have to worry about his "Public Appeal" and his own "Moral Code." Undoubtedly his team mates would flip and try to rend both adults to no more, and he would have to be the voice of "unwanted reason" and stop them. The idea of purchasing the child's company for the rest of the day(or longer if needed) does sound like a good idea. He would try his best to change the political climate there in order to dis-enfranchise this law in wake of more "Child friendly" legislation. But even he can only do so much, in a nation with long standing political/social beliefs.

     

    La Rose

     

    *I don't think there is a way in hell that when this event happens, that The Rose could even hope to stop his team. One is a young child himself and the other is a super independent heroine that never listens to him anyway. The Neanderthal is most likely going to die(or wish he was).*

  11. Re: Looking for a new cape. Can I get one here?

     

    For just your standard comic book heroes game I would go with 200base and 150disads, as well. And I prefer to give out points for completing a story arch since it a. keeps players from changing to much before one episode is over, and b, gives you a chance to really evaluate them and for them to really earn the points.

     

    Also Active point caps. I do recomend for starting the system. It wont keep all things equal but it helps you and the players get a better feel for where their 'powers/abilities' lay, compared to eachother. Also if you cap them out at 75(standard for 350 characters) you can be fairly sure they wont be able to blow though the ready made villians.

     

    La Rose,

     

    Also, Don't worry about how costly some heroes are. Becuase there are a million differant ways to make something, and in the end you are the only one who is going to be looking at the NPC's sheet. I always prefer to have them do what I want, and worry about building it later(no sense in adding in additional math when I don't have to)

  12. Re: The Munchkin Build Contest

     

    But isn't the rule that a limitation that doesn't limit the character in any way is worth a +0 (or -0)?

     

    Plus it could always be drained/suppressed/transformed away.

     

    that is when it comes under GM discression. IF you have a character write up with -always on- but has sevral ways to turn it off, then no, don't give him points back. But if that isn't the case I would be willing to let them have the lim. Imagine always on FF. Even if you take all the LS you still would be without human touch/contact:( . On a physicological side that would be rough. And then also no doctor would be able to treat you :help: (surgery, ect.)

     

    Again it all comes down to GM discression.

     

    La Rose

  13. Re: The Munchkin Build Contest

     

    Tag on Always On' date=' and it will be happening all the time without any action. Or did you think it would already work that way?[/quote']

     

     

    it is already "always on" becuase of Persistant. But if you Tag "Always On" limitation it cant be turned off.

     

    la Rose

  14. Re: The Munchkin Build Contest

     

    One that I have always liked is:

     

     

    1'' of Teleport

    w/ Possition shift.'

    and Useable as an attack (force fields, Teleport power as D.)

     

    It may not seem like much but use it to slap an enemy and teleport them where they are but laying on there face prone to your allies' attacks.:D

     

    or

     

    1pip killing RKA

    Constant

    Area of Affect One Hex

    -----Mobile

    Three times penitrating

    and a continueing charge lasting a minute

     

    This is a Fire Ball that is able to chase after somone and prevents his allies from touching him as well.

     

    If you want you can also make this A LOT more deadlier by buying one Point of FF with hardened three times then place MegaScale 1 Kilometer on the killing attack and level a Good portion of Down town(not to mention all the citizens in it.:eg: )

     

    La Rose

  15. Re: nbc heroes tv series Hiro Nakamura

     

    While I think Hiro is a great character' date=' I like Nicki/Jessica. Definately a metamorh, definately. Who can't like a woman who can tear you limb from limb?[/b']

     

     

    hmm that kinda reminds me of my Ex. But Nevermind that. I Love Hiro and all but I would have to say (darn forgot his name have to edit this later) but the senators brother is the coolist. I mean he still goes out of his way to help people eventhough his only super power is to absorb others. He didn't know that when he left to save the Cheerleader that he would even live. He didn't even think he would have super abilities and that didn't stop him from trying. That is a true Hero.:thumbup:

     

    La Rose.

  16. Re: Hyper Agility Powers...

     

    Mobility: Combat Luck (+3/3) (6pts)

     

     

    Something I did with La Rose was to buy +9/9 combat luck w/ OAF Rapier. It gave an otherwise defenseless character some nice protection with the Sp F/X of him parrying off attacks. Only cost 9pts. And of course you could just call it blade of op. for a lesser -1/2lim and only have it cost 12pts.

     

     

    La Rose.

  17. Re: Bad Powers

     

    can take all the differant vissions slapp them in a multi-power and place uncontrolled on it. So he either hopes he gets IR and gets mircroscopic or randomly he gets night Vission in the middle of the day and goes blind for a moment.

     

    same thing for Flight 1" levitaion only with uncontrolled. Everyonce and a while he just starts lifting off the Earth by a couple inches an can no longer move since he can't effectivly controll it.

     

    then he could also have...ect

     

    La Rose

  18. Re: WWYCD: The True Champion has Arrived!

     

    La Rose: Well he is conceted enough that he couldn't just give up the fight but not a complete moron so he wouldn't want to have his ass handed to him then hear the press writting about how the Great Rose lost, but much worse threw in the towel. SO He would have to accept and probly try and go last.

    But if it came down to him vs the Champion. OWW. It said in wiki that the champion is suppose to have unlimited endurance but I wonder if that is a litteral interpritation. Because the Rose has Two major advantage. His speed and Recovery. So I might be able to out last and (assuming I had my sword) just take lucky shots at his head on occasion. All in all I would give him the longest fight of his life but not all that impressive.

     

    La Rose

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