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Oruncrest

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Everything posted by Oruncrest

  1. Re: Thor's Fighting Prowess Thor's Fighting stat in MSH is Unearthly(100), which I've always translated into DC Heroes as 14 APs and HERO as +13 with HTH combat (I translated Thor's Agility to a 6 DEX in DCH and a 20 DEX in HERO, giving him up to a 20 CV in HTH, not counting the +2 levels with Mjolnir...). Silver Surfer, Gladiator, and Hercules all have Unearthly Fighting abilty, Valkyrie has Monstrous(75), Captain America has Amazing(50), Wolverine and the Thing have Incredible(40), Spidey and the Hulk have Remarkable(30). As a reference, the smaller the number, the worse a fighter you are. To outfight him, you need to go to characters like the Champion of the Universe. For those who're wondering, Superman has a DEX of 15 APs (which I translate as 40 in HERO) and 11 APs of superspeed (+4 Overall Levels IMO) in the 3rd edition of DC Heroes. Overall, I'd still call it even.
  2. Re: About Superman's "Super Speed" Superman's writers have recently remembered that Supes has superspeed and have been letting him use it on those 'more powerful foes' that you speak of. For instance: in Supes' first battle with Ignition, Supes punched, used Super-freeze Breath, punched, used Heat Vision, and punched Ignition all in the same panel. He was shown fighting Dumb- I mean Doomsday similarly. And neither Doomsday Igntion's are slowpokes. Yes, Supes has run foot races with the flash, both Pre- and Post-CRISIS. In all the races, Supes and Flash ran neck & neck. Supes was once in a 1,000-year war and doesn't look a day over 29. Who knows, he may even outlive Thor.
  3. My suggestion: Use your Magic VPP to create an AID power to boost your multipower. The only problem is that when you change the VPP, the AID will fade, but that shouldn't be too big a problem.
  4. If I may make a suggestion, have the Mind Control SE apply to the Mind Link like you said, but replace the Find Weakness' Mind Control SE with 6D6 Telepathy and the Overall Levels' SE with 6D6 Mental Illusions. That way, all the effects that I mentioned earlier can have a chance to affect the Pilot. If the Telepathy SE works on the pilot, then the Mind Control and/or Mental Illusions SEs can be used in conjunction with the pilot's Psychological Limitations. Otherwise, they just send out general commands (MC: 'Kill!', MI: an illusion of the pilot's death). For instance, Quatre's piloting the Wing Zero while temporarilly insane from his father's death. The Zero System's Telepathy SE easily works on his grief-stricken mind (½ normal EGO) and discovers that Quatre wants to protect the colonies from the Romafeller Foundation and OZ (Psych Lim: Wants to protect the colonies from the Romafeller Foundation and OZ), was willing to defy his father to do so (Psych lim: Vigilante Mentality), and accepted an offer from the Barton Foundation to pilot a Gundam and destroy Earth's military technology (Psych Lim: Trusting). The Zero System also discovers that the colonies are now hunting the Gundam Pilots and Quatre's home colony is responsible for the death of Quatre's father. The Zero System's Mind Control tells Quatre that Romafeller and OZ have gotten their claws too deep into too many colonies to save them. It then says that Quatre's father realized this and died saving the colonies mineral asteroid from the OZ-corrupted colony, using Mental Illusions to reinforce this idea. It then tells Quatre that the only way to salvage the situation is to destroy all the corrupted colonies to protect the ones that haven't been corrupted yet. Quatre would normally be violently against destroying the colonies (EGO + 30), but because Quatre's so trusting (-5) he easily believes what the Zero System says, especially since the mental illusions reinforces it (cosmetic change (the motivations of his home colony and his father) believed to be real, works well with psych lims (-10), so it only needs to roll better than EGO). Now the Mind Control only needs to exceed Quatre's EGO-15 (due to his psych lims). Assuming that Quatre had an EGO of 13 before this started, an average MC roll would require a breakout roll of 4 or less (due to his temporary insanity which would NOT be fixed by the Zero System). As you can see, using these 3 powers would make the Zero System worth the limitations. Have fun.
  5. AH! Much better. Though I have to wonder how much DEF you think a normal tank would have would have in the GWing world (I think I saw a few of those relics rolling around in an episode). Okay. That sounds much better. Your description before made it sound like anyone who used the Zero System suddenly became a berzerk psychopath. Could you imagine what would happen if Relena Peacecraft had to pilot Wing Zero with your earlier SE... You mean that the pilot has to take the equivalent of an 18D6 Mind Control attack (21+21+21=63)? How much EGO do you think these guys have, anyway?
  6. Not bad, NuSoard, but I have a couple of questions: 1) Where's the DEF? I looked and looked and looked some more, but I couldn't see the Wing Zero's base DEF. Surely you didn't mean for that puny (13,13) hardened Armor (which in my opinion should be used to represent it's Gundamium outer shell, something the LEOs and TAURUSs and other Zodiac-themed mecha on the G-Wing show shouldn't have) to be it's only protection. 2) The ZERO System! I have a coupe of problems with the Side Effect; One is that I don't believe that Mind Control is the right power to represent it. The Zero System has been shown driving people nuts, true, but it's also returned Trowa's memory to him, and shown Duo a fantasy about his destroying a nearby colony (and his friend, Hilde). The effects vary from person to person, so let's go over each person and see what the Zero System did to him. Quatre: When he first hopped into Wing Zero, he was upset about the death of his father when his O'neil colony turned against him. Afterwards, he came to believe that the colonies were evil, and set about destroying them. Duo: What did he say at the beginning of the episode where he piloted Wing Zero? "The God of Death is back from Hell!" The Zero System showed him doing some serious reaping, didn't it? That Technician: He went in believing that the Zero System made the Mech invincible. At the end of the episode, he believed he was invincible. Zechs Merquise: Surprisingly, the Wing Zero System didn't have much effect on him, although he did have a psychotic episode while fighting Wufei. I'm not really sure the Epiyon Zero System had any effect on him. Heero Yui: When Heero first boarded the Epiyon, he was pretty unstable from having gone from fighting for the colonies to being hunted by the colonies, to being a student at the Peacecraft Academy (against his will). He probably felt like a caged animal, and the Epiyon brought all that out. Notice that he didn't have any problems in the Wing Zero, since during most of that time he acted to defend Earth from the White Fang (a self-chosen mission, which required him to act like a perfent soldier). Wufei: I haven't seen the episode where he piloted the Wing Zero, but I noticed that after it, he acted more like a team player, so it must have done him some good. Trowa: Like I said earlier, it restored his memory, with only a slight psychotic episode. Dorothy Catolonia: While she didn't pilot a mech, she did use the Zero System twice with no psychotic effects whatsoever. If I were to use one power to represent the Special effect, it would propbably be Telepathy, as it can read your emotional state and then 'send' the appropriate message to reinforce the pilot's mental state (i.e.: You are the God of Death! Let the Reaping begin!") Another problem I had with the SE was that you applied it to 3 powers. Doing it like that will have it 'attack' the pilot 3 times a Turn (all at segment 12), not once. Pick one power to apply it to and remove it from the others. Well, that's it. Other than those 2 problems, I don't see anything else that needed attention so like I said, this was a pretty good writeup.
  7. Actually, we're just flippin' pages, just like you. In the 'throwing things' section on FREd page 21, it says to 'use (a PC's) full STR to determine damage from (a thrown object), if applicable'. Later, on pg 302, column 2, paragraph 5, it says that the maximum damage which can be done with an object equals it's combined DEF+BODY, with the object breaking if the PC tries to do additional damage. As for your second question, most harpoons (or throwing axes, or throwing knives or spears, or...) would be written as HKA, usable at range since you could use it as both a hand-to-hand weapon and a throwing weapon as well. so you wouldn't need to buy a seperate KA for it unless you used it often. Also, unless you had Weapon Familiarity with the harpoon, you would suffer a -3 OCV anytime you tried to use it (FREd pg 53, col 1, par 2).
  8. Codium? Naaah... Nope. It's some sort of chemical treatment. In Sensational She-Hulk #4, Shulkie had spemt half the issue being stomped into the ground. Her outer clothing was shredded leaving her only in lingerie. After the fight was over, the guest star (a golden age mystery woman) asked Jen how her undies survived unscathed after such a viscous battle. Jen merely revealed the tag on her undies that said 'Protected by the Comics Code Authority'.
  9. Rival. Superior position.
  10. Oruncrest

    Kid Fist

    Here's a textfile of it.
  11. Re: Well... The idea I had was to figure out how to make Mr. Forgettable invisible to Eidetic Memory and work from there. EM is Retrocognitive Clairsentience, only for Memorized/preceived information that applies to all senses (including hearing & sight, obviously), so I figured regular memory would be similar, but with an activation roll. Making him invisible to sight & hearing but only after a certain amount of time had passed should make any use of retrocognition based on memory (basic or eidetic) useless. Figured that it might work better than a transform which either wears off or can be reversed on a preset condition. B c'n ya.
  12. I'm about to go out on a limb here... How about this power... Forgettable: Invisibility to Normal sight and hearing; no fringe, Inherent (+1¼); Always on, Only to thwart the remembering of the power user, (-2), Extra time (power activates after the same amout of time that you interacted with power user, -¼); 79 Active, 19 Real; END cost: 0
  13. This is Lobo, you expect consistency? ...and gets clobbered by Vril Dox II. And gets the heck beaten out of him by Santa Claus. And gets killed by the little brother of some unknown. The last two examples were in his own comic series. The only time Lobo is a match for Superman is when Lobo's in a Superman comic. I thought of a way Wolverine could've beaten Lobo within 30 seconds of reading MvDC #3 that required only two things: 1)a change of scenery from a bar on a planet to a bar on a space station. and 2)Wolverine demonstating an IQ higher than room temperature. What happened in MvDC #3 was just plain laziness On another note: Mr. Vimes forgot the worst of 'Bad Shooter': Creating the New Universe.
  14. Actually, transforming into a Super Saiyajin only increases their power about 50 times. Mike's HERO writeup of the SSJ forms is pretty much on the money. Of course, when they want to blow up a planet, it won't explode for a half-dozen episodes so they can show the whole climatic fight. You know, I've always heard about how everyone from Raditz on up is supposed to be able to move faster than light, but nobody's ever been able to answer this question; If these guys are all moving faster than light, how can they see each other? Psst! I know Nappa's secret. It's called Missile Deflection. Feh! Araele could kick ALL their candy @$$es.
  15. You might be overpowered if... Prince Vegita (of Dragonball Z) acts very politely when you're around... ... and he only just met you today.
  16. Might I suggest an Ego Attack instead of piling on NND on top of Affects Desolid. This, of course, assumes that your enemies haven't added Immune to mental attacks to their Desolid as well. If they haven't, you've got good odds to stun them (21 STUN average for a 60 AP campaign as opposed to 11 STUN for an NND attack that Affects Desolid). And you don't have to be an ESPer to use it. for magicians (is that what your character is?), you can call it 'The Scary Strike of Spooky' which summons a ghost to attack an opponent (add visible to the Ego Attack to save points). A gadgeteer can build a 'Psychic Disruptor' that works on the psychic wavelengths of the EM spectrum. Heck, even Martial Artists can get into the act (Chi Blasts anyone?). Hope I've helped.
  17. Well, I don't have CKC, but there is an example on pg 156 that pretty much laughs at the restriction as well. I just wouldn't want to be pointing this out to a GM who's a stickler for the rules. Hmmm.... although Restrainable primarily refers to body parts, it's workable. And when I add 1 Recoverable Charge, that would give me around 138 Active Points to play with (I still want to be legal with my advantages though) for 50 Real points. Thanks. And I'll think about the Ranged modifier.
  18. About the ranged, I think you're missing the sentance on pg. 157, 1st column, 4th paragraph (ignoring the example) where it states that, 'You must always use the Advantages purchased for a power at full strength whenever you use the power." If I took 'ranged' for my spear, then the only way I could use it is at range, even if I only wanted to use it HTH. That's why I came up with 'can be thrown', to give me the option. Also, the reason I didn't take a focus limitation was because foci are always around, even when the PC has no intention of using it. For instance, Foxbat's Ping-Pong gun is in a holster on his hip when he goes into combat (anybody remember that scene in CHAMPIONS III where he tries to draw on the Marksman, only to find out that Icestar had secretly replaced his gun with an ice-cream cone?), but when he's taking a shower, taking Charley out to a fine restauraunt, or (heavens forbid) in the slammer, it's still out there, somewhere, where it can be taken (or stolen) by someone who knows where to look and how to get to it (note that this applies to some of the more famous OIFs out there, Hal Jordan took his GL ring off while taking showers, and Kyle Rayner doesn't sleep with his ring on). By contrast, the spear can't be stolen during the PCs 'down-time' unless the character has created it (or summoned it from a 'pocket dimension' - where d'you think Sailor Moon keeps her wands when she's not 'punishing' evil?), at this point it can be stolen, or disarmed, whatever. That's why I didn't take a focus limitation: the spear isn't around enough to qualify for the modifier that it would be worth if it was a focus, but I think that it's worth something as a limitation. One last thing; with 'Must manefest', the 'creation time' for a weapon would be the same amout of time that it would take to ready a weapon from it's noncombat position (i.e. ½ phase). I hope I've explained my rationales a little better.
  19. I'm writing up a character who can generate a 'plasma spear', a 6½' long pole of plasma held by a 'gravity bubble' except for one end, which of course is ablaze. As the name suggests, he can use it as a melee weapon or can throw it. Of course, since the 'spear' can be thrown, the PC can also have it disarmed or taken away from him, and until he can either recover the 'spear' or destroy it, he can't create another one. I've decided to create 2 new modifiers, 'Can be thrown', an advantage, and 'Must manifest', a limitation, but I'm not sure what the values of either should be. With 'Can be thrown', the 'spear' can be used either as a HTH weapon or as a ranged weapon, but the range is automatically limited by STR (in this case, 1" per pt of STR). Should it be +¼ or +½? Like I said before, 'Must Manifest' creates the 'spear' and he must be touching the 'spear' to 'disperse' it. The 'spear' is not a focus because until he creates the 'spear' it doesn't exist, but once it's created, it behaves like a personal focus (if the 'spear' is separated from the character, the 'flame' at the one end goes out). I'm thinking a limitastion of either -½ or -¾. What do you think?
  20. Have you checked out Blackbird's Official Thrash Hompage? It's a Martial Arts RPG that has unofficial adaptations of Street Fighter, King of Fighters, and Samurai Showdown that you might be able to mine for ideas, not to mention sourcebooks for Mecha and Magical Girl campaigns.
  21. For the 'Stinking Cloud' and 'Sick Stick' types of attacks, I would use... a simple Flash Attack vs. 'sight', with the defense being Power Defense (I wouldn't charge anything for not using a flash defense since FD tends to be about as common as Power Defense). The effects (½ OCV & ½DCV in HTH, ½ OCV & 0 DCV) are very appropriate for a 'sickness attack'. The Stinking Cloud would be written like this (written up in AD&D terms): Stinking Cloud: 3d6 Flash vs. Sight, Hearing, Mental, Smell (defense is Flash Defense: Smell); 3" Radius (+1¼), Continuous (+1); 1 continuous charge (1 Minute, -1), charge is 'Fire and Forget' (-1), Components (rotten egg or skunk cabbage leaves, -¼), Gestures (-¼), Incantations (-¼); AP:97, RP: 26 And the 'Sick Stick': Sick Stick: 4d6 NND Flash vs. Sight, Hearing, Mental, Smell (defense is Force Field); 1 Fuel Charge that lasts 20 minutes (-¼); OAF (tonfa, -1), No Range (-½); AP: 80, RP: 29
  22. You mean the one who yells the magic word Split-ZAM! and his limbs fall off so he can throw them at criminals? KEWL! Oruncrest - Who in his secret identity of Joe T. fights a neverending battle against the forces of Trash, Junk, and stuff you really don't wanna think about!
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