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Oruncrest

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Posts posted by Oruncrest

  1. Re: Blue Stuff Battery

     

    An old issue of Adventurer's Club had an article about creating potions that would apply to mayapuppies situation. Since I can't find the issue right now, I'll try to recreate the power as best as I can. Assuming you mean this for 5th Edition:

     

    6 Blue Stuff Injections: 5 REC, Usable by up to 64 Others, LOS not needed after purchase (+2 1/4), Trigger (+1/4); Instant (-1/2), Fragile Expendable OAF (-1 1/2)

     

    This power would not be held by any of the PCs obviously, but by an NPC trader/pusher who sells the PCs the injectors. Assuming a party of 5 PCs, each with 30END reserves, the above power should be enough for 2 complete fill-ups. You can give him ore of course, but with 64 injections, he's gonna be a pretty big target for bandits as it is...

     

    The advantage are self-explanitory, I hope. The injections are Expendable and Instant to ensure that you can only recover 5 END per injection without having to mess with charges.

     

    Hope this Helps

  2. Re: Enough to Destroy A Planet?

     

    I had a nice long reply written, but then the boards kicked me off and ate the reply. So i'll summarize:

     

    1 Zettaton = 10^15 Megatons (from Atomic Rocket's Boom Table = +50 DC.

     

    7 Zettatons = the DC from 1 Megaton + 53 DC.

     

    if 1 Megaton = 42 DC (from my interpretation of a 1 Meagaton Nuke), then 7 Zettatons = 95 DC = 32D6-1 RKA = 111 BODY.

     

    if 1 Megaton = 60 DC (from Steve Long's Nuke in the HERO System Almanac II), then 7 Zettatons = 113 DC = 38D6-1 RKA = 132 BODY.

     

    Both fall well short of the 177 BODY needed to destroy the Earth (from Star HERO). And I believe Steve said that the number needed in The Ultimate Base would be even higher.

     

    It might work if we treated the planet as a wall instead of a vehicle (63 BODY to punch thru the planet, 121 BODY to destroy it) but I think that being defined as a vehicle is just fine for 'Spaceship Earth'.

  3. Re: Blasts that leak power out the sides.

     

    My suggestion would be to use a compound power consisting of the Line attack (which we'll call the 'Sonic Straight') and two linked naked advantages ('Conic Leak' and 'Radial Leak' respectively).

     

    For 5th Edition:

     

    65 Sonic... BOOM!: Compound Power, 91pts Active Cost, 65 pts Real Cost

    (1) Sonic Straight: 7D6 EB; AOE: 18" Line, Personal Immunity; No Range; AC:79; RC 53; END Cost 8

    (2) Conic Leak: Naked Advantage (Explosion: Cone, +1/2) replaces line for 5D6 of Sonic Straight (8 pts Base); 0 END; Jointly Linked to Sonic Straight; AC:8; RC:8; END Cost 0

    (3) Radial Leak: Naked Advantage (Explosion: Radius,+ 1/2) replaces line for 3D6 of Sonic Straight (4 pts Base); 0 END; Jointly Linked to Sonic Straight; AC: RC:4; END Cost 0

     

     

    For 6th Edition:

     

    61 Sonic... BOOM!: Compound Power, 88pts Active Cost, 61 pts Real Cost

    (1) Sonic Straight: 8D6 EB; AOE: 18" Line (+3/4), Personal Immunity (+1/4); No Range; AC:68; RC 45; END Cost 7

    (2) Conic Leak: Naked Advantage (Explosion: 12m Cone, +1/4) replaces line for 6D6 of Sonic Straight (8 pts Base); 0 END; Jointly Linked to Sonic Straight; AC:5; RC:5; END Cost 0

    (3) Radial Leak: Naked Advantage (Explosion: 8m Radius, + 1/4) replaces line for 4D6 of Sonic Straight (4 pts Base); 0 END; Jointly Linked to Sonic Straight; AC:3; RC:3; END Cost 0

     

     

    Both of the above are assuming that the OP wants thw 'Sonic Straight' to have a line advantage instead of being a simple EB. If a 'Sonic Straight' is the latter than the former, then the builds become:

     

    5th Ed:

     

    58 Sonic... BOOM!: Compound Power, 75pts Active Cost, 58 pts Real Cost

    (1) Sonic Straight: 8D6 EB; Personal Immunity; Reduced by Range; AC:50; RC 40; END Cost 5

    (2) Conic Leak: Naked Advantage (Explosion: Cone, +1/2) for 6D6 of Sonic Straight (15 pts Base); 0 END; Jointly Linked to Sonic Straight, No Range; AC:15; RC:11; END Cost 0

    (3) Radial Leak: Naked Advantage (Explosion: Radius,+ 1/2) for 4D6 of Sonic Straight (10 pts Base); 0 END; Jointly Linked to Sonic Straight, No Range; AC:10; RC:7; END Cost 0

     

    6th Ed:

     

    55 Sonic... BOOM!: Compound Power, 60pts Active Cost, 55 pts Real Cost

    (1) Sonic Straight: 8D6 EB; Personal Immunity; Reduced by Range; AC:56; RC 45; END Cost 8

    (2) Conic Leak: Naked Advantage (Explosion: 16m Cone, +1/4) for 7D6 of Sonic Straight (8 pts Base); 0 END; Jointly Linked to Sonic Straight, No Range; AC:12; RC:6; END Cost 0

    (3) Radial Leak: Naked Advantage (Explosion: 12m Radius, + 1/4) for 5D6 of Sonic Straight (6 pts Base); 0 END; Jointly Linked to Sonic Straight, No Range; AC:9; RC:4; END Cost 0

     

    Hope this helps...

  4. Re: A DC Animated-style HeroMachine

     

    Actually, what the Arc did was fascinating: post an attachment, click on the attachment until a new tab (or window) is made, then copy the picture's url and then use that with 'insert image' to get a full-size image on the screen.

     

    Of course, you can't delete the attachment afterwards, but it works! Well, it worked for Bad Girl at least...

     

    As a test, I've put up an attachment of one of my characters, Glimmer, when I thought I could still draw, years & years ago, and with the Timm-styled Fabrica. Even if this doesn't work, you'll still be able to enjoy the attachments.

     

    attachment.php?attachmentid=32913&d=1257260960

     

    attachment.php?attachmentid=32915&d=1257261251

     

    It works! Arc, have some rep!

  5. Re: Decent Character or Too Much Cheese?

     

    Well it makes sense to me based on the way the information is laid out in 5er (under the bold heading of BOECV after Entangle in the Powers section) and the following response I get from HDv3 when I try to remove just BOECV from any version of the Entangle build.

    But the designers of HDv3 can't be expected to cover every permutation of every SFX. Does HDv3 have the other variations of 'works agains [other characteristic], not STR' from DIGITAL HERO #5?

  6. Re: Decent Character or Too Much Cheese?

     

    I may be reading the quoted section wrong but this is how I see it:

    IF an Entangle has the BOECV Advantage,

     

    THEN it can be turned into "Mental Paralysis" by adding the following Advantages...

     

    But I don't think the OP wanted 'mental paralysis', he simply wants the victim to 'bliss out' and chose EGO over something like say CON because he felt that getting out should be an act of willpower ("Must... ignore... good vibrations!... ooOOOHHHH!!!!!") over how fit he's supposed to be ("aaAAAHHHH!!!!!... Alright, tense up! Tense... Tense... TENSE!!!... aaAAAHHHH!!!!!").

     

    I don't think that the rules specify that you have to take BOECV just because you wanna use an EGO roll to break out of an entangle. Just that if you buy BOECV, you have to buy 'Uses EGO, not STR' (i.e. it's the other way around).

  7. Re: My PCs are made of GLASS!

     

    ghost-angel:

    Thanks!

    I really do try and keep people balanced... (try mind you...)

    The Psi char is actually our pseudo-tactician, as she has powers that lets her detect all minds, thus "marking" all of the targets. She can also AA Telepathy at a low level, which lets her "hear" what the bad guys are actively thinking. That, tied with her ability to Mental Link everyone together, makes her pretty good at keeping everyone working like a well oiled machine and backing everyone up. She can also "ride along" people senses, so she can see what someone else is seeing/hearing as well.

    So, in combat, she usually finds cover and then starts coordinating people. If they're going in someplace, she usually does her powers first. I personally like her playing style, as she makes the teamwork of the whole party synch quite well.

     

    I think I might be able to get her to get the "Mental Blind Spot" power, but I've been a little worried about allowing too much invisibility into the game... I think it should be ok though...

     

    Thanks!

    -SC

     

    If your Psi can hear what the bad guys are thinking, then she can buy defenses with the special effect of 'forewarning' - mentally picking up that they're going to attack her and how and making sure that her body 'zigs' properly to dodge the attack. Like so:

     

    Forewarned is Foredodged: (20, 20) Force Field, 0 END; not vs. Area Effect Attacks or attacks by opponents with no EGO score (-1/2); 60 Active Points, 40 Real Points

     

    This vesion was bought as Force Field so it could go in a Elemental Control. If the power is supposed to be outside of a framework, she should use nonpersistent armor.

     

    It's high enough that an average 10D6 attack (35 STUN) will fail to stun her half the time (more if she remembers to wear her leather jacket), and any STUN that gets through can be explained as 'psychic feedback' - to dodge the attack, she had to open herself to the hostile intent behind it, and that was what hurt her. The limitation is there because, well, what explosion has a mind?

     

    It should also fit in with her concept of a poweful telepath that couldn't fight her way out of a wet paper bag.

     

    As for how to deal with 'Mr. Slashy', I have six words: Telekinesis and Flash are your friends.

  8. Re: Weapon always does maximum damage

     

    Hmm. If I understand what you are saying, and I may not as you used an awful lot of brackets, some of them curly, max. damage = a +1 advantage. For 30 points you get a 6d6 normal attack or a 2d6 killing attack.

     

    6d6 normal attack maximum damage = 12/36

     

    2d6 KA maximum damage = 12/60

     

    How does that wash out in the big picture? Unless it is a picture of all the people with killing attacks winning?

     

    That's not just maximum damage, that's maximum damage with +3 STUN Multiple, which would cost signifigantly more (+1 3/4 vs. +1). Without the STUN Multiples, the comparison goes like this:

     

    6d6 normal attack maximum damage = 12 BODY, 36 STUN

     

    2d6 KA maximum damage = 12 BODY, 24 STUN

     

    Thus the Big Picture will look a little better if you 'wash out' those STUN Multiples with a little turpentine. ;)

  9. Re: Obscure Elemental Villains

     

    You're talking about Stormfront, who appeared in White Wolf #25 (Feb/Mar 1991). I lost the stats to them a long time ago, but the team members were:

     

    Lord Tempest: Former academic who remade imself into a megalomaniacal weather controller. He granted his subordinates (except Thunder) their powers.

     

    Sirocco: An aviation heiress who was given wind powers by Tempest.

     

    Deluge: Her family was killed in a superbattle, and like you said, she had water control (mainly water summoning) powers.

     

    Cloud: A minor mage before he met Tempest, he could transform into a cloud and I think he could throw lightning bolts and produce acid rain. And finally

     

    Deathbolt: He was a Japaneese businessman who was superstrong, could fly, and grow to gigantic size. Note that I said was. He was killed while inspecting a construction site and somehow hs powers got transferred to the guy who would become Thunder(although Thunder was constructed as a PC (250 points) while the rest of Stormfront could pwn a team of 250 pointers by themselvs). While Thunder has his Powers, Lord Tempest cannot use any of Deathbolt/Thunder's powers.

  10. Re: Captain America and Cast

     

    Body is too low' date=' or Bucky suffers from an inordinate amount of Combat Luck?[/quote']

    I don't think Combat Luck applies here. on pg. 62 of FREd, if says that Combat Luck '...depends on a characters ability to dodge, block, or otherwise avoid damage'. That's rather hard to do if you're trying to get the cover off a bomb that's already got smoke coming out of it.

     

    Was he lucky to have survied that blast? Sure was.

     

    But it wasn't Combat Luck

  11. Re: Captain America and Cast

     

    These are awesome. But... 15 BODY for Bucky? The only characters in Champions Universe (not the Bible' date=' I know) I can find with a BODY of 15 or higher are Bricks or quasi-Bricks. Captain Patriot has a 15.[/quote']

    I bet Captain Patriot never rode bareback on a V-2 as it blew up. Then, after being blown sky-high, fell into the Arctic Sea. At least Captain America had the excuses of havin fallen off the rocket before it blew and the Super-Soldier Serum to only have him suffer cryogenic stasis instead of a terminal case of frostbite.

     

    If anything, 15 BODY is too low!

  12. Re: A DC Animated-style HeroMachine

     

    Still not working.

     

    Did you extract it into it's own folder? Along with the 'Fabrica' HTML Page, there are several .swf files. Extract all of them into their own folder. It should look like the .png file at the bottom of this post. Preferably without the cutesy cats. The double-click the 'Fabrica' web page and it should work fine.

  13. Re: Changing block

     

    IIRC what people are talking about from UMA is actually block and grab' date=' where you block an attack and then grab the weapon or limb that did the attacking. Completely different from grabbing something else and using it to complete a block. I see no application of that maneuver here whatsoever.[/quote']

    Um, no. I'm talking about Grab & Block from pg. 145 of TUMA:

     

    Grab and Block

    With this combination, a character Grabs someone - and then, at any time while the Grab is still in effect, Blocks an incoming attack with the Grabbed character’s body. To do this, he performs the Grab normally. If the Grabbed character does not immediately escape, the Grabber can perform a Block with his body. Roll the Block maneuver (or Martial Block maneuver) at a -2 to OCV. If it succeeds, the Grabber has Blocked the attack; the Grabbed character takes the damage of the incoming attack. You can only Block this way once per Phase, unlike ordinary Blocks.

  14. Re: Changing block

     

    You seem stuck on the idea that one can only Block by putting something in the way.

     

    No, only that the present system does not very successfully represent the use of interposing objects for blocking. Perhaps a different maneuver that is easier than block but can only be done with another object, working like this would be more appropriate.

     

    If all you want is a mechanic for turning the typical detrius from a fight (manhole covers, cars, your opponents...) into a 'shield' of sorts, might I suggest using the 'Grab and Block' subaction from The Ultimate Martial Artist. Strike the last sentence, and replace 'opponent' with 'object' and you should have yourself a decent damage soaker maneuver.

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