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Crusher Bob

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Everything posted by Crusher Bob

  1. Here's a basic start that doesn't cover things like the stats: Foci: IAF: inobvious, accessible focus IIF: inobvious, inaccessible focus OAF: obvious, accessible focus OIF: obvious, inaccessible focus Defenses rED: Resistant Energy Defense rPD: Resistant Physical Defense Attacks: AVAD: Attack vs Alternate Defense (for example, a blast vs flash defense, instead of ED) ACV: Alternate Combat Value (for example, instead of OCV vs. DCV, OMCV vs. DCV) AOE: Area of Effect AVLD: Attack vs. Limited Defense (older version of AVAD) DC: Damage Class (generally 1d6, but may vary based on power type, etc) NND: No Normal Defense Powers: HRRP: High Range Radio Perception Limitations: NCM: Non Combat Multiple (for movement powers) OAID: Only in Alternate ID OHID: Only in Hero ID (more specific than OAID) ONID: Only in Normal ID (more specific than OAID) Complications CvK / CAK: Code vs. Killing / Code Against Killing DNPC: Dependant Non-Player Character
  2. Looking at some of the stuff in the rule book: PD Body Brick Wall 5 3 Concrete Wall 6 5 Telephone Pole 5 5 Metal Fire door 5 5 Medium Tree 5 8 Vault Door 16 24 Stone Wall 500m 5-6 9 It's not the breaking of bank vault doors that I was interested in, but more being able to blast through the walls of all the buildings downtown when there was a fight there. That seems to require something around DC 10 to DC 15 to go through the not specifically armored scenery. So our causal dozer, able the run straight through a residential area looks something like: Str 60 +40 str (Only for figuring casual STR -2?) (40 active points, 13 real points) That gives him a casual STR of 50, but he would probably still have trouble blasting through the heavier construction of the skyscrapers down town. Downtown casual dozer would have to be something like Str 75 +75 str (Only for figuring casual STR -2?) (75 active points, 25 real points) This gives downtown dozer DC 15 casual str, enough to go through 500mm of stone and concrete easily. This lets downtown dozer just walk through heavier skyscaper walls, but he's stopped by things like support pillars and vault doors just fine. This does make casual dozers interact with entangles slightly oddly, they don't may not need to even take an action to break out of them. -------------------- Tunneling dozer seems to only need to be able to tunnel through DC 6 or so things, and a meter or less of tunneling at the time. -------------------- AOE line dozer at DC 10 or 12 works fine in the suburbs, but the downtown version is now throwing a DC 15 AOE effect, which is pretty bad news for regular heroes. Of course, casual downtown dozer has 75 STR, so he also throws around DC 15 punches, but at least it's limited by his reach and OCV.
  3. I was thinking about how to make a character that can 'bulldoze' through the scenery when they move and wondering about the different ways to implement it. Option 1 I believe you can exert your casual str (half your str score) in the course of your normal turn without action or penalty. So, for example, a hero with 60 str would have 30 casual str, and thus isn't really impeded by entangles that have Body + PD of 6 or less, and can easily 'bulldoze' through walls that have (body + PD) of 6 or less. But what about a hero that wants to be able to walk through tougher stuff? Option 2 Perform a move through attack on the wall. This will generally work, but I think you are limited to going through one wall per action? This does have the advantage of you being able to smash through walls with any of your forms of movement, for example, jumping or flying. Option 3: Tunneling, usable as running (or leaping, or flight, etc) As far as I know, you have to actually be tunneling through stuff to use tunneling to move, so if you wanted to run on the surface and only use the 'tunneling' to move through some walls in the way, you need to buy it as usable as another form of movement too. This has the odd effect of you being able to plow through several walls, but if there are any people between those walls, you'd have to stop, since you can't tunnel through people. Or you could try a move through attack on the guy who is suddenly in your way. But you didn't see him, since he was behind the wall. I guess the GM can let you just declare a move through attack the moment you run into your first victim. Option 4. AOE Line attack with linked movement effect You buy an attack with AOE line, no range, and a linked movement effect (teleportation?) that moves you to the end of the line. This lets you (theoretically) blast through several walls and people and end up and the end of the blast zone. Is teleportation the right effect? You do technically pass through the space, so if you happened to move through Dr. Lightning's electrical arc, you should suffer the effects. But using running or flying that's just limited to moving you to end end of the AOE line seems a bit odd. The problem here is that the DC appropriate for an attack may not be enough to get through the scenery. Isn't tough scenery around PD 15-18? While standard superhero damage DC is around 10-12, so you might be stopped by the first tough wall you face. Anyone else have any ideas?
  4. You could buy the naked advantage of AOE cone for your strength, plus how ever much DC the martial maneuver counts as. This would let you use your already existing martial maneuvers to disarm people. Then, to trip them at the same time, maybe a linked blast, cone aoe, no range, only to cause knockdown? That's alas, not the best use of points in a multipower, but maybe it can be made cheap enough to sit outside.
  5. Another thing a good campaign document can do is place limitations on things that are not in the rules. For example, what origin stories and sources of power are acceptable in this world? Are heroes and old or new thing. How common are they? What's the general hero power level, and where do the PCs fall on it? What's the distribution across power levels? Worm is a different super hero setting from the standard comic books or today, (or the standard comic book of 1995, heaven forfend), so your campagin document, or the discussion your have with the players, or whatever, should cover all these things.
  6. What I have is a working knowledge of excel . So when I want to make Champions characters, I just make a quick excel sheet that does the advantage and disadvantage math for me. As for the house rule document: Probably the most important thing is the balance table that shows up first. Most GM just declare 'campaign limits' but for most Hero veterans it's actually easy to make your character to max out every limit. So really, a good set of campaign limits is not just a cap, but a way of forcing you to trade off some of X for some of Y. The rest of it are things like: No being invisible and beating people up (or mind controling them, or whatever) No being desolid and beating people up No indirect targeting sensory powers and indirect attack powers so you could beat people up from your couch, or hiding behind a building, or whatever No being in another dimension and attacking from there (I.E. if you want to be in combat, you have to be hittable in return) And other things are mostly closing small loopholes, defining what counts as everyman skills for the campaign setting, and so on.
  7. For modeling NPCs, you can just have the stats they need, and not the whole NPC. For example, if I have a throw away supervillain, I can just write down something like OCV 7 DCV 7 10 REC 40 STUN 10d6 EB, 20 PD 20 ED and not have to build the whole character. This makes them rather generic, but it can be much easier than trying to build a villain right then. It's also why it can be helpful to have a book (or web page) full of sample characters, assuming they are power level appropriate and are presented cleanly, you can just use them instead. One of the hardest parts of getting a Champions game to work when you aren't familiar with the system is balancing everyones combat values (OCV, DCV, etc), defenses (PD, ED, etc), and attacks so that everyone feels like they are contribution. I'd recommend This campaign document for those just starting out since it's coverage is pretty comprehensive and should produce reasonable character (and NPC) balance.
  8. Your defenses seem pretty weak for a 350 point superhero (assuming that's what you are). A 10d6 attack (about average for this power level) has a very good chance of stunning you, for example. It does 35 points of damage, if you make your CON roll for your defenses to kick in, you take 19 points, which is just shy of stunning you. If they get a little lucky or you fail your con roll, you'll be stunned. (looks like you'll be stunned something like 75% of the time from a 10d6 attack hitting you). You also don't have any tactical or strategic movement powers. Situation 1: a flying blaster has set down on a roof close by and is blasting you. You can't fly or leap very high, guess you are taking the stairs, or something. Situation 2: a bank is being robbed a few miles away, how are you going to get there? a taxi-cab? What if it's rush hour? If you don't think your concept will stretch to flying or super leaping, or vanishing teleport, or whatever, get another 10 points of disada and get yourself a motorcycle or jetpack or something. Last, how do you find out about crime to go and stop? Your nose for evil is only 9- if I'm reading it right, so it's not exactly reliable. (If it a clown nose, or something? is that why it's OIF?) A head set radio (High range radio perception -1/2 OIF, -1/2 effected as sight and hearing group) is only 5 points and lets you justify hearing about a lot more stuff. Plus it would let you talk to your team-mates across town. Your REC also looks pretty low for someone who can expect to take a pounding. I'd try to get it to 15. You also have a large number of points sunk into martial arts, but I'm not sure the moves are really all that different, consider cutting down you list of moves by about half and adding more STR or damage classes. For bonus sillyness add 'required (constant?) gestures' to 100% Pure Machismo so you have to pose to get the bonus.
  9. Would it be worth reducing strength to just lifting things (and make it costs 0.5 or 0.25 or 0.2 points) and make everyone buy Hand attacks if they want to punch people really hard? That does get around the scaling problem of really strong heroes being totally out of the combat scale with everyone else. Is everything that STR does that hand attack doesn't worth only 0.2 points?
  10. It's possible to make a speedster with a 'normal' speed by doing things like buying high skill levels (so you can do task quickly), having area of effects (I punch everyone around) and similar tricks. Another type of character that is potentially difficult to do in hero is one whose main 'power' is clever use of an otherwise weak power. Examples are JLA Batman and Skitter (from Worm) But once you realize that 'clever use of a weak power to get a strong effect is just a decriptor / special effect of a strong power, then you'll have a much less difficult time. --------- For those of you who aren't familiar with Worm, Skitters power is to control insects, which doesn't sound that impressive, but in Champions terms her powerset looks something like: Only when insects are present (-1/4) megascale: (~200-400 meter radius) megascale AOE Partially penetrating rapid targeting clairsentience / partially penetrating rapid targeting ranged touch/hearing megascale AOE selective indirect change environment / images megascale AOE selective indirect entangle (pre-woven spider slik getting attached to you) megascale AOE selective indirect penetrating attacks (biting bugs) possibly with linked damage over time (poisonous bugs) megascale AOE selective indirect NND attacks (bugs dipped in capsicum and crawling into sensitive places) megascale AOE selective indirect NND does body attacks (bugs securing themselves in your lungs with spider silk) Build in Champions, Skitter is one of those characters that makes the GM go, "No, no, NO!" and a great candidate for one of Hyper-mans sample characters who are more constrained by their CvK than what their raw powers allow them to do.
  11. Crusher Bob

    Gravity Fu

    Greatly increasing the gravity that someone feels, for a moment Something like the takedown martial arts maneuver (to guarantee knockdown) + damage Greatly increasing the gravity that someone feels, for a short time Entangle, Only STR to escape (+1), common release condition is??? Greatly decreasing the gravity that someone feels: Attack, with indirect 'from under them' so that any knockback they suffer sends them up, rather than sideways. Or, define the path as 'away from the largest mass' instead, or 'earths orbital direction'. Depending on how accurate you want to be Or, if you can arbitrarily change gravity, then indirect, from any direction. Then, more defensive / utility powers: super leaping, knockback resistance. gliding or gravity driven flight,
  12. Yes, just tried to pick common objects at around the right size range. Not sure about the pupil as a thing for size comparison, but trying to find something small that everyone is familiar with presented some difficulty. Would guess that barbie dolls are universal enough. Also couldn't think of something common around 2mm across. For growth, it's harder to come up with examples that everyone will be familiar with. But: One building story ~3.5 meters. Elephant (2.5 to 4 meters tall) automobile, 4 door sedan, length (4-5 meters) Peter Jackson's King Kong (~7.3 meters) City Bus (~12 meters long) Statue of Liberty, head to toe: (~34 meters) Classic Godzilla (50 meters) but note that Godzillas height has increased considerably in later films (closer to 100 meters) Pacific Rim, Gypsy Danger, 79 meters tall. Cloverfield monster (estimates from 70 to 90 meters tall)
  13. Also, if you happen to look at some older HERO stuff, 1/2 d6 killing attacks were sometimes written as d6 - 1, probably on the theory that it was easier to implement with real dice. So, for example, a common implementation of assault rifles was 5 DC RKA (plus autofire, etc) which would normally be 1 1/2 d6 RAK, but instead got written as 2d6 -1 RKA. Also note that, when talking about campaign limits, the 'DC' of an attack includes all the advantages that increase the effectiveness of the attack (armor piercing, penetrating, AVAD, etc) or make it easier to hit the the attack (AoE, indirect). So, for example, all of the following would generally count as '12 DC attacks" 12d6 blast vs ED, 0 end (+1/2), 90 active points 6d6 Mental Attack (60 active points) 6d6 NND, life support or holding breath (+1) (60 active points) 3d6+1 RKA vs PD, Armor piercing (+1/4) (62 active points) [note some campaign documents will count this as a 13 DC attack instead.)
  14. And now for some villains, Vincible 250 points, 50 points of complications Balance Total -2 DC 10 CV 7 DEF 20 SPD 4 Think using the balance table (see campaign document) to make opponents greatly simplifies the GMs job. Vincible is not really a challenge to a hero 1 on 1, but his abilities can get other villains into or out of places. Vincible is technically a minor villain, but the utility of his powers for getting into and out of places make his services in high demand. His professional conduct makes for plenty of repeat business as well. He is considering moving into selling 'insurance', where, if you get captured, he would come and break you out. He would have had enough money to retire years ago, but there's always some sob story about orphans, kids with cancer, or something. Thankfully, those donations are tax deductible and he can always steal more money.
  15. I like the campaign document, which is part of why I decided to make the characters. Without a 'strong' campaign document, it's too easy to make your character over powererd in some way. In addition, the house rule of draining all stats at half (except for END, which is drained at 1/5) looks like an important house rule. It would be too easy to win by draining EGO, PRE, or END if you could drain them at full value. I also think most champions characters short sell their PRE too much. Part of being a superhero is theatre, and you can't have good theatre is you are just some guy. For example, Hyper-Man's Wonder Woman only has PRE 15. Wonder Woman is almost literally made of sugar, spice, and everything awesome. Admittedly, she does have 2d6 striking appearance, but only vs men. Which means that many women just go 'meh' when the Ambassador of the Amazons speaks.
  16. And here's the last member: Aphelion A physicist, working at Campaign cities particle collider. He was studying the [Arachne] incident and trying to recreate the events that led to it. Hopefully this time, with less screaming. The Eschaton and immensly powerful thingy (alien, god, future entity, etc) became worried about clever monkeys poking the Devourer of Worlds with sticks, and visited [Aphelion] to give him a stern talking to. The Escaton charged him with preventing other clever monkeys from poking the Devourer of Worlds. It imbued him with telekinetic liquid metal, which is some for of sufficiently advanced technology, to help him keep an ene on said clever monkeys. Aphelion's first actions as a super powererd being were to call up a psycologist and say, "I've just had one hell of a hallucination." However, sufficient testing, and some worrying results at the particle collider finally convinced him to cause a convient fire at the lab, destroying the records ofthe [Arachne] incident, along with his research notes. He's abandoned his job as a high level research physicist to take a job as a high school physics teacher. He's not very good at it, but none of the kids were there to learn physics anyway, so it evens out. The weapons manufacturer, Technodyne Defense Systems is very interested in why exactly a suspicious fire would break out at Campaign City's particle collider and a prominent physicist would quit at almost the same time. Appearance: While not quite a spherical physicist, he certainly qualifies for 'pear shaped'. When transformed into Aphelion, he looks like smooth metal ball roughly 60 cm in diameter. House rule notes: Regeneration is half cost, if using in a regular champions game, he would regenerate one body every 6 hours. Other notes: The original design had a partially limited multipower, so he had access to some of his TK abilities while in normal form. But closer reading of the books says that partially limited multipowers are against the rules, so it became all OHID. Note that the sphere form doesn't technically doesn't have arms and legs. If you want to add some more lines to the character sheet, you can sell back his running, swimming, and leaping. Buy them back so they only work in normal ID. Apply a few limiters like x2 END to them. This should give you enough points to buy a naked advantage of 'fully invisible' on 'extra limbs' so that he could technically pick up things without any visibile power effects, even without multipower points allocated to telekinesis. Also note that, as Aphelion will be flying all the time, he'll take increased knockback. This means he'll probably be often rocketing around the battlefield like a giant pinball. How undignified. The 'fully inobvious' advantage was bought on the basic 10m of flight so that Aphelion can still use the stealth skill while flying. The perception penalties for his small size make him reasonably good at sneaking. Arachne has the 0 point complication: Watched by Aphelion, since she is associated with the Devourer of Worlds.
  17. And here's the third team member, Aspirant: [Aspirant] came into her powers very early, so she has been dealing with the women of steel, men of tissue problem for some time. The mental control she has to use to keep from destroying things with her super strength is considerable. On the other hand, this same discipline gives her a lot of experience with other uses of super strength. How much of her 'milk and cookies' persona is her true self and how much of it is just another facet of the tight control she keeps herself under is left to the player. But it certainly produces some odd results when it combines with her cynicism. House rules notes: Running gets an additional (-1/2) limitation Other notes: Focus of the moment is normally a (-1/2) limitation, but I've taken it as a (-1/4) to represent a much greater flexibility when it comes to types of objects. Even a ball point pen thrown by Aspirant can be a deadly weapon and when you can lift 100 tons, there is a surprising amount of things you can bend to use to tie someone up. Plus she probably carries a small supply of steel ball bearings (to throw) and steel wire (to tie people up with) anyway. Also not sure about the 'married' disadvantage, but think getting roped into little domestic vignette like your mom asking you again about when you are finally going to get around to having some children, or having to host a dinner party, or whatever, might prove interesting.
  18. And here's the next hero, Arachne A combination of woobie, eldritch abomination, tank, and mentalist [Arachne] was a normal high school student, who was on a field trip to Campaign City's particle collider to 'see some real science done'. Unfortunately, the scientists at the collider picked this time to accidentally punch a hole into the underverse, where the Devourer of Worlds lies dreaming. [Arachne] emulating the dutch boy of legend, attempted to hold the hole in the universe closed with her hands. This lead to her being stuck in the hole, rather like a cork in a bottle. Being in the shadow cast be the sleeping Devourer of Worlds has radically changed her physiology and given her access to several different powers. While her changed physiology is permanent, any force which disrupts the hole into the underverse or partially pulls her out of it also disrupts several of her powers. House rule notes: running gets an extra (-1/2) limitation, extra limbs are costed based on the number of extra limbs for grabbing purposes, really Arachne has many extra limbs, but they count as two more for grabs. Other notes: Senosry Cilia What she tells people is that the 'fuzz' on her body allows her to feel vibrations, rather like a spider does. Which is why she can percieve things without seeing them. But the truth is that what appears to be 'fuzz' on her body is really just the visible bases of her extradimensional sensory tentacles. And how she really senses things is that the multitudinous tentacles touch things in a more mundane manner. Well, mundane for multitudinous extra-dimensional sensory tentacles, anyway. In fact, they might be gently caressing you right now. Arachne considers it impolitic to explain how this power really works. But very observant observers will notice that she can do things like read books with her eyes closed (discriminatory touch), which means that she has senses she doesn't normally admit to, or that they work in a manner different from how she has stated. I've put in it the multipower because you lose your sense of touch while desolid. So the use of the "I'm not here" slot of the multipower means that the sensory tentacles have to not be here too. All the other slots of the multipower are kept at 60 points and under, so they are otherwise constantly available. Appearance: something like a Babylon 5 shadow but fuzzy, like certain spiders. REC is relatively high because running invisibility + desolidification requres 7 end an action. Operating at SPD 2, that's enough rec to run the power and move around without draining end. Arachne can produce very scary presence attacks, but is not really any harder to scare than the average high school aged girl. This is why her battles with the Scary Clown Posse tend to quickly devolve into eveyone involved running around and screaming. The members of Scary Clown Posse find this invigorating and they want to make her thier queen. Athenian, with his PRE resistance of 40 is one of the few people who is almost totally unfazed by her, and acts rather like a big brother.
  19. Crusher Bob

    Vortex

    Having had some time to work on it, how's this look: 62 Gravity Control Unified power (-1/4) 5040 Gravity Snare 4 rPD 2 rED 2d6 body entangle, 50 4f only STR to escape (+1) Strength +30 STR 30 2f Defense +5 PD +5 ED 10 1f Knockback resistance 10m knockback resistance 10 1f personal gravity field STR clinging 10 1f Leaping +30m leaping, accurate 20 3v Mega leaps +6m leaping, accurate, 18 1f megascale (1m=1km) (+1) Gravity Defying leaping +16m leaping, accurate, 20 3v no gravity penalty (+1/2) HRRP OIF (-1/2), 12 6 effected as sight and hearing groups (-1/2) Multipower allocations: Gravity snare alone +30 str and two of the following: +5 PD, +5ED 10m knockback resistance Clinging accurate 14m leaps accurate 10m vertical leaps +30 str and one of the following: accurate 34m leaps accurate 20m vertical leaps accurate 10km leaps For 62 points, (2 points less than your build) you get a toned down gravity snare (50 active points) usable at range, a much heaver punch, can simulate density increase with +defense and KB resistance, and have much better tactical and strategic mobility. Plus you get a radio.
  20. Crusher Bob

    Vortex

    A nonpersistent power is turned off when you are stunned or knocked out. But otherwise keeps working. Turning it on again requires a 0 phase action. As the power doesn't cost END, he can keep it up all the time, so just has to worry about turning it on again if KO'd or stunned. ----------------- My first impressions: The costing on your entangle seems off: A 5 rPD 3 rED 3d6 body entangle would have a base cost of 35 points, with a +1 advantage, that would be 70 active points. Assuming you are allowing +1 rPD for 2.5 points, I guess it's OK. But what is the 'reasonably common circumstance' that breaks the entangle, which is something you need to have for that +1 adder. Also, that's a75 point attack power, what's the limit for your campaign, since it's much bigger than your DC 7 punches. How do you find out about crime to fight? You don't seem to have a radio or contacts. And a GM that makes you pay for your native language and everyman skills will probably not just let you buy a police scanner. HRRP with OIF (-1/2) and affected as sight and hearing group (-1/2) is 6 points How do you get to the scene of the crime? Your fastest non-combat movement is your 12 x 2 NCM running. You have enough REC to use your full 4 speed, so you can run at 28.8 km/h. But not really a great option for getting across the city. Your cheapest fast travel option may be adding megascale leaping to your multipower. Or even just adding megascale to your running: megascale 1m=1km for up to 12m of running would be 12 active points, and fit into your multipower. Since your main opponents will be more normal, what will you do when several goons down the street (~30 meters away) start shooting at you? We'll say they are SPD 3, PD 4, wearing bullet resistant vests (4 rPD) and are using assault rifles (2d6 RKA). With your 20/12 PD you are pretty reistant to gunfire, but it'll take you around 3 full move actions to get to them, so they'll have plenty of time to try to get a lucky roll. Buying +24m of leaping (12 active points) or +12m of running (12 active points) as a multi-power slot would offer more tactical mobility. One possible alternate build would be to have another 10 point multi-power that contains your clinging, and you can put some improved mobiliy options in there, so you can still hit hard when you get there.
  21. Have forgotten how much fun building Champions characters was, so here's a hero team of four for comments: They are made with This campaign document in mind, though they are 400 point heroes, not 425 point ones. But they are readable by everyone, and the limits seem readable. Have bolded where the house rules change the character : Running gets a (-1/2) limitation, for being running, and restrainable is only worth (-1/4), as opposed to the normal (-1/2). Athenian A member of Campaign city's local goverment and a superhero. In play, some combination of speedster, martial artist, and power armor character. Pet peeve of most power armor characters: your armor will be taken away from you, because you bought it as a focus, don't be completely useless in combat out of it. If you don't want your armor taken away or find yourself having to hero without it, take the lesser limitation of only in hero ID (-1/4). Sample VPP 1 Panoply of Hermes Was looking for a gimick for this one. Think teleporting next to someone, using legsweep to knock them down, then trigger teleporting away could worth doing. As for appearance, something like the Spartans from the movie 300, but with a helment like the JSA Flash and winged sandals. Sample VPP 2 Colossus of Rhodes Not really that big, just around 4m tall, so maybe comparable in size and weight to an automobile. But certainly able to play the brick. appearance: a big greenish bronze man, with a rayed crown. Since this is probably a family friendly champions game, we'd better give him a loincloth, or something. Sample VPP 3 Panoply of Apollo Using stretching to simulate a bow can producesome interesting results. You don't have to worry about how to mechanically shoot around corners, you just technically stretch around the corner and punch them. Appearance: much more 'classic' greek warrior look, corinthian helm, muscle breastplate, leather 'skirt' (called pteriges), metal lower leg armor (greaves), and sandals. Sample VPP 4 Panoply of Hades One of the things that Hades is normally known for is his helmet, which makes him invisible. But invisible combatants are frowned on by the campaign document and high DCV VPP builds are already out there, went for a bonus to stealth instead. Plus hitting people with a staff that's longer than it first appears. Note that the campaign house rules are that all stats (except END) are drained at 1/2 value. So you'll probably have to hit most people twice with the drain before you can start bossing them around (see rules for being reduced to 0 EGO). Appearance: A dark robe that bares one shoulder. A long staff with a two tined 'fork' on the end. Since there's no 'cap of invisibility' I'd guess a cornithian helmet instead.
  22. Mental shapeshifting normally only disguises your surface thought (up to EGO +9), but a telepath can normally identify you eith the get an EGO +10 result or better. But I'd guess that just piling on the mental defense would prevent most telepaths from getting through. Of course, they'll tend to notice something is up if they can't read you. So maybe mental defense with invisible power effects? If the let mental defense with invisble power effects allow you to confabulate what the telepath senses, then I guess it could also hide the fact that that chair has a human mind... Of course, this doesn't fool any power or senses not governed by ego / mental defense, like a detect mind sense. To get around that, I'd say either invisibility to the mental group, or maybe talking the GM into letting you multi-form into other classes of mind.
  23. How's this look for shrinking size comparison: points sample size 6 Peter Dinklage (1.35m) 12 3 month old baby (~600mm) 18 barbie doll (~290 mm) 24 2AA flashlight (length ~150mm) 30 palm width (~80mm) 36 AAA battery (44.5mm) 42 finger width (~20mm) 48 pencil diameter (~7mm) 54 human pupil, average lighting (3-5mm) So, depending on what kind of ant you are talking about, something like 48 or 54 points of shrinking.
  24. Comments: You are misusing the perceivable limitation. Power like blast, entangle, RKA, etc are already obvious. The only possible application of this limitation to powers that are already obvious is 'loud' (-1/4) where normally obvious powers become even more noticable, but unless your revolver sounding like an artillery piece (it's already as loud as firearm already) is somehow a disadvanagte, then you don't get any points for this. In a game that allows 30DC attacks all your other attacks aren't going to do much. In a game that doesn't allow those kinds of attacks, well... Unless you buy the Variable Effect advantage, a dispel just targets a single power (e.g. blast, flight, etc). It's improper to take unified power on the multipower pool as is, because the multipower isn't unified with anything. Of course, you can take unified power on all the multipower slots, so that draining one slot drains them all, but that may only save you a point or two. Here's a sample version more of less in like with a standard Champions game: Active Actual Cyro Revolver OAF (-1), 70 31 4 clips of 6 charges each (-1/4) Ice Blast 10d6 blast, 50 2f beam (-1/4) Freezing PD 2 ED 2 2d6 Body Entangle, 20 1f Linked to Ice Blast (-1/2) Make Brittle 2d6 Drain PD, 20 1f Linked to Ice Blast (-1/2) Dispel Fire 13d6 dispel, 68 3f any one based fire effect at the time (+1/2), 4m Radius (+1/4) Total cost: 38 points. Note that you can't link a 'lesser' power to multiple 'greater' powers. So if you wanted to have both a normal Ice blast and a Killing Ice blast as main powers, you'd have to take out a 20 point multipower with the Freezing and Make Brittle powers, and jointly link it to the first multi-power. But then your dispel would be a bit anemic, because you'd only have 50 active points available in the first multipower. Design comments: 6 Charges is normally a (-3/4) limitation, going to 4 clips moves you up twice on the charges table, to a (-1/4) limitation. Ice Blast: Can't apply the beam limitation to the whole multipower pool, as it doesn't apply to the dispel, entangle, or PD drain slots. If you wanted to have a multipower with just a regular ice blast and a RKA ice blast, then you could apply beam to the power pool. So an alternate build would look something like: ---------- Cyro Revolver I Jointly linked with Cryo-revolved II (-0) OAF (-1) Beam (-1/4) 4 clips of 6 charges each (-1/4) Unified power (with Cryo Revolver II) (-1/4) (note that you finally have something to apply unified power to) Slot 1 (f) Xd6 Blast Slot 2 (f) Xd6 RKA ---------- Cyro Revolver II Jointly linked with Cryo-revolver I (-1/2) OAF (-1) Beam (-1/4) 4 clips of 6 charges each (-1/4) Unified power (with Cryo Revolver I) (-1/4) Slot 1 (f) Entangle Slot 2 (f) Drain PD etc ---------------- Note that you can only use on of Freezing or Make Brittle when you blast someone. But you do get to choose whenever your turn rolls around. This lets you have enough active points avaialble for a larger dispel pool. -------------- Technically, using one of the linked powers in the multi-power probably should cost a charge as well. If you wanted to really stick to the rules, a 1 charge using power should probably be a combined slot. If your GM isn't going to let this slide, you'd have to buy two differnt blasts, and 2 combined slots of blast + entangle and blast + drain. It would cost 2 more points, in total.
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