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Ascolacicola

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  1. Could I have an attack that does no body and the stun is calculated only to stun the target. For example, if the target has 20 con and 10 pd and if the attacker does 32 stun then the effect of this attack would be that the target takes no body, no stun and is stunned for one phase. I don't think this is legal but the idea is interesting enough to me to warrant an official opinion.
  2. I have a PC who is playing a ninja type and wants to be able to sneak up behind people and stun them (he has been playing a rogue in wow and is in love with sap). I like the idea but do not want him doing that much stun so easily. What I want to do is give him something like a 6d6 NND (not v.s. those with 360 perception or similar enhanced perception), (requires a stealth roll) and have another limitation (Stun capped when target stunned -- so even if he rolled a 30 and the character's con is only 15 the attack would only do 15 stun) I have four questions: (1) is the stun cap limitation legal? (2) is there a place in the champions rules where an attack like this is already described, perhaps more elegantly? (3) can anyone suggest a limitation value/better way to do it? (4) can I use 'does not stun' and have the attack give the 1 phase delay of being stunned while doing no real stun?
  3. Herogames.com fora: I have yet another question for you: I am running a game and want to have a prolonged set piece, after a long fight, where the beat-up heroes are running from a group of villains. The heroes basically cannot fly and must try to escape, on foot, through a thick forest. All the villains can fly. I want the villains to project threat, while still being distant, to add to the drama and possibly hurt the heroes more. Ideally the heroes will find one of the many escape opportunities I've littered in the forest and avoid the fight, or, will fight only for a short time before figuring out their escape. One of the villains is called 'howitzer' and it would be simple to give him some long range artillery. I was thinking that they could be shelled, at a distance, with explosive rounds. They could be chased by a rolling bombardment. This keeps the villains far enough where I have some room to tell the story I want but close enough to be scary. The way I set it up is having some very distant villains, flying very fast, closing in on the heroes, while shelling them from a distance. Can anyone give me (1) a better way to set up the set piece, or, (2) any tips on running a long-range arty bombardment using champions rules?
  4. Re: When you think "Superhero".... A superhero is a literary device used to address the nature of power and how it is applied. The heroes listed in this thread are power myths: at their best they tell stories about how power should be used or misused. Superheroes, with their superpowers, most effectively address the question. Small wonder, isn't it then, that super heroes in comic books flourished during America's rise to power in the mid-twentieth century and are still so relevant today? I think superhero I see the world’s sole superpower
  5. Re: character design help, please (long) that is a good idea -- I wrote a clone of green latern but did it this way: 1.) Go with the end reserve, like 500 end, with no recovery. Then buy a focus that gives you something like 12d6 aid to end reserve and put one charge on that (you will have to pay extra though so the fade rate is longer). Combine that with the end only to activate and that seems to best simulate what you describe to me, but what do i know nothing, that's what.
  6. Beloved Herogames.com fora: I while ago I asked, on a post called 'a mentalist who takes it for the team' about ideas for writing a mentalist who could alternative buff team mates and curse enemies. I am studying for a rather dreadful licensing examination and have been doodling in the margins of my practice tests the mechanics of the mentalist. Here's what I’ve got, please comment on legality, advisability and power-gaming-type abuses inherent therein. Just a brief note on concept, the character is the commander unit of an alien army and serves is the electronic/information warfare officer of a legion of troops. A multipower, 45 points, defined electronic warfare. The slots are basically riffs on mental illusions: 9d6 mental illusions; 9d6 telepathy (eavesdropping); missile deflection, usable on others (interfering with targeting); I would like to include some drains but the bang-for-the-buck with the kinds of points that I have are pretty limited. Also, could anyone suggest a good limitation for the base of the multipower -- I need to save some points. I was thinking a requires skill roll, tactics, maybe even subject to a skill contest. That seems awfully limiting though. The buffs are handled in an elemental control. The EC is linked to a mind link so only the characters mind linked to the mentalist can use the buffs. The E.C. is meant to simulate a battle network. They are: +1 speed +5 lightening reflexes, usable by 4 others (hereinafter UB0); +3 dcv UBO; & 360 degree sensing, UBO. I was thinking about a mind scan as well. I am buying all the slots with a costs end limitation. Oh, and why can't I link powers to powers inside an elental control?
  7. Hello Steve: I have a question about power advantages applied to strength: my character has a 30 base strength and 30 strength with a +1/2 variable advantage. Please let me know if I have the following scenarios right: (1) If i set the advantage to explosion and punch an enemy the enemy will take 12d6 from the punch (and that is all) and anyone within range will take their share of 6d6 explosion (2) If I set the advantage to zero end I will pay end for the 30 strength (3) If I set the advantage to ranged I will have the equivalent to 30 strength telekinesis - what happens if I set th advantage to armor peircing? to autofire?
  8. Hello Herogames: I have a question relating to multipowers with continuous effects: I understand that if I buy a power continuous uncontrolled (i.e. napalm) then so long as I pay end the effect continues. I also understand that If I buy my napalm in a multipower, so long as I want the napalm to burn I must keep that slot active. I have two questions: Can I buy additional points for the base of the multipower, sufficient to cover the cost of keeping the naplam active, but with the limitation -- only to keep napalm active? If so, what would be the value of such a modifier?
  9. Re: tactics as a power Thank you to everyone, your responses are greatly appreciated. Kevin Schultz: Is teamwork a skill? I apologize but I'm still not up on 5th ed. rules and I don't recall using it 'back in the day'. If it is a skill what exactly is its effect? If it is not a skill what is it and how do I use it? Thank you again everyone
  10. Re: tactics as a power I like the usable by others naked modifiers. along the same lines as Lucius's armor pericing usable by others, I think +1 stun multiplier would be a good idea too. Any other ideas along the line of naked modifiers bought with usable by others? Also, along the lines of incrdbil's 'going along with the plan' limitation can anyone think of a way to give an OCV bonus to players who share a target in the same phase (e.g. hero one attacks durak, hero two attacks durak in the same phase and gets a +1 ocv, hero three attacks durak in the same phase and gets a +2 ocv). Call it something like coordinated strike. I think the coordinated strike idea fits the tactics as powers. Can anyone think of similar ways to simulate a benifits to a coordinated attack? thanks again
  11. Hallowed herogames.com fora, I once again throw myself on your mercies and ask that you help me put together character mechanics A player in the game that I'm running plays a former special forces character. He is not superpowered (but runs with superheros) and wants to be able to use tactics to 'buff' the other players. I think that this is an amazingly cool idea. I read through the online FAQ's. Below is a list of tactics based buffs (and curses) that I can think off. All the ideas below would like require a tactics skill roll in addition to whatever limitations or advantages they may contain. Please comment: if my ideas are workable, advisable, worthwhile or if you can think of better ways to simulate my buffs/curses or new buffs/curses that a tactics-based character could throw out. I would also appreciate discussions of where the powers could go (for when he gets additional experience) combat skill levels, usable by others "tactical positioning" Aid to speed, ranged "unit cohesion" Drain vs. Dex, only to lower CV (-1/2?), area effect circle, selective "exploiting weaknesses" Aid to Dex, only to raise CV, area effect circle "authoritative presence" Followers (to turn the character himself into a squad) thanks!
  12. Re: A mentalist who takes it for the team The Fora never dissapoint: Spoon/Bikle: totally right, it needs to be a MP (Bikle) and more focused (spoon). I think basing all his powers/buffs/curses around mental illusions is the way to go. The MP will seem more organic and the character will make a bit more sense. I'm already a bit more excited about the design now. Bloo: I'm totally putting the missle deflection in, that is a great idea (replacing a force wall I have in there now) Your Lordship: that is a clever idea but I think I want to keep this character a bit more straight forward. I've played characters based on drains and transfers (e.g. vampires) and I want this character to be a bit more selfless Lethosos: this character is one of many multiforms and, as such, I don't think the foci will work. The shaman idea is actually quite clever. I would write it as just an aid fiend with summon/followers (zombies if he's a witch doctor or golems if he's a more tribal shaman). Use the followers as bodygaurds or as canvases for the shaman's aid. If anyone's up for another round: a few aid questions -- (1) Does 5x autofire for aid cost +1 or +1/2? (2) Aid is not ranged (so i need to buy a ranged advantage to use it at range) -- right? (3) To aid cv I need to actually aid dex and have it count only for cv (like a -1/2)? (4) I've never ran an aid character before. What are good, in a bang for the buck meaning of the word, aids to buy? What are good drains? Thank you all. I really haven't had time to seriously play since high school and really want to try some different stuff.
  13. Hello all: I have asked the herogames fora for help in the past and not been dissapointed so I was hoping that you could all lend a hand devising the mechanics for a character I am having a lot of trouble with. I want to build a mentalist, on about 230pts, whose primary goal is to buff/curse teammates/enemies and secondary goal is to provide classic mentalist-type offense. My first idea was to build a high-cost multipower with several ultra slots. Most of the slots were devoted to aids (to speed, stun, and dex for cv) drains (to body, pd, movement or speed), and mental attacks (ego attack, mental illusions and telepathy). The character just seemed... boring. A collection of random powers. Can anyone help me think of an alternative set of character mechanics - a bit more inventive than the traditional movement + defense + multipower chocked full of attacks - to allow for the description above. It may be mission impossible on 230pts but I just hate the way i've written the character and there just has to be a more creative way.
  14. Re: The Transporter hey boss, i play with a dude who dug the transporter flicks, wanted to do the titular character. We did it by giving him a ton of mercenary skills, a few weapon familiarities, martial arts (with some ranged), and a four overall skill levels. He was not quite a combat beast but with the overall levels he was useful in combat and unendingly useful outside of combat. He ended up just north of 200 points and we slimmed him down to a round 200 with minimal pain. We gave him two-fisted fighting with firearms later on for some woo action. By mid-campaign he was one of the heavies in combat and channeled bruce wayne outside of combat. he was pretty cool
  15. I believe it is against the rules, if a character has dual weapon fighting (the 10-point skill), to use two ultra slots in a multipower as the two weapons. (my 12d6 eb and my 8d6 armor pericing energy blast assuming that they are both ultra slots and that my multipower base is 60 points) Can: (1) a character use two multislots? (with a 60pt base use two 30 point multislots) (2) buy two ultraslots that are half the total value of the multipower base and use them both at the same time? (two 6d6 energy blast slots with a multipower base of 60 pts) (3) buy an ultraslot with two energy blasts (e.g. in a mp with a 60 base buy one slot as two 6d6 eb's and use them both with two weapon fighting?) (4) along the lines of two, buy an 11d6 eb with a five point doubling adder and use them both in two-weapon fighting? Ideally i'd like to use 4 thanks, and please move this post if it's in the wrong place and sorry about my name
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