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Deadman

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Posts posted by Deadman

  1. I haven't added anything to this in a long while so I just thought I would start it back up and see if there was still any interest.

     

    I have been running a mutant based campaign online https://champions-mutant-chronicles.obsidianportal.com/ and have brought back some old 4th Edition characters that I have reworked for the game.  Here are a few that the players have already seen.

     

    I.M.A.G.E.

     

    Murdock, TK, Troll, Blowout, Null, Void, Two-Time and Freeze Frame from The Mutant File and a couple of recent recruits Panther and Locks.

    Murdock-Helmet.jpgTK.jpgTroll.jpgBlowout.jpgNull.jpgVoid.jpgTwo-Time.jpgFreeze%20Frame.jpgPanther-Image.jpgLocks.jpg

  2. I think that Barrier works best for what you are describing.  Though it would take the GM's permission to allow it to move with him with the Non-Anchored Adder and Mobile Advantage.  You may also want to take the Feedback Limitation to make it work like Resistant Protection.  Here is how I would build what you are describing.

     

    37 Force Globe:  Barrier 20 PD/20 ED, 0 BODY (up to 6m long, 2m tall, and 1/2m thick), Non-Anchored, Opaque Sight Group, Mobile (+1/4) (111 Active Points); Feedback (-1), No Range (-1/2), Restricted Shape: Globe (-1/4), Costs 1/2 END (to maintain; -1/4)

     

    Of course you will also need...

     

    6 Partially Penetrative: Through Force Constructs with Sight Group (10 Active Points); Only For Personal Force Bubble (-1/2), Linked (Force Globe; Greater Power is Constant or in use most or all of the time; -1/4)

     

    The only down side that I can see with this build is that if you are hit with an attack that does more than 20 BODY it will Drop and you will have to re-establish it.

  3. That makes sense to me. Just curious tho - are you using the tables to do this, or "mathing" it based on the points?

     

    I usually do it by the points but the Table on 6e2 p.101 will give you the same results.

     

    [i know we're off-topic, but hey it's my thread and I'll digress if I want to.]

     

    You wouldn't even have to do that. You can keep Killing Attacks, just remove Killing Dice. So a 12DC Killing Attack instead of rolling 4d6 K, rolls 12d6 like a Normal Attack - the only difference is that the BODY ignores Nonresistant Def. The math is slightly different, but not enough to be significant. You basically make it a very limited type of AVAD. (Maybe reduce the STUN by say -1 per die to balance it and call it a +0?) Everything else works the same but now you don't need a second set of rules for how [everything] applies to a different dice mechanic. Easy.

     

    In the past I have used an +1/4 Advantage Called Killing Blast to do this very thing.  I personally don't think the benefit is enough to warrant the +1/2 Advantage using AVAD but that is another possibility.  Since they dropped the Stun Multiplier to 1d3 Killing Attacks do pathetic STUN and you do get essentially a +1.5 point bump in the Average Stun on every Die of damage so maybe +1/2 does make sense.  Though the case could be made for a Limitation that NonResistant Defenses Apply to the Stun Damage of the Attack.  So maybe something like this...

     

    Killing Blast:  Blast 8d6, Attack Versus Alternate Defense (Resistant PD; +1/2) (60 Active Points); Limited Power Non-Resistant Defense Applies To STUN Damage As Long As Target Has Some Resistant Defense (-1/4)

  4. As a GM I would accept that and exclude reduced endurance from the DC calculation making it 6d6 and 4d6+1 respectively. Because the offensive strike on the Armor Piercing killing attack is only +1 as each step is 6.25 points and it only provides 10 points not 13.

     

    I have always used the Total rather than going by each entity adding to it.  So in the case of Offensive Strike I would add the 4DC from the Maneuver, the 2DC from HTH Damage Classes and the 4 DC from STR for a total of 10DC.  Then apply the Advantage for Armor Piercing resulting in +2 1/2d6.  I guess it is based on how the GM construes it.

  5. But 0 END isn't considered an Advantage That Directly Affects Damage per 6e2 p98. It affects the cost of the AP/RP Power (obviously), but not the DC, right? :think:

     

    Correct because you are going to be paying END for the STR.  The way that I see it you have to account for the AP Modifier in the DC you are adding with the Diamond Tipped Blades.  So you would actually only realize +6DC with a Martial Strike and +8DC with an Offensive Strike.  The Martial Strike is adding 8DC (or 40 Active Points) while the Offensive Strike adds 10DC (or 50 Active Points).  So when you account for the Armor Piercing you end up with 32 and 40 respectively.  But they are Armor Piercing.  So you have a 4d6AP Martial Strike and a 4 1/2d6AP Offensive Strike with your Diamond Tipped Blades which is what you had in the first place..

  6. Each Skill has a set amount that increasing it will cost.  Most of the Pre-Defined skills will generally cost 3 points and 2 points to increase the skill roll by +1.  Background skills such as Knowledge Skills, Professional Skills or Science Skills cost  2 points for a base 11- (or 3 Points for a 9+Characteristic/5 roll) and 1 point to increase the skill roll by +1.  Check the descriptions on the skills for specifics.  I hope that answers your question.

     

    Welcome aboard,

  7. I win!   :rockon:   There are so many ways to build a power when you reason from effect it just boils down to what is most cost effective and fits the intent.  That is some of the beauty of the Hero System.  I have never played Overwatch so I wasn't about to try to defend my position.  I just took the OP's description and rationalized from that.  I think that Doc's verbiage is spot on from what the rest of you have shared.

     

    Peace out!

  8. As a GM I can respond to this as it would play out in MY game.

     

    First, I wouldn't let you sell off your base movement unless there were a reason conceptually (Paraplegic, Brain in a Tank, etc.).  In my opinion that is pure munchkinism and I would rule against it.  I may allow a Naked Advantage for them on a case by case basis.  In my games I don't allow characters to sell off something that they are buying in Powers unless there is a conceptional reason for it (Perhaps an 8 year old kid in powered armor or something similar).

     

    Second, Triggered Movement is a useful and beneficial tool that I do allow it in some cases.  For example one of my players is a Precog who has a Trigger set up to "Dive For Cover" when attacked with an AoE attack (which I allow with some limitations like Requires Multiple Rolls: Danger Sense and DEX).

     

    Third, I wouldn't allow a character to Abort to set a Trigger since that act itself is not defensive (even though it is to facilitate such an action) that again seems like an abuse of the system.

     

    Forth, I do like the build for a speedster and would possibly allow it as an addition to his normal movement.  A good example would be buying that Multipower on top of his standard movement.  Which I understand would somewhat remove the appeal since it would cost a bunch of extra points.  I would question why his Swimming and Leaping are so much higher than his Running?   Obviously I wouldn't accept the answer: Because they are cheaper and I can buy more of them.

     

    Needless to say I adhere to a true concept of a character and my players are required to come up with a reason that the powers they buy fit the concept that they have created.

     

    Just my $.02,

  9. My suggestion would be to take a look at Brittlize in Champions Powers pg. 169.  This is an example of what the OP is trying to do.  This is a good example of what is being talked about.  The Cold Manipulator supercools an inanimate object so that it is more susceptible to damage.  Over time the substance warms up (meaning it gets its points back) until it is back to normal (a function of the return rate on the drain).  Let us not forget that the dice are halved because it is being used against a defense and the Active Points of Resistant Protection are 3 per 2 points of the Defense.  It could be adjudicated that because the Inanimate Object takes no Stun the Active Points are 4.5 per 1 in line with the Automaton rules (allowing for the Resistant Advantage).  What this means is that it would take 9 points of Drain to drain a single point of Resistant PD or ED.  If you aren't that cruel you could use the standard cost and it would be 3 points of Drain to drain 1 point of Resistant PD or ED which I believe is the intention of the RAW.

     

    Since I love examples let's run it down. . .

     

    Freon wants to Brittlize Viking's sword and targets it with that power.  He will need to make an attack at -2 OCV (per the Focus rules) to hit it and does so successfully.  He decides to put it all vs. the PD of the sword and rolls his 4d6 of Drain and gets 16 points of effect.  The GM decides that he will subtract 1 Resistant PD for each 3 points of effect (the cost is 3 points per 2 halved because it is a defense) so Freon's attack will subtract 5 Resistant PD from the sword.  Viking's sword is bought through a 45 point Multipower giving it 9 PD and ED.  Freon's attack brings the sword's PD down to 4.  On a subsequent Phase Freon targets the sword with an Icicle attack which does 3d6 RKA.  He hits the sword and rolls 9 Body which is over twice what the current PD score is.  The sword is destroyed based on the RAW for Breakable Foci (6E1 pg. 379).

     

    Well there is my $.02, what do you all think?

  10. I must say that I agree with Tasha.  Some of the powers are far more complicated than a new user should be expected to grasp.  For example, Honey Badger's Damage Negation and Damage Reduction should be lumped into just one or the other.  I think that Patriot is a good example of the simplicity that should be used.  If you want the 400 point builds to be more complex that would be fine because you have given the players and GM some time to get accustomed to the rules and the way that things work.

  11.  

    PATRIOT

    The Captain America type character of the group, an old soldier that never dies.  This character has the least obvious places to grow in, although more equipment would make sense (a knife, IR goggles, etc), and a multipower of gun tricks such as disarm, etc would be useful.  I didn't buy regenerates from death because that never makes sense in comics.  Everyone comes back from being killed anyway, so its a waste of points.  Patriot is a somewhat blatant ripoff of The Old Soldier from Astro City, and is built more around stats and skills (and massive presence attacks) than powers.  What the spirit was who showed up and apparently granted this character their immortality (in fact, they aren't immortal, no nation lasts forever) is up to the GM.  Was it a time-traveling patriot?  Was it just some hallucination that later the Patriot kept changing to fit the world that they came to visit later?  Was it some personification of Liberty or the USA?  Was it all made up?  No one knows.  This is the visual inspiration for the character:

     

     

     

    BASE STORY: The Patriot was one of the first colonists from Europe to land on the new world and set up a colony in what would become Virginia.  The colony faced several attacks by local tribes and the Patriot fought them, then when the place fell apart, the Patriot joined a tribe and lived with them.  In a vision quest as part of the tribe, the Patriot was confronted with a glorious woman of great beauty holding a star-spangled flag who told the character that they would be the defender and protector of a great nation that would one day rise on that land.  The Patriot was wounded in battle and seemed to die, but disappeared and showed up again, defending colonists again when new settlers arrived.  Again and again through the centuries, this character would reappear at key times of great need, from the French and Indian Wars to the Revolutionary War, the War of 1812, and on through history, always on American soil to protect the nation.  Now, the Patriot has appeared once more, but this time the character is staying longer - why, no one knows.

     

    Patriot is known as someone that tells the truth, acts with honor, can be trusted, and is famed for their fair play and love of their nation.

     

    FEMALE STORY: She was a spitfire, a girl that was always willing to fight.  When the other girls were sewing dolls, this character was up on the wall firing at attacking waves of enemies.  Through the ages, people have been surprised to find that The Patriot is a woman, but they're always grateful when she arrives with her great skill and knowledge.  And her leadership is incredibly inspiring to all.  The Patriot is a symbol of feminine courage and love of country that has always been beloved and appreciated.

     

    MALE STORY: He never looked like much, a gangly teen with unruly hair, but when it came to fighting, The Patriot had more fire and more courage than all the others in the colony.  The local tribes were very impressed with his courage and the fire in his heart, accepting him as one of their own.  As the years have gone by, the Patriot has filled out and grown, and now he is a huge, strong man that inspires awe.

     

    Patriot 
     
    Val Char Cost
     25 STR   15         Lift 800lbs; 5d6 (9d6 with combat training)
     20 DEX   20
     23 CON  13
     14 INT     4
     18 EGO   8
     20 PRE   10         Presence Attack: 7d6
      6  OCV  15
      6  DCV  15
      4  OMCV  3
      4  DMCV  3
      9  PD      7          With Combat Luck: PD 15; rPD 6
      9  ED      7          With Combat Luck: ED 15; rED 6
      5  SPD  30
     10 REC   6
     40 END   4
     12 BOD   2
     40 STN  10
     
    20m RUN   8
      8m SWIM 2
    10m LEAP  3
    Characteristics Cost: 185
     
    Cost Power
      2    Life Support  (Longevity: 400 Years)
      9    Regeneration (1 BODY per Day), Can Heal Limbs
     33   Gun: Blast 10d6 (50 Active Points); OIF (Focus: gun; -1/2)
     16   Combat Training: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/4)
    Powers Cost: 60
     
    Cost Skill
      3     Breakfall 13-
      3     Climbing 13-
      3     Concealment 12-
      2     KS: Famous battles 11-
      5     KS: History 14-
      3     Oratory 13-
      3     Paramedics 12-
      3     Stealth 13-
      3     Teamwork 13-
    Skills Cost: 28
     
    Cost Perk
      3     Positive Reputation:  Very famous hero (A large group) 14-, +1/+1d6
    Perks Cost: 3
     
    Cost Talent
      6     +2/+2d6 Striking Appearance (vs. all characters)
     12    Combat Luck (6 PD/6 ED)
      3     Ambidexterity (no Off Hand penalty)
      3     Environmental Movement (Exceptional balance)
    Talents Cost: 24
     
    Total Character Cost: 300
     
    Pts. Complication
     10   Distinctive Features:  Not from around here, awkward and out of place (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
     20   Hunted:  Temporal villains Frequently (As Pow; NCI; Harshly Punish)
     15   Psychological Complication:  Extremely patriotic (Common; Strong)
     20   Psychological Complication:  Code of honor (good guy/hero code) (Common; Total)
      5    Rivalry:  Professional and Romantic (representatives of other nations, must prove better; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
     10   Social Complication:  (Not from around here, lost in time) Frequently, Minor
     10   Social Complication:  (Public Identity) Frequently, Minor
      5    Vulnerability:  1 1/2 x STUN Time based powers (Uncommon)
      5    Vulnerability:  1 1/2 x Effect Time based powers (Uncommon)
    Complication Points: 100

     

     

    Patriot definitely needs some levels with combat or a higher OCV/DCV.  To get the points I would buy his Gun as OAF and perhaps add charges as well.  I would also raise his Reputation dice to +2/2d6 and drop Striking Appearance.  His OMCV doesn't need to be 4 either, you can leave it at 3 and raise his DMCV to show his willpower.  You could even create a Multipower out of his Hand Attack and add some slots that raise his OCV and DCV.  If you make them Variable slots he can choose what to add at any given time.

     

    Something like this...

     

    20     Fighting Prowess: Multipower 20-point reserve

    3v          1) HTH Training: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/4)

    4v          2) Skilled Combatant: +4 OCV (20 Active Points)

    4v          3) Elusive Combatant: +4 DCV (20 Active Points)

  12. Hmmm... the Spellbinder picture gives an evil vibe to me. I think it's how the eyes and Joker-like smile are interacting.

     

    I see your point.  Hit refresh on your browser and take a look now.  Better?  My intent was an innocent looking young girl.

     

    I kinda like what I see with Honey Badger, but I'd rather the white be more grayish, to match the creature

     

     

    Hit refresh on the browser and see what you think now.

  13. Which version of HeroMachine are you using for the pics?  They look awesome, I really like that there are more positions available now!!

     

    I am using Heromachine 3 for all of the images.  It is not nearly as intuitive as HM2 but once you get the hang of it you can do some pretty incredible stuff.

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