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pinecone

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Everything posted by pinecone

  1. I only ran one "Uber" game ,it was Thor at around 1200 points and a galaxy spanning viking long ship full of 600-700 point asgardians (Thor was a PC) I found that at that level Role-playing came into the fore in terms of ingroup interactions after all when you can conquer a planet on your own your feelings Really matter... I'd suggest a whole section on "Blue booking" ala Strike force, in D&D (Herasy!) I kept high levels entertained with politics and diplomacy...I'd imagion that it would work on a Gr**n Lanturn as well....
  2. I may have posted this before...Viper buys and spreads a "Laser tag" style franchise into every major city....they use it as a training facility,agents play for free to bone up on tactics and accuracy,and they close the place for "private partys" and reconfigure the interior for full training sessions and to reherse jobs. if possable they will try to get plans for the hero's base.....
  3. I also have always allowed someone to intensionally take fire...it just seems to fit the comics universe
  4. Don't know if this is really a Viper plot but in my campain Demon agents always waer Viper uniforms while on an operation
  5. How about a honking big megascale move with the posistion shift mod....say TP 1" magascale 1 hex =20,000 km or so ...you just "change orientation in your hex" but of course your hex is the whole earth......
  6. I don't know that I know THE answer but a medium to hefty dose of absorbsion is one way to model Invulnrability...and that should be fairly expensive.....it can also make hay of active/point limit campains which are fairly common....
  7. One way to deal with the bullets vs arrows is to use the alternate "Tech level" idea out of Star hero...arrows and bullets both make nice hole in bare flesh....vs full maximillian plate an arrow does vs 8 def, a bullets goes vs 4 def, a laser/blaster goes vs 2 def....so they can all be 1.2D6 attacks yet each generation is "better".....
  8. I once did an angel type char that had a "Wings" Multi Multi( ) u Flight: Restrainable u Gliding u Armor : usable by others I think the armor was around +9 def (it was a small multi) the armor was wrapping his wings around others, obviously he could not fly or glide while doing this...I remember it working just great...I don't remember if I used muliple persons or AE 1 hex on the armor though......
  9. I've been thinking and I think I have found part of my confusion if not my objection....Change enviro seems to be modeled and modified as a adjustment type power and I am seeing (and has been used in the counter examples) as a special effects power...that does help bring things into focus...I still think the cost is too high but higher cost isa part of several powers in 5th (see shape shift, AID, damage sheid...etc...) so it may be a case of me getting used to it...anyway thanx for the thoughts and input
  10. I treated AF dam sheild as one auto hit plus roll to hit for follow on with a max number of hits equal to the number of shots.....you get value for your points but not an uber power ...I had my worst experiance as a player vs a damage sheild with a nonstandart power and have ever since thought the same extra cost mechanic that we use for auto-fire should apply to damage sheild.....the power was Transfer Stun ,Dam sheild....U.G.L.Y.......
  11. I wouldn't think LS was the answer....Enviro movement: Unaffected by gravity...Thats the ticket.......
  12. I guess you are starting to get through my thick hide....But for 150 points, which is about what you end up with (my example costs 76 points,add in a +1 and it would run around 130 to 140) I could buy a 80 point vari-pool and I Know how gross that is.....when the extra adders were not there using a +1 made a fairly good change enviro cost from 40 to 70, and that seemed about right. Having the +1 and needing a +5 and a +10 adder increases cost by 30 making the peviously "reasonable" costing powers now run from 70 to 100 points....I guess I will disagree till I see someone use a weather controll power in play that is as powerfull as a 10D6 AE or an 18D6 energy blast. I just hate to house rule things because it leaves the player with a character that he can't use at a Con or in a differant game. And the cost differance is so huge that there is no easy fix for the character....Thanx for your insights.....
  13. Probibly the most playable version of this would be +X (X= butloads) STR ,only to move planets and pther huge things _1/2 or so....
  14. I'd start by writing down TK:AE radius,Must run around area (say -1/4 or so...) and see if that will do if so...Done. If not modify to suit. You might end up with a "wind blast" multi by the time your through....
  15. AHHH!...now I have a John Denver song in my head!...Evil!, evil.
  16. Yes I see what your saying...But (you knew that it was comming) I paid points to do all that....-1 cv,-1 Dx rolls and char rolls and -3 Temp levels...Special effect:Freezing rain....or -4 Per rolls...special effect:Fog....I'm only useing stuff I paid for, the special effect is some sort of weather effect, so why does it require a +1 mod on top of the adders? My concern/beleif is that now that we have the new adders the reason for requiring and additional +1 seems to have vanished. In other words I can see paying 76 points for this cool power...but 130+ ...that seems way too expensive for the utility of the power. Unless of cpourse I'm missing something that does in fact make the given power construct gross.......I guess I am of the opinion that for those kind of points I could afford a Variable pool of change enviros and do vastly more, and that leads me to beleive that the power as shown in the examples is over priced...
  17. I thought one of the major upgrades to 5th was making Change enviro worth points. But now it seems to be Too expensive. My confusion is based right now on one thing...what am I getting for the +1 vari advantage? I get the feeling that with the new adders, the +1 advantage is outdated...heres an example weather controll power... Change Enviro (-1 CV) 5 points Long lasting +5 points Muliple effects +5 points Variable effects +10 points Total caost 25 points REnd to 0 +1/2 Megascale (10 km per hex) +1/2 Total cost 50 points -1 to Char rolls/skills cost 8 each Temp levels cost 6 each so I buy -1 skill/char and 3 temp levels for 76 points so I put it into my multi at a slot cost of 8 (7+1 for exceeding 75) I throw in some lims of Extra time (1 turn) and "Real weather" -1/4 (only modifys 1 step per Turn, only creats effects the GM buys into )...This seems like a playable and not gross power set, the differant Types of wether strike me as special effects...but the rules say I need to buy a +1 advantage to change my special effects within the sub group of "Weather" and I really don't see what value I'm getting that justifys more than a +1/4 Variable special effects.....Opinions? I suppose I could ask the Mighty one , but first I thought I try to get some more perspective.....
  18. Super Acrobatics up to crouching tiger levels.....Flight:Lim must land each phase?
  19. I seriously (OK not so seriously) considered a Flashlight as Transmit added to the sight group OAF or just change sight to Active instead of passive...????
  20. Just jumpin in to up my post count...I don't beleive you need to make falling damage into killing...the avg person only has 2 PD so a 12D6 fall does an Average of 10 body! Seems plenty lethal to me....I always figured they upped terminal velocity to 30D6 so they could scare Supers not because it was Real but because it was Dramatic......
  21. I think the whole Healing+Serpants is based on the Caduceous (sp???) many achient cultures associate serpants and healing/immortality all the way back to sumer....I believe I read somewhere that Pankration was being "modernised" by a MA or MA group in greece......I'd probibly treat "modern" Pankration as a version of "Comando"
  22. Oh...for the music thing how about a custom skill enhancer of "Performer" that aplies to any performance art such as play, sing or dance?
  23. Hmmm on that whole shepard thing...How about a Ranged MA with the Sling and Danger sense :Dangers to others in area....Was not Hermes also the inventor of medicene and had a gig controlling serpants and removing Venom? Say a MUlti power (50 to 60) U Healing:Simplified U Dispell: Venom,one at a time+1/4 U Healing:Repair limbs U Mind control (Animal minds) serpants only -1 Add in a RSR of some sort and the cost shold be good. I've always thought of Hermes as the God of "Cleverness" or intellect so lots of levels and maybe a batman style Superior intellect and planning Multi is in order....As far as MA Pankration+Wrestling is pretty darn effective with a few DCs or you caould go for a "Level based" MA such as +10 with Punch, Grab and Block...if you buy Overall levels you could buy fewer 3 pointers......
  24. I'd also add in Detect:True form as part of the sight group as a low cost "cool power" to bedevil those tricky shapeshifters and to dicover Transformed items....
  25. I like the idea of artificial psionics, but I'd add in that the mental implantation occurs during sleep,when the subconius is most acessable....Captain Haymaker "Must...not....sleep....must..."
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