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Threnody

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Posts posted by Threnody

  1. Re: Practical Costuming (not quite a WWYCD)

     

    My Mistress Of Illusions character wears whatever you feels like: it don't matter cause of no-one ever seeing what she really looks like. ;)

     

    My only halfway controlled shapeshifter, in her second shape, is in usually 4 color comic style costumes.

  2. Re: Recharging Things?

     

    A quick How To:

     

    A power that restores Charges to a device 'in the field'. Obviously, charges recover on their own eventually (unless you take that big -2), but how would you design (with a minimum of handwavium) the ability for Electroman to restore the batteries of Lazerblast's laser gun (4d6 RKA, 12 charges ... a pity the poor fool bought the gun with Charges and not an END Reserve, it'd be so much easier).

     

    ?

     

    Howdy!

     

    I'd just go for the direct way: Transform. Make it 5 or 6 dice of Major (ya might sneak on by with Minor).

     

    Or make it 2 or 3 dice, and slap on "Partial Transform" and say the fraction of BODY done is the fraction of charges you got back.

     

    There may be somethin' cleverer, but I can't think it up. ;)

  3. Re: Autofire question

     

    A big "Thankee" to CrosshairCollie, Hyper-Man, an Derek Hiemforth.

    Truthsayer: Yes, you can use less than 5 shots. (5ER, page 252, second paragraph, fourth sentence.)

     

    Threnody: Per shot. (5ER, page 252, fourth paragraph, first sentence.)

    Dja know the page in the real rulebook? (Not beans----reFred beans. :lol::rofl:)

  4. Re: Autofire question

     

    Aaaa... RATATATATATATATATATATAT - there's a 40 shot autofire weapon in Gadgets & Gear... we could be here a while...

     

    Don't forget that Charges replace END - so you don't spend END to fire, say, a pistol.

    Howdy!

     

    Suppose you had a Power with Charges and "Cost END". How do you figure the END used? AP/10 per shot, or per use?

  5. Re: How to build: instant learning

     

    Howdy!

     

    Thanks for all the ideas, folx. Might be there's something usable to be got out of them all.

     

    I guess I oughta explain things. My favorite GM and occasional lover is gonna be at a big get together her old lover is holding, and talked this here hostess into letting her (my GM) hold a Hero game. Thing is, all the RPers that'll be there are D&D goons, including the hostess, so my GM thinks it's best all the pregen characters are pre-zactly book legal (you know how D&D goons are about rules-lawyering).

     

    Now the hostess requested a character for herself, described in plain English, and the "learns REAL fast" bit is one she wants hard. Thing is, me and my GM couldn't figure any way to do it dead book-legal.

     

    I'll turn the ideas over to my GM, but I think the Multiforms, differing only by one Skill, is the most totally book-legal. Thing is, it's awful confusing to someone dead new to Hero. I think the Overall Levels is simplest, but it's gonna be expensive withouten lotsa Lims.

     

    We'll see what we'll see. ;) Thanks! :D

  6. How would you build the following, using only the rules as written, with no "GM permission" or "stretching the rules a little"?

     

    QuickGrrl can watch anyone perform any Skill for a full Turn, and thereupon be able to do the Skill at the same level as the person she watched. She can learn another Skill the same way anytime, but loses the Skill she had before.

     

    I can't see any way to do it, if Skill in VPP or sped up Cramming is forbidden (both are against the rules as written). Anybody see what I don't?

  7. Re: Prepaid Wireless (aka Tracfones)

     

    ghost angel: Are you trying to claim that hitting the "off" switch on a cellphone disconnects the battery from the "ping every 5 minutes" circuit?

     

    Cause less it does, a cellphone with its battery in can be found. Crack the telco's system or serve a supeena (spelling?), and you have it. No need for no triangulating.

     

    All your talk bout "can't triangulate" is a smoke screen. That ain't what nobody's saying. We're saying a cellphone with its battery in can be found. There's more than one way to find, ya know.

  8. Re: Prepaid Wireless (aka Tracfones)

     

    Y'know, Lemurion, I didn't say a cell transmits continuously, just repeatedly.

     

    ghost-angel, pagers without all that fancy-pants "fast page" BS and so on can be bought. You just gotta be persistant.

     

    I sat me down once with a guy what knows his electronics, and he put a cell in a wire cage and hooked up an ossiliscope. I SAW the spikes as it blipped it's "here I is" message over and over. I saw the pager NOT send out no such message.

     

    I ain't talking theoretical, I SEEN it. A cell transmits a signal, repeatedly but not constant, that it can be found with.

     

    And I ain't talking how the cellphone network is supposed to handle that signal, I'm talking about what can be done about finding it by someone with high-tech equipment, or access to the network's equipment (from cracking or from having the gummint behind you).

     

    No Edsel, it ain't fiction. You got a cell in your pocket, you CAN be found unless you took out the battery. Simple fact.

  9. Re: Prepaid Wireless (aka Tracfones)

     

    Howdy!

     

    It's worse than y'all think. If the battery is in the cell phone it can be located, cause the phone is given off a signal all the time---a signal to locate you.

     

    It has to, otherwise nobody could call you. So your phone can be found any minute any day.

     

    Unless --- you have a pager and leave it running whilst you take the battery out of your cell. That way, someone wants to talk to you, they call your pager number. Your pager tells you who wants to call and if you want to talk to them you put the battery in your cell and go.

     

    Important! Pagers really are passive. They don't give off no signal; OK, some fancy-pants models do cause they got "special additional features," but the plain ol' ones don't.

     

    Course you can be located while you're talking on the cell, but if you're careful that's not a biggie.

  10. Re: Having a painful movement

     

    So what happens if/when the villains take over police headquarters as their new lair?

    That there's a teleport to inside the jail, not "just outside the jail." :idjit:

     

    Or you mean "other villains invade the jail building and take it over"? They might free folx inside the jail, but they'd do that no matter how the folx got inside the jail, so your complaint's irrelevent.

     

    FYI, most jails ain't in the police HQ. Near, but a different building.

  11. Re: Youth Potions

     

    How exactly does one go about building a "Fountain of Youth" or similar in Hero terms?

     

    You trying to stop further aging, reverse aging already there, or both?

     

    First is 5 points of Longevity, second is a Cos. Transform (or Minor??). Link 'em if you want both.

  12. Re: Having a painful movement

     

    I didn't want to start a whole new topic and this is sort of in the same vein. I have a player who has a teleportation attack:

     

    Banishment: Teleportation 1",x4 Mass, Megascale (1"=1km), Ranged, Usable as an attack

     

    Obviously this can be severly abused. Since you've all thought about the repurcussions of teleporting someone somplace they don't want to go, give me some ideas on keeping this power under control. I've yet to have him select which "common defenses" need apply, but I'm thinking Power Defense and Teleportation and would like 1 more. It hasn't even come up in game yet, but I don't necessarily want to veto it without taking a little time to make it reasonable.

     

    Other "common defense": Mental Defense? Extra-D Move? Both?

     

    Limit to 1 or 2 Charges so he doesn't use it on every enemy.

     

    Give it a Fixed Location (city jail, lockup back at the Base, etc.), with "Only to Fixed Location." Needs more inches of Teleport, or up the MegaScale to 10km. This is aka "Go Directly To Jail." :winkgrin:

     

    If it has to follow a Grab and isn't Triggered, he's gotta hang onto the enemy for a Phase.

  13. Re: Having a painful movement

     

    Here's a way of "doing it" (not sure at this point in the thread exactly what we're "doing", though, but anyway :)) that should be "fixed":

     

    Teleport, AOE 1 Hex (everything in the Hex goes automatically, no attack roll).

     

    Of course, this just means you can use it to rip out a chunk of hull from the middle of a submarine . . .

     

    Page 149 says "When teleporting other persons and objects, the Teleporter must Teleport the whole person or object; he cannot, for example, Teleport a person but not his armor, or only half a dragon."

     

    So your plan to (mis)use a Power to do another Power's work fails. :thumbdown

  14. Re: Having a painful movement

     

    If you check the TP power description you can TP an unwilling tagrget if you go along with them - you only need UAA if you are sending them off on their own :) (Took me a while to work out why; TP is just a movement power and you can move with someone you have grabbed and controlled normally)

     

    Page 149 says "If he wishes to Teleport other people (or inanimate objects) without going along with them himself, he must buy his Teleportation with the Usable As Attack Advantage." Page 150 (Increased Mass) says "If the additional mass is additional persons, those persons have to want to be Teleported; involuntarily Teleporting someone requires the Usable As Attack Advantage."

     

    Looks to me like you mistook one of the times you gotta have Usable As Attack for the only time you gotta. ;)

     

    I'd do it:

    #1 Teleport ___"

    #2 Teleport ___", UAA, Linked to #1, Side Effect (Major: _d6 EB NND, Side Effect only affects recipient of power, Side Effect always happens; -1/2)

    #3 Naked Adv.: Trigger, only for #1 and #2, triggered by successful Grab and intention to "BAMF" the Grabbed person.

     

    OR

    #1 Teleport ___"

    #2 Teleport ___", x2 mass, UAA, Side Effect (Major: _d6 EB NND, Side Effect only affects recipient of power, Side Effect always happens; -1/2), Trigger, triggered by successful Grab and intention to "BAMF" the Grabbed person.

     

    The second way, there's no connection between the two Teleports. #1 is so he can go, #2 is only for taking and hurting.

     

    Your GM might not like the "intention to BAMF" part of the Trigger. The first way that's no prob cause it's a seperate power so you can not use it if you want to only Grab. The second way it's a prob. cause being Triggered it'll happen with every Grab.

  15. Re: Countering powers w/powers

     

    It's only needed for that particular SFX' date=' and typically applies only in a limited number of genres. For knocking an attack asside, the existing mechanics of Missile Deflection, FW and other apply and no others are really needed.[/quote']

    The "Contest of Power" is a combat manuever, so I was thinking of an other new combat maneuver without limited to one type of special effect.

     

    A character could have Missle Deflection, etc., etc., with the special effect it looks like his EB. But if another character doesn't buy that, it's not part of the game world like C. of P. is. So a new combat manuever is maybe more like what ya want.

     

    I think Breaking Weapons is the place to start from, but maybe MisDef or Block would work. :D

  16. Re: Elder Worm Reference Collection

     

    Well, sure it is...the same way we tend to say "it's the British".

     

    (Not that I'm equating the Brits with the Elder Worm, mind you; just using that as a convenient example of language.)

     

    Nah, you wanna make it parallel, ask which is right "The Briton" or "The Britons"?

     

    Cause their called "The Elder Worm(s)" not "The Elder". Compare adjectives to adjectives, nouns to nouns. :D

  17. Re: Minimum Duration

     

    Howdy! Thanks for the posts back.

     

    I changed the chart up yonder; it starts at 5 minutes instead of 1 Turn. I think that works better.

     

    Looking the rules over, I don't see any way to have a Persistant Power cost END. Looky page 69 fer instance. If anyone knows how to do it, tell me. Otherways I'm gonna remove the refs to Persistant from my first post in a couple days.

     

    Someone with this'll burn up STUN when he runs outen END. I don't know if there's a rule for running outen STUN too.

     

    If someone with this is Stunned or KO'd he keeps spending END (or STUN). If'n he's still Stunned/KO'd when the Minimum Duration runs out, the Power'll switch off automagically.

     

    Keep 'em coming folks. ;)

  18. For your consideration, a new Limitation:

     

    Minimum Duration: This Limitation can only be taken on Powers that are Constant/Continuous or Persistant (whether that's routine for the Power or due to an Advantage: note that routinely Constant/Persistant Powers made Instant by a Lim don't qualify); Always On and Inherent Powers don't qualify. Also, the Power must cost END.

     

    A Power with this Lim has to be left on for a minimum length of time whenever it's used. It can be left on for longer if the player wants to. If the Power is turned off, the "clock resets" and the whole minimum duration applies the next time the Power is used.

     

    Duration period	Value
    5 Minutes	-1/4
    20 Minutes	-1/2
    1 Hour		-3/4
    6 Hours		-1
    1 Day		-1 1/4
    1 Week		-1 1/2
    1 Month		-1 3/4
    etc.
    

  19. Re: Power fuild help needed: Transform+AOE

     

    :confused:What reduce? OK analogy:

     

    EB 16d6, AoE any (covers 8 hexes). There's a dude in each hex, each dude takes 16d6 (roll once, each dude takes the same). BUT!! dudes don't "run into each other" like a puddle of water does.

     

    Transform, Major, 5d6, AoE any (covers 8 hexes, the GM's nice). There's 800kg of water in each hex, 6.4t total. Does the Transform to ice (or steam, or any f****** thing) happen when you hit double 10 BOD or double 13? I understand you don't have to hit double 10 eight times; that's what the AOE is for.

     

    Double 10 BODY to change it. It works just like the EB; every "target" takes the same damage. The fact you're "attackin" a "continuous substance" don't change that.

     

    Here's an idea:

    Fifth Ed, page153: "A character can use Trasnform to create objects,...a spell which creates water would be...(air/nothingness into water), with the amount of water created based on the BODY rolled on the Transfrom dice..."

     

    Now you all are changing stuff to a different "state" so that ain't like making water outen air, but you are working with a continuous substance so it's kinda alike. I'd say your spell don't have to change all of the BODY before anything happens. Figure it by halving what you roll, and change stuff that's got that much BODY. Fer instance: you roll a 4, you change 3.2kg of whatever into whatever (page 304, "Object Body Table," "Unliving" column). I think it'd work better. Course, that's 3.2 kg per hex, without caring what size your hex is at.

     

    What if it's MegaScaled AoE, 1" is 250 meters? It's now 12.5kt of water per hex, so do you have to hit double 24 BOD? Double 27 BOD for the whole mass? Or 10 (13?) BOD for an ordinary hex?

     

    That make the question easy enough to understand?

    See what I said above. If'n you're changing (half the roll) BODY per hex, the MegaScale don't matter none. Except for the question of how long to get it all changed. :winkgrin:

  20. Re: How can I do THIS?

     

    Basically' date=' if a marine eats a creature, a special organ he has can absorb some of it's memories, and thus the marine can acquire a certain amount of information about an environment by eating a creature from that environment. Basically the marine can get a basic feel for an environment from an animal he eats from it.[/quote']

    Cramming (with a grody special effect) is good, but you only get one Skill. If there's more than Survival needed, two, three, maybe four Crammings. OR, a VPP only for Skills; needs GM A-OK to put Skills in a VPP.

     

    A kroot can absorb DNA traits from a creature it eats and incorporate it into t's own DNA over time.

     

    So, if a kroot ate some chameleons, it could possible develop chameleon like skin.

    Shape Shift, Sight and Touch groups (others too??), with a VPP for other powers. Inherent, and you and your GM gotta agree it can change even tho' it's Inherent.

     

    Moreover' date=' the kroot have some control over their reproduction, and under the direction of a kroot called a shaper, reproducing kroot can selecgively incorporate the traits to an even greater degree into their offspring.[/quote']

    This don't need a power. It's plot, means the GM waves his hand and voila.

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