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NisseFrasse

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  1. Like
    NisseFrasse got a reaction from Hyper-Man in Speedster Move Through Power   
    Oh wow! Thanks alot for all the answers and suggestions! I believe I have a more clear idea now how to do this. Thank you all so much! : D
  2. Like
    NisseFrasse reacted to Tech in Speedster Move Through Power   
    For myself, anyone trying a move-through for a huge amount of damage would be limited to DEF + Body (or BODY x2 for complete obliteration). Sooo, Mr Superspeed, your 20 PD and 10 BODY allows you a maximum of 40d6, although you're probably going to need a new character.
  3. Like
    NisseFrasse reacted to Hyper-Man in Speedster Move Through Power   
    Added details to my earlier post.  25d6-31d6 should be enough.
     
    https://youtu.be/WKGoFJba1RE
     
  4. Like
    NisseFrasse reacted to Cantriped in Speedster Move Through Power   
    Regarding the inability to use Megamovement with a Full-Move Element Maneuver (Move By, Move Through, Passing Strike, etc). That restriction doesn't apply to Noncombat Movement as a whole. So you can legally perform a Passing Strike (or Move-By/Through) with Flight 10m x1000 Noncombat Movement (55 APs) (for a total velocity of 10km/phase...), however you do so at OCV 0 (unless you've got PSLs versus Noncombat Movement Penalties)... Of course such a character would need one looooong runway to Accelerate up to or Decelerate down from that velocity, or pay much more for faster deceleration. Heaven forbid something get in the way of your ac/deceleration by the way, because that would be a Collision (which uses the rules for Move-Through... which make for a very dead speedster)
     
    However in practice I simply wouldn't allow this. The amount of damage such a construct that lay out (if done properly) is beyond the scope of any campaign I've ever run. I usually encourage Speedster's use just their Combat Velocity for Combat Maneuvers (for their own safety).
  5. Like
    NisseFrasse reacted to Cantriped in Speedster Move Through Power   
    One of the best ways to handle this is to have them by a Speedster Style Martial Art which includes Martial Strike, Passing Strike, and Martial Dodge. Passing Strike functions as a Move-By that doesn't cause reciprocal damage; No speedster should be without Passing Strike (or some equivalent to it)..  Then simply purchase extra Martial DCs* if the character's Strength + Velocity isn't producing enough damage for your campaign.
    *Alternatively you can also use a basic Hand-To-Hand Attack (or an Autofire Hand-To-Hand Attack) to represent the ridiculous velocity at which he can throw punches.
     
     
  6. Like
    NisseFrasse reacted to Christopher R Taylor in Speedster Move Through Power   
    The easiest way is to buy a Hand Attack and buy it with a limitation "only with move through maneuver" or something along those lines.
    Another trick is to buy teleportation, with the added damage, and the special effect of a move through: it looks like he ran and bashed into the target and ended up where he teleported to, and he does damage.
    You could even buy an area effect line attack and define it as "he ran, smashed everything in his path, then dashed back to his starting point"
    Lots of ways to do this kind of thing in Hero.
  7. Like
    NisseFrasse reacted to Cassandra in Speedster Move Through Power   
    I always thought an Energy Blast could simulate a move through with the advantage that the target can't strike back with a hand to hand attack.
  8. Like
    NisseFrasse reacted to Hyper-Man in Speedster Move Through Power   
    Take a look at the speedster martial arts and infinite mass punch inside the VPP on this character for ideas.
     
    From:
    https://forum.rpg.net/showthread.php?795840-HERO6E-My-rookie-JLA-builds&p=20707008#post20707008
     
    0 24) Infinite Mass Punch: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/4) Real Cost: 40 
    [Notes: 16d6 with STR. 20d6 combined with Sacrifice Strike. Practical* Maximum Damage = 25d6 when combined with Passing Strike or Passing Throw and 90m Maximum combat move. Move Through Maximum Damage = 31d6 that he would also take a minimum of Half Damage (or Full Damage if target takes no Knockback).] - END=6
     

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