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Posts posted by Ndreare
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Sorry I forgot to remove the disadds from our game so just ignore those.
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I wrote up a version of him for our 350 Champions game but the player did some mods take alook it should be a good start.
The idea behind the high defenses was he seems to be stun able but not easily killable. It is not perfect but hey we all play for fun anyways
Stitch
Player: Riordan Sims
10" RUN02" SWIM016" LEAP0Characteristics Cost: 218Val Char Cost 57 STR 47 20 DEX 30 30 CON 40 18 BODY 16 20 INT 10 20 EGO 20 20 PRE 10 20 COM 5 26 PD 0 25 ED 4 5 SPD 20 25 REC 16 60 END 0 62 STUN 0
Powers Cost: 122Cost Power END 5 4 Arms & Tail: Extra Limbs 30 Resilient Body : Physical Damage Reduction, Resistant, 50% 45 Tough Skin: Armor (15 PD/15 ED) 9 Super toughness: Regeneration: Healing 1 BODY (Can Heal Limbs), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Always On (-1/2) 10 Lack Of Weakness (-10) for Normal Defense 10 Clinging (normal STR) Engeneered Body 5 1) Leaping +5" (16" forward, 8" upward) 1 8 2) +4" Running (10" total) 1
Skills Cost: 12Cost Skill 2 TF: Space Vehicles 4 WF: Energy Weapons, Vehicle Weapons 3 Combat Piloting 13- 3 Power Usage (STR-based) 20- Total Character Cost: 352
Val Disadvantages 25 Distinctive Features: Small Blue with four arms Not Concealable, Extreme Reaction, Detectable By Commonly-Used Senses 20 Hunted: Firewing command 11- (Frequently), As Powerful, Harshly Punish, PC has a Public ID or is otherwise very easy to find 10 Physical Limitation: Knows little of Phase World Frequently, Slightly Impairing 10 Reputation: Reckless Frequently (11-) 20 Psychological Limitation: Refuses to back down or be bullied Very Common, Strong 10 Vulnerability: 2x STUN From Ice and Cold Uncommon 10 Vulnerability: 2x Effect form Drains Uncommon 10 Psychological Limitation: Overprotective of his friends Common, Moderate 15 Psychological Limitation: Shoot first ask Q-later Common, Strong 20 Social Limitation: Freak Very Frequently (14-), Major Disadvantage Points: 150
Base Points: 200
Experience Required: 2
Total Experience Available: 2
Experience Unspent: 0
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Palladium level based powers don’t convert very easily however the way I did it when converting the NPC’s for my game was that most powers were given 40 Active points +5 per level of the Palladium Character. So a twelfth level character like Voltaic would have 100 active points in his electricity and magnetism powers. (NON-COM multipliers are a must for Sonic and Regular Movement Powers) and almost all the other powers can be easily built with the HERO 5 book. Mimic is a little harder but do to Pallaiums rule that a character with mimic looses his own powers while mimicking others I simply made it as follows.
Cost Power
194 MIMIC: Variable Power Pool, 125 base + 69 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (281 Active Points); Character Has No Choice Regarding How Powers Change: Powers of Target or (Insert normal power here) (-1/2), Limited Power: Requires Contact to Change Power loses about a third of its effectiveness (-1/2), Limited Class Of Powers Available: No skill based powers, tech, or magic Slightly Limited (-1/4)
Powers Cost: 194
(Remember most Mimics don't have a whole lot else going so you can jack the pool as high as possible.)
This Conversion worked well for a long time and only a few exceptions were needed.
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Thanks for all the help guys.
I feel so enlightened now. I can return to my regular day of starring at the magic box with writing on it.
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I often see things like IIRC and LMAO. Is their a master list some where some one could point me to find all these meanings?
I am not new to messages boards but I have never really cared before.
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Well I have had the book for about a week now but did not want to post until I have read the whole thing.
This book is awesome!
Any editing problems people notice are more easily over looked than focused on. And because they build the power for you, you can easily see any game mechanic that is wrong and fix.
Thank You Steve
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I believe DR Devise has the rite idea make it a fact of the world don't make the players waste all their points on FX like these.
P.S.: An EB AVLD (MD) Does Bod linked to telepathy would do all these things any way. So for every three dice of mind scan they take 1die of Energy blast. and allow MD to resist but remember few people should ever have an ego over 20 ie a MD over 4.
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As an after thought you could even add things like uncontroled to make the limitation last for long periods of time.
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I believe in the basic discription of Transform it covers giving a disadvantage/limitation to characters as...
Transform Xd6 target into target with activation on powers. Limited Target people with powers -1/2, Major Change =15 AC and 10 RC per die then you would have to transform the entire amount of their body and an aditional amount of points equal to the change desired. As transform is inherantly cumalative this could be as cheep or expensive as you like.
However I would buy it as the following which would not be a transform game mechanicly but would work well
55 Jinx: Custom Power "Activation -11 on up to 60 Active points worth of powers" 30 Active Points= Variable Special Effects Limited Group of SFX (+1/4), Ranged (+1/2), Usable As Attack (+1) (82 Active Points); Costs Endurance Costs END Every Phase (-1/2) 8
You are basicly changing the value of the character by X many points. So it all depends on weather you want an instant effect or a acheaved effect.
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Alternative Presence/Mind Control rules.
This topic applies to all contested characteristic rolls and not just PRE but that is what I am using to play test it.
I have been playing with the idea of making pre rolls a contested effect of dice against dice counting number of body over the looser and using the existing table for effects but dividing by 5. This has had the effect of making a 30 presence truly impressive instead of slightly inclining. It also helps maintain the attribute exponential ratio I prefer.
Have any of you played with other rules variations fro presence or other contested Stat rolls?
The following is an example. (I also allow a increase in Pre attacks based on situations like those in the book.)
“Chill†is telling “Louie the Rat†if he doesn’t pipe up he will have this pipe up in about five seconds… (While holding a large pipe in front of his captive)
Chill has a PRE 15 (3D), a Reputation for crossing the line +1D and is in a position of power +1D = 5D Rolls and gets 6, 4, 6, 3, & 1= 6 “BODYâ€
Louie the Rat has a PRE of 10 (2D) and nothing else = 2D Rolls and gets a 5 & 2 = 2 “BODYâ€
Chill beet Louie by 4 “BODY†looking on the chart Louie tells thing he would have rather lied about or never said. If we used the normal system he would have made it by only 10 over his PRE and Louie would have said things he would not have minded telling.
I think the alternative system more accurately represents how things should go down.
So what do you think?
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I actually have two questions based on his question.
1:Would a character with TK be able to use Full STR TK on multiple targets by starting it in multiple phases?
2: And I am personally curious about Entangle when I entangle some one do I pay end every phase or only in the initial phase as I would with a mental power. I have always been a little curious about this and have been running it like a mental power but would like to know the correct way.
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This is easly the best topic I have ever read on these boards thank you Pattern Ghost for starting it.
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Thanks I have found them now and am trying to master them.
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Under the post you just answered would it then be safe to asume that a character to do a flash vs. Mental awareness to prevent being spotted by the target of his mental blast?
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I am rarly in agame were that level of power exist so it has never been a problem. I mean think aboute it you have 120 active points in deffense & 120 in speed of course it will be hard to hit you if you are choosing not to be struck.
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A while back some stuff was posted on character efficiancy. Well what I am looking for is what DH they are in and were I can look it Up I bought all the digital heroes now so I can read The artical if I know were to look.
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Here is another one I am asking steve and thought I would get oppinions.
Hello Steve I was talking to one of my players when the idea of a flash vs. Mental Awareness came up.
Would a flash vs. Mental Awareness allow a character to reduce another characters DECV to 0 the way a flash vs. Sight could allow you to potentially drop a characters DCV to 0.
If so then would you simply apply the rules for a regular flash or would you need new ones made up? Also could you then consider you other senses as non targeting senses for the purposes of rolling a non-targeting perception roll to get 1/2 DECV and OECV.
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Hello Steve I was talking to one of my players when the idea of a flash vs. Mental Awareness came up.
Would a flash vs. Mental Awareness allow a character to reduce another characters DECV to 0 the way a flash vs. Sight could allow you to potentially drop a characters DCV to 0.
If so then would you simply apply the rules for a regular flash or would you need new ones made up? Also could you then consider your other senses as non targeting senses for the purposes of rolling a non-targeting perception roll to get 1/2 DECV and OECV.
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I thought about the V.P.P. but it seamed not only to cheep cost wise but Skills as powers are considered special powers.
Also I should point out that the character has a 13D6 Mind Scan outside of his Mental multipower so he can often find people he knows with the skills necisary. So 15 points for almost always having the correct skill seemed to cheep for me while at the same time I agree with monolith that my way is to far on the other side of cost balance. Maybe if I thought some more on the actual gains.
A primary concern I had was that the power would be to cheep but it sounds like that is not something other GM's would be bothered by. (I kept thinking this is to cheep then this is to expensive and was unable to make up my mind.)
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Save your self the head each and create the caracters for the players. Then they will be balanced and you can have as many of them as you want.
(If you are familiar with the Mojoverse you could use the Baby X-men he created they were around for a couple of issues basicly they had all the powers of the X-men but weaker.)
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Well I was wondering if you guys have done this before or if any of you see any problems with this power?
Hello I am creating a villian for a game and want to give him the power to use the skills of another after reading their mind with telepathy. So I am wondering if this is a valid power construction or if I am breaking a rule I did not see in the books.
Cost Power
58 Barrow Skill: (Total: 79 Active Cost, 58 Real Cost) Transfer 1d6, Can Transfer Maximum Of 10 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Reduced Endurance 0 END (+1/2), Based On EGO Combat Value (Mental Defense; +1), Variable Effect Four Skills Simultaneously (+1) (64 Active Points); Limited Power Must get Ego +30 on telepathy roll. (-1/2) (Real Cost: 43) plus Target Keeps Skill: Naked Modifier, Usable Simultaneously (+1/2), Variable Effect Four Skills Simultaneously (+1) (15 Active Points) (Real Cost: 15)
Powers Cost: 58
[end quote]
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Hello I am creating a villian for a game and want to give him the power to use the skills of another after reading their mind with telepathy. So I am wondering if this is a valid power construction or if I am breaking a rule I did not see in the books.
Cost Power
58 Barrow Skill: (Total: 79 Active Cost, 58 Real Cost) Transfer 1d6, Can Transfer Maximum Of 10 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Reduced Endurance 0 END (+1/2), Based On EGO Combat Value (Mental Defense; +1), Variable Effect Four Skills Simultaneously (+1) (64 Active Points); Limited Power Must get Ego +30 on telepathy roll. (-1/2) (Real Cost: 43) plus Target Keeps Skill: Naked Modifier, Usable Simultaneously (+1/2), Variable Effect Four Skills Simultaneously (+1) (15 Active Points) (Real Cost: 15)
Powers Cost: 58
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First: Is it legal to buy skill penelty levels for the move through/move-by penalties or would you have to buy CSL's with them?
This has come up with a speedster player in a group I am playing in and one of the other players believes PSL's are to cheep for the benifit of the move by-move through. So I agreed to go with a second rulling. (As the GM it has not upset game balance as the player told me durring creation this was his planned primary attack form and followed my DC/OCV limits.)
Second: Should PSL's be counted when giving a maximum OCV level for a game? (I have not been counting them.)
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I meant limitations not disadvantages sorry.
Acronyms
in HERO System Discussion
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There is something inherently wrong about this.